The workshop fills with the grinding whine of overcharged hydraulics as the Diligent Tangent locks his posture, snapping his heavy buckler into a tight defensive position. Sensing an opening through the swirling maze of illusions, the massive Jistkan war machine drives a heavy metal fist forward in a brutal, straight punch. The blow cuts right through the deceptive twilight of the room; while one of the shifting images flickers harmlessly, the real Sanvil is a fraction of a second too slow to dodge. The steel knuckles catch him with a solid thud. It’s only a minor, glancing blow against his shoulder, but it’s enough to break his stance and draw a sharp gasp of pain from the traitor. Wincing, Sanvil scrambles backward half a step to regain his footing. His condescending smile is entirely gone now, replaced by a desperate, frantic snarl. Muttering a rapid, clipped incantation, he channels another surge of unstable arcane energy directly into his longsword. The pale blue luminescence along the edge flares violently, crackling with fresh, dangerous power. With a two-handed grip, Sanvil brings the empowered blade down in a furious, whistling arc meant to cleave the automaton in two. The glowing edge strikes home, but the Tangent’s tactical positioning saves him. The lethal blow lands squarely against the thick, overlapping sheets of half-plate armor protecting the automaton torso. A spray of blue sparks erupts into the dark workshop as the blade glances harmlessly off the reinforced steel, leaving nothing but a shallow, smoking score mark on the metal casing. No damage dealt. Deafened by the booming, rhythmic alarms still blasting from the automaton’s chest cavity, Sanvil covers one ear with his off-hand, his face contorted in sheer rage. "Shut up! Shut up, you worthless heap of junk!" Sanvil shouts over the din, his voice cracking with panic. "Stop this infernal racket before I tear your vocal processors out myself!" Sanvil takes 3hp dmg and one image still remains. No damage to DT who is up again. Sanvil longsword spellstrike with Force Fang: 1d20 + 10 ⇒ (7) + 10 = 17 miss
Die Dog Die! - Round 3 23 Telurion (17/19hp remain)
Seeing an opportunity, Telurion runs to flank the mounted goblin, striking with his bardiche on Blue, and leaving the rider seriously hurt. Purple Goblin drops his bow, and arms a long spear-like weapon with an ugly blade at the end, then rushes to assist its partner. Moving closer to Asjar, but still 10' away, it stabs at the man from behind. Without his shield raised, the guardian is not able to ward the blow well and it hurts pretty badly. Asjar is hit for 10hp dmg, reduced to 9 for his resistance. Telurion could reduce that by 3 if he uses his reaction that way. Talene and Syeira are up now. Purple horsechopper vs Asjar: 1d20 + 8 ⇒ (13) + 8 = 21
Die Dog Die! - Round 2 - concluded 23 Telurion (17/19hp remain)
Asjar rushes to catch the swift goblin dog rider, and get close enough to make an attack, however, the goblin commando avoids the hit and any damage. End of Round 2 Removed the damage from Asjar due to Shield Block, and yes Telurion, I forgot the AC buff from LoH so you are at 17/19 instead, good looking out!
Giant Bugs! - Round 2 Courageous Anthem active, +1 to attack & dmg 27 Shaka (+1 AC; +2 dmg; 28/30hp remain; dazzled 2)
Moving swiftly, though his eyes are still a bit blinded, Shaka flanks the Blue Beetle, catching it off-guard and then attacks from behind. The rogue is able to smash the bug to a unfortunate stain on the floor with one hit. Printhello is not affected by the blinking lights, and uses their buffs on Neppka this time to good effect. Yellow Beetle creeps forward making a pair of mandible attacks at Neppka. One bite does sink into the bird-man's legs, but the damage is light. Shaka takes 5hp dmg, but just one beetle left. Vako, Neppka, and Krrys up now. Bardic inspiration ends unless Vako renews it with an action. Shaka morningstar vs Blue Beetle, off-guard: 1d20 + 5 ⇒ (14) + 5 = 19 hit
Giant Bugs! - Round 1 - concluded Courageous Anthem active, +1 to attack & dmg 27 Shaka (+1 AC; +2 dmg; 28/30hp remain; dazzled 2)
Kryss fires a pair of arrows, one missing and one striking Blue Beetle for minor damage. Neppka goes to work, slashing at the Red Beetle and killing it with his first blow. Follow up strike against another bug misses. End of Round 1 One of the beetle trio is down. On to Round 2.
