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![]() Before setting off on your glorious adventures through the Greenbelt, you decide to let Oomlowt sell some stuff you forgot to sell yesterday.
Oleg looks a little upset that you did not bother with the exchange of goods for wealth yesterday while Gird was speaking with him, but he lets it go and begins his appraisal of the items you've given him. Oleg's Appraisals:
Booze: 1d20 + 2 ⇒ (2) + 2 = 4 Music Box: 1d20 + 2 ⇒ (6) + 2 = 8 Crates [with furs!]: 1d20 + 2 ⇒ (14) + 2 = 16 Bracers: 1d20 + 2 ⇒ (1) + 2 = 3 Oleg concludes that the liquor is little-more than worthless bandit-moonshine, barely worth 20 coppers a bottle. The music box is likewise nothing more than a glorified keepsake, possibly from when one of the bandits was very young. The furs are all fairly excellent, and each crate is worth 60 gp.
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![]() Hi, this thing still exists sometimes, imagine that! Let's start off small and just set up situational summaries, shall we? Gird goes into the main building and chats with Oleg about how to handle the prisoners, among other things. It's a good quality chat. There's a lot of grouchy friendliness and respect. Cut from the same cloth those two. Sort of, kind of.
Meanwhile the gang just sort of awkwardly hangs at the cart. Dariya chews everyone's ear off with the same story of her slaying the dire wolf that she now wears on her back. By this point, the group has started to notice that the exact circumstances of the event vary from telling to telling. Thrae sulks, absentmindedly staring off in the direction of the nearest river [which is out of sight, so spooky] and murmuring to herself. Riado politely listens to Dariya's tale, nodding along. It looks like he's trying really hard to not looked stoned as hell. Poor guy, his face just does that by itself.
Gir heads over and gets help from most of the group [Thrae doesn't pitch in, and Gird doesn't ask] in handing over the bandits to the guards around the fort. For now, they bandits are to help clean things up around the fort until it comes time to begin more serious public-works projects. Then everyone relaxes for the rest of the day, sells some loot maybe, eats a hearty a meal, and early the following morning sets out back into the Greenbelt. ![]()
![]() After slapping a bandit, you all manage to get some actual cooperation out of O'rett, who tells you the names of the bandits around you: the dead one was Bordrick, the one Thrae recently stopped eating was Kressle, and the two unconscious ones are the Jarvey brothers.
The Loot:
321 sp 90 gp Silver earrings Wooden music box Three crates of assorted furs and hides A polished case of greenish liquor The bandits went all out trying to lure people here.
So, you do just that and hook the cart up to Lockjaw [who is less than enthusiatic about it] before heading back to Oleg's to drop off your prisoners.
Cose: “The Stag Lord keeps a strange old man locked up in the basement. I suspect the old guy might actually be running the show, using the Stag Lord as a puppet, you know. I got a look into the old guy’s eyes once, and it terrified me. He ain't someone I'd want to cross.” O'rett: “The Stag Lord is a bloody drunk. All that booze in the cart’s for him. He's half of what he used to be, and ain’t never been right in the head. A few weeks ago he punched my horse for spittin' in the yard. Personally, I wouldn't care if he dropped dead tomorrow, but even drunk out of his mind he's still got a fair amount of fight to him.” Connor Jarvey: “Our boss is a monster of a man. Calls himself the Stag Lord. He’s a deadeye with the bow, and I saw him crush a prisoner’s hand to mush in one fist. Come to think of it, I’ve never seen him without his creepy stag helmet on — some of my friends think he ain’t got no face under it, but not me — I think that creepy helm is his face!” Dobson Jarvey: “It’s hard keeping track of who’s working for the boss, so we use a master phrase as a sort of password to get in to the fort on the northeast shore of the Tuskwater. Unless it’s been changed recently, the current phrase is, ‘By the Bloody Bones of St. Gilmorg, who wants to know?’ And no, I have no idea who ‘St. Gilmorg’ is.” It is enlightening, to say the least. Also I'm lazy and just copy-pasta'd wholecloth because I'm a rebel. It takes you a day and a half to get back to Oleg's with the prisoners, it is early in the morning on the 14th of Gozran. What do you do? And now for XP rewards!
If there were any additional conversations you wanted to RP from the trip to Oleg's such as scolding or whatever, just start them below with an OOC comment letting me know that's happening. If not, jump right into the buying and selling of goods, as well as the delivery of prisoners. ![]()
![]() The younger bandit just whimpers as you tie him up, but as you move to the older man, he shakes his head and simply says, "I'm not gunna run. Just stop yer dog over there, and I'll tell you everything you need to know, and come along on your little field trip." He gives you a slightly smarmy look, "I feel like we're going to be fast friends, I'm O'rett and the boy is Cose." He pauses a moment before continuing, "Do you want me to introduce all of the corpses, too?"
O'rett has never seen a hyena before, and chances are, neither has Thrae, seeing as where the River Kingdoms are. It is possible that either of them has seen a Hyenadon, but that is still slightly unlikely. ![]()
![]() I figured I should stop neglecting the poor bandits. The standing bandit looks up at this, "Oh yes, please! Don't leave me with that Gnoll or Kobold, I'll do anything! You can have our booze, our gold, please, anything! Don't let the Gnolbold eat meeeee-HEE-EEEEEEE!
Meanwhile the other bandit grumbles and sits on a log, he is much older-looking than his screaming colleague, maybe in his mid-forties. He looks like he's seen more than one change in administration.
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![]() ROUND 11 Secret Rolls:
I decided to roll these myself because of reasons. Bandit1 Fall damage I forgot: 2 Bandit2 Acrobatics: 19+1= 20 19 Bandits: Two of the bandits stop running, one slinking out of the bushes, Oomlowt's crossbow bolt sticking out of his side. He is whimpering and staying low to the ground, but moving in your direction obediently, anyway. Meanwhile, the bandit who fell out of the tree pulls himself up, wincing as he steadies himself before weakly pleading, "Please don't shoot me! I want to live, brave masters!"
18 Dariya and Lockjaw: Two of the bandits are begging you for mercy, this is good! You have half a mind to deny them such a luxury, but your common sense gets the better of you and you decide these men might be useful, at least temporarily. You can always make up for lost body count later.
17 Kressle: Kressle is very much dead, and is about to be hardcore desecrated by a very rude Gnoll. 13 Oomlowt: You know a lot about bandits, and you're fairly certain that the fleeing bandits will no longer be a problem. Their leader is dead, and you've never known bandits to be the most loyal of folk.
12 Raido: Raido is currently unconscious, but he'll be right as rain soon enough! 11 Thrae: You marvel at your Gnollish strength and the rivulets of blood streaming from the woman's punctured neck. You even show off the gun show briefly before getting down to business. You rip your trident free from the bandits neck [aw **** you're gonna have to clean that later] and stick it in the ground before kneeling next to the bandit's body. You raise one of her right arms and let out a small giggle before everyone hears the audible crunch of bone as you begin to gnaw on the limb, like nay good Gnoll with rumblies in her tumblies.
3 Gird: There is far too much **** going on right now for you to really focus on what Thrae is doing, you're still caught on that ****ed up dream. As a result you are very preoccupied when you lean down and heal Raido, and you barely hear Oomlowt. I declare combat over, unless you really want to hunt down those two fleeing bandits [I wouldn't]. Activate Generic RP blob posts! I'll reveal more of the map when it becomes important. ![]()
![]() ROUND 10 Secret Rolls:
Bandit7 Stabilize: 1d20 + 1 - 11 ⇒ (2) + 1 - 11 = -8 Kressle Stabilize: 1d20 + 2 - 11 ⇒ (12) + 2 - 11 = 3 Bandit1 Climb Check: 1d20 + 1 - 5 ⇒ (11) + 1 - 5 = 7 Bandit2 Climb Check: 1d20 + 1 - 5 ⇒ (20) + 1 - 5 = 16 Bandit1 Fall Damage: 1d6 ⇒ 4 19 Bandits: You wouldn't be able to tell, but the bandit-turned-bonfire has expired. The rest don't even exchange looks before scrambling into the woods. They are seriously trying to run for their lives. You can hear a loud curse followed by a thud as a Bandit falls from a tree, his bow snapping as he hits the ground. A mumble for mercy can be heard from his general direction.
