Scales of War #1 Rescue at Rivenroar IC

Freggo is creeped out and stressed out

Freggo is embarrassed to learn that his the imagined rat-swarm-undead-giant amalgam in the darkness is in fact a den of displaced thieves. But when the criminals threaten the life of their captive, he becomes frozen in indecision, and is grateful that other heroes have taken swift action to negotiate and find a way forward. He is certainly willing to let their enemies live, but does not want to take any chances with innocent lives. That's the proper priority of a hero, after all.
 

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OOC: As surmised, Ah-shahran would not have bothered attacking Deadeye once it was clear he had surrendered.


As permission is given for a healer to come forward, Ah-shahran straightens from his intent, thinker style listening pose and claps Velani on the shoulder. Back me up, he says, sounding significantly saner than normal as he walks openly over to Mirtala, skirting the rats carefully and keeping an eye out for a surprise attack. When he reaches the woman, he examines her wounds carefully. Bear up, brave lady. We'll have you clear as soon as possible.

[sblock=Mechanics]Insight to evaluate the sincerity of the offer--I assume it's sincere, so moving on:
Perception as he crosses the chamber.
Then Speak with Spirits--Heal to examine Mirtala.
Then Inspiring Word, assuming she is down HP and has a surge to spend.[/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)
Passive Insight: 19 Passive Perception: 19
Action Points: 2 [] 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

[/sblock]

The offer seems genuine enough, Derek's voice (reedy as it is) is tired and lacking in hope, although towards the end of his conversation not entirely hopeless- he perhaps sees a way out of this mess. You head on it to the chamber, which has seen better days.

Here and there rats nest in the filth, a swarm of the creatures scurry around the entrance- they move away as you approach, or at least do not come any closer- you get the feeling the rats somehow obey the commands of whoever this Derek is.

Here and there Dire Rats stand and scurry and scavenge in the dirt.

You make your way past four statues, Halfling maidens- most odd, the walls of the crypt show signs of having once been adorned with delicate frescoes- here and there a partial scene presents itself, but again, for the most part the place is filthy and broken, plaster litters the floor near the walls.

The altar at the end has been desecrated recently, it looks once to have been dedicated to Avandra, now however it is littered with the bloody, and in some cases, bitten corpses of rats.

The attack doesn't come, but that's not to say you don't feel the threat, moving in you spy a small hand clutching a hand crossbow- the wielder obscurred behind one of the statues- you are being watched.

"Ratsssssss!" Mirtala hisses, the woman is a mess- you quickly assess the situation- she has been bitten by the rats- the wounds have not been cleaned, left to fester. There is life in her and yet it ebbs and flows, clearly she is infected- Filth Fever, in the early stages, left unattended she will die. Although she'll last at least two days more- she needs medical attention, more than you can bestow in this short visit to have any chance.

Mirtala looks through you, half-smiles, reaches out to stroke your hand- and then suddenly draws back and shrieks- you do what you can, the woman is sorely affected... the things she has seen.

Your healing does some good- the wounds are clear and clean now. Your words alas are lost to her- calmer now after your efforts, she nods and finally sleeps, you lie her down...

From behind the nearest Halfling statue a Gnome appears, or else steps out in to the shadowy light, he offers over a jacket- his jacket, and then a rough blanket- nods toward the woman, you make her comfortable, then rise.

The Gnome looks at you- a mixture of guilt and... perhaps fear.

"Get Big Tony, soon as you can, then get back here- we just want to go home."

Before you can reply the Gnome edges in to the darkness, seemingly disappears.

New Map-

085 Castle Rivenroar- Derek & Mirtala
 

Waiting here to see if there are any further questions et al you wish to ask, or anything else you wish to do as regards Derek, Mirtala and the offer.

While we're waiting some of you file back in to the room you fought the Hobgoblins- Gathra and Deadeye, Spizz however has been busy- prying off the lids of the sarcophagi, the young (some say courageous) Goblin has handfuls of 'treshure', and an explanation.

"Sinruth say we no open toombs, 'cos of Undeadies, I say stuff Sinruth up his backslide, Viator is flippin' King 'ere now!"

And with that Spizz pays tribute to Viator, around the room the sarcophagi have given up their treasures, the ragged bones of Halflings have been dragged from their graves and robbed blind.

