Adventure: Lord Byron’s Economic Woes (DM: Tenchuu, Judge: H.M.Gimlord)

Seeing no enemies about, Wil moves swifty to join his allies. He stows his bow and the potion and gets out his flute. At first his playing seems odd, but the sound becomes very natural and soothes injuries.

[sblock=OOC] Short rest time? Remember each Healing Surge heals +5 with my help![/sblock]
 

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Grunting, the human captives beat the Slinger with their wood chunks even though the creature was clearly dead. After crushing the creature's skull, the dropped the logs, panting lightly from the exertion.

"Thank you, Stranger," the lead captive said. "I am Michael, and this is James. We're miners, but we've been under siege by these demon lizards for months. They came shortly after the island shifted."

"Many of our fellow minors have been taken, some into the mines, and some dragged away to the opposite side of the mountain. We fear what may have befallen then. Those taken to the other side never returned."

"Yesterday, they brought two outsiders in. Men we had not seen before," Michael said. He described the new comers, and Stanng recognized the description as the only allies he arrived on the island with. "Yesterday, one was taken to the mine, and the other to the far side of the mountain. Neither returned."

[sblock=working on another post]Will Post the rewards and EXP tonight or tomorrow morning.[/sblock]
 

The adventurers cleared the area and found no more Kobolds, having eliminated the threat for now, and this time, none of them escaped. Searching the rest of the grounds, they found another store of treasure in the west cabin.

Wil found a magic bow, along with the potion he already pocketed. Hergunna also found a potion, as well a magic totem. Kane picked up some enchanted arm bands, and a golden dragon statue; it was probably an item worshiped by the lizards, but it would sell for good coin. Stanng found a magic sword and an ornamental sword. Tessa found an enchanted broach. They each divided the coin.
[sblock=Treasure & XP Summary submitted for approval]
Encounter 1: Skill Challenge. Party/DC level 1, Complexity 1.
Total Exp: 100 XP x 2 = 200 XP (excluding Stanng)

Encotuner 2: Combat Encounter.
- 2 kobold slingers (level 1 artillery) 100 XP each
- 2 kobold Skirmishers (level 1 artillery) 100 XP each
- 1 stormclaw scorpion (level 1 soldier) 100 XP
Total Exp: 500 XP x 2 = 1000 XP (excluding Stanng)

Encounter 3: Skipped.

Encounter 4: Skill Challenge. Party/DC level 2, Complexity 2.
Total EXP: 250 XP x 2 = 500 XP

Encounter 5: Combat Encounter
- 1 injured Kobold Skirmisher (1 HP left) 25 XP
- 1 injured Kobold Slinger (7 HP left) 25 XP
- 1 Goblin SkullCleaver (level 3 brute) 150 XP
- 1 Goblin Hexer (level 3 controller) 150 XP
- 2 Goblin Sharpshooter (level 2 artillery) 125 XP each
- 1 Goblin Warrior (level 1 skirmisher) 100 XP
- 1 Gobline Blackblade (level 1 lurker) 100 XP
Total EXP: 800 XP x 2 = 1600 XP

Encounter 6: Combat Encounter
- 1 kobold wyrmpriest (level 3 artillery) 150 XP
- 3 kobold dragonshields (level 2 soldier) 125 XP
- 2 guard drakes (level 2 brute) 125 XP
- 4 kobold slingers (level 1 artillery) 100 XP each
- 5 kobold Skirmishers (level 1 artillery) 100 XP each
Total EXP: 1675 XP x 2 = 3350 XP
Total EXP
Stanng EXP:
(500/5) + (1600/5) + (3350/5) = 1090
Everyone Else EXP: (200/4) + (1000/4) + (500/5) + (1600/5) + (3350/5) = 1390
Note: Time EXP not calculated since it was not needed to level, and it will make calculating it at the end of the adventure much easier.

