Scales of War #1 Rescue at Rivenroar IC

Gorm puffs into mist as he empowers Kyalia to fire off yet another shot, her hands blurring as arrows jump from quiver to string to enemy. Sadly, the last shot is launched a bit too hastily and smacks into the ground near the wounded beast.

[sblock=Mechanics]Spirit Infusion for Kyalia, including Prime Shot (I assume we're all equidistant). Per normal, Velani should have 4 temp HP from Gorm's summoning.[/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: 3 [] 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]
 
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Gorm puffs into mist as he empowers Kyalia to fire off yet another shot, her hands blurring as arrows jump from quiver to string to enemy. Sadly, the last shot is launched a bit too hastily and smacks into the ground near the wounded beast.

[sblock=Mechanics]Spirit Infusion for Kyalia, including Prime Shot (I assume we're all equidistant). Per normal, Velani should have 4 temp HP from Gorm's summoning.[/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: 3 [] 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]

Down below the last of your missile attacks- Kyalia's arrow thuds in to the ground by the first Drake, already very badly wounded, the great beast rears up and...

Charges.

You're gathered up top trying desperately to see where the creature has gone... alas it charges out of view- somewhere to the south and east perhaps...

<CRUNCH>

The sound of Drake on metal.

<ERRRRRRR>

The sound of metal straining to take the force being exerted upon it.

<POING>

Metal loses.

Which is followed by more sounds of a Drake on the move- trumpeting and stomping somewhere.

The second Drake- unhurt so far, takes a look around- and then with a waddling gait heads south, bellowing and snapping its huge jaws...

You desperately strain to see what has gone on...

New Map-

102 They must be hiding, or...

That's not good...

What do you wish to do?
 

And they're off! shouts Ah-shahrah, a gleeful smile on his face. Racing away down the hall, charging and rabid, likely to eat any goblins and.... suddenly he breaks off, the smile disappearing from his face. He stares downward for a moment, then says in a hoarse voice, And any prisoners they might find. Who won't be able to flee. We need to figure out a way to bring those things down, as quickly as possible! He looks over to Spizz and Deadeye. Should we climb down a rope, or is there a faster way to get below?

[sblock=Mechanics]Insight on the goblinoids to make sure we can trust their answer--or at least that there's no intentional deceit.[/sblock]
 

And they're off! shouts Ah-shahrah, a gleeful smile on his face. Racing away down the hall, charging and rabid, likely to eat any goblins and.... suddenly he breaks off, the smile disappearing from his face. He stares downward for a moment, then says in a hoarse voice, And any prisoners they might find. Who won't be able to flee. We need to figure out a way to bring those things down, as quickly as possible! He looks over to Spizz and Deadeye. Should we climb down a rope, or is there a faster way to get below?

[sblock=Mechanics]Insight on the goblinoids to make sure we can trust their answer--or at least that there's no intentional deceit.[/sblock]

Deadeye looks at Spizz.

Spizz looks at Deadeye.

They both shrug...

The unspoken body language, as translated by Ah-shahran is...

"These adventurers are mad... madder than the previous management even, and that was pretty mad." Deadeye's first look.

"I know. Maglubiyet preserve us we're going to die that's for sure..." Spizz's look back.

"We're screwed..." In unison, the shrugs.

Spizz gables an explanation, see map.

New Map-

103 YOU ARE HERE

The bit on the map that says 'YOU ARE HERE', X27&28- that's where you lot are at, in the corridor heading down to the Goblin barracks. One more pit to get over...

The bit on the map that says 'DRAKES ARE APPROACHING THESE DOORS', AT34&35- that's where the Drakes are, charging up a set of stairs from the muddy mushroom chamber below towards the already battered centre doors in the Entrance Chamber.

Good luck... LOL!

Please don't hesitate to tell me what you're doing and add any skill check rolls, you know your movement and you can count squares...
 

Velani

"And we're off!!"

With all the speed she can muster, Velani sprints south toward the enterance to the kattycooms, clunkity-clunking up a storm, launching herself heedlessly over the pit. But something catches her in the leg as she runs, likely from the beating her armor has taken since arriving, and she stumbles at the last moment before jumping. She comes up short, and feels the earth give way to space as her body crashes into the far side of the pit.

"I am the light in the darkness...I am the light in the darkness..." she instinctively whispers as she claws at the far side of the pit, trying to gain purchase before falling to her likely death.

"Go! Run! Save the prisoners!!"
 
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Freggo can't decide

Freggo is a bit puzzled by Velani's dramitic charge into the pit.