18 Dariya and Lockjaw: Yes! You can add that b**** to your list of kills and accomplishments [mostly kills right now, but it's a work in progress]! Meanwhile you can pad the kill side more with these cowardly bandits! You throw your flail to the ground and unclip your Crossbow from Lockjaw's saddle. The poor dear has been working so hard lately, you figure you should give him a break.
17 Kressle: Kressle is bleeding out, Dariya got her real good! 13 Oomlowt: Yes! Those bolts are so hardcore! You really need to ask about the Sootscales' supplier sometime.
12 Raido: Raido is taking a little bit of a rest, everyone should just calm down and relax. Maybe take a nap. The sound of the creek is quite nice, after all. 11 Thrae: You let out a glorious victory cackle as Dariya brains the ladybandit. You need your allies to do things so you don't have to, and that Hanspur-damned woman took out too many for comfort. So, like any self-respecting Gnoll, you sidle over to the woman's prone form and raise your trident high... before slamming all three of its points into the woman's neck, spraying your boots in blood and causing an awful gurgling noise.
3 Gird: Wow... uh, what happened? Was that some sort redneck Erastil Heaven? Gods, you hope not. You really don't want to fight bears when you're dead.
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![]() ROUND 9 Secret Rolls:
Bandit1 Attack: 1d20 + 2 ⇒ (20) + 2 = 22 Bandit1 Damage: 1d8 ⇒ 5 [X3 = 15] Bandit2 Attack: 1d20 + 2 ⇒ (1) + 2 = 3 Bandit2 Damage: 1d8 ⇒ 8 Bandit4 Attack: 1d20 + 2 ⇒ (5) + 2 = 7 Bandit4 Damage: 1d8 ⇒ 2 Bandit5 Attack: 1d20 + 2 ⇒ (3) + 2 = 5 Bandit5 Damage: 1d8 ⇒ 8 Bandit7 Attack: 1d20 + 2 ⇒ (6) + 2 = 8 Bandit7 Damage: 1d8 ⇒ 5 Kressle Stabilize Roll: 1d20 + 2 - 10 ⇒ (3) + 2 - 10 = -5 Oomlowt Crossbow Bonus: 1d6 ⇒ 6 Bandit1 Crit Confirm Roll [manual]: [12+2] 14 19 Bandits: The bandits look a little nervous. Some of them exchange worried glances, and their scruffy lips seem to almost quiver. Regardless, during the usual barrage of arrows, one of the bandits manages to snipe Raido, burying a wicked arrow in the poor Tengu's chest. He falls to the ground with a feeble caw, his breathing ragged.
18 Dariya and Lockjaw: Oh no she didn't. That lady looked like she knew her way around a battlefield, and you could use some extra muscle around here! You push Lockjaw in the direction of the axe-lady and lift your flail. Your wolf closes in quickly, and you peg the woman in the side of the head, mangling her ear and jaw. At the same time, Lockjaw captures her stumbling legs in his jaws and twists violently, sending her slamming into the rocky bank.
17 Kressle: Kressle is preoccupied bleeding out into the brook. She also failed to stabilize, and loses another hitpoint. 13 Oomlowt: Yes! Yes, yes, yes, yes! The gods answered your prayer [you have decided it was definitely a prayer]! Maybe that whole Calistria thing Woden talked about wasn't that bad.
12 Raido: 1d20 + 1 - 1 ⇒ (18) + 1 - 1 = 18
11 Thrae: You grumble to yourself about how Gird should at least have the courtesy to die if she's going to go down. Or, even better, be a better tank so that you don't have to do any work.
3 Gird: Gird's Eyes Only:
Your head is pounding and your throat hurts, but you open your eyes anyway. You are in a patch of brambles, and at first you don't want to get up. But, as you sit there, you can feel a faint pull to the west. You carefully get up, not noticing that your armor shines like new. After slipping through the brambles less than gracefully, you stumble into an awe-some clearing. It is dominated by a loomin, upthrust ridge of rock topped with moss. The side facing you has been carved into the likeness of an immense elk, with antlers drooping down from its weathered face to frame a gargantuan cave. Steps lead up to this same cave from a 50-foot pool caked with algae. Both the steps and elk look quite old, and are generously coated with moss. The clearing itself is framed by many crumbling stone pillars [you can see at least ten, in various states of decay]. ****, you really hope this isn't what awaits the faithful of Erastil in the afterlife. You can feel the connection this place has to your god deep in your gut. Despite your aversion, you casually shuffle around the clearing, ending up at the edge of the pool. You decide you've been doing too much walking lately, and sit on the pool's rim. You absentmindedly dip your finger in to swirl the algae around, but as soon as your finger hits the water, your surroundings change. The water is pristine and the stone appears freshly cut. There is not forest detritus spilling into the clearing, and the pillars are whole, supporting a beautifully carved wooden roof. You can see various harvest supplies piled in corners, some being carted by priests. It is but a glimpse, though, as the illusion is shattered by a pained roar from the cave. A huge, crazed looking bear rumbles out of the cave and locks eyes with you. You attempt to flee, like an sensible person, but find yourself unable to. The bear rushes you, flecks of foam coming from its still roaring mouth. As it barrels into you, you can suddenly smell blood and... mud? The throbbing in your head subsides, and your throat doesn't hurt as much and suddenly the bear is gone and all you can see is Thrae's hyena face. You have had more restful naps. ![]()
![]() ROUND 8 Secret Rolls:
Bandit1 Attack: 1d20 + 2 ⇒ (9) + 2 = 11 Bandit1 Damage: 1d8 ⇒ 5 Bandit2 Attack: 1d20 + 2 ⇒ (13) + 2 = 15 Bandit2 Damage: 1d8 ⇒ 8 Bandit4 Attack: 1d20 + 2 ⇒ (2) + 2 = 4 Bandit4 Damage: 1d8 ⇒ 4 Bandit5 Attack: 1d20 + 2 ⇒ (8) + 2 = 10 Bandit5 Damage: 1d8 ⇒ 7 Bandit7 Attack: 1d20 + 2 ⇒ (5) + 2 = 7 Bandit7 Damage: 1d8 ⇒ 4 Kressle Attack1: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Kressle Attack2: 1d20 + 5 ⇒ (18) + 5 = 23 Kressle Damage1: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Kressle Damage2: 1d6 + 1 ⇒ (2) + 1 = 3 Kressle Crit Confirm: [had to roll manually because the forums just used the same result as the above roll; the new total was 15, Gird almost died.] Dariya AoO: 1d20 + 2 + 1 + 2 ⇒ (20) + 2 + 1 + 2 = 25 Lockjaw AoO: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12 19 Bandits: The bandits all let loose another volley of arrows, but fortunately they all miss their mark. 18 Dariya and Lockjaw: You see Gird's injury and feel a pang of sympathy pain before charging the lady with the axes. You figure that if you can take her out the rest of the bandits may stop attacking long enough to subdue more easily. You close the distance and peg her squarely in the side with your flail! The woman grunts, and you can see red begin to faintly stain her armor. Lockjaw also lunges at her, but he doesn't find a good purchase on her thigh armor, and his teeth slide ineffectually off.
17 Kressle: Before feinting past Dariya and her mighty wolf, deftly dodging past surprised swipes. She then closes the distance between her and the stuttering Gird, who is beginning to raise a hand to her throat, bubbling something about fleshwounds. The woman's eyes dart towards Raido, who seems ready to fight back. She quickly adjusts her axes and descends on the two adventurers. Her first axes comes at Gird perpendicular to her spine, while the second axe mirrors the motion. It nicks Raido, giving him a deep cut on his right arm dealing 3 points of damage.
13 Oomlowt: You watch in a sort of helpless shock as Gird falls to the ground, and you begin to plead to any god that will listen. It's pretty pathetic, but you're a Kobold, and Kobold's are not known for their composure.
12 Raido: You squawk in surprise and grief before doing the only thing you can think of.
11 Thrae: Well, things have gone to hells without you, it's time to intervene. At least the Orc seems to be breathing. You wouldn't want to eat that.
3 Gird: Erastil, that ****ing hurts like a mother****ing ***** **** ****rag. What the hells is that woman's problem? At least she had the decency to bring your hands closer to your neck. Your thoughts begin to slip, but a final rush of adrenaline rushes from somewhere deep in the back of your head. You grip the dagger in one hand and rip it from your throat, gurgling and wheezing as your lungs stop functioning properly. You shakily grasp your neck with your free hand and let Erastil's power flow through it, rejoicing as you begin to breathe again.
