The newly equipped party makes their way up to the main floor and takes their leave of the Alchemy shop, thanking Sworc politely (if not genuinely) for his business.
Lacking a private place to perform the teleportation ritual, and feeling a sense of urgency, the group decides to throw caution to the wind. Mervin figures it’s easy enough (he picture is rather simple: two runes in a circle), and, besides, if they are seen, they will likely reappear at some location, well away from the city.
The group takes up residence on a park bench, while Mervin takes advantage of a flagstone dais in the center of the park as a makeshift canvas for the teleportation circle. Passersby periodically look in his direction with mild curiosity, but then shake their heads and move on.
During this time, the others are pleasantly surprised to see Rujah saunter up to the park bench,
“Hello. How goes it?”
“It go well. We meet strange man, tell us much history, then buy shiny, new armor and magic shoes,” Fenwick displays his armor like a game show hostess, and lifts his feet to reveal his new boots, “Fenwick explain detail later. What happen you?”
Rujah pushes out a quizzical eyebrow, betraying a brain bursting with questions that will have to wait,
“I finished my deposition, and was released early. They’re still hanging onto Talon. He’s got all of Hankel’s documents, and Lord Ekton is extremely interested in knowing what they say,” He glances up at Mervin,
“What is that magician up to?”
“That Mervin,” Fenwick explains,
“He wizard in basement when we have big fight with robbers. We go to thieves den and find teleport ritual. Riardon and Mervin thinks it find Hankel.”
Mervin steps back to review his work, hands held in the air in concentration,
“Ehem!” he clears his throat to get the others’ attention,
“I think that’s it.” [sblock=Arcana Check]
Roll Lookup 1d20+13=26. The portal will stay open for three rounds.[/sblock]
The circle begins to glow eerily, taking the form of a circular puddle of murky water. Riardon and Gensai shrug at each other and step into the circle and vanish completely as they sink below the surface of the pool. Mervin realizes that he must be last in order to maintain the portal, and nods Fenwick and Rujah toward the puddle. Grinning broadly, Fenwick runs up to the pool and jumps in – cannonball style. Rujah just shakes his head and follows.
Finally Mervin walks up to the edge of the pool and looks in, a bit surprised that he is unable to see the destination through the murky blackness. Lifting his gaze, he sees that he’s attracted quite a crowd of spectators. Flashing a smile to them all, he flourishes in a showman’s fashion and steps into the pool.
Just as he lifts his hind foot, his gaze drifts over the crowd, catching a familiar face that he can’t quite remember. The man’s face blanches momentarily and then furrows into a piercing stare directed back at the wizard. As Mervin falls into the blackness, the portal closing behind him, he realizes that the face was that of Professor Amatali.
Mervin emerges from the disorienting fog to a horror neither he, nor his companions anticipated. His first indication that something is wrong arises from the concerned look on his friends’ faces. The portal circle below him is pulsating with the final throes of its short, arcane life. Before them all, a large green dragon is battling with a detachment of kobold soldiers, quite well outfitted and wearing blue scale armor. For a moment, Mervin is hopeful that he and the others might go ignored by the beasts fighting each other, but he could not be more wrong.
From behind, reptilian shrieks pierce the already deafening fray of shouts, growls, and clatter. Claws, bolts and swords come raining down on the group.
[sblock=Map]
[/sblock][sblock=Enemies Not Engaged with the Dragon]
4X
[/sblock][sblock=Initiative]Bad Guys:
1d20+6=20 [/sblock]
[sblock=Surprise Actions]
Defender1:
Standard: MBA
Target: Riardon
Attack: 1d20+13= 21 vs. AC for 1d8+3=11 damage
Effect: Target is marked until the end of the Defender’s next turn
Defender2:
Standard: MBA
Target: Fenwick
Attack: 1d20+13= 23 vs. AC for 1d8+3=11 damage
Effect: Target is marked until the end of the Defender’s next turn
Defender3:
Standard: MBA
Target: Rujah
Attack: 1d20+13=28 vs. AC for 1d8+3=7 damage
Effect: Target is marked until the end of the Defender’s next turn
Defender4:
Standard: MBA
Target: Gensai
Attack: 1d20+13=31 vs. AC for 1d8+3=11 damage
Effect: Target is marked until the end of the Channeler’s next turn
[/sblock]
[sblock=Status]
Mervin: -D20
31/31 HP 1AP 7/7 HS
Fenwick: -D21
38/49 HP 1AP 11/11 HS
Riardon: -E20
38/49 HP 1AP 8/8 HS
Gensai: -C20
45/56 HP 1AP 11/11 HS
Rujah: -D19
48/55 HP 1AP 12/12 HS
Defender1: -F20
70/70
Defender2: -D22
70/70
Defender3: -D18
70/70
Defender4: -B20
70/70
[/sblock][sblock=Terrain Rules]All areas marked with a triangle are difficult terrain. They can be seen over, but they do provide cover from enemies on standing on the other side.
The fireplace off to the right is impassible terrain.
The well is 40 ft. deep. Creatures who fall in take 4d10 damage.
Trees do not provide cover, nor do they inhibit movement.[/sblock][sblock=OOC]Welcome back Theroc!
We're back in business

!
Let me know if you're CS does not reflect your AC, HP, and HS's correctly. If it does not, please update these things before the next round.[/sblock]