The Domino Effect

Judge Me By My Size. Do You?

Entering the iron ore mine entrance. The party pushes two mine carts along a wooden metal track that runs in the middle of the caves of the mine. Copperhead using a torch notices the torch burns brighter than usual. Farther you go in. The torch burns even more intense. Going down a slight decline the mine carts move freely along the tracks then hundred feet upward on a steeper incline that goes up five inches every five feet of movement. There is many twists and turns on the tracks. While using the mine carts you find a supply room where the miners stored some of their gear as well as uncompleted  areas in the mine where they collected iron ore. The party ends up finding and taking  a mining helmet each as well as Kimbly taking a small metal barrel of fuel. Having found a device on the wooden metal tracks that changed tracks to redirect the mine carts one way or the other. You also see a sign that said that no torches are allowed beyond a certain point due to methane gas that exists within the mine. So all torches used are extinguished. Having no alternative light sources. You are left in the dark unless one was born with night vision. 

After some searching. The party finds a trapdoor leading downward. Seeing another unfinished mined area. The group discovers goblin holes that are four feet high. Tall enough for the dwarf paladin Kimbly to crouch and maneuver forward. But too small for the rest of the group to stand and travel through. They would have to result to crawling on all fours instead; losing all dexterity bonuses, shield bonuses and cutting all movement to half. It only takes eighty feet until Kimbly finds a  small room with a door. His friends behind him crawling.  On the door is a warning of some sort in a unknown language with a depiction of a skull and crossbones. Opening the door reveals another trapdoor on the floor going downward.

Getting this far, the party enters another room underneath the trapped door. The adventures end up yelling trying to antagonize an attack from a unknown foe(s) with no avail. This one room is booby trapped. Olgrin the orc fighter unwisely triggers a wire trigger which sends the ceiling falling upon the group causing damage to everyone in the room. There is five more goblin holes that go out in five different directions from this room. Kimbly leading the movement goes in first through these maze of tunnels. Running into a bear trap unexpectedly; Kimbly painfully pries it off his leg. The dwarf paladin finds another bear trap later but sees it this time before triggering it. Kimbly ends up keeping the bear trap for future use. As you go farther still. The party finds a bigger space used as a guard post. The inhabitants having left hastily leaves a smoldering fire that was put out abrubtly. The group hears yet another trapdoor close as Kimbly tries to relight the campfire.

So giving chase and finding this third trapdoor. The party finds another goblin hole. This one even smaller than the ones before. Where even Kimbly the dwarf paladin must crawl. The goblin hole leads to a very large room where an alerted angry ogre awaits the group's arrival. This part of the mine is unaffected by the effects of the methane gas as torches light up the room with no disaster. The ogre charges from behind a ratty curtain to kill anyone who enter. So the party fight the ogre to a conclusion. So playing to their strengths using fire, well aimed arrows and spells. The group is able to defeat the ogre even though the ogre manages to give a few lumps. Black-A-Lackin and Olgrin getting the worst of it. Searching the ogre, you find random skulls and bones on his person as well as twenty five gold……

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Road To Trouble

So the party's journey to Gumblestock is halted by the deception of one bandit captain. Accompanying the bandit captain is a small gang of cut throats and one trained ape. The group of bandits roam the countryside attacking unwary travelers and merchant caravans in search for loot. They attack the party thinking that their sheer numbers can overcome our heroes. They soon find out our group of adventures are much tougher than they thought. The bandit captain ends up getting bloodied as well as losing several men and the trained ape during the encounter. The bandit captain escapes with his life as well as his men. Their numbers cut in half thanks to our heroes. As for our heroes. Our party realizes just how dangerous the world they live in is. That a good or bad strategy in battle could mean life or death.

