Scales of War #1 Rescue at Rivenroar IC

Kyalia

“Well, the northern passage is blocked. The fountain and basin, I don't know, do you think it is somehow special, Viator? You know more about that stuff than I do. We should probably take a look into those sarcophagi, but we better wait for our stronger fellows to help with those heavy lids.”
 

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Kali will use his keen senses to examine and listen to the metal doors at the end of the small corridor (locked, approximately how thick are they, any sounds from the other side), being certain to watch for traps (unusual stone colors, raised/lowered, things of that nature) on the way and avoiding the circle.

OOC: Roll a 2nd perception so 1 for the stones and 1 for the door

The doors are neither locked nor trapped, Kali is certain- what's more the doors seem to have been cleaned, or else made easier to use. It looks like someone has oiled the hinges...

They are however closed, they open in to whatever lies beyond.

Kali, pressed against the metal can hear... well not much, really, although maybe... yes, the sound of a fire- perhaps a camp fire or... Hmm. The Big Shifter is unsure... but what's that- a high pitched squeaking sound, the sound of rats- Kali is certain.
 

“Well, the northern passage is blocked. The fountain and basin, I don't know, do you think it is somehow special, Viator? You know more about that stuff than I do. We should probably take a look into those sarcophagi, but we better wait for our stronger fellows to help with those heavy lids.”

I'll definitely check to see if there is anything special, Kyalia. It doesn't seem to be overflowing. Is that natural? Is there somekind of drainage? I'll work on the arcane and you could find the source while we wait for the others.

With that, he holds his hand over the water...
 

Ah-shahran seeks help

OOC: The "one door" I was talking about is the one in the western chamber--it was the only obvious place to go on the "big picture' map.

Ah-shahran frowns at the well as colors shimmer and fade, and considers calling Viator over to examine the phenomenon. He decides to first see what he can do with the aid of the spirit world, calling on otherworldly guidance.

[sblock=Mechanics]Speak with Spirits, then Arcana on the well.[/sblock]

[sblock=Combat Status]HP: 35/35 Surges: 4/8 Surge Value: 8
AC: 17 Fortitude: 12 Reflex: 15 Will: 17
Resist: 6 necrotic, 6 radiant Saving Throw mods: none
Speed: 6 Initiative: (+3)
Passive Insight: 20 Passive Perception: 20
Action Points: 1 [] Usage this encounter
[] Second Wind

[][][] Failed Death Saves

Current Status:

Actions:
[]Standard
[]Move
[]Minor
[]Immediate


Powers:
Spirit Infusion, Direct the Strike, Call Spirit Companion Twin Panthers, Hand of Radiance, Adaptive Stratagem, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Cast Fortune, Spirit of the Healing Flood, Winged Horde (CBoAM), Potion of Healing, Corellon's Boon of Arcane Might

[/sblock]
 
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I'll definitely check to see if there is anything special, Kyalia. It doesn't seem to be overflowing. Is that natural? Is there somekind of drainage? I'll work on the arcane and you could find the source while we wait for the others.

With that, he holds his hand over the water...

There's some sort of magic present in the spout and basin- certainly the liquid is disappearing from the basin to prevent it from overflowing- you've seen this kind of thing before, a side-show often used in holy places (temples and churches and the like), the masses like to see miracles.

You note in your examination that the water also possess a last spark of magic... difficult to identify exactly what the nature of the magic is... but there's a spark still present here.

GM: Feel free to move between rooms if you feel your PCs talents would be put to better use elsewhere within the three room complex.
 

OOC: The "one door" I was talking about is the one in the western chamber--it was the only obvious place to go on the "big picture' map.

Ah-shahran frowns at the well as colors shimmer and fade, and considers calling Viator over to examine the phenomenon. He decides to first see what he can do with the aid of the spirit world, calling on otherworldly guidance.

