Scales of War #1 Rescue at Rivenroar IC

"Rivenroar, Rivenroar, where have I heard that..." Freggo tries to remember any specific histories he's been told about past rulers of this castle. "Nope, I don't remember any names either, sorry."

"Oo, an opening ahead, going into the ground you say? It's just like a story! I gotta see this!" Freggo does his darndest to sneak forward noiselessly, trusting his friends' assurances that no enemies are about more than his own prowess at staying quiet. In one hand he holds his sword, in the other an odd-looking shuttered lantern with the handle of a torch sticking out of the smoke-hole.

"Hmmm, let's see if I can detect any more of that magic we sensed before..." Freggo peers into the darkness and extends his senses as he was taught by old Schmendrick.

OOC: DM: Thanks for the props! By the way, I loved the pic of the castle, nice touch!

Alas Freggo has no more to add as regards the history of Castle Rivenroar... he's heard of the place of course, and he knew it was within the Vale, but nothing else.

Now to help Viator to scan the area for magic...

Freggo, I also am eager to get in after our prey. I fear for those kidnapped...

Viator's ice blue eyes, usually so cold, melt slightly for just a second.

But may I advise caution? We sensed a strong magic from down those stairs. If I could just...

Moving closer to the stairs, he extends his senses. Reaching out, he finds the resonance and lets it engulf his mind. His eyes shine and his stands up straight.

I feel it...

Fingers twitching, holding on to the sense, he compartmentalises the feeling and tries to work out the link between the location and the powers being used.

Yes, certainly there is magic below, Viator (and Freggo) get a sense of ancient magic- mostly faded but at one time potent, that perhaps still holds in places.

More specifically the chamber down the stair seems to contain a slight sense of the ancient magic, some power- much faded, which as yet remains.

For the briefest moment Viator sees an image of flickering flame- as quickly the flickering flame bursts in to a gout of fire and then is gone. He is confident however, the magic is weak, faded and old- Viator is not frightened.

A second tug comes a little later, a wielder of magic lies below, a small but dark force broods down the stair- somehow the flame and the... individual are connected... and then the feeling is gone.

Ah-shahran quietly follows the party, seemingly distracted by the view of the castle, and gazing abstractedly around the clearing. As his glance absorbs every detail of the area, he softly mumbles Down, down, down the stairs, the goblins and the captives. Whither light, in dead of night, beneath the bones of earth? His face stretches in a manic grin just short of his standard cackle. I agree. Let's follow now, and deny them time to feed the captives to whatever undead lurk in these "katykoombs".

With a glance at Freggo as a few twigs snap under his exaggeratedly cautious step, he adds A subtle approach is a good idea, even if some of us are terrible at it. Should we try for quiet?

Ah-shahran comes to a halt- voices, their are voices coming from down the stair, he looks about wondering why none of his companions can hear them, surely... but, no.

Not undead but Goblins, and one of them is particularly shrill- barking, or rather, screeching orders- impossible to hear what he's too far away. However the 'shrill Goblin' is clearly the leader, and by the sound of things no great warrior.

And another sound, quiet- background noise, no more- the flicker of flame...

[sblock=Onwards]
By the sound of things, perhaps someone sneaky could even take a peek...
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Freggo is seriously excited now. "Yeah, let's be sneaky! Ah man, I wish I knew how to do that! Um, maybe the K's can scout in there a little for us. Then we can develop a plan of attack!" Freggo indicates Kali and Kylia might want to go the the stairs. Getting a little overexcited, Freggo practices a few swipes and flourishes that he plans on using on any goblins that don't cooperate.

[sblock=ooc love the mumbling]
Ah-shahran quietly follows the party, seemingly distracted by the view of the castle, and gazing abstractedly around the clearing. As his glance absorbs every detail of the area, he softly mumbles Down, down, down the stairs, the goblins and the captives. Whither light, in dead of night, beneath the bones of earth? His face stretches in a manic grin just short of his standard cackle. I agree. Let's follow now, and deny them time to feed the captives to whatever undead lurk in these "katykoombs".
Nice! I tried to give experience, but I haven't spread xp around enough yet I guess. =/
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Ah-shahran cocks his head toward the stairs as Gorm materializes next to Freggo. What's that? Goblin voices, goblin orders floating up the stairs. They may not be on guard above, but they have guardians below. With a glance at Kali, he continues, Stealth is decidedly in order. I don't believe they know we're here, and the yapping of their leader will help cover our approach. Should we send someone to scout the layout, or tiptoe down below en-mass?

[sblock=Mechanics]Technically I can grant 4 temp HP to Freggo here when I summon Gorm, but if you'd prefer to constrain that mechanic to combat I understand--regardless I won't go the cheese of granting 4 temp HP to everyone in the party every few minutes as we walk along.

Mostly I just want Gorm already summoned since we might have a surprise round coming up.

