Run time: 2h

The main party arrives at a tavern. Harry’s ash makeup is wearing off… One possible brawl later, the party explores the city and ends up inside the castle by obvious or by sneaky means. At one point they reach a huge shut doorway though which they can hear raised, booming voices. “He did what?!” etc. The King is finding out what his son has done.

As the party listens, it dawns on them that there are soldiers standing behind them. Bluffing time!

If they’re unsuccessful, commotion begins and the King comes through the door to sort it. If they’re successful, the soldiers leave, characters find a way to get an audience with the king?

The king is astounded that creatures of the realm had made it here. Discusses the problem of his son frankly. Suggestions of an Oberon/Titania style relationship between him and the Forestborn Queen?

King dispatches soldiers to track down his errant son. Later they return in force – to take the King prisoner. And the full scale of the mutiny is apparent.

MEANWHILE…

Dan, Ailsa and Ika find a lava chamber full of machinery that seems to focus magical energy. Ailsa manages to restore some vitality using it. Then…

“I hope this doesn’t affect your plans…”

And she “infects” it with green-ness which slowly starts spreading.

“We’d better get out of here before the priests arrive. To the city. That’s where it will all happen.”

End session.

———————————————————————–

Arken, male Earthborn Ftr3:
HP 20
Init +5; Spd 30 ft.; AC 14; Attack +6 melee +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 9, Dmg 1d6 19-20×2

Ailsa, female Forestborn Drd3/Sor2:
HP 17
Init +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.

Tangling vines: Atkbonus 6, Dmg 1d6+2 per, 20×2

Earthborn Guard (Sword/Spear), Ftr3
HP 16 14 10 3 2 -4
16 5 0
12 0
12 0
12 5 0
12 4 1 0
12 5 0
12 8
Arken 14

Init: G1: 16 Ailsa 15 Dan 14 G2: 9 G3: 8

12 11 7 0
12 9
Ailsa 2

Init: Arken 25 Ezek 21 Gavil 21 James 13 Esqui 4

Init +5; Spd 30 ft.; AC 14; Attack +6 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 9, Dmg 1d6 19-20×2
Spear: Atkbonus 9, Dmg 1d8 20×3

Earthborn Guard (Sling/Bow), Rng3
HP 18
Init +3; Spd 30 ft.; AC 13; Attack +4 melee, or +6 ranged;
SV Fort +5, Ref +5, Will +1;
Str 15, Dex 17, 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 6, Dmg 1d4 20×2
Sling: Atkbonus 7, Dmg 1d6 19-20x
(Rapid shot: second attack per round at -2 atkbonus)

Salamander:
HP 14

Init +1 AC 17 Fort +4 Ref +4 Will +5 Spd 20 ft
Str 12, Dex 13, Con 12, Int 3, Wis 15, Cha 13
Immune to Fire
Heat: 2d6 damage on touch

Scratch: Attack +5, Damage 1d4 + 1d2 fire
Fire Belch: Attack +5, Damage 1d6 fire

Thoqqa:
HP 16
Init +1 AC 18 Fort +4 Ref +4 Will +2 Spd 30ft / 20ft burrow
Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Immune to Fire
Heat: 2d6 damage on touch
Burn: Reflex save when hit by its attack. If failed, on fire for 1d4 rounds. Can spend 1 turn putting self out.

Slam: Attack +4, Damage 1d6+3 + 2d6 fire