Scales of War #1 Rescue at Rivenroar IC

Ah-shahran makes a few precise cuts on the goblin bodies, exposing organs that the Drakes will consider particularly choice. He then steps back to supervise the tying of the ropes.

[sblock=Mechanics]Nature to prep the bodies, then Perception to Aid Another whoever is tying the ropes.[/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) 11
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]

And two Goblin bodies are preped and ready to go, and in style- they're cordon bleu for Drakes. Likewise the ropes are secured and in place.

Phase two of the operation requires they be positioned, according to the plane one in the Entrance chamber- roped to someone on the outside that's going to pull the body up the stairs and out in to the wilds.

Who is this going to be?
What square is the second Goblin body placed in?

The second body needs to be located/place/positioned somehow down the stairs- thrown or transported somehow.

What square are you aiming to 'land' the body in?
Who's doing this?
How?

And make your rolls... others be ready to leap in to aid another if need be.

It's a good plan, there's no reason for it not to work...

Somebody take over the next section please.

Thank you.

Hopefully the section below will help, if I need to add more detail then please make it clear what you would like to see, including format changes or... whatever.

[sblock= Scales of War To Do List]

IMMEDIATE CONCERN- SEE 5.

The Big Picture

1. Rescue the Prisoners-

Jalissa-

Sertanian- he can identify the treasures (see 2.)

Thurann-

Kartenix-

Mirtala- in Sewer Rats chamber/crypt, infected with Filth Fever, need to find Big Tony for prisoner exchange (see 4.).

Adronsius-

Zerriksa-

2. Rescue the Treasures taken from the Hall of Great Valour.

Number and type not known.
Sertanian (see 1.) knows what is missing- find him.

3. The Red Hand & Sinruth?

What is it all about?
Why are the Goblinoids wearing the insignia?
Who is Sinruth?

At The Moment

4. Rescue Mirtala by finding Big Tony, the Gnome.

Big Tony is somewhere either North or East of the Entrance Chamber- find him and return to the Sewer Rats for Prisoner exchange.

5. Lure the Drakes out from East chamber with strange symbols, in six parts.

Construct the lure- DONE. NEXT...

Place the lure- how do you do this- where do you want it to 'land'- someone roll an appropriate skill check and/or aid with Powers- Forceful Push etc.

Lure the Drakes- who does this, how do they do this- roll an appropriate skill check, others may aid perhaps.

Lure the Drakes up the stairs- similar to 3) above.

Lure the Drakes through the entrance chamber- what are you going to do with the other dead bodies in here, where is everyone going to be positioned. Then how do you do this, who does it, and a Skill Check to follow.

Lure the Drakes outside (and avoid being in their path)- pretty much as 3) to 5).

6. Areas yet to investigate.

Chamber with strange symbols beyond the Drakes.
Chamber with the Sewer Rats in.
Entrance Chamber- North doors, no sign, partially dented and broken.
Doors west from Goblin rest room.
Doors west from corridor to the north of Goblin rest room.
Spiral staircase up from Deadeye's domain.

In The Future

More info from Derek & the Sewer Rats
Lord Frazzle

[/sblock]
 
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As his white haired companion prepares the bodies, Viator sits in the entrance chamber and focusses at the air in front of him.

Sit, Spizz. See if you have any potential.

He centers his thoughts and begins to shape his power, calling into existence a temporary disc of force that shimmers faintly in the air before disappearing from view to all but him.

This should be sufficient to lure the drakes out from their chamber. I'll be able to get them to here in the entrance chamber once everyone is clear. However, I think someone else will have to lure them outside with the other body as I'll be left exposed out in the wilderness.

[sblock=Actions]Ritual to create Tenser's Floating Disc - 10gp used and 31 Arcana means it can carry 1000lb worth of weight. Enough for a goblin body, I'd say![/sblock]
 

As his white haired companion prepares the bodies, Viator sits in the entrance chamber and focusses at the air in front of him.