Knickpoint Crest wrote: I suggested Ikto for the first two rounds, as he mentioned he was a bit nervous, teaming up with Za Minyahil for the first round; then Ikto teaming up Knick in the second round, and it being Za Minyahil and Knick for the third round. Just need one of the others to agree and we can get going...
As Quintessa carefully scrapes the chalk against the piece of salvaged leather, outlining the legal syntax of the Restov charter, Chief Sootscale watches her with a slow, heavy blink. When she turns the crude document toward him, demanding a formal signature, the chieftain lets out a sharp, derisive snort. "Words on parchment mean nothing to the dragon-born," Sootscale barks, crossing his scaly arms with absolute disdain. "Ink fades. Paper rots. Actions say all that is ever needed. You banished the usurper; that is the law." He glares at the leather for a long moment, his pride bristling at the surface-dweller's insistence on legal bureaucracy. Yet, recognizing the power of the heavy weapons they carry, he yields one final time. Snatching the chalked leather, he presses the tip of his right index claw firmly into the bottom of the form, dragging it down to leave a sharp, deep, and unmistakable scratch through the text. A single claw-print to seal the deal. Alvis steps forward then, speaking in accented Draconic to ask about the exact borders of the Sootscale territory, wondering if their rule extends roughly a half-day's trek in every direction. Sootscale puffs out his chest, his crest flattening as he adopts the most haughty, majestic posture his small frame can muster. "Borders?" the chief scoffs, looking down his snout at the cleric. "Dragons do not draw lines in the dirt like ants! Dragons rule all the lands, whenever they wish it!" He holds the dramatic pause just long enough to let his regal decree echo off the cavern walls, before slouching slightly and adding in a pragmatic mumble: "...except the Oleg-Man's post. Dragon-born do not go there now..."
At Foundry The iron pistons of the ancient war machine hiss with furious intent as the Diligent Tangent lunges forward. He attempts a sweeping disarm to wrest the glowing, magically imbued longsword from Sanvil’s grip, but as the Tangent’s arm cuts through the air, it shatters one of the shifting duplicates with a sharp pop of displaced illusion, leaving only a single extra mirror image swirling around the traitor. Determined to break the rogue merchant's composure, the Tangent’s vocal processors blare a terrifying, rhythmic warning countdown, mimicking a critical core destabilization and an imminent self-destruct sequence. For a fraction of a second, the gambit works flawlessly. Sanvil’s eyes widen in genuine panic, his pale face draining of color as he looks at the massive, ancient reactor housing standing right in front of him. But the panic quickly dissolves into a cold, calculative sneer as he sizes up the automaton's current mechanical state. He smiles, a dark and wicked expression, as he raises his blade. "Nice try,"Sanvil retorts, his voice dripping with venomous confidence. "But even if you aren't lying... I can do an awful lot of damage to you in thirty seconds, old friend."" Attacking with some urgency, Sanvil drives his glowing sword forward in a hearty, aggressive flurry of slashes. His first strike comes down with lethal force, but it meets the solid, perfectly timed opposition of the Tangent's buckler. A deafening, metallic CLANG rings through the workshop, sending a shower of pale blue and silver sparks cascading into the dark corners of the room. Rebounding off the shield, Sanvil overextends wildly on his follow-up swing, the blade slicing completely empty air. DT is up again. One extra image remains. Trett longsword vs DT: 1d20 + 10 ⇒ (11) + 10 = 21 miss barely
With a final, careful heave, Impasha levers herself completely out of the treacherous sinkhole and back onto the solid stone of the Kintargo street. She is a magnificent mess, caked in slick, black soot from head to toe, coughing up gray dust, and sporting a few fresh bruises for her trouble. But as she collapses into a relatively clean spot, she holds out her prize with a triumphant, dirt-streaked grin. The artifact pulled from the building's jaws is a small iron coffer. It features a simple clasp opening and a hinged lid, completely devoid of any keyholes or intricate locking mechanisms. Despite the total annihilation of the music shop above, this little box has somehow endured the fires of the Night of Ashes completely intact. As the box passes from Impasha's hands to the rest of the waiting group, your fingers naturally smear away the thick, baked-on layers of grime and calcified ash. Beneath the dark crust, a beautifully engraved symbol begins to catch the daylight. It is a striking, radiant sunburst design emblazoned perfectly across the front of the lid. RK Religion DC10: That sunburst is the iconic mark of Sarenrae, a goddess of good and light whose worship is forbidden in Kintargo and all of Cheliax.
