Gwibble doesn't notice any dangers but as Edon climbs over the first barricade a series of stalactites swings towards him on a rope.
Trapped Barricade: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 2 ⇒ (8) + 2 = 10
It hits him hard, with one of the stalactites impaling him in the chest.
10 damage to Edon (drops onto negative HP), Gwibble over 1st of the barricades.
You make your way back into the dungeons of the Witch Tower and are able to return to the treasury you fought the injured ghoul in last night.
There's a tunnel leading to the north where the ghoul had approached from.
A pair of low barricades made of timbers and rocks partially
It will take a climb check for anyone trying to cross over the barricades.
No worries - will put Halders in delay so jump in whenever.
Seeing Shondra take out one of her comrades with a bow the lead Kobold takes a shot at her.
Shortbow, favoured enemy, PBS, DA: 1d20 + 8 + 2 + 1 - 1 ⇒ (15) + 8 + 2 + 1 - 1 = 251d4 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7
Hitting for 7 damage.
You can all act now.
Ragnars bolt just misses the archer as she jumps out the way but then Galessa manages to cut down the kobold in front if her (yellow).
As Shondra fires her bow the kobold attacks with it's spear
AOO: 1d20 + 1 ⇒ (11) + 1 = 121d6 - 1 ⇒ (1) - 1 = 0
..but it misses her and her arrrow kills it a second later.
For Halders the yellow and blue kobolds died before you went so happy for you to change onto the remaining one. I don't think anyone's cast detect magic on the daggers to check.
The two kobolds with spears hold back a moment while the archer behind them clambers onto the rubble and takes a shot at Galessa.
Shortbow, favoured enemy, PBS, DA: 1d20 + 8 + 2 + 1 - 1 ⇒ (16) + 8 + 2 + 1 - 1 = 261d4 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9
Its arrow hits her hard. 9 damage.
The two spear-kobolds then move forwards and attack Shondra and Galessa.
Blue vs Shondra: 1d20 + 1 ⇒ (8) + 1 = 91d6 - 1 ⇒ (5) - 1 = 4
But both miss their targets.
Ragnar can act now and then everyone else afterwards.
After a few tries Ragnar manages to haul himself over the barricades.
As you inspect the bodies you all hear a noise coming from the tunnel to the north and see three kobolds approaching. As they see you they move to attack.
Galessa: 1d20 + 4 ⇒ (17) + 4 = 21
Halders: 1d20 + 5 ⇒ (14) + 5 = 19
Shondra: 1d20 + 4 ⇒ (16) + 4 = 20
Ludvic: 1d20 + 4 ⇒ (19) + 4 = 23
Ragnar: 1d20 + 3 ⇒ (2) + 3 = 5
Sesserak: 1d20 + 5 ⇒ (2) + 5 = 7
Kobold 1 Blue: 1d20 + 1 ⇒ (14) + 1 = 15
Kobold 2 Yellow: 1d20 + 1 ⇒ (11) + 1 = 12
Everyone but Ragnar can act now.
Shrine of the Seven Roses
"I can give you the wand for 3,480gp, it's been used the odd time but has another 43 goes left in it. If you're after a Cure Light Wounds wand we have a new one that I could give you for 675gp, we have a basic selectionof items here, plus a few more interesting items - like that lesser restoration wand."
Kage doesn't find much of interest other than the varying artwork. There does appear to be a deep red stone that looks nice on displag though, next to a pair of interesting looking goggles.
"Also, watch out around that wizard, Hunclay. Always spooked me, I heard that he worships devils and collects evil books."
The body is a white-haired, balding human in now-tattered finery. He matches the description of the wizaed, Hunclay, who you'd been asked to find in connection with the towers collapse.
The only item of interest in his possession is a key ring with a pair of brass keys on it.
Nearby Halder's spots two Kobold bodies, each grasping a spade.
"If there are creatures that may crawl out and attack us then I'll help however I can. I have a good strong rope here you can have for 9 silver. Don't trust them kobolds, they have always been trouble, but they’re worse lately. I think they’re preparing for war!"
You now have a 10% discount in the General store and have completed the Making Friends or Enemies Quest above for 400 bonus xp.
Shrine of the Seven Roses
"Hmm, let me have a look." the man says, laying his lute down carefully before walking over to Corin and placing his hands on his shoulders.
"He seems a bit slow in his movements, what happened to him? Magic? or maybe poison?" He thinks for a moment, "yes I can fix him up easily enough, wouldn't want the lad tripping over himself when you go off back to the Witch Tower now would we? For a donation of 60 gold to the church he'll be good as new - if you're expecting more trouble though I have a Wand of Lesser Restoration that I can sell you."
