Run time: 2h 30m – more plot was originally planned for this session (with a more satisfying point to break at the end), but the initial planning stage took 1h20m instead of the 30m I expected!
Planning next move.
Dust settling behind the party. Ailsa reassures them that the outpost will grow back within hours, and that a mere creature like the one that attacked could be despatched by the Queen with little effort.
Skyborn presence worrying. Some must have come through the passageway, but they have no leaders.
A Forestborn army is available if the characters want it. Around 100 men. Trees. Things.
Venture down into the cavern as before?
Characters chose to enter first under Ailsa’s stealth magic, then have a Forestborn army enter 20 minutes later, beginning by tearing the roof off the cylindrical entrance-well so that sunlight would reach the bottom, and thus Forestborn magic could work at the bottom. Forestborn sorcerers gave the characters a pouch of seeds that, when planted, would grow explosively – but the characters not being Forestborn sorcerers themselves, they will not be able to control how the growth occurs.
Skyborn children playing in updraught. Named Tom and Tam. Boy + Girl act as age 6-ish. Say this seemed like a fun place to go. Surprised that the portal was significant. Ailsa is concerned that even Skyborn children can travel here, but says it is typical of them to just leave the passageway unguarded and open to all to step through. What do characters do about them?
At the bottom, met by guards in similar number to how many characters + Forestborn they have. If a small number, Arken + characters may reason with them. If a large number, pitched battle occurs (run characters in combat vs 6 guards, 4 spear 2 sling).
Explore deeper into underground realm. Arken shows them the important bits:
- Cells where black soldiers died incl. Captain, guarded by few normal guards. Captain had a fancy longsword (1d10 18-20x2), purse of gold, scroll announcing the soldiers to all concerned as emissaries of the Duke of Freinal in the kingdom of Western Silat, on a mission of utmost importance to the future safety of the Realm.
- Barracks, best avoided
- Kitchens, comedy relief?
- Lava pits, with rickety pumps pumping it out as an energy source. Tended by diminutive creatures in heat suits.
- ...and more that will have to wait until next session!
The Forestborn army blew the bloody doors off at this point, and sounds of battle filled the cave as the session ended.
Arken, male Earthborn Ftr2
HP 16
Init +4; Spd 30 ft.; AC 14; Attack +5
melee, or +6 ranged; SV Fort +5, Ref +4, Will +2;
Str 16, Dex 18, Con 14, Int 8, Wis 15, Cha 11.
Skills and feats: Hide +4, Jump +8, Listen +2, Move
Silently +4, Ride +9, Spot +2; Dodge, Power Attack.
Short spear: Atkbonus 8, Dmg 1d6 19-20x2
Ailsa, female Forestborn Drd3/Sor2
HP 17
Init Mod +0 AC 10 Fort +3 Ref +1 Will +8 Spd 30 ft
Attack bonus +3 melee, or +3 ranged
Str 10, Dex 10, Con 11, Int 10, Wis 14, Cha 14
Druid Spells Per Day: 4/3/2
Sorcerer Spells Known (6/5): 0th – Detect Magic, Detect
Poison, Mage Hand, Message, Ray of Frost. 1st – Charm
Person, Obscuring Mist.
Earthborn Guard (Sword), Ftr2
HP 16
Init +4; Spd 30 ft.; AC 14; Attack +5 melee, or +6 ranged;
SV Fort +5, Ref +4, Will +2;
Str 16, Dex 18, Con 14, Int 8, Wis 15, Cha 11.
Skills and feats: Hide +4, Jump +8, Listen +2, Move
Silently +4, Ride +9, Spot +2; Dodge, Power Attack.
Short sword: Atkbonus 8, Dmg 1d6 19-20×2
Earthborn Guard (Sling), Rng2
HP 14
Init +3; Spd 30 ft.; AC 13; Attack +4 melee, or +5 ranged;
SV Fort +5, Ref +5, Will +1;
Str 15, Dex 16, Con 14, Int 8, Wis 12, Cha 13.
Skills and feats: Climb +7, Craft (Trapmaking) +1, Hide +3,
Knowledge (Nature) +3, Listen +3, Move Silently +3, Ride +7,
Search +4, Spot +3, Survival +6, Use Rope +8; Alertness,
Lightning Reflexes, [Rapid Shot], [Track].
Sling: Atkbonus 5, Dg 1d4 20x2
(Rapid shot: second attack per round at -2 atkbonus)
Stealth time (1d20+10 min)
Ailsa 25m Ezeziel 25m Esqui 15m Gavil 18m Dan 18m Arken 17m
Battle vs prison guards
Dan 24 Guard1 23 Gavil 7 Esqui 6 Ezekiel 4 Guard2 0
Guard1 HP 16 14 2 0
Guard2 HP 16 14 7 0
And again Dan 21 G1 G2 Esqui 19 Ezekiel 17 G4 Gavil 15 Ailsa Arken G3 G1 HP 14 9 8 6 0 G2 HP 14 6 - Subdued (named Argol) G3 HP 14 - Fled G4 HP 14 - Fled
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