Buttercup Bainilus wrote: Could Buttercup use geological attunement/tremorsense to find things in or holes beneath the earth, or if there is just eath below the building? Or tremor to try to collapse any holes, if she can find them? Tremorsense is for movement sensing, not LIDAR. You can find if something is moving around down in the cellar, but not the size and shape of it.
At Foundry Running subroutines that might lead to lethal force for the first time in a long time, Diligent Tangent steps forward menacingly and swings a metal fist at the multiple images of Sanvil. It scores a hit but the forceful blow only meets air as one of the duplicates is popped. 3 total images still remain. A harsh, metallic rasp echoes through the workshop as Sanvil draws a longsword from the scabbard at his hip. Raising the blade, he murmurs an incantation; instantly, a sickly, pale blue glow ignites along the edge, the ominous light fracturing across his three illusory mirror images in perfect, haunting synchronization. He looks at you, his features twisting into a wry, condescending smile. "This could have been so much easier had you just stayed in stasis mode, old friend," Sanvil says, his tone deceptively conversational despite the deadly aura humming from his blade. "But now? Now I am going to have to dismantle you, and truly, no one wants that extra mess. Look on the bright side, though - I am certain your chassis and internal components will be absolutely fascinating to my masters in Starfall. So, a win-win? Well... maybe not for you." He draws the weapon and casts an two action spell. 2 images remain. DT is up.
What is in the Warehouse - Round 2 - continued 24 Red Thug (-1 to attacks 9 rds, off-guard 1 rd)
Moving his attention to one of the cowardly thugs attacking the prone monk, Stodig shouts at this man, who spins to stare just as Stodig attempts to launch his throwing hatchet across the room but it slips from his hand and falls harmlessly at his feet instead. Leaping to her feet, with fresh wounds to show for it, Seoli bears down on and creates a flurry of blows against Blue Thug, hitting twice but just for minimal damage. Alpha's spell attack just misses doing any damage, but he does expand the range of the Bane spell where it catches Green Thug who falls under the debuffing influence. Green Thug feints against Seoli, but is wise to his moves and counters the attack easily, blocking his punch with her forearm. Green then moves around behind the monk, without entering the strange icy space near Karina. Bahir, Gozznut, and Karina are up now. Green DC19 Will: 1d20 + 4 ⇒ (3) + 4 = 7 crit fail
With the teams officially locked in, Teacher Mafika steps forward into the center of the clearing, raising a hand to quiet the buzzing crowd of excited students. The towering Magaambyan instructor waits until all eyes are on him before his deep, resonant voice carries across the Leshy Gardens. "Listen closely, initiates. The rules of the sparring match are simple, but absolute," Mafika announces, gesturing to the cleared sparring ring. Tournament Rules:
Round 1: The First Challenger
Mafika points toward the Spire Dormitory group. "Ikto, Za Minyahil, Knickpoint Crest. Your team is up first. Decide which two of you will enter the ring to face the first construct, and let the match begin!" Who is in Round 1 for the team? Feel free to roll initiative if you are in the first bout.
