Brotherhood of the Traveling Pantaloons

The Precious Box Pt 2
poopy sweaty filth fever

Summary

Continued your search for the stolen box, had a length discussion with a younger brother of a fallen acquaintance, and had trouble moving.

Adventurers

Arcturas
Bellamin
Flint
Halamar
Nephilim

Adventure Log

Day 7

During an uncomfortable night, suffering through the unmentionable symptoms of the Filth Fever, Flint received the caring attention of the group’s cleric Arcturas. With Arcturas’ help, Flint awoke after the extended rest refreshed and ready to push on.

Again confronted with two doors, your group once again chose the right-most door. Halamar tried very unsuccessfully to surreptitiously open the door, peak in, and then quickly close the door. His noisy attempt ensured that the 3 goblins on the other side of the door would be ready for you. The group charged in and quickly dispatched the minions. During the battle, a goblin on the other side of another door in the chamber opened the door and plunged an arrow into Flint. Bellamin acted quickly by going through the closed left-most door to take on the inhabitants of that room. There you found another 2 dire rats and 3 more goblins. Your group charged into that room to extinguish the vermin. During the encounter, Bellamin moved towards one end of a long carpet, triggering a false-floor pit trap and falling into a 10’ pit filled with excrement. One of the dire rats got another bite into Flint, but he managed to avoid catching the Filth Fever again.

After defeating the enemies in that room, you searched the area, but found no treasure. You did, however, find an inscription on the back of a minotaur champion statue. The message read:

Seven days have passed and I am the only one who remains. I fear I will never escape to bring word of this place to my clan, to warn them of the danger. Something has driven Morgana mad, and I despair of ever learning what it was. You who find this must warn-

The group then faced deciding between three doors. The group chose a small door down a long hallway. The room beyond the door was filled with cool air, religious ruins on the floor, a broken altar to the god Pelor, and two tiny kobolds. The kobolds shrieked that they must tell their master, but you quickly killed them before they got out of the room. Pulling back a velvet curtain, you entered a long hallway with a couple more kobolds milling about. The kobolds screamed for their master as one of them was quickly mowed down by the group. From behind another set of velvet curtains, you heard a deep booming voice asking who was intruding upon his lair. After pulling back that velvet curtain, you discovered a small icy room with fledgling white dragon. You deduced that this was Farralax, the younger brother to the white dragon Szartharrax, whom you killed in Kobold Hall.

After some debate as to whether you should attack the dragon or engage in discourse with him, you decided to have a conversation. This triggered a skill challenge, where you had to achieve 8 successes before 3 failures. Bellamin started off first and failed immediately by trying to intimidate the dragon. After that the group used their best skills to plowed through 8 successful attempts at swaying the dragon to a semi-friendly state. You learned that the dragon was begrudgingly working with Malareth, who was engaging in necromancy.

You finished your conversation with Farralax and freely explored his area of the temple, which included altars to Bahamut, Moradin, Erathis, and Pelor. Arcturas and Nephilim spent some time meditating at the altar of Erathis, thereby gaining his divine favor for the next encounter.

Moving back to the only door leading to an unknown area, you discovered a room with a checkered light and dark floor, creating an 8×8 grid. The room had 7 statues at the opposite end, including four men-at-arms, a noble queen, a mounted knight, and a small elephant carrying a siege tower on its back. As you entered the room, you found your movement to be restricted. When you tried to move into certain spaces, a magical force would pierce your mind for 5 psychic damage. Each time that happened, the statues would come alive and take action. Some of you made your way across the room, while others stayed put and fired attacks at the statues. Eventually all the statues were destroyed, and Bellamin was at the doors at the opposite side of the room. He opened the doors to find several human mercenaries. He prepared to do battle while the rest of the group continued to try to make their way across the room with the strange movement restrictions.

To be continued…

Treasure: None

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The Precious Box
goblins in the temple tonight

Summary

Began the search for a stolen box deep within an dilapidated minotaur temple occupied by goblins.

Adventurers

Arcturas
Bellamin
Flint
Halamar
Nephilim

Adventure Log

Day 6

After spending a day at the homestead recuperating, you traveled to Fallcrest to collect your rewards. You first went to the Blue Moon Alehouse and found Sergeant Murgeddin having ale with another dwarf by the name of Traevus. You collected your bounty for the kobold leader and bag of kobold heads. Murgeddin told you that Teldorthan was probably manning his shop and was anxious to get his dragon scales back. You headed over to Teldorthan’s Arms and received your reward from Teldorthan. During the conversation, Teldorthan mentioned that he heard that Traevus was having some problems with goblins stealing his goods. You headed back over to the Alehouse, and Traevus contracted you to find a stolen box. He would not specify what was in the box, only that it was private and very important to him. He offered you 100 gp for the safe return of the box, and he showed you on a map the location of an ancient abandoned minotaur temple where the goblins have made their home.

After leaving the Alehouse, you headed over to the Septarch’s Tower to tell Nimozaran about Szartharrax, the white dragon leading the kobolds of Kobold Hall, and about the letter you found from Malareth to Szartharrax. Nimozaran was waiting for you at the door to his tower. He seemed disturbed by the idea that a white dragon would be living so close to Fallcrest, and he said he would see if he could find any information about Malareth. In gratitude for your information gathering, he shared that he has the following rituals that you could copy from his ritual book: Comprehend Language (lvl 1), Eye of ALarm (lvl 2), and Enchant Magic Item (lvl 4). Because copying a ritual takes 8 hours, you decided to come back at a better time if you decide you could use the rituals.