Maybe I'm forgetting something, but that was almost very different, so I'm kind of done with this Round, yikes. ![]()
![]() ROUND 7 Secret Rolls:
Bandit1 Attack: 1d20 + 2 ⇒ (7) + 2 = 9 Bandit1 Damage: 1d8 ⇒ 8 Bandit2 Attack: 1d20 + 2 ⇒ (12) + 2 = 14 Bandit2 Damage: 1d8 ⇒ 6 Bandit4 Attack: 1d20 + 2 ⇒ (15) + 2 = 17 Bandit4 Damage: 1d8 ⇒ 4 Bandit5 Attack: 1d20 + 2 ⇒ (9) + 2 = 11 Bandit5 Damage: 1d8 ⇒ 2 Bandit7 Attack: 1d20 + 2 ⇒ (12) + 2 = 14 Bandit7 Damage: 1d8 ⇒ 7 Kressle Attack: 1d20 + 3 ⇒ (19) + 3 = 22 Kressle Damage: 1d4 + 3 ⇒ (4) + 3 = 7 Kressle Crit Confirm: 1d20 + 3 ⇒ (17) + 3 = 20 19 Bandits: The bandits continue to focus fire on Dariya, but only the bandit directly across from her manages to strike a hit, which would be relatively minor if Dariya wasn't already a living pin-cushion, she takes 4 points of damage! 18 Dariya and Lockjaw: You decide all of this being-shot-at business isn't nearly as fun and heroic as you thought. You decide that you'd rather get in close with the dagger-lady, who is pretty clearly the authority figure, here.
17 Kressle: Kressle looks Dariya up and down before smirking, She then whips around lightning fast, chucking her dagger with the same sort of disinterested precision as before.
13 Oomlowt: You thank Thrae for her healing, which was refreshing. Sort of like having someone dunk cold water on you to clear your head Although, in this case, you have the sneaking suspicion that it is more like your head was dunked into the water.
12 Raido: That... was not good! You squawk words of encouragement as you hobble over to place yourself between the meatshields. You wish you hadn't used your last cure spell on yourself, but, these things happen, so might as well give some of that life back through combat! 11 Thrae: You brush off Oomlowt's thanks, and work on assessing the situation. It's much easier to direct others in combat, rather than actively participate. You're rarely in the same kind of danger.
3 Gird: Holy **** that ****ing smarts like a ****ing **** ***** ****! You try to hiss at the godsdamned knife lady, but it comes out as an aggressive gurgle. Even though the pain is almost unbearable, you leave the dagger in your throat. For all you know, it could the the only thing holding you together right now.
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![]() ROUND 6 Secret Rolls:
Bandit1 Attack: 1d20 + 2 ⇒ (10) + 2 = 12 Bandit1 Damage: 1d8 ⇒ 8 Bandit2 Attack: 1d20 + 2 ⇒ (7) + 2 = 9 Bandit2 Damage: 1d8 ⇒ 5 Bandit4 Attack: 1d20 + 2 ⇒ (19) + 2 = 21 Bandit4 Damage: 1d8 ⇒ 6 Bandit5 Attack: 1d20 + 2 ⇒ (1) + 2 = 3 Bandit5 Damage: 1d8 ⇒ 3 Bandit7 Attack: 1d20 + 2 ⇒ (13) + 2 = 15 Bandit7 Damage: 1d8 ⇒ 6 Kressle Attack: 1d20 + 3 ⇒ (10) + 3 = 13 Kressle Damage: 1d4 + 3 ⇒ (4) + 3 = 7 Bandit6 Stabilization Check: 1d20 + 1 - 1 ⇒ (14) + 1 - 1 = 14 19 Bandits: The bandits all look at the second fallen bandit and back at Dariya, before exchanging looks among themselves. They nod and focus their fire on Dariya. They all miss except for one, who scores a killer joint shot, dealing 6 points of damage! 18 Dariya and Lockjaw: Hmmph, you'll show them to fear you. You raise your flail in the air and start twirling it while shouting at the bandits. However, it's hard to keep the momentum going on the flail and it flails around rather than spins.
17 Kressle: The woman, casually flicks another dagger in a general-Gird direction, this one barely missing Gird's hair as it sails past and into the creek. This time however, the lady quietly curses before quickly pulling out yet another knife. 13 Oomlowt: Wowch, you were not expecting that! After snarling some choice words, you quickly fire your crossbow at the bandit across the way, managing to spit the poor soul's leg! 12 Raido: Not paying attention to the battle going on around you, you rip the arrow out and use your healing magic on yourself.
11 Thrae: Wow, that tiny lizard can't use any real curses? That's awful. You'd at least expect, like, a Mothermonster out of him, or possibly a Cacklebrain, but none of this "mother pussbucket" nonsense.
3 Gird: Creepy lady has chucked two knives at you, and that last one was too close for comfort. It's time to bring it to this smug piece of sh*t.
Whoops forgot to change the status of the second downed bandit to stabilized, whoops.
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![]() ROUND 5 Secret Rolls:
Bandit1 Attack: 1d20 + 2 ⇒ (14) + 2 = 16 Bandit1 Damage: 1d8 ⇒ 6 Bandit2 Attack: 1d20 + 2 ⇒ (19) + 2 = 21 Bandit2 Damage: 1d8 ⇒ 4 Bandit4 Attack: 1d20 + 2 ⇒ (11) + 2 = 13 Bandit4 Damage: 1d8 ⇒ 6 Bandit5 Attack: 1d20 + 2 ⇒ (19) + 2 = 21 Bandit5 Damage: 1d8 ⇒ 7 Bandit6 Attack: 1d20 + 2 ⇒ (17) + 2 = 19 Bandit6 Damage: 1d6 + 1 ⇒ (6) + 1 = 7 Bandit7 Attack: 1d20 + 2 ⇒ (13) + 2 = 15 Bandit7 Damage: 1d8 ⇒ 1 Kressle Attack: 1d20 + 3 ⇒ (1) + 3 = 4 Kressle Damage: 1d4 + 3 ⇒ (3) + 3 = 6 Dariya attack: 1d20 + 5 ⇒ (12) + 5 = 17 Dariya Damage: 1d6 + 2 ⇒ (3) + 2 = 5 Lockjaw Attack: 1d20 + 3 ⇒ (20) + 3 = 23 Lockjaw damage: 1d6 + 1 ⇒ (1) + 1 = 2 Mounted Combat: 1d20 + 9 ⇒ (16) + 9 = 25 19 Bandits: The bandits use their cover to unleash a volley of arrows on all of you, dealing 7 points of damage to Dariya, 6 points of damage Raido, and 4 points of damage to Oomlowt! A chorus of jeers can be heard after each hit, and the bandits who miss are often yelled at, but in a friendly way, you guess?
18 Dariya and Lockjaw: Which bludgeons the poor man in the face again, sending him crumpling to the ground! You congratulate yourself and pat Lockjaw on the head when he stops mid lunge.
17 Kressle: This strange woman and her commanding presence both smile smugly and she casually chucks a knife at gird, not even paying attention to whether or not it hits [it doesn't], simply laughing at the men around her and going for another knife. 13 Oomlowt: Ouch! That really stings! You have no idea where that arrow came from, but a new bandit has shown up, and you're itching to unload some crossbow bolts into his soft, pink ape-flesh [seriously why can't these humans have scales like normal creatures?]!
12 Raido: Holy g-o-double d that smarts! You'll have to deal with that later, now is the time for buffing teammates!
11 Thrae: The new chick with the axes looks like bad news. In fact, she looks a little too much like competition for number one bad*ss around here, and you aren't about to give that title up.
3 Gird: Wow, you feel good as new, thanks to that bird-man. Good as new and ready to bring the hurt on silly bandit snipers. You try for an awesome one-liner to prove you mean business, but unfortunately, your shot is lost in the canopy.
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![]() ROUND 4 Secret Rolls:
Bandit1 Attack: 1d20 + 2 ⇒ (12) + 2 = 14 Bandit1 Damage: 1d8 ⇒ 6 Bandit2 Attack: 1d20 + 2 ⇒ (12) + 2 = 14 Bandit2 Damage: 1d8 ⇒ 8 Dariya Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Dariya Damage: 1d6 + 2 ⇒ (3) + 2 = 5 Lockjaw Attack: 1d20 + 3 ⇒ (9) + 3 = 12 Lockjaw Damage: 1d6 + 1 ⇒ (1) + 1 = 2 Bandit3 Stabilization Check: 1d20 + 1 - 1 ⇒ (17) + 1 - 1 = 17 19 Bandits: Those are definitely bandits spilling out of the treeline - like daisies! They mostly sneer or snarl, but a few snag some cover behind the trees and ready their bows.