Die Dog Die! - Round 2 - continued 23 Telurion (11/19hp remain)
Trying to end this fight now, so the town can get back to restoring, Syeira casts her big damage spell, and everyone recoils for a moment as roar of thunder resounds on the blue sky evening, and followed on by a bolt of searing electricity aimed at Blue Goblin atop the goblin-dog. Talene targets the other goblin commando with her bolt of divine energy that hits and hurts Purple. Blue Goblin still licking it wounds from the thunder spell, rides away from the rest of the group firing a pair of arrows at Telurion. Both fired missiles find their target and the champion grunts in some pain as his wounds start to add up. Asjar is up to close Round 1, and Telurion can post to start Round 2. Telurion is at 11hp remaining now. Blue Goblin DC17 Reflex: 1d20 + 8 ⇒ (14) + 8 = 22 success for half
Chief Sootscale tilts his head, his slitted eyes widening slightly as Alvis speaks of the "Lord of Law." The concept of an unyielding structure, clear hierarchies, and stable customs seems to genuinely appeal to the kobold mind. After all, a chief's rule is far easier to maintain when backed by the cosmic weight of absolute law. He opens his mouth to ask more about this golden-keyed deity, but Quintessa’s sharp terms quickly draw his focus back to the immediate reality. The chief stiffens slightly at the mention of the Swordlords' bounty. Normally, a proud leader of the dragon-blooded would never lower himself to bargain or make concessions with mere surface-dwelling mortals. A low, defensive hiss threatens to form in his throat, but it dies away as he looks around his reclaimed chambers, remembering the absolute terror of Tartuk's reign and how easily these mortals just sent the purple shaman fleeing. He nods slowly, his pride yielding to a rare moment of supreme pragmatism. "The Lord of Gold Keys speaks words of strong foundations," Sootscale murmurs, pointing a claw at Alvis before turning his full attention to Quintessa. "But the Sorcerer speaks of a clean ledger. You gave Sootscale back his crown. You smashed the false leader. For this, the chief will grant you a favor. This one time." He puffs out his chest, trying to reclaim every ounce of his regal dignity. "The Sootscales are a civilized people! We have no need to raid the man Oleg’s path or trouble the small-scales any longer. Let your lords know that Sootscale rules here, and our borders are closed to peace, not war. Take the ring. Take the purple one's shinies. Our bargain is sealed." Secret Checks: Alvis Diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19 Quintessa Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
At Foundry Whipping into action, the Tangent is able to get the best of Sanvil, who was just trying to pass by. In a flash, the traitorous intruder is not only grappled but fully restrained by the angered automaton. Unable to move, attack or cast a spell, Sanvil struggles to free himself from the iron grasp of Diligent Tangent. Stronger than he looks, Trett pushes the automaton off himm, and then steps 5's away. From this distance, he casts a spell causing 3 exact duplicates to form in the space, so that DT cannot tell one from another and which si the real foe. DT had him, but lost him on a crit success both directions. Mirror images now up for Sanvil. DT's turn. Escape DC20: 1d20 + 9 ⇒ (20) + 9 = 29
What is in the Warehouse - Round 2 24 Red Thug (taunted by Stodig, -1 to attacks 10 rds)
Red Thug steps to the side of Bahir and attacks him with a pair of unarmed strikes despite the taunts dealt by Stodig earlier. But perhaps the taunting still affects the attacks as both miss wildly. Another thug presents near the door where Gozznut has obliterated one thug already. This one punches at the barbarian twice. One lands a sharp blow that the raging barbarian hardly feels. The other misses. Ulreth drops his hand crossbow and quick draws his rapier and dagger, comfortable fighting with both weapon at the same time. As part of the draw, he stabs at Seoli who lies prone in front of him. He hits her once, but only for mild damage before rushing across the room to flank Bahir Blue Thug moves up and strikes Seoli in the prone position, one punch and one kick. The punch right in the kidney hurts but the deft monk avoids the kick. Gozznut takes a hit that costs all his temp HP and 2 extra. Seoli his hit twice for 11hp total, though it could be far worse. She and Stodig are up now. Red Thug vs Bahir, bane, taunt: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6 miss
What is in the Warehouse - Round 1 - concluded 24 Red Thug (taunted by Stodig, -1 to attacks 10 rds)
Gozznut steps up to the thug at the door adjacent, and absolutely wallops the man, mangling and mashing his body into an unrecognizable heap. The thug is dead before the second hammer stroke ever lands. Karina holds off her nausea long enough to cast a auditory spell that effects Blue and Garmen. She grins long enough to see both suffer damage, though Ulreth seems to bear the full brunt of it. Bahir slips to attack Red, instills immanence in his weapon, adn attacks the nearest Thug, but the attack misses. End of Round 1 Gozznut is able to drop one of the thugs. On to Round 2. Blue Thug DC17 Fort: 1d20 + 6 ⇒ (20) + 6 = 26 success for half
Despite two hours in the basement, and considerable shifting of the ruined building with falls included, Celas does not notice anyone paying special attention to the Silver Ravens. So, he steps forward and makes a few recommendations about how to brace the flooring, where it's best not to step based on his limited knowledge of construction. The aid from Celas will make the Reflex save to keep from falling just a bit easier, if you keep at it.