After the ranger Estinien searches the bandits and finds six gold pieces per bandit. Estinien just adds that to the gold that he has already accumulated so far. The ranger examining the trained ape's mouth finds a gold tooth. Estinien pulls out the gold tooth and keeps it as well. Of course, not to be outdone. The bard Black-A-Lackin pulls a regular tooth from the trained ape just to use as a lute pick. The group searching further find out the bandits to each carry a mark on their left chest. A tattoo of downward crossed scimitars entwined by a snake. The warpriest Carlos draws the bandit mark onto some parchment paper. The bard Black-A-Lackin in defiance cuts the tattoo from one of the dead bandit's chest and takes the bandit's crossbow. The bard stashes the gorilla tooth and the tattoo attached to human skin inside his clothing. Carlos asks Black-A-Lackin why didn't you just draw it. The bard responds that he isn't much of an artist when it comes to drawing. That his talents lie in the art of performance and music. The group leaves the dead bandit bodies in a burning pile on the road. Set on fire by a fire spell cast by the sorcerer Copperhead.

Only being early afternoon. The party has plenty of time to reach the town of Gumblestock before nightfall. Once our heroes get there. They see a twenty foot high crudely built wooden wall in-circling a town. Made of standing wooden logs wrapped in think wire. This must be Gumblestock. A muddy dirt path leads to a large wooden door with a sliding eye slot. Carlos the human warpriest and Kimbly the dwarf paladin boldly go to the door and knock to enter.

Having stated your business. You are escorted to the town hall by one of the teenage guards. Where the town is having a meeting discussing how to get rid of the menace that plagues the mine and town. The mine being rich in iron ore. There you meet most of the townsfolk and the mayor of Gumblestock. The mayor is a gnome named Ganondorf. He offers to pay the party handsomely if they succeed in doing this. Five hundred gold pieces each to be exact. So agreeing on the terms. The group sets out at first light.

Being escorted by the same guard that took you to the townhall to the mine. You find out the teenage boy is named Jarl. His father was one of the miners who is still missing. He asks that you please find his father and bring him home. He says his family has no money but his family would be in your debt forever. Only being a mile away. You get to the mine with no issues. A cave mouth is discovered. The entrance to the iron ore mine. A single wooden metal track leads into the cave mouth. Two mine carts rests on top of the wooden metal tracks.

Once there, Estinien immediately searches for any unusual footprints on the ground. He ends up finding many goblinoid tracks going in and out of the cave mouth. The group of adventures then devise a plan to enter the mine.

 

 

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The Wheels Of Fate

Greenbriar is a small hillside region located in the center of the sprawling continent of Bruinhaven. The region of Greenbriar is known to be the hub for all the races to congregate; trade as well as socialize. As of now, it is relatively safe to live in the towns and cities but the trade routes as of late have been dangerous to travel. Merchant caravans have been attacked and robbed by marauding bandits. In the last month or so these incidents have only worsened.

It is in the town of Havenrock where the group of heroes first meet. Inside a tavern named the Golden Pegasus the party agree on a common path. The cleric Carlos overhears a man talking about a nearby town named Gumblestock and that the town is looking to pay handsomely anyone who can get rid of a menace that plagues that town. A promising proposition even though a hazardous one. A proposition the party accepts to the town of Havenrock's sorrow. The bard Black-A-Lackin has become a celebrity overnight after an One Night Only performance. To the delight of everyone in attendance. Everyone but maybe the ranger Estinien. The ranger and bard have developed a rocky relationship at best. Never the less the town is sad to see their favorite bard Black-A-Lackin go.

So setting off at night. The group camps outside of Havenrock only to be welcomed by the harsh elements. Rain begins to fall. A light rain at first but then a torrential downpour. Not being properly equipped. The group must find more suitable conditions to stay the night. This is when the ranger Estinien finds a cave mouth. Big enough to accommodate the whole party throughout the night.

In the morning the rain has stopped but the group of heroes awaken to very muddy conditions. Even the main roads make for poor traveling. It is on one of these roads toward Gumblestock that the party sees what seems to be a dead humanoid body near the side of the road face down. Estinien the ranger pickpockets the mud stained body to find some gold pieces as well as a small gem. The paladin Kimbly turns the body over to investigate further. Only to find the person is very much alive and aware. As he stands, the person looks to the ranger Estinien and coolly asks for his gem and coin back. The person brandishing a dagger in one hand and a short sword in the other signals his friends with a whistle……

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