Sit, Spizz. See if you have any potential.

He centers his thoughts and begins to shape his power, calling into existence a temporary disc of force that shimmers faintly in the air before disappearing from view to all but him.

This should be sufficient to lure the drakes out from their chamber. I'll be able to get them to here in the entrance chamber once everyone is clear. However, I think someone else will have to lure them outside with the other body as I'll be left exposed out in the wilderness.

[sblock=Actions]Ritual to create Tenser's Floating Disc - 10gp used and 31 Arcana means it can carry 1000lb worth of weight. Enough for a goblin body, I'd say![/sblock]

Slowly, surely- guided by Viator's mind the disc descends the stairs, the effect is... immediate.

The swarm of Needlefang Drakes scurry out of sight- clearly they are moving around the outside of the area with the symbols on- most suspicious.

There's a sudden <Bzzzt!> sound from down below- but the action is out of sight...

Bursting in to the stairway come not one but two swarms of the tiny Drakes, they leap and spiral and flow, trying to get on baord of the floating disc, trying to get to the bloodied remains of the butchered Goblin.

Those that get aboard bite, snap and tear at the Goblin flesh- more and more of the creatures make the leap until, save a few stragglers, both swarms are in the feeding frenzy...

Note Viator's actions, and the introdfuction of the Tenser's Floating Disc are so successful (1 Success for the intro of the Disc, and 2 for the 30+ check) that the operation moves along swiftly, the Drakes are in to the Entrance Chamber already.

Every now and then one of the creatures falls off, however singularly they are easily dealt with- when need be, but for the most part those knocked off the disc redouble their efforts to get back on board.

The concern is the Goblin body is disappearing fast- the little buggers are making short work of the cadaver- now to transfer their attentions to the second body.

Who takes control? Who's on the outside ready to pull the second body out? Who signals the right time to pull? And who or how do you make sure the Drake swarms spot the second corpse.

Over to you guys.

And great work by the way...


[sblock= Scales of War To Do List]

IMMEDIATE CONCERN- SEE 5.

The Big Picture

1. Rescue the Prisoners-

Jalissa-

Sertanian- he can identify the treasures (see 2.)

Thurann-

Kartenix-

Mirtala- in Sewer Rats chamber/crypt, infected with Filth Fever, need to find Big Tony for prisoner exchange (see 4.).

Adronsius-

Zerriksa-

2. Rescue the Treasures taken from the Hall of Great Valour.

Number and type not known.
Sertanian (see 1.) knows what is missing- find him.

3. The Red Hand & Sinruth?

What is it all about?
Why are the Goblinoids wearing the insignia?
Who is Sinruth?

At The Moment

4. Rescue Mirtala by finding Big Tony, the Gnome.

Big Tony is somewhere either North or East of the Entrance Chamber- find him and return to the Sewer Rats for Prisoner exchange.

5. Lure the Drakes out from East chamber with strange symbols, in six parts.

Construct the lure- DONE. NEXT...

Place the lure- how do you do this- where do you want it to 'land'- someone roll an appropriate skill check and/or aid with Powers- Forceful Push etc- DONE. NEXT...

Lure the Drakes- who does this, how do they do this- roll an appropriate skill check, others may aid perhaps- DONE. NEXT...

Lure the Drakes up the stairs- similar to 3) above- DONE. NEXT...

Lure the Drakes through the entrance chamber- what are you going to do with the other dead bodies in here, where is everyone going to be positioned. Then how do you do this, who does it, and a Skill Check to follow.

Lure the Drakes outside (and avoid being in their path)- pretty much as 3) to 5).

6. Areas yet to investigate.

Chamber with strange symbols beyond the Drakes.
Chamber with the Sewer Rats in.
Entrance Chamber- North doors, no sign, partially dented and broken.
Doors west from Goblin rest room.
Doors west from corridor to the north of Goblin rest room.
Spiral staircase up from Deadeye's domain.

