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Post by Verminaard on Jan 20, 2017 4:58:49 GMT -5
Calahas swears, this time audibly. "I don't want to spend any more time around those bees than necessary. I think Ypres has an excellent idea, however." Calahas quickly fishes the rest of his oil out of his backpack and helps Ypres quickly dump them, creating a wide puddle in front of the door. "There's no reason for you to potentially martyr yourself though, Ypres." Calahas ensures that he has enough oil to create a small trail of oil leading to the west door that they came in from, connected directly to the main puddle. "When that door gives way, just light this trail -- that should give the bastards something to deal with! Then we'll all flee to the main antechamber. Hopefully from there we can get out and regroup."
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Post by kaptaincarbon on Jan 20, 2017 9:13:06 GMT -5
The southern door bangs and clatters with rhythmic pounding. The sound behind it it is awful as little swords poke through its ruined surface. On the final push it pulls off its hinges and flings to the side revealing dark shapes in the hallway. The scarce light available shows a hallway full of kobolds all with little swords in their hands. From a dark corner, the face of Calahas and Ypres can be be seen grinning as the flint and steel strikes the oil and suddenly flames up like a fire snake rushing towards the bottlenecked kobolds. As the group enters they hit the puddle the same time as the larger puddle ignites.
Reaction roll: |G|ExbCB1-20
The kobolds are stuck! The fire licks around the group sending 1-20 of them in a large fiery trap. the sound is awful with the three survivors running back towards the southern hallway. The sound of two clanks can be heard over the dying sound of kobolds. The smell of dragonlike creatures is sweet and reminds one of you of home. This room is now covered in the ash and cinder of violence.
Dockzer, Calahas, Juris, Ypres Zo, & Nadre: 50 XP Each!
3/6 Torch: Juris (4 Rounds Left)
Lantern: Calahas (18 Rounds) -- No more oil
1-20Β·1-20
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Post by dungeonsnake on Jan 20, 2017 22:26:38 GMT -5
"O, frabjous day! Callooh! Callay!" gibbers Ypres Zo, as he cuts a quick and ungainly caper. He sloppily plants a kiss on Calahas's cheek in joy, then scuttles over to the kobold & goblin corpses to begin divesting them of valuables & weaponry (he is looking for a replacement for his shoddy staff, preferably something 1-handed and murderous)
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Post by andrewwerdna on Jan 20, 2017 23:33:00 GMT -5
"That was a brilliant plan, I'm glad we went with that rather than the bees. Great work, gentleman," Jurlis says.
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Post by andrewwerdna on Jan 21, 2017 9:17:52 GMT -5
"What shall we do now? I vote go West, get away from this mess," Jurlis says. "Those kobolds will probably be too cowardly to pursue us. But it might be more practical to ensure they don't pursue us."
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Post by kaptaincarbon on Jan 21, 2017 9:45:26 GMT -5
Ypres Zo jumps for joy and starts looting the remains of the goblins. Hanging off the belt is a battered but murderous looking BATTLE AXE 5GP, 1d8 // Weapon can be used either one- or two-handed. When wielded two-handed, gain +1 damage bonus Additionally there is an ornate golden key which through tarnish shines with regal splendor. It hangs from a greasy cord tied around the goblin's waist. It looks like it was handled many times. Ypres also tuns out any secret pockets located on the goblins person.
5 or 6 to find something: 5w0_yMDQ1-6
Ypres glows as he pulls out a small coin purse with 1-20 GP
The party stands with the western door open to trouble, the southern door broken down by dead charred kobolds and the eastern door blown away by a fire trap. the north door stands quiet and untouched and shines with regal splendor.
3/6 Torch: Juris (3 Rounds Left)
Lantern: Calahas (17 Rounds) -- No more extra oil
Ypres +8 (5 from axe and 3 from purse) XP 1-6Β·1-20
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Post by dungeonsnake on Jan 21, 2017 10:32:19 GMT -5
Ypres Zo pockets the regal key. He is too stupid to make the connection to the regal door to the North. He also picks up the battleaxe, and drops his shoddy staff to the floor, since it will only weigh him down and make travel awkward. Feeling somewhat bad for taking Calahas's precious oil, he offers up the 3 gold pieces as recompense, simpering like a dog.
[[is there anything to find on the kobold corpses, or have they been utterly incinerated?]]
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Post by kaptaincarbon on Jan 21, 2017 11:07:08 GMT -5
The kobold corpses lay completely charred and crumbling to ash.
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Post by Verminaard on Jan 22, 2017 4:34:29 GMT -5
Calahas pauses a moment to contemplate. "We should probably head back to town. I need more oil now -- it was a good expenditure, but these torches won't last long. I don't want to get caught without light down here. I imagine that key leads to the north door, which looks worth exploring. We'll need to be rested and fully stocked on supplies before we continue on."