18 Dariya and Lockjaw: More meat for the mangler! Wait no, that's a terrible title. Dariya the mangler, nobody would think you're a hero if you're "the mangler". You'll have to give this more thought later.
17 Kressle: After the flow of bandits has ebbed, another, a woman dressed in yellowed armor casually walks out of the treeline, calmly flipping and catching an axe as she does so. She then smirks and leans on a log, putting the axe on her belt, and pulling out one of four wicked looking daggers. 13 Oomlowt: You scuttle around the cart, looking for a better terget, as well as better cover from that arrow. You scan the treeline, and see that there is a man trying very hard to hide himself in the leaves of one of the trees, fumbling with his bow and an arrow all the while.
12 Raido: You hop over the rest of the creek and shuffle towards Dariya, who is smiling dangerously. She must be really heroic.
11 Thrae: You very kindly and very casually say that inform the group that there is a tricky man hiding in the trees, but it seems like nobody hears you.
3 Gird: You watch the one bandit collapse, and are a little annoyed that the little idiot can rush into a trap and still manage to come out on top.
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![]() ROUND 3 Secret Rolls:
Bandit1 Attack: 1d20 + 2 ⇒ (19) + 2 = 21 Bandit1 Damage: 1d8 ⇒ 3 Bandit2 Attack: 1d20 + 2 ⇒ (7) + 2 = 9 Bandit2 Damage: 1d8 ⇒ 7 Bandit3 Attack: 1d20 + 2 ⇒ (12) + 2 = 14 Bandit3 Damage: 1d8 ⇒ 1 Dariya Attack: 1d20 + 5 ⇒ (11) + 5 = 16 Dariya Damage: 1d6 + 2 ⇒ (3) + 2 = 5 Lockjaw Attack: 1d20 + 3 ⇒ (13) + 3 = 16 Lockjaw Damage: 1d6 + 1 ⇒ (4) + 1 = 5 19 Bandits: More arrows sail through the air, but this time, one hits Gird dealing 3 points of damage!
18 Dariya and Lockjaw: Dariya on the other hand, ain't having none of that, and orders Lockjaw to attack. Her mighty wold descends on the poor bandit, and the crunch of bone is sickeningly audible. The poor man screams as Lockjaw drags him to the ground, shaking violently, until Dariya gently stops him.
17 Kressle: Gosh, what a mysterious mystery. 13 Oomlowt: You move cautiously towards the cart, carefully looking for any traps that might be a part of it's design.
12 Raido: No one here is getting any younger, but some of them are getting much deader, so you decide to go give Dariya some support.
11 Thrae: You half-heartedly look around you, and oh my... it looks like someone is being naughty and hiding in one of the trees. He's about... 20 feet off of the ground, on a wooden platform hidden behind some leaves. He's currently got his bow out, trying for another shot.
3 Gird: You can't believe how incompetent these new adventures are. They're practically greenhorns! You haven't been a wandering paladin all that long, and you have years of experience over them! It really rustles your jimmies.
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![]() ROUND 2 Secret Rolls:
Bandit1 Attack: 1d20 + 2 ⇒ (5) + 2 = 7 Bandit1 Damage: 1d8 ⇒ 8 Bandit2 Attack: 1d20 + 2 ⇒ (7) + 2 = 9 Bandit2 Damage: 1d8 ⇒ 4 Bandit3 Attack: 1d20 + 2 ⇒ (16) + 2 = 18 Bandit3 Damage: 1d8 ⇒ 5 Bandits1 and 3 have used 2 arrows, while Bandit2 has used 1 19 Bandits: Two more arrows slice through the air, landing at Lockjaw's feet, but failing to strike him or his rider. The bandit behind the log jumps from his cover again, sending an arrow into Dariya's other shoulder, dealing 5 points of damage! The arrow has wedged itself between two pieces of armor, which have forced it deeper than the other one. 18 Dariya and Lockjaw: You urge Lockjaw towards the bandit behind the log, your mighty steed covers the distance quickly, his teeth bared in a fierce snarl.
17 Kressle: Who? 13 Oomlowt: You slink up to the cart, but your shorter legs leaves you behind your larger companions. You'll show them, though. You'll show them that you're the best sniper this team has ever had!
12 Raido: You shrug and shuffle up with the rest of the group, but slowly. The forest is lush, and you can't help but admire the unfettered nature around you. It's calming.
11 Thrae: You stalk forward, your teeth showing and your trident ready. If this gets ugly, you're going to show these losers just how dangerous a Gnoll can be.
3 Gird: Sexually frustrated bushes have to wait, because there is a midget whose in need of a beating. Preferably from you. After she kills all of those bandits [you're fairly sure they're bandits, I mean, they're like cookie-cutters of those dudes at Oleg's]. And you've taken all the loot in the cart.
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![]() ROUND 1 Secret Rolls:
Thunderstone Toss: 1d20 + 2 ⇒ (11) + 2 = 13 Bandit1 Attack: 1d20 + 2 ⇒ (16) + 2 = 18 Bandit1 Damage: 1d8 ⇒ 4 Gird Will Save: 1d20 + 5 ⇒ (18) + 5 = 23 Bandit1 stealth check: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 Bandit2 Stealth check: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17 Bandit3 Attack: 1d20 + 2 ⇒ (12) + 2 = 14 Bandit3 Damage: 1d8 ⇒ 5 19 Bandits: You don't see anything, but as Dariya approaches the cart, a small object sails through the air, and strikes the ground next to the cart, splintering the wood, and making a very large bang. The sound is so loud you can hear it clearly sixty feet down the path.
18 Dariya and Lockjaw: Wow! That sure is... exciting! Finally, you have a chance to prove you're a true hero to all of those greenhorns back there.
17 Kressle: Who/what is Kressle, and why is he/she/it involved here? 13 Oomlowt: You see Dariya get pegged by the arrow, but do when you whip your crossbow up to counter attack!
12 Raido: It's a long walk to the cart, so instead of moving on up, you try to give some sage advice.
11 Thrae: The little person is an idiot, the bird-man is an idiot, and you don't even know what that idiot of a Half-Orc is doing. What's so interesting about those bushes that she can't focus on the fight going on right in front of her?
3 Gird: You were set to fight, but then you saw something out of the corner of your eye. It was blue, but ti went by too quickly for you to make out any details. Then there was a flash and you saw a flicker of something before it vanished.
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![]() Before Round 1 can begin, everyone needs to roll that sweet, sweet initiative and say what they're doing [if you're planning on melee, that's probably using the entire round to get up to the cart]. Secret Initiatives:
Bandits: 1d20 + 5 ⇒ (14) + 5 = 19 Kressle: 1d20 + 1 ⇒ (16) + 1 = 17
And just for you guys, a map!
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![]() After an eighteen hour hike, during which Dariya proved to be an even louder companion than you feared, you make it to the radish patch, and collect a satchel of the spicy roots. Unfortunately, it is nightfall; so you set up camp, and rest for the night [I doubt Thrae was ever trusted on watch alone].
After being politely asked to make camp outside the fort, you rest and set out the next day for actual exploring, moving back through the woods with the radish patch, and west into the woods proper at the begining of the third day of exploring you come across a river, its banks thick with brambles and other sharp foliage. You follow it South for a bit until you find a path alongside a creek that branches into the river proper. There is an abandoned cart about 60 feet from the river bank and up the trail. It looks like there might be the glitter of gold coming from the cart, but it's hard to tell.
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![]() I bet you're all itching to explore again, so I'm just gonna skip acting out the breakfast. Tensions are high when Oleg wakes up to see Garhan, Woden, and Huey gone, and a Gnoll in their place. A Kobold was more than enough for him, without a Gnoll Raider from the Southern River Kingdoms. The dramabomb that followed was hilarious and horrible. You should have been there.
After that Oleg meets with Oomlowt and Gird to discuss the current situation in more detail. You fill him in on the specifics of your fallen comrades end, and although he thinks it's a little silly that they died for a tribe of Kobolds, he believes it was a wise decision. Better to have a tribe of evil [he makes sure to add generally to that description] humanoids allied with you than actively working against you, especially since your description of their home sounds like a silver mine. He'll be sure to send word to the Swordlords so you can get that reward of 800 GP.
