A Grave Matter for the Party of Seven Strangers

Lorelin bows to the Countess.
"It was a pleasure meeting you Countess, perhaps I will be so lucky to see you some other time."
He winks at the Countess before leaving to listen to the topics at the streets.

OoC: Untrained Gather Information +11
 

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(OOC: It wouldn't be wise for me to GI, Zig has cha 8.)

"Do we require scouting? I have some knowledge of secrecy."

Move Silently +11, Hide +8, Wilderness Lore +7, tattooe of invisibility if worst comes to worst, though I'd rather not use it just yet.

For obstacles: Climb +8, Swim +6 (if he leaves everything but his weapons/tattoes behind), jump +40 (:cool: ), Balance +10, Tumble +16

For senses: Spot +1, Listen +1.
 

Having left the module at work I will continue what I can. The information from gather information, I will provide tomorrow.

After getting some information around the city of Radigast, and collecting your supplies from the quartermaster, you assemble your group at sundown.
Sergeant Quimby, the leader of the border patrol squad that will be escorting you meets us with you group at dusk.
"Greetings. I will be escorting you to Rappan Athuk. I understand you are not worried about what you will encounter there. I would implore you to be more cautious. You will be entering a very dangerous place. The trip there will take a few days, and I see no need to travel in the dark. It is harder on my men and the horses. We will meet up half an hour after dawn to depart. We will provide you with mounts, and take them with us once you are at the site. "

The Countess provides you with lodging for the night. In the morning you are fed a hearty breakfast, and your company departs with the border patrol.

Give the size of your company, (the border patrol consists of ten solders), you are not interfered with on your travels. You travel through much bountiful farmland, as is the norm for the County. Eventually you reach the wild forests which form the borderlands with the Bandit Kingdoms. You travel through the forest, which as you progress becomes darker and more foreboding. The scout from the border patrol (and the party ranger) both see sign of creatures in the forest which are not normal.

Eventually you come to a break in the forest which reveals a hill. On this hill appears to be a graveyard. Many tombstones and grave markers litter the area. It is fairly overgrown, and unkempt. At the pinnacle of the hill sits a mausoleum of a green stone.

Sergeant Quimby begins "Here is said to be Rappan Athuk. Many have been known to investigate this site, but few have returned. Almost none are willing to share their experiences. Once more, I urge caution. However your mission is urgent as well, so do your utmost to learn what you can, and if you feel capable of eliminating the threat by all means do so. "

"I don't know how you are to enter the place. I have heard that you should not go down the well. I don't know why, and I don't know the truth of that, but it is what I have heard. Good luck. A great deal rests on your shoulders. If there is nothing else we will be leaving. There will be a patrol swinging by here weekly with spare mounts. If you camp around here they will find you and escort you back to the city. "

buzzard
 

(ooc: I will assume in the days that we spent getting to this point that the group has figured out that K and L are Drow. I will also assume that we have all made friends).

After the patrol has left Kry'nan turns to the group. "Before we head in we should probably talk about a strategy. Whatever is in there has scared many adventurers and I don't mean for this place to be the death of me."

"who needs light in the dark. These people should stick together. I would suggest putting a rogue in the front with Bruk or Melvos or both right behind. I think it would also be wise to put another strong fighter in the rear. Put the spellcasters (Alistair and myself) in the middle flanked by Zig in front and Lazz'rut behind. Behind him would be the one more strong fighter. Any thoughts on that?
 

Zig nods. "I concur. everyone else agree?"

(OOC: manifest Metaphysical Weapon on arrows/bow, Combat Prescience on self. PP pool drops to 6.)
 

Ooc: buzzard, good way to move the adventure along. :)
Doh, just realized that Kry'nan is a cleric. Forgive Valjean for not noticing.

Before leaving Radegast the party was joined by a dark-skinned man in tight-fitting blue clothes. Introduced by Valjean as Alistaire the Transmuter, he has been somewhat quite on the trip to Rappan Athuk (apart from revealing whatever information his Knowledge skills have provided). :)

Valjean replies to Kry'nan, "Although I am no longer a rogue, I am willing to help scout. However, Lazz'rut and Jordeh might make a better pair, as they both see in the dark. Bruk could cover the rear with his own darkvision, while Melvos and I guard the spellcasters."
 

Yes, Valjean, that does seem better.

If everyone agrees, then...

(ooc: what is being proposed is this marching order, Jordeh and Lazz'rut up front, followed by Zig, then Melvos and Valjean guarding Lorelin, Alistaire and Kry'nan - one of the fighters before and one after- and Bruk guarding the rear. I think it makes sense to have Lazz'rut search when nec w/ his +12 search. Any other tactical goodies? I think there has got to be a way to get in that killer 15 foot reach:p /ooc)
 

"Bruk guard back," states the orc. "None will reach small friends. Bruk make sure of that." Bruk then affectionately pats the head of his massive great axe.

OOC: I think having Bruk in the rear makes good sense. No one's gonna make it past that 15' reach to get in with the spellcasters. Plus, if Bruk needs to move towards the front, he doesn't even have to move all the way to the front to attack forward enemies.
 

[backing up a teeny bit and catching up] Melvos would try to impress upon the Countess his sincerity in desiring to help.

(Just in case it's useful - Gather Information and Diplomacy can be +15)

The morning of leaving, Melvos would have awakened warly, worked out, then helped to prepare the breakfast, attempting to use his Cooking skill to contribute to the sending-off meal.

Along the trail, Melvos would endeavor to make people as comfortable as possible, adjusting horseblankets and caring for the horses, trying to ease their concerns from carrying some strange riders, if necessary. [/caught up]

"It doesn't really matter, but I'm fine with my placement in the party.

I tend to be able to lay into guys that rush in to battle, and can bash 'em back with my shield, leaving 'em pretty far away for their troubles.

But it's mostly luck - I don't know if it'll work against some of the stuff I've heard is down in Rappan Athuk."

OOC: When getting an AoO with his Increased Reach shield maneuver and Improved Bashing, Melvos can push opponents back to 15' distance.
 

"Aye, what does make it past us, will be quickly taken care of by our mighty orcish friend here. Well then, where exactly do we enter this damnable place? Let's look for a way in, since the well is not recommended." Jordeh settles into position, and awaits the others reactions.

OOC ----> Sorry for the delay, I've had bad luck trying to get into the boards since noon friday. Anyone else have trouble?
 

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