Post by Kayse on Apr 21, 2015 9:23:25 GMT -7
Session Date: 4/20/2015
GM: Kayse (Credit to Faust)
Full Spreadsheet
XP:
1500 each
Loot:
Eversmoking Bottle (Beval)
1800 gp (Herace, Leon, Saathe, Griv)
1125 gp (GM Credit)
In addition, there are two scrolls of Summon Monster II (Small Fire Elementals only), one scroll of Mage Armor, several fire-forged steel hand axes, several fire-forged steel chain shirts, two rings of sustenance and several small dwarven artifacts that you collected. If you'd rather keep something from the above list you may do so by paying half of the base price out of your loot.
Brimstone Tribe Coal Contract:
Leon, your efforts and resources spent building up rapport with the troglodytes have paid off. They will produce coal that the Black Talon Corporation can sell and keep a portion thereof.
Your coal contract will grant you +4 to your downtime rolls for gp or Goods. For the purposes of calculating wealth, this will count as a 160 gp room (mechanically a Kitchen, since there does not appear to be a "Mine" room to base it off of). There may be future story options for interacting with your mine.
Journal:
Several weeks after their first venture into the Brimstone cave, Leon and Saathe decide to return to venture past the deadly red mold that they had scared some lesser (read: Non-Leon) members of their party off last time. Going to the Golden Plow, Leon gathers some adventurers and holds a drinking contest to gain everyone's respect. Leon gives a brief summery of the mold and the vegepygmy and of the dwarven runes then they decide to leave immidately. Figuring that they can figure out the mold when they get there.
They get to Sweetwater Mills, the little hamlet near the Brimstone cave and ask around for the recent rumors. However, none of the simple folk of the hamlet venture into the cave after some young men were killed in there last year (See Brimstone Cave part 1), so they cannot answer questions about the current status of the cave. Leon does hire a local jeweler to go into the cave to translate into draconic.
The adventurers head into the cave and Leon negotiates a trade route with the troglodyte's crone matron, offering to manage the carting of their coal and buy it from them for a 7.5% discount and sell them goods from Rook at a 2.5% markup. They sign into a brief (but legally binding) contract to that effect and transfer the first 400 lbs load of coal to Leon. Leon also says he'll split the treasure below with his new business partners, the troglodytes.
The adventurers then venture deeper into the cave, frightening off their translator in the process. They climb down to the second layer and fine some new vegepygmies and the same red mold. They kill the pygmies and consider building a causeway out of pygmy bodies to cross the mold when none of them can think of the way to remove the mold. Then Herace remembers the stories that the gladiators used to tell about caves and recalls that alcohol or acid can remove the mold. He calls for some beer and Griv jogs back to town to buy a barrel, while Saathe jumps a patch and briefly sees some merdwarves in the underground stream.
After the group sadly pours the beer onto the mold, dissolving and killing it, they begin exploring the level in earnest. They find a natural cave portion with some easily defeated soft-shelled scorpions. Then they begin systematically (and sometimes randomly) exploring the ruins. They find several caches of dwarven art and gold, which were treated with suspicion. They find some dwarven script engraved into the walls, but discover that no one can read it. They explore south and find a smouldering coal seam fire with some oddly female fire elementals living in it. The elementals attack and the adventurers slay them all. They explore to the east and find a vault door that seems to lock but not unlock.
Finally, exploring to the west, they find some religious rooms, a chapel and a grand room with stone slabs with six inert dwarves on them. Leon pushing through seems to trigger something and the dwarves wake up and their beards and hair begin burning. The adventurers fight a retreat to the chapel but Griv and Beval are separated from the rest. Beval bravely leads half of the dwarves away while Griv and Leon begin attempting to kill them. After an long and hard fought fight, they have slain four of the dwarves and led the reminding two astray. They quickly loot the dwarves of magic rings (and notice that most had their ring fingers cut off) and Beval finds a secret treasure room in the grand room. Inside is more gold and a metal urn that detects as magic.
The adventurers sneak out the cave without talking to the troglodytes and return to Rook. They get the items identified and turn over the artifacts to Leon's dwarven academy friends.
