Scales of War #1 Rescue at Rivenroar IC

What's that noise?

As Freggo and Velani work out what to do next down in the Mushroom Chamber there's a loud echoing clang sound from up the stairs- Drake on metal, again.

More bellowing erupts.

Clearly at least one of the Drake's is in action...

The only door closed in the Entrance Chamber is the one to the Von Jallach Family Crypt... which of course leads down to the mystical symbols, and eventaully the Gnomes and the rescued Prisoners.

You're convinced the door held firm.

GM: I'm going to keep moving the Drake/s along at regular intervals... you need to post to step in as it were...


[sblock= Scales of War To Do List]

IMMEDIATE CONCERN- SEE 7. & 1. (Zerriksa & below) & 6.

The Big Picture

1. Rescue the Prisoners-

Prisoners Rescued 2 out of 7


Jalissa-

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

Thurann-

Kartenix-

Mirtala- the cook. Infected with Filth Fever. FOUND- Von Jallach Crypt with Gnomes.

Adronsius- the Dwarven Alchemist, FOUND- Von Jallach Crypt with Gnomes.

Zerriksa- mad witch woman, in with Drakes... (Deadeye)

And-

"old man prisoner in crypt- through spider chamber, in cells there..." (Deadeye)

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.
Derek, the Gnome, thinks Sinruth not happy with his 'treshure'.

3. The Red Hand & Sinruth?

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

At The Moment

4. Tasks for Derek.

Rescue Doofus and Stubby the Gnomes.
Kill Lord Frazzle.

5. Adronsius' story.

They brought us here blindfolded, this I have told- the large beasts that we were shackled too were herded roughly across the entrance chamber and in to a chamber straight ahead.

Understand a blindfold is no hindrance to the Dwarfs, we see and hear in the dark, and are used to making our way thusly in life.

From there we were, that is the prisoners were sent in to the complex, we headed west out of the entrance chamber- Sinruth lead us on I believe, we followed a corridor that turned north, waited there a while.

Sinruth gave orders, I do not understand their bastard tongue, but I believe Goblins were left there as guards.

From there we headed west again in to another corridor, which again turned north- in to a larger chamber which... was strange, I remember a crackling sound and an odd smell- the smell of the river.

From there west again in to another corridor, which again turned north and then double back upon itself east- again more discussions and some part of our group departed. We headed on, east again- although the corridor turned north again- we climbed stairs in to a... a... a chamber with a sticky floor- again more of our number departed, one of whom was Mirtala, the cook- I heard her scream as she was hauled off.

Then, and I sense there were few of us left, maybe no more than a dozen of us, we headed down some great stair- it went deep, in to I would suggest a second lower level of the complex.

In to another larger chamber, there Jelissa departed, I remember her scent- the priestess smelt of the church and innocence, she must be saved.

Then finally in the large chamber still, with only the Goblins with me they beat me, again... and again... and again. Sinruth was there, he took part, he was the worst- he seemed angry, determined to take out his anger on my body.

I lost consciousness... but not for long.

I came too, still blindfolded retracing my journey back to the entrance chamber, I could smell the breeze, the fresh air, the grass and the forest- I thought, stupidly, they were going to take me outside- to let me go, or else I would be have the opportunity to run, but no...

They dragged me across the entrance chamber, through metal doors and down, in to a chamber that smelt of the storm...

There..."

Adronsius points at the chamber with the once lit mystical symbols in it.

"And then they beat me again, and manacled me here..."

Adronsius breaths hard.

"I hope this will be of help to you- unless they have moved them then I think that four of the prisoners, including myself, are on this level of the complex- one of whom is Mirtala; and two are on the lower level- one of whom is Jelissa, the priestess."

6. Deadeye's story.

"Deadeye know few places- up roundy stairs (spiral staircase) more tombs; from there creepy place with many spiderlings- there big stairs down to Sinruth or passage to 'nother crypt- Prisoner in crypt, further on room with big pictures on wall- roundyways, make gurggly noise, make Deadeye want pee-pee!"

And that's Deadeye's summation of the chambers that are left to explore on this level- save...

"Oh an' Sinruth Drake room, with mushrooms- 'nother prisoner through there- evil skank witch lady..."

And...

Deadeye, reiterates- "mad witch woman prisoner in chamber beyond Sinruth's Drakes, centre-ways through entrance chamber, she threaten turn Sinruth in to frog, he not happy."

And, "old man prisoner in crypt- through spider chamber, in cells there..."

Also, "other prisoners down stairs- lower parts, with undeadies somewhere..."

7. Escaped Drakes.

The Drakes have escaped from the Mushroom Chamber.
At least one of them is charging the door down to the Von Jallach Crypt.
What's to be done about them...

