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The First Step


Ruess

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Robin Kirkko

egXhMPu.jpgRobin looks effortlessly dashing as they rise from the depths as heroes. "Perhaps we should have the evil items at least looked over by the proper magical or religious authorities. Don't want that sort of thing ending up in some shop window where anyone could buy it."

He only nods solemnly when he is addressed as a noble--he is of a highly respectable priestly line after all. Well, the ~lawful~ characterization is problematic, but that's neither here nor there. "Thank you for the tip, m'lord. We are very keen to explore Undermountain further. I would definitely like to know what the City Watch knows about it by way of forewarning."

 

 


Description

Robin is a straw haired tomcat. He is tall, strapping, and handsome, with blonde hair carefully tousled for a rakish look, blue eyes, and a strong jaw. He always dresses in clothes that show off his physique. He is, as one would expect of a cleric of Sune, incredibly vain and considers his hair his best feature. His focus on superficial matters might give the impression that he isn't all that bright. One the other hand, be sincerely sees the beauty in other people--whether outer beauty or inner beauty. He carries a shield depicting the face of a beautiful red haired maiden, and has a rosary of glass beads with the same symbol on the end dangling from his belt.

Stat Block

Robin Kirkko
M CG Human Cleric, Level 1, Init 0, HP 9/9, Speed 30
AC 14, Touch 10, Flat-footed 14, Fort 3, Ref 0, Will 2, Base Attack Bonus 0   
  Morning Star  +2 (1d8+2, x2)
  Dagger   (1d4, 19–20/×2)
  Crossbow, light (Bolts (20)) 0 (1d8, 19–20/×2)
  Studded Leather Armor, Light Wooden Shield (+3 Armor, +1 Shield)
Abilities Str 14, Dex 10, Con 12, Int 12, Wis 16, Cha 14
Condition None

OOC

 

 

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 Sandpyke

JehaFourth weekday, 22th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total.

The sun is high in the sky.

The exact hour you could only guess at. Maybe midday?

You've certainly had an eventful couple of hours!

 

The Strangers

Your very first stop ends up being the cluster of goblins from before, the ones who hauled a large forge on wheels and whose hides your saved from trouble. They have found themselves a temporary location literally a stone's throw from the tavern and are busy cobbling some customer's boots when you arrive.

From your view, it feels like a long while since you last saw that group of enterprising goblins even though it has been so very little time. You could muse on the matter some more but the fact is that you opted to go try your luck with some languages: in the  "before" you did not have all the time in the world to run through each language option, but now you have time.

(You also have a very happy kobold with you, who had a riotously good time in the cold room filling some kind of a piping mechanism with raining water.)

The stars are smiling on your, or then your luck plain shines through; a pair of twins with scarred hands speak Undercommon, which Chira founds a counterpart in.

As such, through Chira you find a quick introduction upon a goblin-run business staff, who are happy to have your custom and with whom you find rapid business with your used goods. 

You easily trade in your less than stellar things at fair price and part from your new friendly acquintances knowing fully well that should you ever find yourselves with goods that other merchants might scoff at, the Wheelfires will buy anything and everything from you.
 

The Sanctum

After bidding farewell for now to Wheelfires your journey takes you to yonder Sanctum of Osiris whereupon you find the previously mentioned patrol of the Khenrian Church. It seems the priests and clerics are having a debate but the initiates and soldiers are fully able to carry out the holy duty of paying bounties for all manner of items. As such, two trainder soliders with a large sack of coins between them see you to a side altar.

One at a time, each item is brought into light, examined and then placed in what looks to be a heavily warded chest.

Each time this deed is done, a separate iniate counts you a stack of coins, silvers and gold both.

At the sight of just how much evil you are bringing through their doors you get several queries and equally much praises for your heroic deeds.

You gather your payment and part from the Sanctum muchly praised and known to two separate groups as heroes.
 

The Artisans

Your trek to the exact location is long in the extreme. The neighborhood in which your group finds itself it best described as "maze-like" if you feel civil. If you were to be uncivil you would call it a maze too horrible for even a minotaur to navigate. (You can't find one without the other, as you recall the saying.)

Through entirely too much time spent asking, and after entirely too many times turning around, your finally, finally find the hidden workshop.

Somehow you expected more than three houses that are welded together with shoddy woodwork.

The interior, on the other hand, meets your expectations. There's a lot of woodworking happening, musical notes literally dancing in the air, and many an elf of greatly varied age doing magical things.

You handle the rest of you business here, and trade in what remains of your loot. You also make introductions and learn the trick of navigating the streets. Apparently there is a literal magical trick to finding the proper entrance to the workshop?

