Turn 1: Entering the dungeonYour purchases complete, the group heads into their dungeon, bidding their farewells to the merchant and dwarf, who are still engaged in conversation.
"So just how is it you know so much about goblins anyway?""Well, I lost a bet to a Paladin friend of mine, so now I have to attempt to rehabilitate a group of them. It isn't going too badly all things considered, but it's a rough job.""Still, at least you know the Paladin was able to do it, I guess.""What? No, that wasn't the bet. Blasted sneak got me drunk and challenged me to a pie eating contest..."Anyway, shortly down the road, you come up towards the entrance of the dungeon itself. The natural cliff face of the rock is disturbed by a pair of imposing double doors, easily 20 feet tall. Although they've only been there recently, the black doors themselves look ancient, being covered with intricate bronze carvings of battle... and graffiti. It seems even locations of doom do not escape the perils of defacement by today's youth. Still, opening the doors, you note that the inside is far more disturbing, thanks to the numerous bloodstains and various gouges cut out of the door indicating some desperate people attempted to hack their way to freedom. Surprisingly, despite the signs of battle (or rather slaughter) here, there are no bodies to be found. Whatever did the deed seems to have cleaned up after itself.
Heading down a flight of stairs, the dimensions of the hallway quickly compact to a more normal size. Anyway, the entrance chamber at the bottom conveys the "cruel dungeon" look pretty well, an iron chandelier casting a harsh light over the room. The stone flooring is rough and uneven, with various pillars offering decent cover should the need arise.
Not counting the entrance to the dungeon itself, there are three exits to the room. Towards the north is a darkened passageway without torches, though it still smells of smoke. Towards the west you see a rather constant blood trail, as if someone had dragged a body that way, but the hallway is somewhat better maintained. Finally, towards the east you see a few gold coins scattered at random locations, as if someone had been holding a bag of gold with a rip in it while traveling through said corridor.
Players:Name: Rodney the Completely Reliable
Equipment: Dull iron Knife (2 weight), 2x iron rod omni-tools (1 weight), padded cloth armor (10 weight), faded and torn dark grey cloak with bleach stains. (3 weight), rope (5 weight), flint and steel (1 weight). 65 gold.
Skills: Stealth I, Trapworking I (Plus Lockpicking I if we can take more than two skills.)
Bio: Rodney disavows having grown up as an orphaned gang member. He absolutely did not enjoy extorting protection money from shopkeepers, and certainly did not run away from the nearest coastal trading town after the guards executed most of the members of the Serrated Vipers and narrowly avoided capturing him. He is instead a perfectly normal farmhand who simply prefers the darkness and likes mechanical things.
Stats:
Strength: 3
Dexterity: 4
Magic: 0
Endurance: 3
Status:
Healthy
Encumbrance:22/100
Name: Valius Gerdamaine
Equipment: Rusty Scale Cuirass (6 weight), Iron Longsword (5 weight),
wand (1 weight), rope (5 weight), first aid kit (4 weight)
Skills/Spells: Lesser Heal, Dodging
Bio: Valius is an aspiring squire of the Knights of the Silver Chain, a noble and compassionate order of paladins. He's taken this chance to acquire riches for the truly needy, better himself as a knight, and possibly even save lives down in the depths.
Stats:Strength: 3
Dexterity: 0
Magic: 4
Endurance: 3
Status:HealthyEncumbrance:21/100 Name: Kalen Marst
Equipment: Iron Longsword (5 weight), Leather Armor (20 weight), rope (5 weight), health potion (negligible), 30 gold.
Skills/Spells: Disarm, Lightning Bolt
Bio: Kalen was born to a blacksmith. Early on he showed a talent for handling his fathers weapons, and after accidentally shocking and killing a bird, he gained an aptitude for lightning magic as well. His skill with a sword and aptitude with magic has only grown over the years, and now that the dungeon has appeared, he goes in seeking glory for a life beyond his station.
Stats:
Strength: 1
Dexterity: 3
Magic: 3
Endurance: 3
Status:
Healthy
Encumbrance:30/80
Name: Mirien Kirthell
Equipment: Worn Yew Bow (3 weight), Leather Tunic and Belt (10 weight), Cloth purse (negligible), lantern with oil (3 weight), rope (5 weight), 65 gold.
Skills/Spells: Trap-lore I, Archery I
Bio (optional): Mirien was born in a hamlet of little notice, who only provided the usual peasant levies for their lord's request. The only export of the hamlet, were aspiring men and women who hoped to get a better foothold in life.
Gladly, Mira took the opportunity, having learned much from her parents, being a novice hunter and trapper herself. Possibly even to elevate her status among the commoners.
Stats:
Strength: 5
Dexterity: 5
Magic: 0
Endurance: 0
Status:
Healthy
Encumbrance:21/110
Name: Vivit
Equipment: Black Cloak (4 weight), Cursed Bell (1 weight), Dagger (2 weight), Bone Wand (2 weight), spear (10 weight), two torches (6 weight), first aid kit (4 weight), 40 gold.
Skills/Spells: Pain Mirror, Magic Chains
Bio: Unsettling is perhaps the best word to describe her. She looks like a girl of perhaps ten years, but seldom, if ever, speaks, is wrapped entirely in a black cloak, her skin is bone white and her hair gray. Only she herself knows her past, and she is silent like the grave. What is certain, though, is that this ghostly apparition has a strong aptitude for curse magic of all shapes and forms, and that she for whatever reason desires the wealth of the dungeon.
Stats: (Divide 10 points among these. Each 5 points is a 1/2 chance at a +1, having less than 3 points is a -1 for being incompetent.)
Strength: 0
Dexterity: 3
Magic: 6
Endurance: 1
Status:
Healthy
Encumbrance:29/80