In The Future

More info from Derek & the Sewer Rats
Lord Frazzle

[/sblock]
 

Peeking from between the western doors to make sure the plan is working, Viator spots the drakes poring over the goblin body in a frenzy…


…the feyshadows leaping and swarming over him. He swats at them helplessly and feels a sudden jolt through his body, like ice water and fire at the same time.

Your physical self is useless. A pathetic shell with the sole purpose of containing the power of the mind. Unleash your shackles.

Panicking, he falls to the ground, rolling, desperate to throw the shifting shapes. They tear at him, speak of things that will happen. His ice blue eyes widen in terror.

The test subject is failing, sir. Another in a line of failures. I thought this one was different, sir. I’m sorry.

I thought you were special, boy, but I was wrong. You shame yourself and you shame your family

The mind is the sole self. The mind is the sole self. I am a mental fortress. I control my body. The mind is the sole self.

The power erupts from him, the shadows ripped away; twisted and torn as the air ripples around him. The static charge in the air crackles as his form goes from lying to standing in the blink of an eye. His hand outstretched, the source of the shadows explodes in a silent, invisible eruption. Dark tatters float down to the ground. His left eye twitches.

Good, son. Very good.
 

Kali

Kali places himself in the shadows just far enough down the entrance steps to be able to see the goblin body, and will await the first signs of drakes. On sighting them starting to take an interest in it, he will tread lightly back to the top and hopefully join one of his companions - he suggests Kyalia, as she should be able to hide well emough once they have the drakes outside.

Then together they will pull on the ropes, dragging the body at a stready pace up the steps until on the lip of the entrance, and the drakes should be able to taste freedom. At which point he will blend into the undergrowth and wait for the little buggers to leave.

OOC: Given how bad the last roll was, if spotted, Kali will resort to the old favourite, drop into aspect of the hawk, and ...... RUN!!
 
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Kali places himself in the shadows just far enough down the entrance steps to be able to see the goblin body, and will await the first signs of drakes. On sighting them starting to take an interest in it, he will tread lightly back to the top and hopefully join one of his companions - he suggests Kyalia, as she should be able to hide well emough once they have the drakes outside.

Then together they will pull on the ropes, dragging the body at a stready pace up the steps until on the lip of the entrance, and the drakes should be able to taste freedom. At which point he will blend into the undergrowth and wait for the little buggers to leave.

OOC: Given how bad the last roll was, if spotted, Kali will resort to the old favourite, drop into aspect of the hawk, and ...... RUN!!

The first Goblin body is almost entirely consumed, even the bones are getting gnawed upon- there's not much left, several of the tiny Drakes bicker and scrap over the remains. Others begin to spill off the side of the floating disc- they've got the scent of fresh meat, the second body soon has one of the swarms upon it.

"Now", Velani shouts.

The disc fades, the remaining Needlefangs flop to the floor, right themselves quickly and...

At the same instant the second Goblin body is hauled a good way to the stiars out- leaving a slick of blood and viscera- the second swarm catches up with the first in an instant, both groups get to work on the Goblin.

The tiny beasts attach their claws and hang on as they bump, bump, bump... up the stairs, riding their meal all the way out of the dungeon.

On the outside Kali is off and running- it just needs somebody to distract the things or else use some power or skill to ensure the Drakes are sent on their way...

Just one more last effort.


[sblock= Scales of War To Do List]

IMMEDIATE CONCERN- SEE 5.

The Big Picture

1. Rescue the Prisoners-

Jalissa-

Sertanian- he can identify the treasures (see 2.)

Thurann-

Kartenix-

Mirtala- in Sewer Rats chamber/crypt, infected with Filth Fever, need to find Big Tony for prisoner exchange (see 4.).

Adronsius-

Zerriksa-

2. Rescue the Treasures taken from the Hall of Great Valour.

Number and type not known.
Sertanian (see 1.) knows what is missing- find him.