Moon Radish Soup:
Source: Svetlana Leveton at Oleg’s Trading Post Task: Oleg’s been under a lot of stress lately, and
Completion: Bring Svetlana a basket of moon
Reward: Svetlana is ready to pay a 250 gp reward
Quest Counter:
Additionally, there is a new wanted poster: Wanted: Tuskgutter:
Source: Wanted poster at Oleg’s Trading Post Task: Every Greenbelt hunter has a story about
Completion: Deliver Tuskgutter’s head to Oleg’s. Reward: Vekkel has promised his masterwork longbow
Finally, it's time for some XP rewards, although, only for Gird and Oomlowt since they were the only ones who participated. Total XP Earned for all the quests completed, as well as allying with Sootscale and killing Tartuk are: 3,200 [600+600+1,200+400+400] which divided amongst you two brings your total XP up from 2076 to 3676 XP! Everyone else will have a base XP of 3,450 XP because I said so. It's time to get exploring again! Which Hex do you want to go to next?
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![]() Moving right along, since Gird could not be here, I'm just going to stealthily push you guys along so we can at least get a first look at the other dudes, even if we won't really get to introduce them. :'( After Thrae gets her heal on [she's saying she's healing you] and joins your group, you fill her in on the plan to return to Oleg's to resupply and what-not. If you're lucky, you hope to hire a Mercenary or something to help you out on your quest.
Oleg isn't awake yet, but it looks like the guesthouse is occupied, judging by the giant dog [it has to be larger than Woofles!] curled up by the door. Okay, tell us a little bit about yourselves new recruits!
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![]() GMNPCing Oomlowt for now. After a long vigil, you both retire to the caverns for some rest, Sootscale allowing Gird to use the horse-skin hanging up in Tartuk's old chambers as bedding much more comfortable than the cave floor It is a good days rest, and both of you heal 2 HP! It was good. The following night you set out again, after Gird has collected the ashes of your comrades for an old ritual of her village. She still won't say where she grew up or anything.
And that is when you both notice the cloaked figure loping down the bank towards you, eyes gleaming in the dark. Come on! Come on! It's time for the box of band-aids! ![]()
![]() As everyone backs away from the corpses, Sootscale steps forward again, and starting with Nakpik, moves down the line, saying a few words of farewell before setting the pyre on fire. Then, he turns to you and says, "Go rest whenever you are ready, take your time. We will be here with you."
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![]() "What a f***ing weird piece of sh**." Just then, a Kobold walks up and says, "The funeral is starting outside the the home, follow me." You follow her out and you can see five stacks of sticks and grass, three larger than the other two, and on each a body lies. All of the Kobolds are gathered around the bodies, in a circle. Sootscale holds a torch, and gestures to you to come join him.
Gird steps forward and moves down the line, giving each corpse a quick, final rite in the style of the church of Erastil. She does this quietly, and stares daggers at Oomlowt in case he tried to say something about it.
What do you do? ![]()
![]() Gird manages to find a small puddle to wash her face and clean her armor with, taking it in bowls as instructed by a passing Kobold (tainting their water supply would be not cool, after all). After she feels like she and her armor are clean enough, given her resources, she goes to sit next to Oomlowt while he's reading. It feels really good to sit down. "Never trust a fool," she says sarcastically as she sits down, "Nice get-up Oomlowt. What's the journal say so far?" ![]()
![]() Sootscale nods, and gestures to his tribe, leaving you two alone, issuing commands to prepare funeral pyres this time in Draconic, and collect the bodies of the dead. Gird scrunches up her face, "Well, it looked like a journal to me, but can you read it? Maybe there's a treasure map or something in there, and since it looks like we're going to be staying a while, and since it looks like we're going to stick around for a bit, you can get started."
Gird lets out a sigh, "So, want to get ready for the funeral?" She wants to find some water to wipe the muck off of her face, and maybe wipe the blood off of her everything else. ![]()
![]() Forgot that I was GMNPCing Gird this time, whoops! Gird's excited to loot something, even if she'll have to give away money eventually, so while Oomlowt scurries to the pile in the dark, she descends onto Tartuk's bleeding corpse and rifles through his pockets. The sickle is too small for her, but she wonders if Oomlowt might like it? He always defaults to that crossbow, it would be healthy for him to get into a real fight for once.
She's about to leave the corpse, when she brushes her hands on Tartuk's flimsy-looking clothe bracers, only to find them feel hard, like steel under her touch.
Meanwhile Sootscale nods, "Thank you for all your help Oomlowt Heroscale, you will always be welcome here." He then makes a Kobold-smile, "You must be tired, would you like to rest here today? We can give you and your tall folk fresh bedding, and we can include your other tall folk in the funeral rights for Nakpik and Outlien." He gets a little distant as he says this. What do you do? ![]()
![]() Sootscale breathes heavily for a moment, savoring the last moments of adrenaline. Then he brings himself up to his tallestseveral inches taller than Oomlowt and proclaims, "You can have the usurper's belongings, and in that alcove behind you, you may take one of the items from the pile, as well as the mite's treasure." He then adds in a softer voice, "It's the most we can do." A quick pat down of Tartuk's corpse gives you his sickle, with the beautiful skull design and sturdy, iron blade. There is also his wand, and a set of bracers, which feel a lot sturdier when held than they looked like on his body. And hooked to his belt besides a pouch full of miscellaneous nicknacks and detritus, there is a simple, leather-bound book, and when opened, shows that it is a journal, judging by the dates on the pages. It appears to be written in Undercommon, although if Gird finds it, she wouldn't know that. When you move into the small alcove, you can see a disorganized pile of junk. Most of it is shiny rocks, of different colors, although there are some broken weapons and armor, all worthless now. There are also several piles of coins, mostly copper and silver pieces, although there are some gold pieces as well. Resting near the front is a light metal shield, and scattered across the top are six red-orange crossbow bolts. Finally, some dirty, if beautiful, boots rest next to a soiled leather bag, presumably the bandit's loot. The bag is heavy with money, but if you dig you can also find a small pouch at the bottom, filled with chalk, as well as a simple brass wedding ring set with a pearl. What do you do? ![]()
![]() ROUND 8 Secret Rolls:
Chief Sootscale Attack: 1d20 + 4 ⇒ (4) + 4 = 8 Chief Sootscale Damage: 1d4 ⇒ 2 Tartuk Attack: 1d20 + 4 ⇒ (4) + 4 = 8
27 Chief Sootscale: Sootscale raises his club in hopes of taking out Tartuk from behind Oomlowt, but the angle is not right, and the club is easily blocked by the shaman's shield. 25 Tartuk: Tartuk starts to mumble kill me in several languages, still with the same serene look. He lazily swings his sickle at Oomlowt, but misses by a long shot. His bird is wheeling over his head screeching kill me in Draconic. 23 Oomlowt: You decide it would be best to give the shaman what he desires, and fire another bolt, which is also deflected by the shaman's shield.
15 Gird: Not caring about the Kobolds, you shove your way past, and reading your sword, push through Sootscale and Oomlowt, to some sounds of protest, and drive your sword up and into Tartuk's chest, blood leaking out of the shaman's grievous wound. He looks at you just ebfore he dies, and whispers something in that same strange language. And then he simply hangs limp from your sword. COMBAT OVER, REJOICE! ![]()
![]() ROUND 7 Secret Rolls:
O'thyme Attack: 1d20 + 1 ⇒ (4) + 1 = 5 O'thyme Damage: 1d6 - 1 ⇒ (1) - 1 = 0 27 Chief Sootscale: Sootscale moves up behind Oomlowt, club out. "Oomlowt, I'm sorry for my weakness. I did not expect Old Sharptooth to be so real. I am back now, and ready to end sneaky Tartuk's villainy for good." 25 Tartuk: Tartuk looks slowly down at his bleeding chest, and a look of utter peace starts to crawl across his face. He coughs again, and clambers over his pot, dropping his wand next to it in the process. He lazily stumbles towards Oomlowt, a serenely stupid look on his face. He unhooks his sickle from his belt, and stops in front of Oomlowt. He raises his sickle half-heartedly and whispers in Draconic, "kill me."