The drawstring on the top of the leather bag opens easily enough, and Teela dumps out the contents. Coins, a small glass jar not much bigger than a thimble full of what looks like fine dust, a plain brass ring with a single pearl set in it fall on the table. The ring is not much to look at and probably worth only around 12gp, but you know it's likely of much more value to Svetlana and Oleg back at the compound. Coins here total 21 silver sails, 9 gold crowns and a single platinum sovereign. The dust needs to be identified, so anyone who has any magical tradition can attempt by providing their modifier. Are you taking the coins above or the ones here? Will add to your Loot Tracker, if so. Completed Svetlana's Ring quest (well you have to get it to here still) but extra XP awarded as a result! Alvis, you are trying to recruit him to the faith or as your followers as you tame this wilderness or both? You may recall a poster at the trading post that said the Swordlords offered a reward for pacifying the Sootscale Kobolds...
The acrid scent of charred wood hangs heavy in the cramped subterranean space as the search continues. Every movement kicks up a fresh cloud of choking gray powder, making it difficult to breathe, let alone search with any precision. Following Myron's painful mishap, Impasha tries to step carefully around the unstable structural timber that caused the previous collapse. Unfortunately, the basement floor is a treacherous, shifting jigsaw puzzle of loose masonry and slick, wet ash. As she shifts her weight to peek behind a collapsed ceiling joist, a patch of burnt floorboards gives way beneath her boots. With a startled gasp, the champion loses her footing, sliding hard down a jagged slope of debris. She impacts the stone floor of the cellar below with a heavy, metallic thud, twisting awkwardly to avoid pinning her arm beneath her own gear. For a moment, she lies there in the thick dust, coughing and nursing a few new aches and pains. But as she blinks away the soot and prepares to push herself back up, something unusual catches her eye. Half-buried in the calcified ash right beside her is a small, rectangular silhouette.
Impasha falls for 3hp dmg, but you do find something in the ruins. Secret Checks: Myron Perception: 1d20 + 4 ⇒ (3) + 4 = 7 Impasha Perception: 1d20 + 5 ⇒ (19) + 5 = 24 Myron DC14 Reflex: 1d20 + 6 ⇒ (11) + 6 = 17 Impasha DC14 Reflex: 1d20 + 5 ⇒ (5) + 5 = 10 Bludgeoning dmg to Impasha: 1d6 ⇒ 3
Giant Bugs! - Round 1 - continued Courageous Anthem active, +1 to attack & dmg 27 Shaka (+1 AC; +2 dmg; 28/30hp remain; dazzled 2)
The now-familiar whistling from Vako starts up again, inspiring the allies to greater feats of combat. The tune is quite magically correct enough to carry off on its own, but its still is effective right now. After whistling, Vako spins up a wardking spell just in case the bugs turn his way. The music fills the area, but it also causes another critter to clamber out of the well as another over-sized beetler appears. It moves to attack the intruders, starting with Shaka. The bite hits but some of the hurt is absorbed by the temporary boon from Printhello, and Shaka just takes a minor wound. Red Beetle standing on the lip of the well flashes a bright pulsing light from a bioluminescent organ near its tip, which damages the eyesight of Shaka and Printhello. Then it flies towards Shaka making an attack as it settles in front of him. Shaka takes one hit for just 2hp dmg after the temps go away. He is also dazzled 2 from the blinking light. Printhello needs a DC19 Fort or be dazzled 1 as well. Krrys and Neppak up to end the round. Prin and Shaka can also act for Round 2. Blue Beetle mandible vs Shaka: 1d20 + 10 ⇒ (13) + 10 = 23 hit
Thistetop! - Round 6 - continued Bardic Inspiration active - +1 to attacks/dmg 21 Isidiana
Izzy throws her returning dagger at the remaining goblin dog, scoring a hit and the smiling, satisfied as the weapon returns to her hand. Tot spends the interval rushing to the other side of the battlefield to engage in melee and has no time to make an attack at this moment. Ari casts a spell that freezes the lone goblin in place, a vacant stare replacing the usual manic expression of the little terror as he moves closer to the fight. Blue Goblin remains dazed for he entire turn. The goblin dog takes a bite at Tot with its rodent-like front teeth, but the fighter wards off the attack easily. Grod and Garen are up now. Blue Goblin DC13 Will: 1d20 - 1 ⇒ (10) - 1 = 9 fail
Hess leaps around in excitement, circling M'Baba ready to get the show on the road. The other Spire Dormitory team enters the arena and has success for their first round, taking a bit of beating but persevering at the end. Will need another player to jump in and confirm the plan outlined by Knick then we can get in your first engagement while waiting for the second group to be ready.