Gold and Treasure
Wil Rando:
L3 Songbow of Vanishment (AV2) & healing potion & 94g
Kane:
L6 Iron Armbands of Power (AV) & Gold dragon statue (worth 117g) & 27g
Hergunna:
L3 Death Fang Totem +1 (AV2) & healing potion & cracked gemstone worth 50g & 44g
Stanng: L3 Vanguard Broadsword +1 (AV) & ornamental sword (worth 120g) & 24gTessa: L3 Brooch of Shielding +1 & 144g
Note: Time Gold not calculated. Will give at the end of the adventure with the time EXP.

[/sblock]
 
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[sblock=Treasure & XP Summary submitted for approval]Encounter 1: Skill Challenge. Party/DC level 1, Complexity 1.
Total Exp: 100 XP x 2 = 200 XP (excluding Stanng)

Encotuner 2: Combat Encounter.
- 2 kobold slingers (level 1 artillery) 100 XP each
- 2 kobold Skirmishers (level 1 artillery) 100 XP each
- 1 stormclaw scorpion (level 1 soldier) 100 XP
Total Exp: 500 XP x 2 = 1000 XP (excluding Stanng)

Encounter 3: Skipped.

Encounter 4: Skill Challenge. Party/DC level 2, Complexity 2.
Total EXP: 250 XP x 2 = 500 XP

Encounter 5: Combat Encounter
- 1 injured Kobold Skirmisher (1 HP left) 25 XP
- 1 injured Kobold Slinger (7 HP left) 25 XP
- 1 Goblin SkullCleaver (level 3 brute) 150 XP
- 1 Goblin Hexer (level 3 controller) 150 XP
- 2 Goblin Sharpshooter (level 2 artillery) 125 XP each
- 1 Goblin Warrior (level 1 skirmisher) 100 XP
- 1 Gobline Blackblade (level 1 lurker) 100 XP
Total EXP: 800 XP x 2 = 1600 XP

Encounter 6: Combat Encounter
- 1 kobold wyrmpriest (level 3 artillery) 150 XP
- 3 kobold dragonshields (level 2 soldier) 125 XP
- 2 guard drakes (level 2 brute) 125 XP
- 4 kobold slingers (level 1 artillery) 100 XP each
- 5 kobold Skirmishers (level 1 artillery) 100 XP each
Total EXP: 1675 XP x 2 = 3350 XP
Total EXP
Stanng EXP:
(500/5) + (1600/5) + (3350/5) = 1090
Everyone Else EXP: (200/4) + (1000/4) + (500/5) + (1600/5) + (3350/5) = 1390
Note: Time EXP not calculated since it was not needed to level, and it will make calculating it at the end of the adventure much easier.

Gold and Treasure
Wil Rando:
L3 Songbow of Vanishment (AV2) & healing potion & 94g
Kane:
L6 Iron Armbands of Power (AV) & Gold dragon statue (worth 117g) & 27g
Hergunna:
L3 Death Fang Totem +1 (AV2) & healing potion & cracked gemstone worth 50g & 44g
Stanng: L3 Vanguard Broadsword +1 (AV) & ornamental sword (worth 120g) & 24gTessa: L3 Brooch of Shielding +1 & 144g
Note: Time Gold not calculated. Will give at the end of the adventure with the time EXP.

[/sblock]
[sblock=OOC]Approved![/sblock]
 

[sblock=OOC]For our new player, Evil Bob, who brings a wizard to replace Tessa[/sblock]
"Right then!" Mervin quickly gathers his pack and heads for the door, giving a wide berth to the angry dwarf and his female companion. "So," he says to the old wizard, "what was your name again? Verne? And you just need help with a ritual?"

"Yes, yes, just come. And it's
Vrynn," the wizard corrected, emphasizing the rolled r-sound. "You will assist me in conjuring the portal, and following me through. I do not know if I will be fit to travel on the other side."

Vrynn led
Mervin to the outskirts of the city and began the ritual. The components were vast, and no doubt expensive. It took some time to prepare, with the old wizard directing his temporary apprentice. "Crush these roots with this crystal powder. Muddle it to a paste, alright?"