 

The Watch

You are near the closest Watch Station - that is, you are near the Watch Station that oversees the neighborhood wherein the elven artisans reside.

You know who should handle the talking, and who must make the first impression.

But before you go and try to talk with Law And Order...You are taking a break.

If nothing else, you are resting your feet from so much walking and letting your mouths catch up from so much retelling of your heroic story.

 

Your modest fortune clinks in your ears as you contemplate your next actions.

From your bounties and sales, each one of you has become richer by

87gp 41sp 6cp

 

 

Edited by Ruess (see edit history)
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Chira spends the day looking to see if she can find a wand with a first level healing spell that has partial charges (like CLW or Lesser Restoration); hopefully at least 6 charges.

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3
1d20-2 5
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Sandpyke

Armour Chapel*The* southmost ward of the city. Several City Watch officers live here.

AdrielFifth weekday, 23rd49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total.

yo4.png.b7eb2755d17d798cc5c068f00fb94785.png

 

A new day dawns.

It does so much like the previous one did: the winds rush through the town carrying its many scents and its myriad of noises, thick with gossips.

The streets are quiet save for City Watch troopers on patrol, frequently with additional persons of... You suppose you could call those persons of questionable character if you were feeling exceptionally civil. If you were to be more honest you would call them opportunists who needed some coin in a hurry and decided to sell their services to the City Watch.

Here, however, in Armour Chapel, where the many officers of said watch have their homes and where their families make their homes? All is quiet and those persons are wholly absent. In their stead you do find more clerical persons keeping the peace with stern eyes and symbols of their faith. And, ever so coincidentally, you garner some looks but they are mostly interested looks that are oftentimes followed by acknowleding nods.

Apparently word has already spread of you deeds in this neighborhood?

 

 

BigBiz2.jpg.c8cf587f5212bdd9996f45d0e9c76236.jpg

You are once again ready to enter the tavern (What was its name again, exactly?) through which you plummeted into the darkness that awaits beneath Sandpyke's sun-touched sands.

You had a very busy day yesterday, but it earned you gold and silver and copper - some of which you eventually exchanged into a wand that is sure to come in handy. And wasn't that just an explosive encounter with eccentricity!

The goblins from before have something of a stall in the works, you pass it by without much trouble but get happy waves from them.

The Sanctum's stair sweepers have noted you as well and nod upon sighting your group.

Curiously, you spot Rolf smoking a pipe and sitting on the entryway stairs. He, too, nods at the sight of you.

Choices Choices Choices~

Whatever shall you do?

 

 

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spacer.pngspacer.pngChira awakens from the cheap room she rented last night, since it was the easiest to sneak her companion in with, and together they made a warm bed in the middle of the floor.  The druid pulls out the wand that others helped her find, and although she payed the largest portion toward it's seven charges, she knows that if another prefers to carry it (who can use it), she would be happy to pass that responsibility on.  It is hard to say if a better or more fully charged wand could have been found, but few it seemed were willing to sacrifice their current wealth toward greater chance of life.  This common lack of sense is something she has grown used to in humans and other species, they are happy to collect free healing from associated clerics whether they follow said priest or priestess' religion almost as though it were a granted right.  Ask them to make the job of keeping the meatshields together more costly, even by a few golds, and suddenly nobody wishes to contribute, save for a bit of free diplomatic shmoozing.  As they leave the room together, Chira rides her wolf out into the morning air, her wings wrapped around her like a cloak.  The bat nods to Rolf and guides her mount in his direction.  "To you, greetings I give, and a good morrow I wish."

Edited by Wiz (see edit history)
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Character Sheet

Kaldakaczil
Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 14/14, Speed 30ft, Swim 30ft
AC 11, Touch 11, Flat-footed 10, Fort 4, Ref 3, Will 1, Base Attack Bonus 1   
  Bite  +4 (1d8+4, x2)
  Unarmored (+1 Dex)
Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14
Conditions None


The dragon had spent the majority of yesterday tracking down dead ends while searching for an answer for protection of his weakened scales, to no avail, unfortunately. But, the wyrmling didn't seem to deterred, it was a bit shameful that he had to rely upon such measures anyway... He'd just be careful, until he recuperated and was no longer weakened by the shadow dragon's breath - surely. His share of coin safely squirreled away in the pack Robin strapped to his side, which he'd no doubt need the cleric's assistance in re-securing to his torso when they prepared to depart.