I agree that we can stop that right now. You really should try to post in sequence where possible, and if its not possible, understand it may need to be retconned based on actions of those around you, including the enemies. Either way, it doesn't need to devolve into name calling. Please put it away.
What is in the Warehouse - Round 1 - continued 24 Red Thug (taunted by Stodig, -1 to attacks 10 rds)
Now that Garmen and his men have attacked, Alpha activates, casting a spell that fills the thugs around him with doubt and hesitation. Still pending actions from Bahir, Gozznut, and Karina. Green DC19 Will: 1d20 + 4 ⇒ (19) + 4 = 23 success
At Foundry Assuming the ancient automaton is completely dead to the world, Sanvil Trett doesn't bother keeping quiet. He moves systematically around the workshop, his expression a mask of professional disdain as he sweeps salvage, scrap components, and the stripped chassis of the damaged drone into a small canvas bag. "Always a mess, these backward towns," Sanvil mutters to himself, tossing a copper coupling into the bag with a sharp clink. He pauses, looking toward the hallway. "Wonder what did happen to Khonnir Baine down in that hole... I wonder if the masters back home would pay a premium for that intelligence. Though it likely matters little now. I'll check that out, and then come back for parts of Diligent here." He shakes his head, slinging the canvas bag over his shoulder. "Gods, I hate pilfering like a common thief. I'll be glad to turn my back on Torch for good after this." Yet, beneath his locked, unmoving outer shell, Diligent Tangent's core processing unit is operating at absolute capacity. The paralyzing current has frozen his locomotive servos, but it cannot stop his mind. His tactical subroutines rapidly analyze the trader's words. Sanvil had always presented himself as a simple, traveling junk seller and collector, a harmless merchant of oddities. But the casual mention of Starfall and superiors sends a localized cascade through the Tangent's logic gates. Starfall is the seat of the infamous Technic League, the cruel, iron-fisted cabal that claims absolute dominion over all of Numeria's salvaged wonders. Perhaps Sanvil isn't a merchant at all but an agent. The automaton's analytical core quickly pivots to the gear used against him. The scanner? A specialized sensor array designed to sniff out the unique electromagnetic signatures of exotic skymetals and dormant tech. And the disk pinning him? An advanced piece of off-world weaponry. Based on the localized gravity flux radiating through his chassis, the Tangent's processing unit surmises it functions by generating a hyper-polarized, localized magnetic field—essentially locking a metallic creature's frame against its own internal structural mass. As his digital mind maps out the physics of the trap, DT reaches a definitive conclusion: Sanvil Trett cannot be allowed to leave this room. Stepping away from the workbench, Sanvil begins walking toward the door of Baine’s sickroom, his hand reaching out for the handle. He never gets to touch it. Channeling every spare watt of his auxiliary power grid into a single, massive kinetic surge, the Diligent Tangent forces his central processors to override the magnetic lock. With a deafening, violent CLANG that echoes off the stone walls, the stasis disk flies off his metal chest plating, clattering uselessly across the floorboards. The crimson glare of the Tangent's central lens blares to life with terrifying intensity, his hydraulic pistons hissing with sudden, explosive locomotion. Sanvil freezes, his hand dropping from the door handle as he slowly turns around, his face suddenly going pale as he realizes the titan behind him is free. Combat Resumes - Round 2! Your sheer force of will has shattered the stasis disk! You are free from the paralyzed condition. Because you did Recall Knowledge and forced the disk off, you have 1 Action remaining in this round to immediately strike, move, or raise your shield before the regular initiative order resumes.