3. The Red Hand & Sinruth?

What is it all about?
Why are the Goblinoids wearing the insignia?
Who is Sinruth?

At The Moment

4. Rescue Mirtala by finding Big Tony, the Gnome.

Big Tony is somewhere either North or East of the Entrance Chamber- find him and return to the Sewer Rats for Prisoner exchange.

5. Lure the Drakes out from East chamber with strange symbols, in six parts.

Construct the lure- DONE. NEXT...

Place the lure- how do you do this- where do you want it to 'land'- someone roll an appropriate skill check and/or aid with Powers- Forceful Push etc- DONE. NEXT...

Lure the Drakes- who does this, how do they do this- roll an appropriate skill check, others may aid perhaps- DONE. NEXT...

Lure the Drakes up the stairs- similar to 3) above- DONE. NEXT...

Lure the Drakes through the entrance chamber- what are you going to do with the other dead bodies in here, where is everyone going to be positioned. Then how do you do this, who does it, and a Skill Check to follow- DONE. NEXT...

Lure the Drakes outside (and avoid being in their path)- pretty much as 3) to 5).

6. Areas yet to investigate.

Chamber with strange symbols beyond the Drakes.
Chamber with the Sewer Rats in.
Entrance Chamber- North doors, no sign, partially dented and broken.
Doors west from Goblin rest room.
Doors west from corridor to the north of Goblin rest room.
Spiral staircase up from Deadeye's domain.

In The Future

More info from Derek & the Sewer Rats
Lord Frazzle

[/sblock]
 

Freggo tries to spook the drakes

While the others lure the beasts out, Freggo will go outside and start carving the ground. He will do his best to duplicate the grid and runes, not worrying about actually repeating the actual runes for fear of creating some fell magic he doesn't understand. He will carve the pattern with his sword and leave his sword planted in the middle of the grid. Then he will climb the ruins and try to get a relatively hidden vantage point for when the beasts emerge. At just the right time he will use his Swordbond to channel magic energy through the lines he's drawn in order to recreate the blue glow that the drakes were so afraid of. If all goes well, that should be all they need to convince them to bugger off.
 

While the others lure the beasts out, Freggo will go outside and start carving the ground. He will do his best to duplicate the grid and runes, not worrying about actually repeating the actual runes for fear of creating some fell magic he doesn't understand. He will carve the pattern with his sword and leave his sword planted in the middle of the grid. Then he will climb the ruins and try to get a relatively hidden vantage point for when the beasts emerge. At just the right time he will use his Swordbond to channel magic energy through the lines he's drawn in order to recreate the blue glow that the drakes were so afraid of. If all goes well, that should be all they need to convince them to bugger off.

And that's enough...

The Drake swarms are skittish before the glowing runes start to illuminate the evening, the result is beautiful to behold- the Drakes grab what they can of the second Goblin's flesh and skeddadle- both swarms disperse and head for the hedgerows.

A job well done, the way ahead is clear...

[sblock= Scales of War To Do List]

IMMEDIATE CONCERN- SEE 4. & 5.

The Big Picture

1. Rescue the Prisoners-

Jalissa-

Sertanian- he can identify the treasures (see 2.)

Thurann-

Kartenix-

Mirtala- in Sewer Rats chamber/crypt, infected with Filth Fever, need to find Big Tony for prisoner exchange (see 4.).

Adronsius-

Zerriksa-

2. Rescue the Treasures taken from the Hall of Great Valour.

Number and type not known.
Sertanian (see 1.) knows what is missing- find him.

3. The Red Hand & Sinruth?

What is it all about?
Why are the Goblinoids wearing the insignia?
Who is Sinruth?

At The Moment

4. Rescue Mirtala by finding Big Tony, the Gnome.

Big Tony is somewhere either North or East of the Entrance Chamber- find him and return to the Sewer Rats for Prisoner exchange.