The dragon would try to split the cost of a room with another, as the reptilian creature was more than happy to curl up on the floor for what was a light snooze. The best he could manage with the anticipation and desire to do... something. He wasn't much better in the morning, bouncing into the tavern's common room and sweeping his eyes across the familiar location, dipping his head in acknowledgement to the bat and her wolf, before glancing over towards what food was on offer after detecting an appealing scent from the morning offer. Sure, he could just snack on some stone down in the depths, but he had come to enjoy civilized folk's flair for flavoring food since traveling with Ser Aluric...

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Doallyn McClare

Character Sheet

Male Neutral Good  Human Wizard,

Init +1 

HP: 5/5 

Speed: 30

AC: 11

Touch: 11 / Flat-footed: 10,

Fort +1 / Ref +1 / Will +3

Base Attack Bonus: +0

Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14
 

 

Doallyn had considered finding one of the most expensive rooms he could find for the night. Having been on the road for a few days and then the initial day with going down into the pit.  A overly comfy bed sounded like such a wonderful idea.  In the end though he'd opted to just take a room close by the other members of the group. Safety in numbers and being close by seemed more practical.  He'd also just dropped a decent amount of gold to assist in charges for a wand.  While he didnt suspect on being conned, he didnt know these people outside of the single combat they'd shared together.  Trust was still being worked on. 

After waking and going about his morning routine of exercise and then memorizing spells once again he'd descend from his room to look for breakfast.  He'd spend the extra coin he saved on a room and put it towards some extra food.  Going down into the hole again would probably be longer this time. Something to eat rather than travel tack would be a small bit of improvement in that situation. 

 

 

 

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Robin Kirkko

egXhMPu.jpgAfter his selling to evil-aligned artifacts to the proper authorities and a shopping spree, Robin spends the evening carrying on at great length in the inn about their heroic acts in Undermountain. You would think that he was the mastermind of the whole battle. He also relates his experience in the Sanctum of Osiris and what an honor it was to meet such exalted personages as His Holiness, Pashirwy of Sunpyke

After tiring himself out with talking about himself, he takes a nice room, a bath, cakes for a bedtime snack, and sleeps comfortably before rising in the morning for prayers. After breakfast he finds the others.

"Well, shall we go back down? By all accounts we did famously, and there is surely much more honor and fame to be discovered down there." He grins confidently, absolutely certain that his handsomeness will be a great contribution to the endeavor.


Description

Robin is a straw haired tomcat. He is tall, strapping, and handsome, with blonde hair carefully tousled for a rakish look, blue eyes, and a strong jaw. He always dresses in clothes that show off his physique. He is, as one would expect of a cleric of Sune, incredibly vain and considers his hair his best feature. His focus on superficial matters might give the impression that he isn't all that bright. One the other hand, be sincerely sees the beauty in other people--whether outer beauty or inner beauty. He carries a shield depicting the face of a beautiful red haired maiden, and has a rosary of glass beads with the same symbol on the end dangling from his belt.

Stat Block

Robin Kirkko
M CG Human Cleric, Level 1, Init 0, HP 9/9, Speed 30
AC 14, Touch 10, Flat-footed 14, Fort 3, Ref 0, Will 2, Base Attack Bonus 0   
  Morning Star  +2 (1d8+2, x2)
  Dagger   (1d4, 19–20/×2)
  Crossbow, light (Bolts (20)) 0 (1d8, 19–20/×2)
  Studded Leather Armor, Light Wooden Shield (+3 Armor, +1 Shield)
Abilities Str 14, Dex 10, Con 12, Int 12, Wis 16, Cha 14
Condition None

OOC

 

 

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Sandpyke

Armour Chapel*The* southmost ward of the city. Several City Watch officers live here.

AdrielFifth weekday, 23rd49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total.

Early Morning

Rolf

Rolf is visibly surprised when you arrive as early as you do. He blinks some at the sight of a wolf also being added to your party.
image.jpeg.c743c745ba7e2fd7eda505e147f8e961.jpegNevertheless, he nods to you group in greeting.

"Morning. Rolf's inside..." Rolf interrupts himself and groans while pulling from between his teeth the pipe he is smoking and shaking his head as though tossing seaweed loose from it. "Roy 's inside. Rolf's outside. His lordship's in the city. Sunny's in the back asleep. Check with Roy is you want updates or provisions. I'm on break after clearing the floors. Also got two new mages today, try not to eat them alive. One's a nervous wreck, figure that one got fished out of the rivers. The other's alright."

Rolf indicates at the door, gets up and walks to the side so that you may pass him by without any trouble.

 "Good luck in there."

 

Past Rolf the interior is much like you left it: intact. But now it looks less like a disaster area.

You may seek Roy for priviosions if you have need of any last minute additions.

You may seek any named person inside the building for information

You may even pester Sunny for food, poison or alchemy.