23 Oomlowt: This shaman is cray cray. You level your crossbow squarely at his eyes, and let a bolt fly, which ricochets off of his shield and into the tunnel behind you.
15 Gird: You start to run away more, but as you move further, you are overcome with feelings of guilt. Sootscale called you a coward, and a dog. And that is just how you have been behaving.
14 Nakpik & Mikmek: Mikmek starts to regain his confidence, especially at Tartuk's recent explosion. He might also be getting braver because he's pretty sure he won't have to do anything this battle.
14 Kobolds: The Kobolds begin to move around Oomlowt and Sootscale, taking up combat positions. One even manages to get into a spot where he can attack Tartuk, but his spear bounces off the shaman's magic shield. ![]()
![]() ROUND 6 Secret Rolls:
Magic Missile 1: 1d4 + 1 ⇒ (2) + 1 = 3 Magic Missile 2: 1d4 + 1 ⇒ (1) + 1 = 2 27 Chief Sootscale: Sootscale keeps on running, and makes it into his tribe, and seeing them starting to level weapons at Gird screams, "The sneaky usurper is in there! Leave the tall, angry one alone. She is just a cowardly dog!" Come Sootscales, we must kill the shaman for his crimes against us!
25 Tartuk: Tartuk can hear Sootscale returning, and his smile broadens, and he closes his eyes briefly almost looking at peace, before raising his wand again and sending another rattling volley of magic bolts at Oomlowt, dealing 4 points of damage!
23 Oomlowt: You call for Gird to get away, the Kobolds may have been set back on course, but you don't know if they will continue once the shaman is dead. You reload your crossbow and send another bolt sailing at Tartuk, this one lodging firmly in the Shaman's chest. The other kobold starts to cough a bit, blood gurgling from his mouth. He looks you in the eye, and you can tell he doesn't have much left. 15 Gird: You angrily denounce the Kobolds, having no idea they can, in fact, speak and understand Taldane, before continuing to backpedal. You hope Oomlowt's gonna make it out okay, even going so far as to pray to Erastil. 14 Nakpik & Mikmek: Mikmek is getting shakily to his feet now that Sootscale is back. He even pulls out Oomlowt's dagger, trying desperately to look brave. 14 Kobolds: The Kobolds who had started to move after Gird stop, and instead begin to move towards Tartuk again.
beautifully crafted descriptions are for pansies. ![]()
![]() ROUND Secret Rolls:
Tartuk Bluff Check: 1d20 + 12 ⇒ (16) + 12 = 28 Kobolds Sense Motive Check: 1d20 ⇒ 15 27 Chief Sootscale: Sootscale is charging back. He doesn't want Tartuk to win at any cost, after all. 25 Tartuk: Tartuk raises his rattle for a fourth time, but before doing anything, a terrible, sneaky smile creeps across his face. He lowers his wand, and shouts:
23 Oomlowt: You leap into the hall, not caring about Gird's fire. The shaman is trying to turn the Kobold's against you, and you won't have any of it! You send another crossbow bolt sailing in the strangely-scaled Kobold's direction, but it is unfortunately too high. 15 Gird: You continue to back away, and not caring that Oomlowt is in the way, use your wand again.
14 Nakpik & Mikmek: Mikmek is a blubbering mess, don't pay any attention to him. 14 Kobolds: The Kobolds all have odd looks on their faces, before they start to turn towards Gird, readying their weapons. Haha, what a lazy effort on this round. I'm such a champ. ![]()
![]() ROUND 4 Secret Rolls:
Outlien Attack: 1d20 + 1 ⇒ (9) + 1 = 10 Outlien Damage: 1d6 - 1 ⇒ (3) - 1 = 2 Tartuk Concentration: 1d20 + 9 ⇒ (8) + 9 = 17
27 Chief Sootscale: Sootscale continues to rush through the tunnels trying to get as far away from Tartuk and Old Sharptooth as possible. He makes it to the pit traps near the entrance before the cloud of fear in his mind has cleared. "That tricky shaman usurper, I won't fall for your sneaky tricks again!" he shouts to no one in particular before turning around to start the run back to his revenge. 25 Tartuk: Tartuk smiles and brings his hands up and moves them about as if he had a marionette on a set of strings attached to his fingers. His eyes glow a sick, green color as a chlorine-colored mist spills out of his fingers and into a small ball dangling from his bent hand. Then he suddenly flips his hand over so his palm is facing up, and chucks the sick-colored orb at Gird, which explodes on her face, sizzling into her skin and dealing 3 points of damage! He shakes his wand right after, and two more missiles burst forth, the first one hitting Gird in the chest, leaving a feeling of uncomfortable pain and dealing 5 points of damage! The second one turns towards Outlien, almost as if it was an afterthought, striking him in the face, and sending him tumbling backwards.
23 Oomlowt: It was all a trick. How dare he make you relive that, and with such horrible embellishments! You're gonna kill that purple freak! You're going to kill him deader than dead. 15 Gird: Ow, that hurt. A lot. This isn't going too well. Why not try to reason with it and save your own skin? Not very Paladin-like of you, but these are all Kobolds, you're pretty sure all of them are evil anyway. So you you play for time, trying to bluff out Tartuk as you take a five-foot step back, and unleash your wand's burning fury at the shaman. You're ready to be done with these scaly runts. 14 Nakpik & Mikmek: Mikmek is not being particularly helpful this combat, is he. If Kobolds could cry, he would probably be bawling in fear. 14 Kobolds: The Kobolds are whispering and looking at Gird. They don't look super stoked. Especially not the one that was closest to the fire. ![]()
![]() ROUND 3 Secret Rolls:
Outlien Attack: 1d20 + 1 ⇒ (6) + 1 = 7 Outlien Damage: 1d6 - 1 ⇒ (6) - 1 = 5 Chief Sootscale Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Tartuk Concentration: 1d20 + 9 ⇒ (19) + 9 = 28 Magic Missile 1: 1d4 + 1 ⇒ (2) + 1 = 3
Cause Fear Rounds: 1d4 ⇒ 1
27 Chief Sootscale: Sootscale just keeps on running and screaming. It's gonna be particularly embarrassing to him later, in a deep, personal way. 25 Tartuk: Tartuk sneers, and starts a repeat performance of the spell he cast on Sootscale, only this time, he holds a wand in his left hand, which seems to slightly hamper his motions. Not enough, unfortunately, and as her directs the spell towards, Oomlowt, the Wand also activates, sending a bolt towards you and Outlien. 23 Oomlowt: At the spectral demon (lord?) advances and passes into you, your mind is filled with visions of an angry tribe, your friends and family furious with you for breaking taboo, you had started to try and have a Saturday morning special moment with Tartuk, but as you form the words "scales outside," you can't help but give a started cry of anguish. Outlien has turned towards you. He is one of your old tribemates. The walls have changed. They're swarming with ticks. Tartuk is the old priest, smiling cruelly and saying, "You you have no idea what my scales are like." You turn and run, clinging your crossbow to your chest. You stumble in front of Gird how has turned into a giant, green kobold, staring disapprovingly down at you. You almost plea for her help, but ehr face twists into that of a mite, it's eyes suddenly opening wide, with black ichor exploding from one of its eyes as an invisible knife sinks into it.
15 Gird: What happened to Oomlowt? He just completely lost it. That shaman's magic is making you really uneasy now. You fire another arrow, aiming for the bird this time, hoping to take the shaman out of commission. The projectile sinks into the bird's breast, causing it to falter in the air before regaining control, then both it and Tartuk turn towards you and laugh. The shaman then stares you straight in the face and speaks in an accented Taldane no Kobold could produce, "Are you sure you want to do that, orc?" He laughs again. 14 Nakpik & Mikmek: Mikmek is really super terrified now, because Oomlowt has now rushed past his having some sort of mental breakdown. 14 Kobolds: Outlien is terrible with his spear, and probably also generally terrified. And now a magic sphere of light has just exploded in his gut, and it really hurts. It is really very disorienting.