Though laborious and costly, the results were spectacular: a glowing portal. Through the murky glow of the magic, they could make out a dock. "Come." The two wizards stepped through the portal, and they were met with a bitter wind. Waves lapped against the shore line. Looking behind them, the portal closed, giving way to views of the the long dock pier. Out in the water, a large boat was anchored. As Vrynn moved forward, he stumbled, barely able to keep himself upright. Nevertheless, he began another ritual.

"Hurry now. No time to waste. Fetch me the tongue from my pack," the old wizard said, collecting the components for this second ritual. As he finished this ritual, he spoke the incantation, and then stood silent. A moment passed, and then a shock wave seemed to flow out from him in all directions.

"There; now she knows we are here. Come. We must follow the trail quickly, before we lose all light. Who knows what creatures prowl the night here,"
Vrynn said, struggling to walk. "But I'm afraid you'll have to help me along."

[sblock=Mervin Encounter]

Skill Challenge
Setup: you try to follow the path of the adventurers before you.
Complexity: 1 (requires 4 successes before 2 failures)
DC: 12 (secondary Skills 17)
Primary Skills: Nature, Perception, Stealth, Endurance, Athletics, Insight

Rules:
- You can only use any single primary skill once. For example: If you use Nature this round, you can't use nature again.
- Any skill not listed as primary is a secondary skill and uses the secondary DC
- The old wizard gives his insights as you go, granting you a +2 to the rolls.

Just do all the rolls in diceroom or Invisible Castle until you either pass or fail the challenege, then post the results and some flavor text about your travels. If you succeed, you see the camp ahead where the others are. If you fail, you realize you are lost in the woods. Since the old wizard is weakened, he is unable to help directly in the skill challenge. It's all you.
[/sblock]* * *

"As they collected their treasure, Tessa heard the voice of her old master fill her head. 'Nimue, it is I,
Vrynn. Stay where you are. I am coming to you.'

"Can it be?" she asked allowed, quietly. She spoke louder now, "We must camp here for the night. I believe my master is coming to meet us."
 
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[sblock=Mervin Actions]
Ok, please let me know if I'm doing something wrong here (haven't tried this before). I just used invisiblecastle.com and linked the results. I haven't made an account or anything - should I do that?

Insight roll: 15 vs. DC 12 -> Success

Nature roll: 28 vs. DC 12 -> (Critical) Success

History roll: 25 vs. DC 17 -> Success

Arcana roll: 29 vs. DC 17 -> Success
[/sblock]

"Ok, so, uh - now I'm helping you find a trail in the woods?" Mervin asks. "I don't mean to be pushy, but this is, well, ah... a little bit more than 'help me cast a ritual.' I mean, I walked you through the portal because I wasn't sure you could make it on your own, but this is..." Mervin sighed. No good deed goes unpunished, he thought. "Well, I guess there's not really any way to go but forward, now is there? Perhaps we can chat about spells or rituals to pass the time?"

Mervin takes a quick look around. It is very dark, very cold, and they are all alone near a dock in the middle of nowhere. "Well, not many clues really, are there? I suppose we might as well start heading west: north and south simply follow the shoreline and east will lead us back into those cold, black waters." Mervin casts light on the tip of his staff and off they head.

After traveling for a short while, they stop for the old man to catch his breath. Mervin decides to take a look around and ends up stumbling over some branches, which miraculously uncovers several sets of humanoid footprints heading further west that don't seem to be very old. "Did your wizard friend have companions?" Mervin shouts to the old man. "Indeed." "Well I seem to have found their trail... on this rocky, uneven surface. In the dark. My goodness, I'm great at this tracking business!" Mervin beams. "Are you sure they came this way?" asks Vrynn, examining his findings. "Those tracks could belong to anyone." "True, but I have a hunch it was your wizard friend by the shape, weight, size, and direction of the tracks. Well, that, and this giant pile of dead kobold bodies. I'm guessing that's a clue as well."