You have a look around the chamber to see what you can see-

1. First off, the chamber is indeed a Crypt, dedicated to the 'Rivenroar' family, from what little you can tell clearly a Halfling clan... More info available with checks. The sarcophagi each bares the name of (mostly worn away) a Rivenroar chief.

2. There are two altars over in the South East corner, both have been rededicated, actually both have been badly tarnished, smeared with blood and generally deconsecrated. You believe the altars were originally in worship of Avandra and Pelor, religion checks are needed to tell what deitys they now serve.

3. A new looking heavy lantern, with a number of attachments (bullseye, slit etc) illuminates the chamber-clearly it was recently stoloen from Fallcrest.

4. On the walls is an inscription- it seems to run around the whole of the chamber, it states- “Here lie the Rivenroars until the Day of the Black Sun. If you seek their monument, look at the lands around you.”

5. The crate contains mostly basic food supplies, a little lamp oil and a few other odds and ends.

6. Spizz has 'liberated' the following items from the dead Hobgoblins and looted Rivenroar family tombs-
79cp, 248sp, 385gp & a pair of flasks marked with the Common symbol for Healing (2x Potion of Healing), and a Longsword (beautifully made and almost untarnished) marked with an older version of the Fallcrest City emblem.

Spizz further remarks that there are other 'tooombs' belonging to this same crypt, 'up tha stair'- he's itching to get them opened.

Spizz presents Viator with the Longsword, it being (he thinks) the most worthy thing he has found.

If there's anything you wish to do- or investigate further in here, or anything you wish to add to the conversation/deal with Derek, then now's the chance.

New Map-

http://gallery.rptools.net/v/contri...e+Rivenroar-+Tomb+Robbing+with+Spizz.jpg.html

I'll re-send the campaign spreadsheet in a bit with all the info on- including the totals for the division of the money, when you've done your various searches etc. for the rooms you have cleared.
 
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Kyalia

While Velani and Ah-shahran deal with the Sewer Rats and their hostage, Kyalia keeps her eyes open for any further trouble. When the gnome says that one of his guys is lost here, she wonders how that could happen, considering the goblins and those gnomes seem to work together. Anyways, she tries to recall, what possible directions they could still check, starting at the entrance, considering they didn't pay too much attention to that, while fighting against the swarm of goblins that opposed them up to this chamber.
 

Ah-shahran nods toward the shadow where Derek disappeared, smooths the makeshift blanket over Mirtala, and walks back to the room where Spizz has been busy. She will live, he says in a tired voice, provided we can get her to cleaner surroundings and skilled assistance. Filth Fever is curable, but left untreated, deadly. He leans against a wall and rubs his eyes, letting the rest of the party tend to their new wealth. As it becomes clear the party is ready to move on, he straightens, looking normal again.

To the entrance we go, to track down a gnome! With a sidelong glance at Spizz, he adds, Those toombs have waited years, they can wait for another hour while we soothe the gnome fears. Gorm appears next to Velani, frisking about and clearly ready to go.

[sblock=Mechanics]Taking advantage of the down time to replenish the encounter powers I spent on Mirtala, and granting 4 temp HP to Velani.[/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)
Passive Insight: 19 Passive Perception: 19
Action Points: 2 [] 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

[/sblock]
 

While Velani and Ah-shahran deal with the Sewer Rats and their hostage, Kyalia keeps her eyes open for any further trouble. When the gnome says that one of his guys is lost here, she wonders how that could happen, considering the goblins and those gnomes seem to work together. Anyways, she tries to recall, what possible directions they could still check, starting at the entrance, considering they didn't pay too much attention to that, while fighting against the swarm of goblins that opposed them up to this chamber.

Ah-shahran nods toward the shadow where Derek disappeared, smooths the makeshift blanket over Mirtala, and walks back to the room where Spizz has been busy. She will live, he says in a tired voice, provided we can get her to cleaner surroundings and skilled assistance. Filth Fever is curable, but left untreated, deadly. He leans against a wall and rubs his eyes, letting the rest of the party tend to their new wealth. As it becomes clear the party is ready to move on, he straightens, looking normal again.

To the entrance we go, to track down a gnome! With a sidelong glance at Spizz, he adds, Those toombs have waited years, they can wait for another hour while we soothe the gnome fears. Gorm appears next to Velani, frisking about and clearly ready to go.

[sblock=Mechanics]Taking advantage of the down time to replenish the encounter powers I spent on Mirtala, and granting 4 temp HP to Velani.[/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)
Passive Insight: 19 Passive Perception: 19
Action Points: 2 [] 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

[/sblock]

Back in the Entrance Chamber- a spot of observation.