"Wait a minute now, we're not sure what those drakes will do. Assuming they get to the entrance chamber, they might: A) stay put, as at least nobody can rain arrows down on them, B) escape into the wild, C) go poking around the Von Jallach crypt, which is fine because they might be burned by the reactivated runes, D) try to come get us, which would be difficult with pits in the way, or E) move deeper into these catacombs (west from the guard chamber). The only threat that I can see from any of those scenarios is that they move deeper into the caves and reunite with their master, giving us more trouble later on.

But we don't know they'll go that way. Why don't we just wait here to see what happens? While we're waiting we can lower a rope and have someone scout out the chamber below and try to find the captive. Kali, you're pretty quiet on your feet. And you've got one of those healing potions in case something happens. What do you say?"


While talking, Freggo grabs hold of the rope, loops it around one arm, and swings toward Velani. He reaches for her... just as she slips down into the pit. The dramatic rescue music in Freggo's head trails off ingloriously. Still his swings on down to help her climb back up if she so wishes.
 
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Velani

"And we're off!!"

With all the speed she can muster, Velani sprints south toward the enterance to the kattycooms, clunkity-clunking up a storm, launching herself heedlessly over the pit. But something catches her in the leg as she runs, likely from the beating her armor has taken since arriving, and she stumbles at the last moment before jumping. She comes up short, and feels the earth give way to space as her body crashes into the far side of the pit.

"I am the light in the darkness...I am the light in the darkness..." she instinctively whispers as she claws at the far side of the pit, trying to gain purchase before falling to her likely death.

"Go! Run! Save the prisoners!!"

Velani desperately claws at the edge of the pit... which sails by- she misses, and falls.

<CRUNCH-SPLAT>

Her landing is cushioned somewhat by the muddy floor of the chamber, not enough to make it difficult terrain, but enough to take the edge off her rapid descent.

GM: Velani is not even bloodied- she's on 19 Hit Points.


Velani looks up, from her prone position on the floor of the muddy chamber, to the south the doors have been smashed off their hinges, she can see a set of stairs leading up- bellowing sounds from up the stairs, followed by a slam. The Drakes are up the stairs smashing at the doors, trying to get out in to the entrance chamber.

The corners of the chamber are home to small forests of fungi, all manner of odd shapes and sizes- some of them almost as tall as her.

To the east a set of metal doors- closed...

What's to be done... but here comes the rescue squad.
 
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Freggo is a bit puzzled by Velani's dramitic charge into the pit.

"Wait a minute now, we're not sure what those drakes will do. Assuming they get to the entrance chamber, they might: A) stay put, as at least nobody can rain arrows down on them, B) escape into the wild, C) go poking around the Von Jallach crypt, which is fine because they might be burned by the reactivated runes, D) try to come get us, which would be difficult with pits in the way, or E) move deeper into these catacombs (west from the guard chamber). The only threat that I can see from any of those scenarios is that they move deeper into the caves and reunite with their master, giving us more trouble later on.

But we don't know they'll go that way. Why don't we just wait here to see what happens? While we're waiting we can lower a rope and have someone scout out the chamber below and try to find the captive. Kali, you're pretty quiet on your feet. And you've got one of those healing potions in case something happens. What do you say?"


While talking, Freggo grabs hold of the rope, loops it around one arm, and swings toward Velani. He grabs her with his free arm, and hauls her back to the far side, ending the swing with a bit of a flip. Cinematic music plays.

Freggo is the voice of reason, swiftly calculating all the possible outcomes of the Drake's rampage...

He then switches from tactical genius to man of action- hero, some might say. Entrusting the end of the rope to his comrades he descends rapidly, while the others take the strain.

In moments he's beside the rash Velani, a comforting arm around her waist...

OOC: A few skill checks from those above to haul you back up and you can be out of danger in seconds... but do you want to be hauled up yet...


From up the stairs an anguished bellow... followed by another crash as Drake meets metal door- at a charge...

<FWUNG>

Followed by a crashing sound- the doors have been broken through.

Velani and Freggo listen intently- the Drakes are certainly moving out in to the Entrance Chamber... but to where?

New Map-

http://gallery.rptools.net/v/contri...t+Rivenroar/104+Freggo+to+the+rescue.jpg.html

Freggo and Velani share a moment.

GM: Mission Impossible music plays...
 
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Freggo is a bit puzzled by Velani's dramitic charge into the pit.

OOC: ah, ok, I can see why you might be puzzled... but she didn't charge into the pit... she tried to jump over it and charge south, but look at that glorious athletics check! she failed to make it across and fell.

luckily it seems the pit wan't deep enough to kill her outright :)
 

OOC: ah, ok, I can see why you might be puzzled... but she didn't charge into the pit... she tried to jump over it and charge south, but look at that glorious athletics check! she failed to make it across and fell.

luckily it seems the pit wan't deep enough to kill her outright :)

OOC: Yeah, I know, I was playing up Freggo's cluelessness. He sometimes forgets to get out of his own head. :)
 

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