5. Areas yet to investigate.

Chamber with strange symbols now the Drakes are cleared out- what lies down there?
Arcane/Alchemical symbols- identify them? What use are they?
Sarcophagi?
Doors east- not tarnished.

6. Areas yet to investigate.

Chamber with strange symbols beyond the Drakes.
Chamber with the Sewer Rats in.
Entrance Chamber- North doors, no sign, partially dented and broken.
Doors west from Goblin rest room.
Doors west from corridor to the north of Goblin rest room.
Spiral staircase up from Deadeye's domain.

In The Future

More info from Derek & the Sewer Rats
Lord Frazzle

[/sblock]

And so you head back in to through the east door- the Von Jallach Crypt, you head in- and then creep down the stairs, there's not a sound coming from down there- save the hum of the strange symbols.

On the floor is a square bounded by glowing runes, it dominates the floor in this room. The east wall has two doors. The walls are covered with alcoves each holds a sarcophagi.

New Map- (Edit- replced the map with one with co-ordinates on)

http://gallery.rptools.net/v/contri...astle+Rivenroar-+The+Glowing+Symbols.jpg.html

You take a look around, at least from the doorway...

Immediately obvious is the carving above the lintel of the entrance- it reads 'Von Jallach Family Crypt'.

Over the far side of the chamber lies the body of a Needlefang Drake, it lies half-on the glowing tiled section- the body of the creature is charred and still smokes a little.

The Drakes seem to have inhabited the far side of the chamber- the floor is dirtier there, the swarms seem to have chosen to nest as far as they could get away from the runes.

The runes themselves seem to pulse and glow with a dim yellowish light... the hum likewise grows louder as it pulses.

The runes themselves are a mixture of strange symbols- alchemical and arcane influenced, you need to make some checks to identify individual symbols- feel free to indicate squares you wish to identify the symbols for, a good skill check will allow you to identify up to 6 of the symbols, you do not have to be trained to use Arcana in this instance, other skills may also be employed but are less effective.

The doors to the east seem to be slightly better kept than many of the others you have seen- they appear much less tarnished- and cleaner.

Go explore- what do you wish to do?

[sblock=XP and Action Points]

That's the fourth encounter of your day-

Another Action Point comes your way.

Also another 41 XP, which means you should be on- 727 XP each.

[/sblock]
 
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Freggo pokes around

Freggo will cautiously enter the room with sword bare, not stepping on any runes. He'll position himself near the doors on the right, keeping a wary eye on them should anything poke its head out.

If the coast is clear, he'll wave his sword around and try to detect if there are any magical connections between the runes and anywhere else. He'll also inspect the runes themselves for meaning, starting with the lower right rune (the up-side down triangle with the extra line).
 

Freggo will cautiously enter the room with sword bare, not stepping on any runes. He'll position himself near the doors on the right, keeping a wary eye on them should anything poke its head out.

If the coast is clear, he'll wave his sword around and try to detect if there are any magical connections between the runes and anywhere else. He'll also inspect the runes themselves for meaning, starting with the lower right rune (the up-side down triangle with the extra line).

GM: In future don't hesitate to make two rolls if you are doing two things, particularly as you have a +9 bonus, shame not to try and make it work for you.


The runes/symbols are strange, but seemingly- you think, for show, they do not seem to connect with anything within the chamber... which is perhaps even more odd.

You examine the indicated symbol... hmmm, that seems familiar, you've seen it before- during your studies, it's the symbol for 'Alcohol'- to be used when mixing formulas, on the Arcanic Table (like the Periodic Table) it's symbol is 'Ca'.

Alas your skills are not enough to translate any other symbols, at least not right now- perhaps you need to concentrate a little harder...

New Map-

092a Castle Rivenroar- The Glowing Symbols- Identification

If you strain yourself- really wrack your brain, then perhaps you could identify a few more... maybe. But that still leaves you wondering why the symbols are here.
 

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