8. Areas yet to investigate.

Derek says most prisoners on this level of the complex & Sinruth and more Goblins below.

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

Lord Frazzle

[/sblock]

What's to be done- ignore the Drakes? Go after them? Wait and see?

Decisions.
 
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After the heroics, Viator's disc appears underneath Velani carrying both her and Freggo safely, if a little cozily.

The disc remains at the lower level until they instruct him otherwise.

Do we hope the drakes leave or do we make sure they are no longer a hindrance?

Hearing the noise further down the hall, his eyes flash briefly.

The townsfolk! They are in danger! Quickly!
 

Well, I guess there's someone to catch me if this doesn't work.... Ah-shahran mutters quick request for aid from the spirits, then takes a running leap at the pit. Ghostly winds swirl beneath his feat, and he easily clears the gap. Turning, he shouts down to those below. Don't bother with climbing. We know there are stairs! Get moving; we'll meet at the front of the lair! He then moves further down the hall, waiting for his companions to join him.

[sblock=Mechanics]Speak With Spirits, then jumping the pit...I hope.
Further actions edited after I see the result of the jump.

edit: move closer to the drakes, but don't engage until there's at least one other person around.[/sblock]
 
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Well, I guess there's someone to catch me if this doesn't work.... Ah-shahran mutters quick request for aid from the spirits, then takes a running leap at the pit. Ghostly winds swirl beneath his feat, and he easily clears the gap. Turning, he shouts down to those below. Don't bother with climbing. We know there are stairs! Get moving; we'll meet at the front of the lair! He then moves further down the hall, waiting for his companions to join him.

[sblock=Mechanics]Speak With Spirits, then jumping the pit...I hope.
Further actions edited after I see the result of the jump.

edit: move closer to the drakes, but don't engage until there's at least one other person around.[/sblock]

GM: I'm going to swap over to combat at this point- you'll see why, so I'll start with Initiative...


Velani and Freggo, still down in the Mushroom Chamber hear another almighty clang- nothing follows, clearly the Drake is making no headway.

At the same time, as Ah-shahran leaps the first pit and heads along towards the Goblin Barracks, the doors ahead burst open- the other side of the pit, bellowing and looking a little confused- there being another pit between it and its supper (Ah-shahran) is the second Drake, unharmed- pristine.

GM: And thus the combat begins with Viator and Kyalia.


[sblock=Combat]
Encounter #10 Rampaging Drakes

Turn: 1

Initiative (* = Next to play)

22 Drake #1
22 Drake #2
20 Viator*
19 Kyalia
14 Velani
12 Kalimaru
7 Ah-shahran
5 Freggo

HP & Conditions

PCs
Ah-shahran 30/30 Surges 8/8
Freggo 27/27 Surges 9/5
Kalimaru 25/24 Surges 8/6
Kyalia 26/26 Surges 8/8
Velani 28/19 Surges 11/4
Viator 26/26 Surges 8/7

Monsters

Drake #1-
Drake #2-

Actions To Date

Turn #1 (Surprise)

Drake #1- Charge Von Jallach Crypt door- No effect.

Drake #2- Double Move to S8.

Viator-

Kyalia-

Velani-

Kali-

Ah-shahran-

Freggo-


[/sblock]

New Map-

http://gallery.rptools.net/v/contri...ue+at+Rivenroar/105+Rampaging+Drakes.jpg.html

Map 104 shows Velani & Freggo still...
 
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Springing into action, Viator runs to the edge of the pit. His legs falter for a second and he tumbles into the space. Thinking quickly, he brings his disc up to catch him, his body falling awkwardly ontop of Freggo and Velani.

He blushes furiously.
 
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Velani (out of sequence, but shouldn't affect anything)

(Velani is keen to come up behind the the drakes and catch them in flank - she wouldn't have gone back up the pit w/ the disc... and she would have asked Freggo to come with.... [MENTION=60584]Ravenblack[/MENTION]throne - good idea though having your disc come up to 'rescue' Viator! :) )

Move: run to N9 in the mushroom room. Need to see what's beyond before finishing turn....will wait for new map to post.
 

Kyalia

Kyalia doesn't hesitate, as the drake comes into view. The elven huntress raises her longbow and fires two arrows down the corridor, aimed at the large reptile.


[SBLOCK=OOC]Hunter's Quarry
Twin Shot[/SBLOCK]
 

Springing into action, Viator runs to the edge of the pit. His legs falter for a second and he tumbles into the space. Thinking quickly, he brings his disc up to catch him, his body falling awkwardly ontop of Freggo and Velani.

He blushes furiously.