Chief Sootscale stands motionless for a long moment, his reptilian eyes darting toward the cavern entrance. He waits until the rhythmic, frantic chanting of his tribe fades into the distance, ensuring that no other kobolds are lingering within earshot. Once he is certain they are entirely alone, the rigid, imperious posture of the tribal chieftain drops away. He slumps slightly, letting out a long, heavy sigh that seems to release months of absolute terror and forced servitude. When he looks back up at you, the madness is entirely gone, replaced by a profound, if slightly proud, gratitude. "The tribe must see the Chief as strong," Sootscale says, his voice dropping to a low, gravelly whisper. "But the Chief sees what you did. You broke the purple one's curse. You saved Sootscale from... from him." He shudders slightly, looking at the spot where Tartuk recently stood. "A bargain is a bargain. Kobolds keep their word to those who carry big weapons." He turns and gestures with a clawed hand toward the eastern alcove of the shaman's former quarters, where a massive, disorganized pile of detritus is heaped against the stone wall. "Tartuk’s shiny things," Sootscale mutters, stepping back to let you pass. "He made us bring him everything. Most of it is garbage. Rock-candy magic. Take it all. The tribe does not want his filth anymore." Sifting through the mound in the eastern alcove takes a bit of time, as it is overwhelmingly comprised of completely worthless junk. Tartuk clearly had a crow-like obsession with anything that caught the light, and the top layers consist of shards of worthless quartz and glittering mica crystals, rusted bits of scrap metal and bent nails, broken, unusable weapons and armor. However, buried beneath and among the refuse, you find the true valuables the shaman was hoarding from his victims and the tribe. A scattered hoard of mixed denominations, a pair of pristine, finely crafted arrows tucked into a scrap of cloth, a smooth, heavy stone etched with glowing magical rune, a heavily soiled, nondescript leather bag. That foul-smelling, soiled leather bag becomes significantly more interesting as you brush away the layers of cavern dirt. Burned roughly into the center of the leather is the crude icon of a man's head, sporting a prominent rack of stag antlers. If you count the coins, there are 320 copper pinch, 42 silver sails, and 12 gold crowns mixed in the hoard.
As the group starts to plan their teams and pairings, they notice that others from the Spire Dormitory are also present, and apparently ready to join the tournament. Haibram, Esi, and Mariama have coalesced into one fighting group, and while Chizire is present, he seems more interested as a spectator rather than a combatant. None of the others from your living quarters are visible at the moment. Hess, the goblin barbarian, is literally jumping up and down to join the fray. He will agree to join M'Baba if they wish to have a separate team, join the Ikto/ZM/Knick team, or just enter by himself depending on how the group forms. Any groups with PCs will not include NPCs as of now. You can form as many groups as you wish however.
At Foundry As the surprise attack from Sanvil is at first foiled, Diligent Tangent is not so fortunate the second time. The metallic disk adheres to his metal body with a soft click, and immediately, the automaton servos slow and then stop completely.The vibrant red glow of Tangent's central eye lens fractures into a helpless, stagnant hum as the paralyzing voltage locks his ancient frame into place. Standing over the frozen titan, Sanvil Trett smiles broadly. The polite, soft-spoken merchant is completely gone, replaced by a calculating opportunist. He reaches out, tapping the side of the sparking disc with a smug sense of satisfaction. "Glad that tech still works," Sanvil says, his voice dripping with casual malice. "Sorry, old friend. You were supposed to be out with the others, doing whatever it is they are up to in town. But here you are instead." He sighs, shaking his head as he steps around the immobilized automaton to survey the room. "Complicates things, really. But I am headed to Starfall soon anyway. Just need to find out what's down there under the hill, and take anything good before I leave this dust heap behind." Without another word, he turns his back on the paralyzed caretaker and begins casually rifling through the personal belongings left behind by the heroes, including turning over the chassis of the damaged drone resting on the work table to strip it for valuable components. DT gains the Paralyzed condition, which also makes him off-guard against any attacks. You may make another Fort save at slightly lower DC each round at the end of your turn to break out of the hold of the disk.