Or you may forgo these and launch your first expedition into the world below.

 

 

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Doallyn McClare

Character Sheet

Male Neutral Good  Human Wizard,

Init +1 

HP: 5/5 

Speed: 30

AC: 11

Touch: 11 / Flat-footed: 10,

Fort +1 / Ref +1 / Will +3

Base Attack Bonus: +0

Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14
 

 

Doallyn's face gave an equally sour scowl in contrast to Robin's overly confident smile as he finished his morning cup of tea. 

Fame and glory can all be yours if that is your only desire going down into the pit. Have at it. Slay and convert every monster you see fit.  I have far more personal reasons to head down again.  I still have questions that need answers.   So I'm ready when the rest of the group is.  I have spells again, and we have some healing.  So we're at least in a better position than before. 

He nodded to Rolf and his morning greeting, pausing at the comment about fishing people from the river. Doallyn promptly turned his attention to looking to find the other mages and try and find out more about this situation. 

 

Edited by ArcaneDesperado (see edit history)
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DESCRIPTION Elia is a small kobold, well, a dragon really, barely over 2' tall with a tail that is actually a bit longer than she is tall. Her scales are purple, violet, and pink shades, quite vibrant, and her eyes are a luminous aqua blue-green (heavy on the blue). Her fins are more flexible than that of standard kobolds with stronger, more controlled support spines that allow her to flex and relax them, giving her much better control maneuvering in water than her land-bound brethren.

Her "leather" armor, a bluish-gray toned material is rough to the touch, covered in small cartilage ridges from the sea eel its crafted from.
| SHEET
spacer.pngElia Argus
Female, Neutral Good, Dragonwrought Water Kobold, Warlock 1


AC/TAC/FFAC: 19/15/15 | HP: 6/6 | S/D/C/I/W/C: -2/+4/+0/+1/+0/+3 | F/R/W: +0/+4/+2 | Move: 30', Swim 30', Climb 20'
Darkvision 60', DR 2 / Cold Iron, Eldritch Blast 60' RTA 1d6 (20/x2)

Elia had a glorious time playing with the amulet and the water on the prior day. All the other stuff was sort of boring really, but she didn't mind. After all, she wanted to be helpful and part of the group as much as she could. The funny chest was sort of interesting, she could all but feel its magic while she was there, almost at least. She was extremely tempted to seek out Roy and see if she could play with the amulet again but with the utmost restraint (for her) she controlled herself. * After all, we may be heading down into the dark shortly... *

She tagged along with the others, remaining out of the way, off to the side, so as not to get underfoot. "I'm ready too! Whenever its time to go. Quite interested in fact." She chimed up so that the others knew she was there. As she waited she focused on the floor, trying to distract herself from thoughts of playing with the amulet. Within a few moments she was pacing around the lift entrance impatiently waiting for the others to be ready to descend.


OoC

 

     

 

Edited by Ryfte (see edit history)
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Character Sheet

Kaldakaczil
Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 14/14, Speed 30ft, Swim 30ft
AC 11, Touch 11, Flat-footed 10, Fort 4, Ref 3, Will 1, Base Attack Bonus 1   
  Bite  +4 (1d8+4, x2)
  Unarmored (+1 Dex)
Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14
Conditions None


The dragon finishes the small feast he orders for 'breakfast' in relatively short order, doing his best to look 'civil' as he scarfs down food at a rate that would make a halfling blush. No sooner had he finished swallowing the last scraps, bones and all, he made sure to clean himself up and rejoin his companions in preparation for their decent. He does take up the offer to peruse what provisions Roy had on offer, and is pleasantly surprised to find something, even if it was a bit of a vanity item, in his possession - perhaps he was Sunny's supplier of the kobold concocted oil?

Regardless, when the dragon returns to stand by the group at the lift, he does so with a toothy grin and the flask of oil in claw. He takes a moment to uncork the thing, pouring a good handful of the thick, bitter-scented substance which might be familiar to Elia's nose, before starting to work spreading it along his yellowish scales that had not quite yet picked up his parent's metallic glint. While doing so, though, he balanced the re-corked flask on his tail and offers it down towards the aquatic kobold, in case she wished to take advantage of the find as well to ensure proper scale health.

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The Moment Before

The rest of the party makes ready and goes over the matter of the Hexagonal Key just in case because Roy has a bad feeling about this and wants each of you able to get in touch with him.

In the meantime Doallyn goes to have a look-see at the two mage-types who are looking like they've had a rought time of today. It is not a very long meeting but by what you can see it goes rather well.