Viator leaps the first pit, lands on the very last inch of the flagged floor far-side, and then spirals his arms furiously- as if trying to fly, finally he gets his balance, and moves forward.

GM: You end your Move Action in H9. You need only Athletics 10 to leap the Pit... carry on... see later map but you have the rest of your turn to post, please put it in a new Post.


[sblock=Combat]
Encounter #10 Rampaging Drakes

Turn: 1

Initiative (* = Next to play)

22 Drake #1
22 Drake #2
20 Viator*
19 Kyalia*
14 Velani
12 Kalimaru
7 Ah-shahran
5 Freggo

HP & Conditions

PCs
Ah-shahran 30/30 Surges 8/8
Freggo 27/27 Surges 9/5
Kalimaru 25/24 Surges 8/6
Kyalia 26/26 Surges 8/8
Velani 28/19 Surges 11/4
Viator 26/26 Surges 8/7

Monsters

Drake #1-
Drake #2-

Actions To Date

Turn #1 (Surprise)

Drake #1- Charge Von Jallach Crypt door- No effect.

Drake #2- Double Move to S8.

Viator- Move (Jump) first Pit- Success on to H9.

Kyalia-

Velani-

Kali-

Ah-shahran-

Freggo-


[/sblock]

New Map- to follow.
 

Kyalia doesn't hesitate, as the drake comes into view. The elven huntress raises her longbow and fires two arrows down the corridor, aimed at the large reptile.


[SBLOCK=OOC]Hunter's Quarry
Twin Shot[/SBLOCK]

Both arrows thunk in to the Drake, the creature bellows and rises up, clawing at the air before thumping back in to the flagged floor- unable to get across the pit...

[sblock=Combat]
Encounter #10 Rampaging Drakes

Turn: 1

Initiative (* = Next to play)

22 Drake #1
22 Drake #2
20 Viator*
19 Kyalia
14 Velani*
12 Kalimaru
7 Ah-shahran
5 Freggo

HP & Conditions

PCs
Ah-shahran 30/30 Surges 8/8
Freggo 27/27 Surges 9/5
Kalimaru 25/24 Surges 8/6
Kyalia 26/26 Surges 8/8
Velani 28/19 Surges 11/4
Viator 26/26 Surges 8/7

Monsters

Drake #1-
Drake #2- 10 HP damage Taken.

Actions To Date

Turn #1 (Surprise)

Drake #1- Charge Von Jallach Crypt door- No effect.

Drake #2- Double Move to S8.

Viator- Move (Jump) first Pit- Success on to H9.

Kyalia- Quarry Drake #2. Twin Strike Drake #2- Hit & Hit 10 damage.

Velani-

Kali-

Ah-shahran-

Freggo-

[/sblock]

New Map-

106 Drake in the Corridor

Next up Velani (to follow), Viator (still to complete turn).
 

Velani (out of sequence, but shouldn't affect anything)

(Velani is keen to come up behind the the drakes and catch them in flank - she wouldn't have gone back up the pit w/ the disc... and she would have asked Freggo to come with.... [MENTION=60584]Ravenblack[/MENTION]throne - good idea though having your disc come up to 'rescue' Viator! :) )

Move: run to N9 in the mushroom room. Need to see what's beyond before finishing turn....will wait for new map to post.

New Map-

107 Velani looks up the stairs

This is the plan version, there's 13 squares between where you are and the doors up top- which are bust open and lead out in to the Entrance Chamber.

The stairs are clear.

However up top are the sounds of a Drake taking out his anger on a metal door, you wouldn't expect to see the beast from where you are...

What next...

[sblock=Combat]
Encounter #10 Rampaging Drakes

Turn: 1

Initiative (* = Next to play)

22 Drake #1
22 Drake #2
20 Viator*
19 Kyalia
14 Velani*
12 Kalimaru*
7 Ah-shahran
5 Freggo

HP & Conditions

PCs
Ah-shahran 30/30 Surges 8/8
Freggo 27/27 Surges 9/5
Kalimaru 25/24 Surges 8/6
Kyalia 26/26 Surges 8/8
Velani 28/19 Surges 11/4
Viator 26/26 Surges 8/7

Monsters

Drake #1-
Drake #2- 10 HP damage Taken.

Actions To Date

Turn #1 (Surprise)

Drake #1- Charge Von Jallach Crypt door- No effect.

Drake #2- Double Move to S8.

Viator- Move (Jump) first Pit- Success on to H9.

Kyalia- Quarry Drake #2. Twin Strike Drake #2- Hit & Hit 10 damage.

Velani- Move (Run) N9.

Kali-

Ah-shahran-

Freggo-


[/sblock]

Next up- Viator & Velani to finish; then Kali and Ah-shahran.
 

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