You left Fallcrest, heading west on King’s Road. After crossing the Nentir River, you headed south into some foothills just to the east of The Cloak Wood. It didn’t take long to spot some caves in the side of one of the hills. You spotted goblin activity from afar, and snuck up close to the entrance by hiding behind some large boulders. You quickly attacked, easily killing several goblins. You explored the shallow caves and discovered two doors leading deeper into the hill.

You chose the right-most door, and found yourself in a room occupied by a couple more goblins cutthroats, along with a goblin hex hurler and a guard drake. You defeated these foes, gathered a little bit of treasure, and Nephilim examined a pool of water. The pool provided a blurry vision of the dark robed figure, who ambushed you at Kobold Hall, standing next to a skeletal figure.

You had the choice between two doors, and you once again chose the right-most door. Through the door was a small chamber occupied by a dire rat. The dire rat managed to get a good bite on Flint, who then contracted the Filth Fever. You decided to camp for the night in the small room.

Treasure: 300 sp

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The Beginning Pt 2
behind the secret door

Summary

Discovered the secret behind the kobold activity, and learned of a possible conspiracy of even greater danger.

Adventurers

Arcturas
Bellamin
Halamar
Nephilim
Pythe

Adventure Log

Day 3

After taking an extended rest, you steeled yourselves for whatever might be behind the secret door. After unlocking the hidden door with the key you found, you opened the door to find a roughly hewn underground passageway. The air was cold and the walls were icy. As you continued through the tunnel, the air became colder and colder until the path opened up into a larger cavern that was dusted with snow. A large frozen pool sat in the middle of the cavern.

It doesn’t take long for you to discover that the cavern was the home of a fledgling white dragon. After an epic battle, you dispatched the white dragon.

Treasure: 100 gp, 1 pearl (20 gp), +1 Lifedrinker Longsword, a letter from Malareth to Szartharrax, Teldorthan’s piece of dragon hide.

Day 4

After resting in depths of Kobold Hall for one more night, you worked your way back to the surface. Upon reaching the ruins above ground, you were ambushed by more kobolds and a dark robed figure. You killed the kobolds fairly easily, but the dark robed figure escaped before you could even harm him.

You journeyed back to your homestead to regroup and stash your treasure before heading to Fallcrest to collect your reward.

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The Beginning
every new beginning starts with...

Summary

Familiarized yourself with your friends in town, and received your first paid mission as adventurers.

Adventurers

Arcturas
Bellamin
Halamar
Nephilim
Pythe

Adventure Log

Day 1

While visiting Fallcrest to buy goods for your new adventurer’s homestead, you stopped at the Blue Moon Alehouse to have drinks with your old friends Sergeant Murgeddin and Teldorthan Ironhews.

Over a few rounds, Murgeddin spoke of overly aggressive kobold activity along the King’s Road. Although shipments being hijacked is nothing new, these kobolds seemed to be more organized and brazen than usual. Teldorthan interjected that he himself was victim to the kobold activities. A shipment containing a particularly valuable cured green dragon hide, which was to become a suit of scale armor, was stolen.

Teldorthan offered a reward of 200 gp for the return of his dragon hide. Murgeddin stated that the Lord Warden was offering 10 gp per kobold head and an additional 100 gp for proof that the kobold leader had been killed. The dwarves also mentioned that Nimozaran the Green had been asking about kobold activity along the road, and they suggested that you speak with the wizard.

Upon leaving the Blue Moon, you went to the Septarch’s Tower where Nimozaran lives. He greeted you at the door and said that he too thought the kobold activity was suspicious. He believed that something else must be going on at Kobold Hall. He tasked you with finding out more information and in return he might have magical rituals that could help you.

After debating for quite some time about plans on how to go after the kobolds, you finally decided to head home, get a good night’s rest, and then travel to Kobold Hall first thing in the morning.

Day 2

Upon reaching Kobold Hall you searched the ruins and found a trap door that led to the old cellars of the ruined hall.

In the first room, you found a pit of sludge and battled 2 kobold slingers and 3 kobold skirmishers. You killed all but one kobold, keeping the survivor alive and attempted to get information out of him. He wasn’t of much use, but you stuffed him in a bag to take with you. You managed to get through a portcullis and proceeded to the next area.

In the second room, you worked your way through dart traps and found another 3 kobold skirmishers, who proved little challenge.

In the third room, you found another sludge pit and some kobolds playing a game with a rock on a rope that they were swinging to knock skulls into the sludge pit. Although they would have used the rock as a weapon against you, your quick action dispatched the kobolds before they could act. After bursting through a weak wooden door, you were able to kill 2 kobold skirmishers, 4 kobold minions, and 2 guard drakes.

In the final room, you discovered a rolling boulder trap. While avoiding the boulder, you worked your way through the room and managed to kill the kobold wyrmpriest leader, his 2 kobold dragonshield bodyguards, 2 kobold slingers, and a tiny spiretop drake.

Treasure: 160 gp, 1 ruby (50 gp), 2 garnets (25 gp/each), +1 Staff of the War Mage, some parchment that described a hidden door, and a key.

The question remains… what lies behind that secret passageway?

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