Doallyn's Doings. Please do not metagame

The first stranger is Thillinan Wheat. She turns out to be some manner of a rune creator and a gem carver as well. She offers Doallyn a quick spin of swirling colors and a warm smile. She's a rather lovely looking elven maiden but it is a pity that she must tell you her book is...absent, to put it politely. It was absconded with by some watery thieves but she trusts the book will return to her in due time, she has enspelled it with great effort and hints at draconic power lying within.. In the mean time, thanks to Doallyn's stately manners and dress, Thillinan will be happy to discuss all manner of magical theory and she is open to exchanging magical research with someone she views as a peer. 

 

The second stranger is a fang-mawed tiefling who greets Doallyn with snarled curse in Abyssal and a cackle. Her name is Sharze and she is happy to report that her wicked talents will be of great use in future times in a city this full of tempers drawing taut. Doallyn's manners and calmness at the face of her cackles charm her enough that she is open to Doallyn's overtures but only because Doallyn asks so nicely, so rather than offer him insults, Sharze instead offers Doallyn an invitation to come see her at some later point in her forge if Doallyn wants to talk magic business. Today, she is going to get roaringly drunk and then punch someone's lights out. If by some chance Doallyn finds her having a good time, Doallyn and companions can get free drinks at her table.

 

Your materials are gathered.

Your minds are clear.

 

The Descent.

You fall.

And yet...

It is not merely falling.

It feels like you are flying

Freely into darkness.

 

It lasts for a moment, a minute maybe.

 

And when it is over, you find yourself in a wide stone chamber.

It is wide, so very wide that you cannot see the edges. Or the ceiling. The only proof of your descent is the lift whose chain leads into the darkness far above. It vanishes beyond your sight.

Around you, all around you, there are skeletons. Bare, bent and sometimes battered in varying states of decay or desctruction. (Sometimes both, even.) Beside the grim decor, you hear the absence of noise - a silence holds reign here. The only noises you hear are what you produce. 

You wonder.... Where to? Or... Should you perhaps...?

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Doallyn McClare

Character Sheet

Male Neutral Good  Human Wizard,

Init +1 

HP: 5/5 

Speed: 30

AC: 11

Touch: 11 / Flat-footed: 10,

Fort +1 / Ref +1 / Will +3

Base Attack Bonus: +0

Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14
 

Once more into the breach?

Doallyn glanced around at the others as they made their touchdown into the hole once more.  He'd take to placing a sunrod into his backpack as before if needed as he looked about at the skeletons. 

Why can't we descend down into something nice like bio-luminescent mushrooms? Sure they'd probably be poisonous but at least it would be a nice blue or maybe a green glow or something.  Instead its skeletons... 

He would need to look into means of finding a pair of goggles or glasses of the sort that allowed night vision as soon as he had enough funds. If there were going to be repeated trips into this dreaded pit it was going to be commonplace to be in the dark.  Maybe one of the two mages up above would be able to assist with a permanency spell and darkvision. That would be a even better solution in the long term. 

 

 

Name
Perception
18
1d20+1 17
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DESCRIPTION Elia is a small kobold, well, a dragon really, barely over 2' tall with a tail that is actually a bit longer than she is tall. Her scales are purple, violet, and pink shades, quite vibrant, and her eyes are a luminous aqua blue-green (heavy on the blue). Her fins are more flexible than that of standard kobolds with stronger, more controlled support spines that allow her to flex and relax them, giving her much better control maneuvering in water than her land-bound brethren.

Her "leather" armor, a bluish-gray toned material is rough to the touch, covered in small cartilage ridges from the sea eel its crafted from.
| SHEET
spacer.pngElia Argus
Female, Neutral Good, Dragonwrought Water Kobold, Warlock 1


AC/TAC/FFAC: 19/15/15 | HP: 6/6 | S/D/C/I/W/C: -2/+4/+0/+1/+0/+3 | F/R/W: +0/+4/+2 | Move: 30', Swim 30', Climb 20'
Darkvision 60', DR 2 / Cold Iron, Eldritch Blast 60' RTA 1d6 (20/x2)

She sat on the corner edge and held onto one of the railing rods, cold against her hand. Her feet dangled over the edge, swinging back and forth in the air, and she looked down as they descended. The combination of he low-light vision and darkvision allowed her to see further below than the light would normally reveal and she smiled eagerly. * There's the floor! * She stood as they neared the floor and waited with the others as she gazed at the skeletons below.

"Here we go!" She stayed in the back corner where she'd been sitting, now leaning against the corner of the railing. She waited for everyone to step from the lift, one after another, before following. One thing she was always cautious of, not being underfoot.


OoC

 

     

 

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