And speaking of surprise--I'll go ahead and roll stealth now, but it only applies when we're all going down the stairs. edit: blah, terrible roll. Are we using the group skill check rules? If so, I'll add Memory of a Thousand Lifetimes.[/sblock]

[sblock=Combat Status]HP: 30/30 Surges: 8/8 Surge Value: 7
AC: 16 Fortitude: 11 Reflex: 14 Will: 16
Resist: 5 necrotic, 5 radiant Saving Throw mods: none
Speed: 6 Initiative: (+2) xx
Passive Insight: 19 Passive Perception: 19
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, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Spirit of the Healing Flood

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Velani

"I will admit my sword thirsts for retribution and, surrounded by you, I am feeling somewhat bold. I wish to take the forward line to them, but I am afraid I am not quite skilled at skulking and whatnot. However, should you wish to have me shout a declaration of our presence, I would be honored and will take the fore as we descend."

OOC: Two rolls provided, one for Stealth and one for Intimidation, should the party wish to sneak downstairs or, as Velani would rather, to put the fear of Dol Arrah into them as we enter their lair.
 

Kali

Kali sits quietly on the edge of the clearing as his companions move closer to the stairs. He is convinced that there must be some guard, alarm, or trap here. He knows better than most that Goblins may lack a few brains, but they are cunning, and it would be unlike them to not have any defence. He streches out all of his senses to find that one thing out of place.

OOC: If he spots anything he will investigate, if not then as below:


'I am willing to scout ahead to check the lie of the land, and just what our goblin friends are up to, if our leader is in agreement' Kali smiles and looks around to see who has been chosen, and gives a swift bow to Freggo before moving quietly towards the stairs.
 
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Ah-shahran cocks his head toward the stairs as Gorm materializes next to Freggo. What's that? Goblin voices, goblin orders floating up the stairs. They may not be on guard above, but they have guardians below. With a glance at Kali, he continues, Stealth is decidedly in order. I don't believe they know we're here, and the yapping of their leader will help cover our approach. Should we send someone to scout the layout, or tiptoe down below en-mass?

[sblock=Mechanics]Technically I can grant 4 temp HP to Freggo here when I summon Gorm, but if you'd prefer to constrain that mechanic to combat I understand--regardless I won't go the cheese of granting 4 temp HP to everyone in the party every few minutes as we walk along.

Mostly I just want Gorm already summoned since we might have a surprise round coming up.

And speaking of surprise--I'll go ahead and roll stealth now, but it only applies when we're all going down the stairs. edit: blah, terrible roll. Are we using the group skill check rules? If so, I'll add Memory of a Thousand Lifetimes.[/sblock]

[sblock=Mechanics]
I am happy for Gorm to be summoned pre-fight once, so that one lucky soul can gain 4 Temp HP- I figure that's the kind of thing a nice DM would do.

As to the group Stealth checks I have seen two variants-
1) average the groups check, and the one I usually use-
2) take the lowest number.

I like 2) not because I'm a bad person but because it just seems 'real' if one guy is clanking along in Platemail (you know who you are), then no matter what the other players are doing they can't mitigate for sir, or rather, lady clankalot.

What's your take on it?
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As to the group Stealth checks I have seen two variants-
1) average the groups check, and the one I usually use-
2) take the lowest number.

I like 2) not because I'm a bad person but because it just seems 'real' if one guy is clanking along in Platemail (you know who you are), then no matter what the other players are doing they can't mitigate for sir, or rather, lady clankalot.

What's your take on it?

OOC: I'm all for #2...it's what I use in my RL games. Concur w/ the realism. Even if it might be a certain plate-wearing clunkity-clunk of a cavalier..... :blush:
 

[sblock=Mechanics]
I am happy for Gorm to be summoned pre-fight once, so that one lucky soul can gain 4 Temp HP- I figure that's the kind of thing a nice DM would do.

As to the group Stealth checks I have seen two variants-
1) average the groups check, and the one I usually use-
2) take the lowest number.

I like 2) not because I'm a bad person but because it just seems 'real' if one guy is clanking along in Platemail (you know who you are), then no matter what the other players are doing they can't mitigate for sir, or rather, lady clankalot.

What's your take on it?
[/sblock]
[sblock=OOC]My preference is the Group Checks rules introduced in Essentials (Rules Compendium, p. 128; Heroes of the Fallen Lands, p. 283; Heroes of the Forgotten Kingdoms, p. 281). Basically, everyone makes a Stealth check vs. highest enemy passive Perception, and if at least half the group succeeds, the group gains surprise.

Take the lowest number is also reasonable, and arguably more realistic. The group check can be rationalized as the stealthier members helping the clankers out by showing them where to step, or when it's ok to move (timed during bursts of louder screeching in this case).

I prefer the group check rules because otherwise, most parties never have a realistic chance of achieving surprise. Surprise generally depends on Bluff or Stealth, and it's difficult to put together a party where everyone has a good score in at least one of those skills. But I certainly can't fault someone for going with the lowest check.

I just wanted to know which method you were using because adding 5-6 to my Stealth might matter in a group check, but probably wouldn't matter in a lowest roll situation (as proved out by Velani ;) )[/sblock]
 

Kali sits quietly on the edge of the clearing as his companions move closer to the stairs. He is convinced that there must be some guard, alarm, or trap here. He knows better than most that Goblins may lack a few brains, but they are cunning, and it would be unlike them to not have any defence. He streches out all of his senses to find that one thing out of place.