What is in the Warehouse - Round 1 - continued 25 Alpha-47 (delaying)
Stodig leaps in front of Gozznut, taking the gut punch but using his heavy armor to absorb some of the damage. He then turns and shouts at Red Thug, drawing its attention and ire. Seoli uses the distraction to bound across the room, and land a punch against Garmen Ulreth, though her follow up strikes all miss. Green Thug enters through the lower southern door, attempting to trip Seoli and knock her prone. Usually quite sure-footed, Seoli is surprised enough by the unexpected attacker that she does indeed fall prone in the face of a trio of enemies. Seoli is prone but no damage so far. Bahir, Gozznut, and Karina are up now. I will run Bahir after the others posts to close the round. Athletics DC21: 1d20 + 6 ⇒ (18) + 6 = 24 success
Die Dog Die! - Round 2 24 Ro (5/17 hp remain)
Ro leaps out from the bushes and makes a sneak attack on Green Goblin, wounding it quite severely, but not putting it down in one attack. Telurion, after restoring some of his lost hit points, with focused magic, attacks from flanking, finishing off the goblin warrior. From the back of the rodent mount, Purple Gobin fires its short bow at Ro, and another shot at the shield-toting newcomer. The first arrow strikes Ro in the neck, for significant damage, putting her in mortal peril right away. The second also hits Asjar, who may slide his shield in the way to avoid any hurts. Purple then rides a safe distance away from any counterattacks. Oof, critical on Ro for 12hp dmg, leaving her at 5. Out of the champions aura currently. Asjar would take 2hp dmg, but may use Shield Block to avoid any, if he chooses. Talene and Syeira are up now. Purple shortbow vs Ro: 1d20 + 8 ⇒ (20) + 8 = 28 critical
Die Dog Die! - Round 1 - concluded 24 Ro
In his first combat situation in a while, Asjar starts slow, but his first real attack against Yellow Goblin is enough to kill the savage humaniod, protection the nobleman at the same time, and raising his shield in case he becomes a target himself. End of Round 1
An hour down in the ruins of the music shop quickly proves that finding the secret sanctuary of the Sarenrites won't be easy. The air grows thick and stifling as the minutes drag on, tasting heavily of ash and charred oak. Up at the threshold, Buttercup stands as the anchor for the operation. Her jaw is clenched and sweat beads on her forehead as she strains to sustain her kinetic impulses, channeling her elemental control for a full, grueling hour to keep the unstable debris from completely burying the searchers. It is a exhausting feat of endurance, her eyes darting nervously around the empty street, half-expecting the mysterious spear-wielding woman to materialize out of the shadows at any moment. Down in the treacherous, shifting hollow, Impasha and Myron root around through the calcified detritus. Impasha heaves aside broken joists with paladin-born determination, while Myron digs with a desperate fervor, his heart driven by the romantic hope of finding a sign, a scrap of sheet music, or any clue left behind by the missing chanteuse, Shensen. Unfortunately, the first hour yields nothing but frustration. The ash fills their eyes and coats their throats, masking any hidden trapdoors or valuable salvage beneath a uniform layer of gray soot. Neither sees anything useful in the mounds of junk. To make matters worse, the basement strikes back against the intruders. As Myron reaches deep to clear a tangled pile of burnt furniture, his weight shifts an unstable heap of scorched masonry. With a sudden, grinding crack, a structural timber gives way, causing a minor cave-in! A cascade of heavy plaster and blackened brick slides down upon him. Though he manages to shield his face, the shifting rubble twists his ankle painfully beneath a fallen beam and leaves him with a nasty, throbbing bruise across his knee. Myron takes 5hp dmg from the fall. Do you keep at it another hour, or alter your strategy? Secret Checks: Impasha Perception: 1d20 + 5 ⇒ (4) + 5 = 9 Myron Perception: 1d20 + 4 ⇒ (3) + 4 = 7 Myron DC14 Reflex: 1d20 + 6 ⇒ (4) + 6 = 10 Impasha DC14 Reflex: 1d20 + 5 ⇒ (16) + 5 = 21 Falling dmg: 2d6 ⇒ (3, 2) = 5
Giant Bugs! - Round 1 - continued 27 Shaka (+1 AC; 3 temp HP; +2 dmg)
Prin buffs up Shaka who is on the front line as the beetle appears, aiding his defense, his vitality, and his damage dealing ability. Shaka steps up and attacks Red Beetle with his buffs in place, swinging his morningstar against the bug's hard exoskeleton. The first swing glances off harmlessly, but there is slight splat with the second, causing minor damage. As Shaka hits, another beetle clambers out of the well, scuttling to take a bite at Shaka who deftly avoids any damage. Vako up now for the good guys, as now there are two beetles. Shaka morningstar vs Red: 1d20 + 5 ⇒ (2) + 5 = 7
Scarlet gets one shot off, aiming where Graham struck the hidden enemy./ The champion's shot just grazes the invisible target who does not drop or return and attack but simply disappears down the tunnel, which is a quick exit path for the kobold warren. For now, at least, Tartuccio is out of your hair, but he remains at large, and that may be trouble later. Any chances to stop his escape are now spent. Out of Combat rounds.
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