As the two old wizards continue to follow the trail, Mervin asks Vrynn more about where they are. "One of the islands that has recently come back into view - the Isle of Isceald? You know, I think I remember a tidbit about this place. Seems like it was known for its ore. In fact, I think I remember hearing mention of a mining community inland, near a mountain. I'm guessing your friend was headed in that direction as well."

Finally, after several hours, the two men come upon the outskirts of a small mining community. More signs of battle are evident. "Ah - yes. Your friend likes fire spells, I see. Oh, and the tell-tale signs of conjured daggers still lingers in the air... Clearly, we're headed in the right direction if we're looking for a wizard. Hopefully it will even be the right one!"

Not far off, the light of a fire is evident, piercing the heavy darkness all around.

"Helloooooooo! Couple of old guys here! We're looking for some woman named Theresa or Tiffany or something. Hell-ooooooooooo!"

"I find that subtlety is often overrated," Mervin remarks to Vrynn as he shakes his still-lit staff wildly about.

[sblock=ministats]Mervin Male Human Wizard 1
Initiative: +1, Passive Perception: 11, Passive Insight: 17, Senses: Normal
AC:18, Fort:12, Reflex:16, Will:14
HP:23/23, Bloodied:11, Surge Value:5, Surges left:7/7
Action Points/Milestones: 1/0
Powers:
Phantom Bolt
Winged Horde
Thunderwave
(Wizard cantrips)

Orbmaster's Incendiary Detonation
Staff of Defense

Flaming Sphere

Equipment of note:
-

Important Stuff:
- When attacked with psychic power can make monster knowledge check as imm. reaction, 1/enc/type

Conditions:
-

Full sheet: Mervin[/sblock]
 

Hergunna asks the freed prisoners, "These outsiders you mentioned. Were they taken to the mines, and the other side of the mountain, as prisoners? Or were they in league with the kobolds? Oh, also, how long have you two been held here?"

[sblock=ooc]too tired for long RP post... so I take it we're doing an extended rest then? and we should go ahead and level up now? I should be able to get Hergunna's level 2 sheet together by tomorrow evening.

Also, how close are we to the mines now, are we right on top of them?[/sblock]
 

"The outsiders, they came in as prisoners, yes. We didn't get a chance to speak with them. Every time they tried to talk with us, a lizard would beat them into silence," James said. "And the lizards drug them away after only 30 minutes or so. I guess they were deciding what to do."

"He speaks true," Michael said. "As for our time here, as I said, the lizardmen beset us only days after the island shifted. James and I were working in the mine at the time, and once we came back, they held all of us captive. It was 20 men at the onset. Most days we performed forced labor, like working in the mines or collecting fire wood. But the past three weeks, they gave up on the mines. It was.. odd. One day, Wilem was taken to the mines to work, and he never came back. After that, we only saw our fellows being taken to the far side. No one returns from the far side. Maybe they took him from the mine to the farside while we weren't looking... I don't know."

"That's why it was odd when they took one of the outsiders to the mine."

[sblock=OOC/Hergunna]The mine entrance is 500 ft away. You can see it from the northern part of this camp, and it is not guarded at the moment.

Also, gave Michael NPC a new color to avoid conflict with our new Wizard[/sblock]
 

[sblock=Tenchuu]Not sure when we arrived, but if no one comes toward us after about a minute, Mervin will cast light on a nearby tree branch that's about his height, then mage hand the branch to continue to shake it around, and then ghost sound his own voice to continue yelling from that spot. Meanwhile, he and Vrynn will move off just past the edge of the light radius and wait. This is all just in case he actually came upon the wrong camp. :)[/sblock]
 

After playing some soothing songs, Wil looks tired. I would rest here if the mines are deep. After sitting for a while he hears noises from the edge of the forest. Hmmm, perhaps I should investigate. He ducks outside and sneaks to the forest edge to inspect the new arrivals.

[sblock=OOC] Spend 2 healing surges to heal to full, well I have 6 left but no daily (except for this new shiny bow!). How often can we get action points? :)

Time to meet our new wizard
Stealth 1d20+5=25 more Crits?
[/sblock]
 

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