[sblock=Mechanics]Speak with Spirits, then Arcana on the well.[/sblock]

[sblock=Combat Status]HP: 35/35 Surges: 4/8 Surge Value: 8
AC: 17 Fortitude: 12 Reflex: 15 Will: 17
Resist: 6 necrotic, 6 radiant Saving Throw mods: none
Speed: 6 Initiative: (+3)
Passive Insight: 20 Passive Perception: 20
Action Points: 1 [] Usage this encounter
[] Second Wind

[][][] Failed Death Saves

Current Status:

Actions:
[]Standard
[]Move
[]Minor
[]Immediate


Powers:
Spirit Infusion, Direct the Strike, Call Spirit Companion Twin Panthers, Hand of Radiance, Adaptive Stratagem, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Cast Fortune, Spirit of the Healing Flood, Winged Horde (CBoAM), Potion of Healing, Corellon's Boon of Arcane Might

[/sblock]

The water shimmers and then colours... for a second- it just formed a picture, Ah-shahran gasps, which causes Velani to head over to see what's happening.

The pool shimmers again- and a picture forms, a chamber- dark at first, and then your eyes adjust- it's the chamber you fought Deadeye, Gathra and the other Hobgoblins in yesterday. It's as if you are looking down at the chamber- the viewing point slowly rotating so that you can see in to each and every corner of the room... The chamber is empty, exactly as you left it- only the scattered bodies of the fallen.

The pool shimmers again, a new image is forming- it flickers, and then coalesces, a second chamber.

It's very dark at first- statues, in a row- two rows, leading to an altar slick with filth and blood. It's the chamber in which you first encountered the Gnomes- Derek and his little friends, where Mirtala was being held prisoner. Again the chamber is as you left it, abandoned...

The image shimmers once more... it's trying to form in to yet another picture... and failing- clearly your arcane powers, and the presence of your spirit guides are empowering the scrying pool. It flickers again- a third image, another chamber appears, at least...

Fragments appear, the image is incomplete- it's failing the pool needs more power...

It's the chamber down the stairs, just outside this complex of rooms- exactly as you left it including the sprawled body of Sinruth in the corner...

The power is fading fast, you need more Arcana- more energy, the spirits whisper- a susurrus, urging you to continue. Perhaps some of the others can help, at least anyone can try...

The image flickers and begins to slowly fade- it's now or never, the whispers of your spirit companions grow louder- causing Velani to suddenly reach for her sword, unnerved- she can almost hear them...

Quickly!
 

Viator! Come quick! I think this is a scrying pool, but its power is fading fast!

[sblock=Combat Status]HP: 35/35 Surges: 4/8 Surge Value: 8
AC: 17 Fortitude: 12 Reflex: 15 Will: 17
Resist: 6 necrotic, 6 radiant Saving Throw mods: none
Speed: 6 Initiative: (+3)
Passive Insight: 20 Passive Perception: 20
Action Points: 1 [] Usage this encounter
[] Second Wind

[][][] Failed Death Saves

Current Status:

Actions:
[]Standard
[]Move
[]Minor
[]Immediate


Powers:
Spirit Infusion, Direct the Strike, Call Spirit Companion Twin Panthers, Hand of Radiance, Adaptive Stratagem, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Cast Fortune, Spirit of the Healing Flood, Winged Horde (CBoAM), Potion of Healing, Corellon's Boon of Arcane Might

[/sblock]
 

Viator! Come quick! I think this is a scrying pool, but its power is fading fast!

Viator hears Ah-shahran's urgent call and runs to him directly. Skidding to his knees infront of the pool he reaches out, drawing from his well. The familiar trickle of blood flows.

[sblock=Actions]Arcana augmented with a power point to "feed" to pool[/sblock]
 

Viator hears Ah-shahran's urgent call and runs to him directly. Skidding to his knees infront of the pool he reaches out, drawing from his well. The familiar trickle of blood flows.

[sblock=Actions]Arcana augmented with a power point to "feed" to pool[/sblock]

The Guard chamber at the bottom of the stairs flickers and fades, just in time Viator skids to a halt and concentrates his mind.

The well returns to water for the blinking of an eye, a heartbeat- and then yet another image forms... another chamber.