You make your way back, using the tried and tested Freggo double-rope crossing technique to get over the pits, no mishaps are reported. Through the abandoned Goblin rest room cum barracks, and back to the entrance chamber- the one with the burning braziers and three sets of doors.

Spizz, sulking and kicking stones, takes to emptying the pockets of the various Hobgoblins, and getting a few sneaky kicks in on the corpse of Unholy Jeff- it seems there's no love lost, even in death.

Viator's Goblin helper turns up a fresh batch of money- 90cp, 98sp & 24gp.

Spizz does a little dance before handing all the coin over, he's taking to his new role.

The rest of the chamber holds little of interest, the braziers continue to burn- they're connected in some way to the floor- immovable, they show signs of being ancient, part of the fixtures and fittings.

The doors are likewise unremarkable... but hang on-

Above two of the doors, after a little bit of acrobatics and some spit and elbow grease, are a bunch of signs, if not signs then plaques.

Above the West Doors- the direction you have already been, it reads- "To the Von Urstadt Crypt", to the side- possibly added later is a second plaque, "To the Rivenroar Family Crypt" & finally a third plaque, "To the Von Adrez-Kauthin Crypt."

Above the East Doors- the plaque reads- "To the Von Jallach Crypt."

There is nothing above the north doors.

Well you've visited the Rivenroar Family crypt, or at least part of it, so the signs seem to be correct.

You can't see any lights coming from beneath the teo unexplored sets of doors, nor can you hear any sounds...

Maybe you should chose one and take a look, or else...

Oh and there's the small matter of a 2 Potions of Healing, and a perfectly lovely Longsword inscribed with a long-past insignia of Fallcrest.

There are also other checks you may wish to make...

New Map-

http://gallery.rptools.net/v/contri...enroar-+Back+in+the+entrance+chamber.jpg.html
 
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Kali

Kali shows little interest in the treasures found, the longsword being of little use, and knowing there are others that stand to face the enemy head on who would make better use of the potions. Instead he takes a closer look at the doors, any hinges that are visible, any marks on the handles, and any disturbance of the dust at their bases, in an attempte to see which way has been used most recently. If life were easy there'd be a perfect gnome sized footprint in the dust!!

 

Very good Spizz. You've done well. Although you should be careful hen disturbing the dead. You may find a nasty surprise instead of a pleasant one.

Have we missed anything back there, Spizz? Do you have an idea where this Big Tony might be? And do you know who or what lies ahead?


After asking the questions and hearing the answers, Viator closes his eyes and extends his arcane senses, remembering the powerful magics he felt before and trying to get a further idea.

His body feels alive as his power surges inside him.
 
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As others seek information that might yield the missing Gnome's direction, Ah-shahran ponders the family names, seeing if he remembers anything significant about them.

[sblock=Mechanics]History check on the various family names.[/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)
Passive Insight: 19 Passive Perception: 19
Action Points: 2 [] 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

[/sblock]
 

Kali shows little interest in the treasures found, the longsword being of little use, and knowing there are others that stand to face the enemy head on who would make better use of the potions. Instead he takes a closer look at the doors, any hinges that are visible, any marks on the handles, and any disturbance of the dust at their bases, in an attempte to see which way has been used most recently. If life were easy there'd be a perfect gnome sized footprint in the dust!!


Both doors have been used recently, as in the last 24 hours, more specifically this is what you note-

The northern doors at some point in the recent past (again last 24 hours) have taken a pounding, something has bent the latch a little- something on the otherside has tried to get out. The door is latched shut- a simple mechanism, that with the doors bent out as they are should, or could, have been undone by whatever did the pounding if the creature had manipulative digits (hands or the like). Clearly inside the chamber is an animal (or animals), possibly large sized. Kali also smells dampness, mud and rot- and dung.

This is further reinforced when Kali spots a set of muddy footprints, a large creature came down the stairs and in to the room- perhaps two creatures- four-legged. They had to be persuaded to go in to the chamber it seems- the tracks get chaotic at several points.

The west door is normal, that is to say no signs of tampering, bending, breaking- it has been used perhaps several times in the last 24 hours. It smells of... something odd, an animal smell but mixed with something else, Kali can only liken it to the smell of a storm.

There are no tracks that you can find, which gets you thinking...

Most odd...
 

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