The smartly dressed man at the bottom of the stairs scratches his chin as if trying to follow Fenwick’s long and confusing discourse, every now and then attempting to speak, only then realizing that the orc is not finished. The boss-man’s head nods up, and his mouth bobs open several times like this, in a striking resemblance to a cod fish, until, finally, Fenwick concludes his story. Thinking this to be simply a pause in the narrative, the man begins his reply quick on the heels of the last word.
“So, let me see if I understand. You say you’re from a town called Daunton, and your friend dropped a necklace into his cellar, but it ended up in this one. Now that’s curious. Hmm….” He pauses, continuing to scratch his chin,
“Well the idea of you being from out of town certainly fits the bill. We don’t exactly see people of your type around here, no offense, but the demographics here are pretty narrow. Wherever Daunton is, you’re not there any more. This town is called Rioc Alair.” Again he pauses as if contemplating what to do next. Then he reaches into his vest and pulls out a pendant hanging on a chain around his neck. Even as you peer intently through the growing pile of rubble in the hallway which threatens to obscure the man’s figure, the torch and lamplight of the floor below appears to make the stone in the pendant pulsate in a brilliant green.[sblock=Talon]A woman’s soft voice speaks to you, “Would you like to find out what’s next? What would you risk for me?” The green light from the pendant is pulsing in time with the words as they are being spoken in your mind.[/sblock]
“Is this what you’re loo-“ The man suddenly shivers, and looks around him as three of his henchmen fall to the floor dead. You feel a cold blast of foul-smelling air waft up the stairs toward you, and the expression of the bourgeois man falls a little. His features are suddenly gaunt. He looks back up to you, his face straining to appear polite – a thin veneer hiding deep anger.
“Well. This changes things a little, now doesn’t it.”
The drake lifts off and glides back behind the makeshift barricade, quickly followed by the handler who picks his way through the last hole in the furniture.
Someone else shoves a large, upended, rough-sawn oak table into place, blocking the hole, after which you hear the ‘gentleman’s voice calling out,
“I had hoped that we could have reached some arrangement. You seemed like a right bunch of good chaps, but I’m afraid that’s the problem. As you can see, we are men of ill repute, and we can’t exactly lift our skirts and let you see our wares.”
There is the sound of breaking glass, and a whiff of igniting fuel. The barricade begins to burn and smoke brilliantly. The air from the room below, heated by the fire, rises up the stairs, threatening to ignite the staircase and the litter of the floor above. The necklace is on the other side of the fire.[sblock=Status]
Rujah (9): J17
30/34 HS 12/12 AP 1
Jin (9): I16
27/27 HS 6/6 AP 1
Riardon (6): K17
25/34 HS 8/8 AP 1
Fenwick (13): K18
19/31 HS 10/11 AP 0
Talon (11): G17
21/26 Bloodied HS 6/8 AP 1
Dayna (10): H18
18/22 HS 1/2 AP Uses Talon's
Spiretop Drake 1 (15): G16 -13/29
Spiretop Drake 2 (15): Out of Sight
20/29
Human Banddit (15): Out of Sight
18/37 Bloodied
Human Noble (15): Was at G23, but likely isn't there any more
60/60 [/sblock][sblock=Map]
[/sblock][sblock=Enemies]
Raging Fire Lvl 2 Hazard
Description: G22 is a 1 square area that has a fire. The barricade takes a DC20 strength check (Minor action) to break through. Alternatively, the barricade can be destroyed by attacking it: AC: 13, HP: 40. Neither breaking through nor destroying the barricade will destroy the fire. It will continue to burn.
PerceptionDC 16: The character notices the fire is spreading.
Trigger: When a creature enters a space adjacent to the raging fire or starts its turn in a space adjacent to or inside the raging fire, the raging fire attacks.
Attack Free Action Melee 1: +6 vs. Reflex
Special: The raging fire gains a +5 bonus to its attack roll if the target stands inside the fire.
Hit: 2d6 fire damage and ongoing 5 fire damage (save ends).
Miss: Half damage, and no ongoing damage.
Effect: The fire also provides concealment to all creatures inside it and within 2 squares of it.
Special: Each time the fire attacks, it spreads into its target’s space whether it hits or misses.
Countermeasures:
- A character can move into a square of raging fire or a square adjacent to the raging fire without triggering the attack with a DC 20 Acrobatics check.
- Two gallons of water destroys 1 square of raging fire.
- Targeting 1 or more squares with a water attack automatically destroys the fire in those squares.
Spiretop Drake (Lvl 1)
Size: Small
Perception: +3
HP: 29; Bloodied: 14
AC: 16; Fort: 11; Ref: 14; Will: 13
Speed: 4; fly: 8 (hover)
Bite (Standard, at-will): +6 vs Armor Class; 1d6+4 damage.
Snatch (Standard, at-will): +4 vs Reflex; 1 damage, and the spiretop drake steals a small object from the target, such as a vial, scroll, or coin.
Flyby Attack (Standard, at-will): The spiretop drake flies up to 8 squares and makes one melee basic attack at any point during that movement. The drake doesn’t provoke opportunity attacks when moving away from the target of the attack.
Human Bandit (Lvl 2)
Size: Medium
Perception: +1
HP: 37; Bloodied: 18
AC: 16; Fort: 12; Ref: 14; Will: 12
Speed: 6
Mace (Standard, at-will) Weapon:+4 vs Armor Class; 1d8+1 damage, and the human bandit shifts 1 square.
Dagger (Standard, at-will) Weapon: Ranged 5/10; +6 vs Armor Class; 1d4+3 damage.
Dazing Strike (Standard, encounter) Weapon: Requires mace; +4 vs Armor Class; 1d8+1 damage, the target is dazed until the end of the human bandit’s next turn, and the human bandit shifts 1 square.
Combat Advantage: The human bandit deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Human Noble (Lvl 5)
[sblock=Token][/sblock]
Perception: +3
HP: 60;
Bloodied: 30
AC: 19;
Fort: 17,
Ref: 17,
Will: 18
Speed: 5
Longsword (Standard, at-will) Weapon: +10 vs Armor Class; 1d8+3 damage.
Appoint Champion (Standard, at-will): Close burst 10; targets one ally; the target makes a basic attack as a free action and shifts 1 square before or after the attack.
Inspirational Authority (Standard, encounter): Close burst 10; targets one ally; the target uses an at-will, encounter, or recharge attack power as a free action.
Urge hesitation (Standard, encounter) Charm: Close burst 5; targets enemies; +9 vs Will; the target cannot use a standard action during its next turn.
Protected: A human noble gains a +2 bonus to all defenses while an ally is adjacent to it.[/sblock]