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[13th Age WM] What Lies Beneath. Adventure Thread!
For August, Taneli, and Varg, the next few days when mostly uneventful. Only the two crossbowmen returned from the Dryad's Grotto, the axemen was still missing. While the Boss tried to get the three arrested for thief, the worst that happened was a guard asked the three a few questions and left it at that. The Boss's Men kept a close eye on them, though, looking for any chance of getting the device off one of them. Varg, however, was smart and never left the device where anyone could get it. After a few days of this, though, the rogue knew that sooner or later he would have to get inside the mines and use the device. After grabbing Shield and explaining the situation, the four decided to try to discover the secret of the device and it's mysterious door.
Just like before, you can buy some stuff you think you might need for the trip. Also, decide what time of day/night you wish to leave.
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I'd assume we're leaving around dusk. That would make he most sense -- anyone feel free to veto.
August walked into one of the side rooms in the Guild Hall. There were a hand full of these little alcoves located in the nooks and crannies of the old stone castle. They made a great place for meetings and plannings, and were surprisingly private given the busy nature of the guild now adays. This particular alcove was actually in the Library, at the end of the book stacks. Around this time of day a warm orange light from the setting sun would reflect off the glass cabinets and give the room a somewhat eerie fire glow.
August is already in his field gear as he approaches into the room, some of his companions were already looking over a map discussing the plan.
"Hey fellas... what are we lookin' at?"
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
The thief was already regretting the 12 gold he had payed the child. Charity was all well and good when you're flush, but thanks to some bad luck at dice his purse was already almost empty again. It was a bad omen.
"I'm all set to go when you lot are. Let's go 'fore the Boss makes another play, map aint gonna draw itself."
Dusk is fine with me.
Geth roll 1d6 for The Boss Ambiguous
Geth roll 1d6 for The Dryad Positive
Geth roll 1d6 for The Barkeep Ambiguous
PSN: Boozer_777
Geth roll 1d6 for The Captain - Ambiguous
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Shield has a hard time making sense of the map, but agrees with the rest of the party that there's no time like the present to find some adventure.
Geth roll 1d6 for The Captain +
Geth roll 1d6 for The Mayor +
Geth roll 1d6 for The Desire +
Geth roll 1d6 for The Dryad ~
Long story short is a kid that worked for the Boss found a key in his mine, and decided he would try and sell it for himself instead of giving it to the Boss. He got caught and couldn't fence the key. We heard the rumor and followed the kid, but before we could buy the key off the kid the Boss' men found us and picked a fight. We won, Varg bought the key off the kid for 12 gold that he hopes to recoup, but three of the boss' men got away. Boss has been trying to steal the key back from us and/or get us arrested ever since. So we're off to see what's behind the mysterious door the key probably opens (and hopefully make a profit).
PSN: Boozer_777
The group, seeing that time was of the essence, decides to leave before sundown, making their arrival at the mines some time after dark. The road to the mine was the most well used, and as they made their way to the mines they came across workers returning from their shift, the poor souls covered in dirt, tired from a long day of work.
If you wish to talk to these guys, we'll pause at this point, but I'm going to write on like you guys don't just to keep things moving.
The road to the mines is uneventful and soon the group reaches their destination. Outside of the mines are a few buildings, most likely holding supplies and raw materials. There are three guards sitting around a fire outside the mines, and the doorway to the mines is closed and locked with a padlock and chains.
Geth roll 1d20+3+1+5 sneaks (dex level background)
Edit - welp
PSN: Boozer_777
Geth, roll 1d6 for The Demoniac!
Taneli looks for someone important looking among the mine workers, and scans his face. He'll keep that person in mind in case he wishes to use his Disguise Person spell. Otherwise, he remains quiet, waiting for Varg to pick the lock.
Geth roll 1d20-1+1+0 to try to sneak (dex level background)
I'll leave the logistics to @Grunt's Ghosts but I guess there's no harm in making my lock picking roll now...
Geth roll 1d20+3+1+5 pick the lock to the mines (dex level background)
PSN: Boozer_777
Geth roll 1d20+3+1+5 for Stealth (Scout)
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
The group slips through the shadows, never gaining any noticed from the three men around the camp fire. Varg easily picks the lock on the door and with practiced hands, gets the lock and chain off without making any sounds, allowing the group to slip inside.
Behind the door is nothing but darkness. Using what little light the group can get from the opened door, it's a long path that leads downward into nothingness. Near the door is a lantern, with a little bit of oil inside. Using it the group sees that the path heads straight and down. Following that, they come across a room that has been cut to act as some sort of main room. There are boxes of tools, carts on wooden rails, and crates of raw materials everywhere. There is also one steel box that is locked with a duel key lock, one lock on each side, that Varg knows would require him to pick both locks at the same time, a nearly impossible task. From the room there are three paths, one that goes straight ahead of where they came, one to the right, and another to the left.
Pick your path, pick the box, pick your friends! Or do something else, it's all up to you.
Edit - ah well had to try...
PSN: Boozer_777
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
"Kid said somethin' bout finding da key in an old, dried up part of the mine. Found the door behind some dirt or somethin'. Said there was a circle about that size of dat key." The half-orc said, eyes still locked on the steel chest.
PSN: Boozer_777
Heading down the path to the left, the group comes across different places where workers have dug out veins. So far, however, no one has seen anyone in this part of the mine. After reaching the end of this shaft, it seems that this wasn't the right way. As the group nears the room where the box came from, however, they hear voices.
"We just need the Blasting Elixir, and we can blow the door off."
"That's what they have been doing all week. What makes you think you can do it better?"
"I don't know, but they didn't leave a whole box of explosives here for us not to use."
"They didn't say use it either, numb skull."
The three guards from before are in the room, searching for something, but they haven't noticed the group yet.
PSN: Boozer_777
"Hey, do you see a box of blasting liquids anywhere? The metal one with the locks on the side? Could have sworn there was another box of that stuff around here." One of the guards says looking around where Varg found the box.
"They likely used it or got it at the door. I got a few vials here you could use." Says another guard as he pulls a few bottles of a brown fluid out of a sack on him.
"That might be enough. Let's head down to the door and see if we can do something."
Group sheath skill check, 3/4 needed to pass a DC of 10 to succeed in following these guys to the door.
Geth roll 1d20+3+1+5 to follow the guards (dex level background)
PSN: Boozer_777
Geth roll 1d20-1+1+0 to try to sneak (dex level background)
You guys want to make stealth roll to follow, attack the guards, something else?
PSN: Boozer_777
Geth roll 1d20+3+1+5 for Stealth (Scout)
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Geth, roll 1d20+1 Stealth
"Ok, so see if you can find a hinge or something. If we can blow them off, we can get inside." Said one guard and the other with the sack started looking at the door, trying to find a place to put his explosives.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
PSN: Boozer_777
To attack, just roll your attack like you would normally do in combat. This will, of course, call for initiative so everyone would roll for that then. And if you don't want to kill them, just say that you are attacking in a non-lethal way, the attack works the same but you aren't going to kill them when their HPs hit 0.
August looks over to Taneli - "Taneli... do you have anything to get rid of those guards? Or are we going to have to do this the hard way?"
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Taneli uses his Cantrip Mastery to cast Arcane Mark to put a glowing symbol of The Runes on the door, and on each of the miners. Using Ghost Sound Taneli throws his voice to come from the newly affixed rune on the door. "Your trespass displeases me. Run for your pitiful lives, before you burn as you would dare burn me." The half-elf finishes with Spark, setting one of the miner's shoe on fire. "Run! Leave your foolish weapon and return to your homesteads, lest my mark become permanent."
Let me know if I have to roll something.