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![]() ROUND Secret Rolls:
Outlien Attack: 1d20 + 1 ⇒ (10) + 1 = 11 Outlien Damage: 1d6 - 1 ⇒ (3) - 1 = 2 Nakpik Attack: 1d20 + 1 ⇒ (18) + 1 = 19
Magic Missile 1: 1d4 + 1 ⇒ (2) + 1 = 3
27 Chief Sootscale: Sootscale started trembling earlier, but now he can't control it anymore, and lets out a choked cry of terror before turning around and pushing past Oomlowt and Gird, running through his subjects, letting out terrified wails of, "Old Sharptooth is angry!" and "I was wrong, so very wrong he is coming for me!" 25 Tartuk: tartuk reaches for his belt, and pulls out a thin rod, with a blue tip. It somewhat resembles a maraca, although you have no idea what a maraca is. He then brings it up, and then down, producing a sound somewhat like falling water. The end of the rod explodes with a bright, white light which sends two bullets of energy spiraling from it and straight through Nakpik. who coughs up a bit of blood and crumples over, laying still. Tartuk smiles in a smug, self-satisfied way. 23 Oomlowt: With the explosion of light, you get a nice, clear look at Tartuk's scale color, and they're... purple? A Kobold with purple scales? How does that happen? Kobolds shouldn't have purple scales. Ever.
15 Gird: The bird continues to screech, and you wonder if it could be important to the shaman. You then ask Oomlowt if Garhan's goat did anything, because you were pretty sure it did. You also briefly wonder what happened to it while you traveled here, it just sort of seemed to vanish.
14 Nakpik & Mikmek: Mikmek is even more afraid now that Sootscale has run past him, and Nakpik is dead. 14 Kobolds: Outlien swipes at Tartuk again, but he still cannot manage to hit the Shaman, who begins to lower the wand in his direction... ![]()
![]() ROUND 1 Secret Rolls:
Kobolds' Initiative: 1d20 + 1 ⇒ (13) + 1 = 14 Outlien Attack: 1d20 + 1 ⇒ (10) + 1 = 11 Outlien Damage: 1d6 - 1 ⇒ (1) - 1 = 0 Nakpik & Mikmek Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Chief Sootscale Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Tartuk Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Kobolds Tiebreaker: 1d20 ⇒ 15 Nakpik & Mikmek Tiebreaker: 1d20 ⇒ 18
27 Chief Sootscale: Chief Sootscale roars in some odd mixture of rage and delight, and swings his club across the top of the cauldron, sending it sailing across Tartuk's snout. Blood begins well up from one of the shaman's nostrils, and a shadow of cruel glee passes over his face. 25 Tartuk: Tartuk brings up his hands from behind the cauldron, and begins to make a series of complex motions, as a string of arcane words bubbles up and out of his mouth. His eyes roll back, before glowing with a ghostly light, and his face takes on a skull-like quality as he gestures towards Sootscale, a spectral, winged Kobold bursting from Tartuk's hands and into Sootscale's smiling face, which begins to twist into a look of complete terror. 23 Oomlowt: You fire your crossbow, but unfortunately, your bolt bounces ineffectually off the cauldron's lip. The shade of Tartuk's scales is bugging you, though, You can't quite tell in the hallway, but it looks like they are much lighter than the rest of the Sootscales'. What is up with this shaman? 15 Gird: You pull out your longbow, but the caves, closer quarters, though nowhere near as bad as the Mite Warren's, make it hard to fire, and you fumble your shot into one of the horse hides.
14 Nakpik & Mikmek: Nakpik pulls out one of his small spears, and leveling it at Tartuk, jabs it into the shaman's side, causing the strangely-colored Kobold to scream, and direct his gaze in Nakpik's direction. 14 Kobolds: Most of the Kobolds are milling about in the tunnel behind you, but Outlien tries his best to mimic Nakpik's success. Unfortunately, Tartuk twists his body to face Nakpik at the wrong moment, and Outlien misses the shot. Instead, the raven turns its head and begins to screech in Draconic, "Heathens!" over, and over again. ![]()
![]() As you rush forward, the kobolds let you pass; you look far better equipped for murder than they are, after all. You move through more of the cavern, and as you go, Mikmek starts to lag behind, until he is simply cowering in a puddle of water, urging you to go on without him.
"The walls of this cavern are decorated by a rickety wooden frame formed from clean-cut branches lashed together with gut and twine. Banners cut from two-foot-wide strips of old blankets and horsehides hang from floor to ceiling, covering much of the walls. The sloppily painted banners bear dozens of primitive icons and mystic symbols. A large cauldron filled with bubbling red liquid boils in the center of the room." Stooped over the cauldron is Tartuk himself, his raven jittering on his shoulder as he stares at Sootscale, who is standing in the center of the room, seething.
Sootscale grins, and unballs a fist, letting a few remnants of the statue fall to ground, "Old Sharptooth no longer holds power here." He gestures to the two kobolds to either side of him, "Outlien, Nakpik, kill the usurper." Combat! Roll for initiative! Then let me know what you do in the first Round as usual. ![]()
![]() Most of the other Kobolds are already rushing out of the common room, but Sootscale hears you, and yells over his shoulder, this time in Taldane, "Tartuk didn't cast curse, it was Old Sharptooth's anger, but we're now! The thrusts his club in the air again before continuing to run.
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![]() Giant post incoming, hold onto your butts. Nakpik nods, and rushes behind one of the rocks again, and pulls out a stick and some crude rope, almost certainly intended to repair the cage, then using his meager Kobold strength, he forces the cage open. Cadaverpede as it rushes to mite's corpse and begins to wrap itself around the disgusting, dead creature. While the centipede is distracted, Nakpik carefully loops some of the rope around its body and tethers it to the ground not far from the cage using the stick. He looks at it warily before saying in Draconic, ”That should hold it until we get back.” He doesn't look entirely sure of that statement, but you don't feel like pushing it. Nakpik then scuttles forward and slings his arm around around Mikmek's shoulder and begins to whisper conspiratorially as they walk into the gloom. It's difficult to hear their exact words, but Nakpik seems to be asking for exact details on Mikmek's capture by the mites and rescue at the hands of Oomlowt. You both follow, and as your eyes adjust to darkness of the cave, you notice Nakpik and Mikmek both have started hugging one side of the wall. Mikmek is in the rear, and turns around saying in Taldane, ”Beware pit traps, do what I do.” He then hugs the wall even tighter for another fifteen feet or so before joining Nakpik on the other side. He then turns and nods his head to you in encouragement. After you move past the pits, the kobolds continue to lead you, Mikmek still recounting the heroics of his comrades Tabe, Soem, and Amkin. Apparently they fought bravely, but were unable to make much of a dent in the mites' numbers. The walls of the tunnel you are in begin to close in, and Nakpik and Mikmek go back into single file to fit through a particularly small space. You follow, but Gird, you are forced to squeeze through the gap, and your scale mail makes an uncomfortable scraping sound as you move past the rock. You don't notice it now, as Darkvision turns the world into shades of grey, but later you find a fleck or two of shiny rock on your armor. It probably isn't that important. The tunnel widens again, and Mikmek is currently retelling Oomlowt's heroics, with a decidedly Kobold spin, but goes quiet as he and Nakpik turn left into another room: The walls of this cave have been smeared with what appears to be charcoal and blood to depict multiple representations in red and black of a looming, sharp-toothed reptilian devil. Two low stone tables sit in the middle of the room, one of which is stained with blood. It is obvious Mikmek does not like it here, and Nakpik is trembling something terrible. They both rush past, and into the next room. You follow, but not before noticing another kobold Kobold2 on the map seemingly materialize from one of the walls in the temple, its head tilted to one side in curiosity, but javelin still aimed at your backs. You move into the next room: The air in this large cave feels warm and close, thick with a reptilian stink mixed with smoke and burnt meat. Numerous beds of furs lie scattered throughout the room amid smoldering cookfires, while to the south, a ten-foot-wide alcove contains a large mound of furs framed by dozens of sticks on which are mounted the skulls of many birds and small animals, all smeared with ash. Six kobolds make a worried ring around the room, while a very worried, and yet still intimidating for a Kobold male sits atop the mound of furs, his club ready to strike at intruders. He's a real beauty, ain't he? Sootscale is obviously taken aback, a motley collection of Nakpik, a living Mikmek, a strangely dressed Kobold with bright scales he can't see the colors, and a slouching and very angry-looking half-orc had stumbled into the common room, and while the scraping had made him ready for intruders, he did not expect this. ”Mikmek... you're-you're alive?” His voice is surprisingly deep for a kobold. He is astounded, momentarily lowering his weapon. He quickly raises it again and inquires in Draconic, ”And who is this other kobold and why is he accompanied by a tall folk?”[b] Mikmek quickly answers, trying to quiet down Sootscale, [b]”This is Oomlowt and his pet Half-Orc, he saved me and rescued the statue-” Sootscale cuts him off, ”He has the statue?” He turns to face Oomlowt and then commands, still in Draconic, ”Give me the statue.” His eyes are shining with excitement. But before you can reply, Mikmek cuts in, ”Actually, he let me hold onto it,” he takes the statue and hands it to Sootscale, who hastily grabs it and then stares at it with a fierce look of concentration, as if he was making a particularly difficult decision. Mikmek looks like he's about to say something when Sootscale shrieks with triumph and lifts the statue high over his head before smashing it on the ground at his feet, the ivory depiction of Old Sharptooth fragmenting terribly. Sootscale then starts emitting a giddy laugh and looks at Oomlowt, a frantic smile on his snout, ”Thank you for freeing us from this curse, now, please, come join us in killing the usurper.” He looks around at the gathered kobolds, all of them gathering up their weapons before thrusting his club in the air and shouting again, ”Kill the usurper!”