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Post by dungeonsnake on Jan 22, 2017 10:15:12 GMT -5
sounds reasonable enough to Ypres Zo. town isn't very far away so i think we can pretty easily come and go as we wish.
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Post by dungeonsnake on Jan 22, 2017 10:21:19 GMT -5
if you look at the map on the right that the ref ever-so-kindly provided for us, each square on the map is only 120 yards. that makes the distance from the Old Island Fortress to Morgansfort (the aforementioned "town") only about a mile or so. shouldn't take more than half an hour of marching.
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Post by kaptaincarbon on Jan 22, 2017 10:56:44 GMT -5
Looking at each other Calahas motions towards his bags and the dying light. It is settled that the group will go back to the town known as Morgansfort to collect themselves before heading back into the reaches of the cave. What few treasures and things collected from the Fortress could potentially be sold off or traded for better equipment. The group exists out of the western hallway and is familiar with the entrance way where they spend the night after the bee incident. climbing the dew soaked stairs the light of afternoon shines into the groups eyes and the breeze of fresh air feels strange after the stale murk of the underground. It is a short boatride back to Morgansfort or as locals like to call it.... Happenstance.
Town Sites and Things to do1. Guard Tower: Two guards lazily check visitors but have committed themselves to talking about drinking and gambling. 2. Toothless Dragon Inn: Local rowdy inn where services can be acquired and rumors can be heard.
4. Watchtower: Most likely unmanned 5. Beethles' Trading Post: Anything can be sold and bought for these prices. www.d20swsrd.com/for-players/characters/equipment/ 6. Hedgewickets House of Magic: Local kook who was once a reputable wizard and now runs something that looked like a store but mainly chases off adventurers who come in. Can also be seen at the Toothless Dragon drinking away what seems like an endless fortune in coin. 7. Sinn's House of Sin: Local Gambling house that attracts many of soldiers who come to wager gold against the house. Some leave rich, some leave with large debt. (Any ante can be made and two d20's are rolled one by the player and the other the house. Highest one gets the pot) 8. Stables 10. Church of the Saint Divine: Local Church run by a generous parish who offers food and beds for those Lawful in nature. Will not take any one who has a gambling debt. 11. Morgansfort Gate: Manned by 5 guards who check papers before letting people pass. 14: Mogansfort. An independent garrison attached to the town which operates on their own accord. They owe no fealty to the town of Happenstance and in fact find their proximity a nuisance with all of the gambling and drinking which allures the soldiers.
Hirelings: People in town can be hired for a night or two provided you have the coin to pay. There are always adventures who will travel for 3GP per day and come with their own equipment and personality. Hirelings will be controlled by the player. Every player has a Max companion number and a penalty or bonus for any loyalty checks that need to be made in the heat of battle.
Ypres: 5GP Dockzer: 11GP Calahas: 30GP Juris: 5GP NAdre 5GP
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Post by Verminaard on Jan 23, 2017 6:57:40 GMT -5
CALAHAS' TOWN TO DO LIST:
1.) Purchase more oil. 5 flasks should be sufficient. Also, 5 more torches. 2.) Find a hireling who is willing to be a torchbearer. 3.) Find lodging for the night at the inn, and see if he can hear any rumors about the island fortress while he's there. Will spend a reasonable amount of money (5 GP max) buying people drinks to loosen lips. 4.) Buy a day's worth of dried rations to replace those that may have been lost on the initial excursion, bringing the total back up to 7. Will also buy an additional 7 day's worth for a hireling.
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Post by kaptaincarbon on Jan 23, 2017 9:20:15 GMT -5
Calahas Town Errands
1.) - 0.55 GP 5 Pints of Oil / 5 Torches
2.) -1 GP Lampray: A average-sized male farmer from the surrounding farmlands stands before you, with a poor quality knife and an excellent quality amulet which jingles around his neck. The hireling is eager and has an unusual hair color. [1GP a Day]]
3.) -3 GP After spending most of the night in the Toothless Dragon, you buy many drinks for Buildahas, a surly yet jolly when drunk ex mercenary who regales you tales of his attempts at plundering the Old Island Fortress. Though inflated by many degrees Buildahas tells you the time when he chased down a wolf pack in the western hallway and fought 6 or 60 of them by hand. He also heard rumors of a great art collection guarded in a closet by goblins to the east of the entrance. Finally, he tells you of a story he heard about the soldiers of the Island fort keeping a small cache of gold and jewels hidden on the shores of the island anchored by a chain and rock. He tells you to look for a pair of rocks that look like a crow and then look for a chain.
4.) (((I am not keeping track of food yet so your Adventurer magically is never hungry or has to poop in a dungeon)))
Total: -4.55 GP
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Post by sonofblashyrkh on Jan 23, 2017 12:22:25 GMT -5
If we are staying the night in town Nadre will ask the church for dinner and a bed. He wants to save money and welcomes the serenity of the church. He hopes to feel fully rejuvenated and use his boosted morale to encourage the party in finding more loot the next day in the fortress
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