[LPF] Rescue at Boar's Ridge

Ru Brike, human ninja

Ru chews the inside of his cheek as the party gives him some of their own, then shrugs and says:

"Well, the gobbos said we were entering using the master's door, which had me thinking this is the way he comes when he trots home after a day collecting body parts or whatever it does necromancers do," he offers. "And since, as thin boy and charmer here have pointed out, flipping the wrong switch might be extremely unhealthy for me, I want to make sure there's not a less explode-y way in.

"If 'underground lair-ing' is part of the base requirements, I think 'secret passages' is probably at least as important to a good evil over ... er, underlord? I mean, if he threw in these--"
Ru gestures to the hidden hallway entrances--"he clearly doesn't mind splurging on hidden doors."

[sblock=ooc]I'm genuinely a bit turned about with the layout and trying to figure out where's where (this is par for the course for me. Seriously, you never want me playing navigator on a road trip), which is part of why I'm trying to clear things. I missed reasonably-marked doors before, so didn't want to miss an obvious hallway just because I'm spacially challenged. :)[/sblock]

[sblock=mini stats]Ru Brike
AC: 16 (Touch 14, Flatfooted 12)
HP: 11/11

Initiative: +4
Perception: +4 Sense Motive: +4
CMB: +0 CMD: 14 Fort: +2 Reflex: +6 Will: +1

Wakizashi: +4, 1d6
Wakizashi (TWF): +2/+2, 1d6/1d6
Nunchaku: +4, 1d6
Shuriken: +4, 1d2
Conditional Attack mods: +1d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank)

Conditions: none

In Hand: Wakizashi, nunchaku

Consumables:
Alchemist's Fire: 2/3
Liquid Ice: 1
Shuriken: 9/10
[/sblock]
 

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"I'll help you with the western room, too," Dolgrin says, nodding his head. "I agree with you all on the layout of this place. It's certainly a bit confusing."
 

Ru shows you how the secret door works. It is likely it was used to box in people once they had entered the throne room. Moving to the the west, you find, the front door. It is laying on the ground, smashed into multiple pieces, but it is here. You now have an explicit escape path from the fort if the hordes get to be overwhelming. And you are pretty sure that is exactly what the goblin did when the fight in the stairwell didn't go well for him. The walls, while being rougher stone, are covered with more filth.

The sun has set.
[sblock=map]
map_lowerD.png
[/sblock]
 

Mesem inspects the secret doors silently, contemplating them in relation to the ground floor's inhospitable occupants. Finally, he says, "I have continued to wonder about the profusion of enemies here, but I believe these hidden doors hold the key. Anyone trying to flee through the front door could have easily been caught from either side by the skeletons and goblins we have already dealt with." Pondering, the hybrid half-elf adds, "Perhaps we should deal with the rest of this floors' occupants before we confront this fortress' ruler. Either way, I should like to inspect the room upstairs first."

[sblock=OOC]As Mesem said, perhaps it'd be safer to deal with the baddies down here while it's convenient for us; if there are creatures behind all of these doors, and somebody lets them out, we could be royally screwed.[/sblock]

mesem-adrarda-portrait-small.jpg


[sblock=Stats]Mesem Adrarda
Status: Bound
[sblock=Bound Stats]Initiative: +1, Perception: +7
HP: 9/9 real + 9/11 temporary
AC: 17 (Touch: 11 Flat-footed: 16) CMB: +5 CMD: 16
Fort: +2 Ref: +2 Will: +7 (+9 vs enchantments)

Natural Weapons:Bite (+5, 1d6+4), 2 Claws (on feet) (+6, 1d4+4)
[/sblock][sblock=Unbound Stats]Initiative: +0, Perception: +7
HP: 10/10 real
AC: 10 (Touch: 10 Flat-footed: 10) CMB: +0 CMD: 10
Fort: +3 Ref: +1 Will: +7 (+9 vs enchantments)[/sblock]Current Weapon in Hand: Nodachi: +5, 1d10+6, 18-20/x2

Summon Monster I: 3/4
Spells: 0 - Infinite, 1 - 1/2

Active Magic: Mage Armor - 0/1 hour
[/sblock]​
 
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"I happen to agree," Dolgrin says as the dwarf leans against the stone wall, resting his legs just slightly for a second. "If I'm remembering correctly, we have until midnight to stop this evil ritual involving the cat.

I say we go and deal with the damn wizard--err, no offense--first. We may have company during the fight, but I think it's the right thing to do."
 

[sblock=OOC]Two things to note:

First, I'm pretty sure we have until midnight tomorrow to confront Grimspiller. So we've plenty of time.

Two, not to metagame, but given we're so close to leveling, it would probably be wise to do so before the big showdown. So, maybe we should open another door or two down here first. :)[/sblock]
 

Tapping the sunrod rhythmically against her leg, Reianne says "Not real thrilled about potentially being overwhelmed by things someone let out to come and grab us from behind. If we have the time, maybe taking them out now isn't a bad idea." Reianne stretches languidly, "I wouldn't want to end up one of his zombies after all this is said and done." She laughs quietly.

"Checking out the upstairs first seems well enough to me though, but I'd still say we pull back to here after checking that room out."
 

Ru Brike, human ninja

[color-royalblue]"Unless I missed a day somewhere, we have one more until the full moon,"[/color] Ru returns to help allay Dolgrin's concerns. He looks around, assessing, then nods. "I think goggles is right: This might make a decent campsite, especially since we know how some of the secret doors work; might come in handy. So, clear upstairs, then clear down here, then stake our space and recharge for tomorrow."

[sblock=ooc]Dug back through and verified: here we worked out that our pace would get us to the keep midday on the 3rd day, with the full moon happening on midnight of the 4th. I do think we should clear as much as we can (the room upstairs, rooms down here) before we've used up our resources, though, rather than rest too early and *really* wind up in trouble on day 2.[/sblock]

[sblock=mini stats]Ru Brike
AC: 16 (Touch 14, Flatfooted 12)
HP: 11/11

Initiative: +4
Perception: +4 Sense Motive: +4
CMB: +0 CMD: 14 Fort: +2 Reflex: +6 Will: +1

Wakizashi: +4, 1d6
Wakizashi (TWF): +2/+2, 1d6/1d6
Nunchaku: +4, 1d6
Shuriken: +4, 1d2
Conditional Attack mods: +1d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank)

Conditions: none

In Hand: Wakizashi, nunchaku

Consumables:
Alchemist's Fire: 2/3
Liquid Ice: 1
Shuriken: 9/10
[/sblock]
 


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