Updated Map
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![]() GMNPC Gird time is go Nakpik and Mikmek both begin to move into the darkness of the cave, arms over each others shoulders before abruptly stopping. Nakpik turns and ask you, "Oomlowt, what are we going to do about your, uh, bugsnake over there? We can't really bring it into home, not with all the bodies."
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![]() The mite yelps as the bolt sinks into its forehead. Then is keels over in its cage, blood oozing from its wound lazily. Nakpik is startled by the sudden attack before looking confused and saying, "Take it to the chief... but we should take it to Tart-" But Mikmek cuts him off moving forward and slinging his frail, Kobold arm around his tribemate's shoulder and whispering, "No no no, we take it to the Chief, and we may get rid of nasty Tartuk and his creepy bird, too. Oomlowt there is going to help us do this. He already sacrificed the majority of his heroes to save Old Sharptooth, I think we have a chance against Old Purpleface with him by our side. He is a real Kobold's Kobold."
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![]() All of you decide to stop and wait for nightfall proper, which everyone a chance to rest after the horrifying events of the mites' lair.
Mikmek Survival Check: 1d20 - 1 + 5 ⇒ (18) - 1 + 5 = 22 And it takes him twenty or so minutes of searching before he finds what he's looking for and begins the trek to south. The centipede diligently follows with the bodies lashed to its back. The mites were good to it. It would do whatever the mites asked it to. They asked it to help nasties. It will help nasties.
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![]() Mikmek jumps, he had been busying himself with looking at the ground like a champ.
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![]() Gird lost one hit point the first time, and remained unconscious, but the second time she woke up, and can slowly come to terms with her current position, aka lashed to the back of a straining, six-foot-centipede along with the corpses of Garhan, Woden, and Huey. They haven't started to smell yet, but it should definitely be pretty unnerving. Gird is also now disabled, so she can be of a little more use, although not too much, as she'll risk further injury and go back to dying. Mikmek looks a lot less glum, "Yes, let's cut him down to size. Yes..." He looks back down at the statue before screeching "Death to Tartuk!" Over and over again while bouncing around the strange traveling company, obviously ecstatic about this new turn of events.
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![]() No, that 1d4 was for how many times you get to attempt a DC 10 Constitution check! There I go again not being clear enough, sorry. Mikmek looks slightly bashful, and averts his gaze mumbling out a very unconvincing, "Yeah, something like that..."
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![]() Huey Stabilization Roll 1: 1d20 + 2 - 13 ⇒ (8) + 2 - 13 = -3
Over the next hour or so, the mites furtively do as you command. They sullenly give up one of their centipedes, giving it the command to transport the dead and critically wounded of your party. You don't know the first thing about taking care of centipedes, though, so you have no clue how long it will last.
In any case, the mites let you leave along with the straining centipede bearing the bodies of Woden, Garhan, and Huey, as well as the unconscious form of Gird. Mikmek follows alongside, anxious to continue helping in any way he can. The goat that was formerly Calanthe also follows, out of some half-remembered loyalty.
Furthermore, Oomlowt and Gird both receive 750 experience points for killing the mites and bugs! Furthermore, for "defeating" the other mites, they gain 600 XP each. This brings each of their total XP up from 726 XP to 2076 XP! WELCOME TO SECOND LEVEL GIRD AND OOMLOWT! Woden, Garhan, Huey, you will be missed. ![]()
![]() ROUND 20 Secret Rolls:
Tickleback Damage Roll: 1d6 + 6 ⇒ (5) + 6 = 11 plus grab and disease Mite10 Attack Roll: 1d20 + 2 ⇒ (9) + 2 = 11
Mite8 Attack Roll: 1d20 + 2 ⇒ (3) + 2 = 5
Mite7 Attack Roll: 1d20 + 2 ⇒ (12) + 2 = 14
Mite13 Attack Roll: 1d20 + 2 ⇒ (19) + 2 = 21
Mite14 Attack Roll: 1d20 + 2 ⇒ (2) + 2 = 4
Mite15 Attack Roll: 1d20 + 2 ⇒ (12) + 2 = 14
Huey Stabilize Roll: 1d20 + 2 - 12 ⇒ (18) + 2 - 12 = 8 Mikmek Attack roll: 1d20 + 1 ⇒ (9) + 1 = 10
20 Tickleback: Tickleback sinks his fangs into Garhan and drinks deep, much deeper than he did from Woden. There's a delicious tang in the tiefling's blood it has never tasted before, and so continues to grapple his corpse the rest of the round. 11 Mites: The mites continue to send volleys of darts at tickleback, although their greatest hopes of him slaying their enemies seem closer and closer to being realized. But they're still terrified of what that kobold with the crossbow can do. 9 Garhan: noooooooooooo why, he didn't deserve this, he was so bubbly!
8 Mikmek: Mikmek stabs at Tickleback again. He is furious for reasons he can't explain,and he is going to make the tick PAY.
7 Woden: whyyyyyyyyy 6 Gird: You're still alive thank Erastil. 5 Oomlowt: You calm yourself, and breathing out aim the crossbow at the tick still sucking on Garhan, fire a bolt, which goes through the wound opened by Mikmek and through the other side. Tickleback shudders and collapses to the ground.
4 Huey: Huey meanwhile spirals ever closer to death, and will probably be dead by the time anyone can try to stabilize him. :( VICTORY! COMBAT OVER! Now diplomacy with the mites can happen!
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![]() ROUND 19 Secret Rolls:
Mite10 Attack Roll: 1d20 + 2 ⇒ (15) + 2 = 17 Mite10 Damage Roll: 1d3 - 1 ⇒ (2) - 1 = 1 Mite8 Attack Roll: 1d20 + 2 ⇒ (10) + 2 = 12
Mite7 Attack Roll: 1d20 + 2 ⇒ (16) + 2 = 18
Mite13 Attack Roll: 1d20 + 2 ⇒ (20) + 2 = 22
Mite14 Attack Roll: 1d20 + 2 ⇒ (18) + 2 = 20
Mite15 Attack Roll: 1d20 + 2 ⇒ (12) + 2 = 14
Tickleback Attack Roll: 1d20 + 7 ⇒ (18) + 7 = 25
Huey Stabilize Roll: 1d20 + 2 - 11 ⇒ (17) + 2 - 11 = 8 Mikmek Attack Roll: 1d20 - 1 ⇒ (20) - 1 = 19
Tickleback Grapple because I don't want to mess with Mikmek's awesomeness: 1d20 + 7 ⇒ (15) + 7 = 22
20 Tickleback: Tickleback move around to attack the next biggest target, and pounces on Garhan, dealing 9 points of damage as well as pinning the Tiefling beneath it for some blood draining.
11 Mites: The mites all nod furiously and bring up their dart guns, firing at Tickleback. They could try to use their Vermin empathy, but they're holding out on the hope that it will kill the intruders.
9 Garhan: Garhan is unconscious and trapped under the mandibles of a very angry tunnel tick.
8 Mikmek: Mikmek charges forward, and leaps at Tickleback, sinking his knife straight into one of its many eyes, causing the giant vermin to make a screeching noise of pain. Mikmek smiles cruelly, he is going to make all of these mites pay, one way or another. 7 Woden: Gosh, this is so sad. 6 Gird: Erastil is a cruel master, ain't he? 5 Oomlowt: You fire again, but again you miss.
4 Huey: Huey stop dying, we don't want to you to die! Rushing these so much, just want to get this done so that the survivors can survive.
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