This one much smaller, just a single sarcophagi, sans lid, it's the chamber that you've just recovered the first two treasures from- the helm and the gauntlets... The image shapes and clears- sharp as a pin, Viator it seems is an expert at channeling the scrying pools power.

The next image...

The three adventurers grip tight to the lip of the well, taking in every detail- you've not seen this chamber before.

Scryed Chamber #1-

235 Scryed Chamber #1

The central area of the chamber contains for thick stone pillars that extend all the way up to the ceiling, between the pillars- billowing like curtains in the wind, are great sheets of flame.

The flame surges and burns, you can only imagine the heat... and yet scurrying around in the north of the chamber are a swarm of rats- not getting too close to the flame, but clearly warmed by their proximity.

The passage to the east is home to a much larger lone rat, this beast sits on its haunches- nosing the air, seeminly mesmerised by the flickering fire.

A lone brazier burns in the south of the room, beside another pair of closed metal doors. A passage leads out of the chamber to the north also.

The image flickers, and is quickly replaced, again by a location you have never seen before.

Scryed Chamber #2-

236 Scryed Chamber #2

The chamber appears to be some sort of chapel- sets of pews face to the north, laid out as if for worship, facing towards an altar... or else, a large shaped stone which seems to flicker and shudder like it contains some sort of powerful force.

Scattered around the room are... well, you think they might be, the other three treasures- a war banner, several shield- three in fact, and a sword- two-handed by the look of it.

However the chamber is not empty- two burly men, humans, dressed in rough leathers and with sheathed blades at their sides stand guard, to the north is a Gnome- a cruel looking individual swathed in a green cloak. The Gnome wields a wand in one hand- it seems to be...

Instinctively you duck and hide- the Gnome is looking straight at you- pointing at the spot in the chambers ceiling- the exact origin of your vision. The creatures in the chamber jump in to action, as the image fades, and flickers and then is finally gone.

Replaced instantly by yet another strange sight.

Scryed Chamber #3-

237 Scryed Chamber #3

The chamber is a throne room, the two thrones on the north wall perched on top of a heap of bones- there must be hundreds of bodies here. On the thrones are a pair of emaciated figures- the one to the left a skeletal figures, the one to the right equally dead but possessed of rotting flesh.

The fleshed figure looks up directly- exactly at the spot, points- a afrantic motion.

Blackness.

You find yourself staring at the clear pale blue water in the well again... the connection is lost, or else broken.

GM: You can ask questions about the chambers you have seen, although please include a perception check (and any other skill roll you think is needed). The first two chamber remined in sight for 3-4 seconds, the last, the Throne Room, for less than a second- therefore requiring much better checks to make out or recall detail.


What now?
 

Ah-shahran shows off his vocabulary

Ah-shahran concentrates for a moment, trying to fix details into his mind. He then stands, saying, Well, seems we've tested their perspicacity. Perhaps we should press on with alacrity? Let's deprive them of time to arrange unpleasant surprises.

[sblock=Mechanics]Monster knowledge checks on the large rat and the two undead, Religion to identify the chapel, Perception on the stone/altar, History on the throne room, and Dungeoneering to try for a "big picture" idea of where these chambers might be in relation to where we are.[/sblock]

[sblock=Combat Status]HP: 35/35 Surges: 4/8 Surge Value: 8
AC: 17 Fortitude: 12 Reflex: 15 Will: 17
Resist: 6 necrotic, 6 radiant Saving Throw mods: none
Speed: 6 Initiative: (+3)
Passive Insight: 20 Passive Perception: 20
Action Points: 1 [] Usage this encounter
[] Second Wind

[][][] Failed Death Saves

Current Status:

Actions:
[]Standard
[]Move
[]Minor
[]Immediate


Powers:
Spirit Infusion, Direct the Strike, Call Spirit Companion Twin Panthers, Hand of Radiance, Adaptive Stratagem, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Cast Fortune, Spirit of the Healing Flood, Winged Horde (CBoAM), Potion of Healing, Corellon's Boon of Arcane Might

[/sblock]
 

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