Lowers the DC for the rope, it's an extremely low DC anyway as it's just a small barricade that's been set up.
This large cave appears to have been recently scratched from
You reckon that you are now directly below the ruined tower. The rubble bit on the Tower Exterior map and the rubble in this room are the same pile
The general store is very well laid out with neat rows of shelves some containing food and others varying supplies and tools. The owner is cleaning as you enter. "Ah, a gripple, you must be one of the caravan guards the Baroness hired to find out what that Hunclay's up to - always knew he was up to something, and now that tower he hated so much has collapsed and he gets the view he's been after."
"No idea how them kobolds got wound up in it all though - when you find out make sure you let me know. Anyway I'm sure you'll need supplies exploring that Witch Tower, what do you need."
Shrine of the Seven Roses
As you enter the Shrine of the Seven Roses you see a large open room with acolytes sitting and drawing. The shrine is well decorated with various artworks along the outside. A man in a well-tailored tunic sits in the corner playing a slow tune on a lute.
He brings the tune to an end and stands, "Welcome, welcome!" he calls out and bows. "It's always nice to meet new people here, how can I help you?"
The next morning when you wake up Talia offers you tea and porridge before you set off for the day.
"Your friend there still looks pretty weak" she says nodding to Corin. "I'd suggest you speak to a priest before you head off again and get him looked at. I'd recommend Nilos at the Shrine of the Seven Roses, he's much friendlier than Eupaphenia, sometimes a but too friendly but he's always got time for those in need."
"If you do go to Eupaphenia I'd suggest you bring your own pen for the paperwork."
Taking 20 is fine - no risk and saves on rolling for 6 more chests.
Halders is able to open up the Baron's 7 chests and you're all able to survey your new treasure. In total you find:
- 18,500 cp
As you enter the inn the owner, Talia, stands up from a chair by the fireplace. "Good you're back. I'd been told the Baroness had hired you to go poking around the ruins of the Witch Tower, quite a few of my patrons had stayed out late to see if you'd return but they've left now."
"I'm off to bed soon myself but if you'd like any food or drink first let me know, you all look like you need it. Oh, and you have a new friend plus an extra pet, would you be staying with the others or would you like your own room for 5 silver?"
The Mithril daggers are retrievable once you've got the chests out of the barred area. After buying a Wand of Cure Light Wounds you'd be able to split what's left from the chests/sale of the daggers for 278gp each.
You'd still have the Crest which is of value to the right person...
As you leave the ruins of the witch tower you see that it is now pretty late in the night. Looking down the hill into town you can only see a few lights shining through windows, most of them coming from the Wise Piper Inn.
I've invited a few players to the party.
For the new players we're 15 point buy for characters, with average starting wealth for your class. To save on worrying about the parties loot so far I'd suggest taking another 300gp to start off with to balance it out a bit.
The parties just returning to the inn now with loot and an injured Corin (human bard). I'd suggest your characters be very recent guests to the inn.
Cheers. I've invited 2 players for now from the posts made to see if they'd like to make characters. It's probably not quite a good point for adding to the party with where we're at in Gameplay but can look at fitting them in soon.
Snowhawk/Dread - games set up as 15 point buy, average starting wealth for your class. To save on worrying about the parties loot they've got so far it may be best if you add another 300gp to that and start there.
Looking at the thread/what the party needs it looks like AdamWarnock and Vrog Skyweaver's ideas would be a good fit with the party. They're making their way out of the dungeon now with some loot so it would be a good time to join the group (I'll post a bit more in the Discussion Thread).
If Snowhawk/Dread are interested I have another table running who have 4 players currently after a dropout. They're not quite at a good point to add characters in but will be soon. If interested post in their Discussion Thread and we can sort characters out while they're finishing off where they are.
Definitely. They'll be able to help you get out of the dungeon with the chests and then leave with their share of the loot. The chests are locked but you'll be able to bash them open eventually.
By inserting the 2 mithril daggers into the slots and twisting you're able to get the metal bars to descend into the floor, leaving the chests accessible.
Between the group you're able to get the chests out of the dungeon and break them open and find the following:
18,500 cp, 4,000 sp, 115 gp, 14 pp, and a teak case containing 30 gems (the case and gems together are worth 800gp).
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
The creature charges at Shondra and bites at her.
Bite: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 1 ⇒ (4) + 1 = 5
...but fails to hit in it's weakened state.
Ragnar and Galessa can act now and then Shondra/Halders.