GM: Kayse (Credit to Faust)
Full Spreadsheet
XP:
1500 each
Loot:
Eversmoking Bottle (Beval)
1800 gp (Herace, Leon, Saathe, Griv)
1125 gp (GM Credit)
In addition, there are two scrolls of Summon Monster II (Small Fire Elementals only), one scroll of Mage Armor, several fire-forged steel hand axes, several fire-forged steel chain shirts, two rings of sustenance and several small dwarven artifacts that you collected. If you'd rather keep something from the above list you may do so by paying half of the base price out of your loot.
Brimstone Tribe Coal Contract:
Leon, your efforts and resources spent building up rapport with the troglodytes have paid off. They will produce coal that the Black Talon Corporation can sell and keep a portion thereof.
Your coal contract will grant you +4 to your downtime rolls for gp or Goods. For the purposes of calculating wealth, this will count as a 160 gp room (mechanically a Kitchen, since there does not appear to be a "Mine" room to base it off of). There may be future story options for interacting with your mine.
Journal:
Several weeks after their first venture into the Brimstone cave, Leon and Saathe decide to return to venture past the deadly red mold that they had scared some lesser (read: Non-Leon) members of their party off last time. Going to the Golden Plow, Leon gathers some adventurers and holds a drinking contest to gain everyone's respect. Leon gives a brief summery of the mold and the vegepygmy and of the dwarven runes then they decide to leave immidately. Figuring that they can figure out the mold when they get there.
They get to Sweetwater Mills, the little hamlet near the Brimstone cave and ask around for the recent rumors. However, none of the simple folk of the hamlet venture into the cave after some young men were killed in there last year (See Brimstone Cave part 1), so they cannot answer questions about the current status of the cave. Leon does hire a local jeweler to go into the cave to translate into draconic.
The adventurers head into the cave and Leon negotiates a trade route with the troglodyte's crone matron, offering to manage the carting of their coal and buy it from them for a 7.5% discount and sell them goods from Rook at a 2.5% markup. They sign into a brief (but legally binding) contract to that effect and transfer the first 400 lbs load of coal to Leon. Leon also says he'll split the treasure below with his new business partners, the troglodytes.
The adventurers then venture deeper into the cave, frightening off their translator in the process. They climb down to the second layer and fine some new vegepygmies and the same red mold. They kill the pygmies and consider building a causeway out of pygmy bodies to cross the mold when none of them can think of the way to remove the mold. Then Herace remembers the stories that the gladiators used to tell about caves and recalls that alcohol or acid can remove the mold. He calls for some beer and Griv jogs back to town to buy a barrel, while Saathe jumps a patch and briefly sees some merdwarves in the underground stream.
After the group sadly pours the beer onto the mold, dissolving and killing it, they begin exploring the level in earnest. They find a natural cave portion with some easily defeated soft-shelled scorpions. Then they begin systematically (and sometimes randomly) exploring the ruins. They find several caches of dwarven art and gold, which were treated with suspicion. They find some dwarven script engraved into the walls, but discover that no one can read it. They explore south and find a smouldering coal seam fire with some oddly female fire elementals living in it. The elementals attack and the adventurers slay them all. They explore to the east and find a vault door that seems to lock but not unlock.
Finally, exploring to the west, they find some religious rooms, a chapel and a grand room with stone slabs with six inert dwarves on them. Leon pushing through seems to trigger something and the dwarves wake up and their beards and hair begin burning. The adventurers fight a retreat to the chapel but Griv and Beval are separated from the rest. Beval bravely leads half of the dwarves away while Griv and Leon begin attempting to kill them. After an long and hard fought fight, they have slain four of the dwarves and led the reminding two astray. They quickly loot the dwarves of magic rings (and notice that most had their ring fingers cut off) and Beval finds a secret treasure room in the grand room. Inside is more gold and a metal urn that detects as magic.
The adventurers sneak out the cave without talking to the troglodytes and return to Rook. They get the items identified and turn over the artifacts to Leon's dwarven academy friends.