OOC: If he spots anything he will investigate, if not then as below:


'I am willing to scout ahead to check the lie of the land, and just what our goblin friends are up to, if our leader is in agreement' Kali smiles and looks around to see who has been chosen, and gives a swift bow to Freggo before moving quietly towards the stairs.

Kali spots nothing untoward, it seems the Goblins either believe themselves to be safe, or are very lazy- or possibly have just got back from a raid... Or perhaps a combination of all three.

Kali heads forward to do a little scouting...

New Map-

043 Castle Rivenroar- The Stairs down- Kali takes a look

Ahead Kali spies in to a fairly clean guardroom- by Goblin standards, some one has clearly made an effort some time in the past, the place is dank and smells of mildew however.

Nearest to him are a pair of bulky looking Hobgoblins, they look to be the real deal, wearing chainmail over thick leathers, clutching heavy shileds in one hand and incredibly nasty looking spiked flails in their other hands. The pair keep a constant vigil staring up the stair, and seemingly through Kali.

Every now and then one of them turns around, briefly, to look behind... and with good reason.

Behind the pair a smaller figure, a Goblin, wearing a thick travelling cloak that seems to have something (words, symbols or... dunno) written on it- or else decorated in some way.

The cloak wearing Goblin seems to be berating (in Goblin) two other Goblins, alas because of the angle of the stairs Kali can only see their feet- he can tell little from their boots.

"Dith-piccable, it'th dith-piccable. Behawving lyke a wowdy bunch ov wazzokth!" The cloaked Goblin is quite clearly in charge, and has a pronounced lisp- either that or he's doing the voice for effect.

"It'th thith tha kind ov behavwiour that yew exthibit wen yaw withh Thinrewth?"

Silence for a moment, it's odd that Kali can only see the furthest two Goblin's shoes, as that's all they're looking at too.

"Wewll?" Lisper asks, nay demands.

"No-ow!" The pair chorus back like naughty schoolboys.

"Noa, whath?"

"No-ow, Unholy Jeff" The pair chorus again.

Throughout this exchange, and while the two Hobgoblin Guards share looks and giggle a little at their compatriots being told off, throughout this Kali can see, hear and smell- fire. Or rather he can see the glow, but not the source.

Kali takes a tentative step forward, the two Goblins at the back are a ragged pair, with short swords at their belts, and hand-crossbows at the ready- one of them wipes his nose and looks forlorn, then goes back to keeping his head down, as the tirade continues.

Kali can just make out, both sides of the room- burning braziers with leaping flames illuminate the chamber, and ahead a set of important-looking, but very rusted, metal doors. The doors seem to have a plaque above them- alas Kali is much to far away to make out what it says there.

Job done, Kali shuffles back to see tell his friends...

[sblock=Last Thing]
It is possible to move your PCs to where they are now on the map, note Kali is the only PC on the stairs (which are not difficult terrain). MOve any further and your Stealth checks enter play (or at least those rolled already do).
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[sblock=OOC]My preference is the Group Checks rules introduced in Essentials (Rules Compendium, p. 128; Heroes of the Fallen Lands, p. 283; Heroes of the Forgotten Kingdoms, p. 281). Basically, everyone makes a Stealth check vs. highest enemy passive Perception, and if at least half the group succeeds, the group gains surprise.

Take the lowest number is also reasonable, and arguably more realistic. The group check can be rationalized as the stealthier members helping the clankers out by showing them where to step, or when it's ok to move (timed during bursts of louder screeching in this case).

I prefer the group check rules because otherwise, most parties never have a realistic chance of achieving surprise. Surprise generally depends on Bluff or Stealth, and it's difficult to put together a party where everyone has a good score in at least one of those skills. But I certainly can't fault someone for going with the lowest check.

I just wanted to know which method you were using because adding 5-6 to my Stealth might matter in a group check, but probably wouldn't matter in a lowest roll situation (as proved out by Velani ;) )[/sblock]

[sblock=Stealth]
I'm going to keep it going my way for now, although I may change if I think it will make it easier for you guys if I think you're having a tough time of it. I am aware from past experience how deadly a Surprise round can be, I remember a time in Troll Haunts a bunch of 12th Level PCs with a surprise round and a natural '20' nearly took down the Troll King (my end of module bad guy), as it was they crippled him.

Same for a surprise round and the Duergar Chief in Thunderspire.

My advice to you is compromise, I will always try to get you close to the action when the combat begins, unless circumstances dictate otherwise.

There are stealthy folk, and that's part of their schtick, they get to move in a little closer- the clankers should be able to work out for themselves that moving forward will jeopardise the team effort.

I'm happy for high stealth rollers to aid another but... that could get messy, so we'll go for lowest roll, unless it works out you guys really do need a helping hand.

Hope that's okay for you, the other thing is the non-stealthy guy is going to get targeted- obviously in the stair way it's a bad example but in open play/space then those that are stealthy are not spotted- clank-alot gets the heat, which is part of the reason the buggers (Defenders almost all) get to dress up in the metal stuff in the first place.
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