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Scales of War #1 Rescue at Rivenroar IC
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<blockquote data-quote="Goonalan" data-source="post: 5627386" data-attributes="member: 16069"><p>And that's enough... </p><p></p><p>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.</p><p></p><p>A job well done, the way ahead is clear...</p><p></p><p>[sblock= Scales of War To Do List]</p><p></p><p><span style="font-size: 15px"><strong>IMMEDIATE CONCERN- SEE 4. & 5.</strong></span></p><p></p><p><u>The Big Picture</u></p><p></p><p><strong>1. Rescue the Prisoners-</strong></p><p></p><p>Jalissa-</p><p></p><p>Sertanian- he can identify the treasures (see 2.)</p><p></p><p>Thurann-</p><p></p><p>Kartenix-</p><p></p><p>Mirtala- in Sewer Rats chamber/crypt, infected with Filth Fever, need to find Big Tony for prisoner exchange (see 4.).</p><p></p><p>Adronsius-</p><p></p><p>Zerriksa-</p><p></p><p><strong>2. Rescue the Treasures taken from the Hall of Great Valour.</strong></p><p></p><p>Number and type not known.</p><p>Sertanian (see 1.) knows what is missing- find him.</p><p></p><p><strong>3. The Red Hand & Sinruth?</strong></p><p></p><p>What is it all about?</p><p>Why are the Goblinoids wearing the insignia?</p><p>Who is Sinruth?</p><p></p><p><u>At The Moment</u></p><p></p><p><strong>4. Rescue Mirtala by finding Big Tony, the Gnome.</strong></p><p></p><p>Big Tony is somewhere either North or East of the Entrance Chamber- find him and return to the Sewer Rats for Prisoner exchange.</p><p></p><p><strong>5. Areas yet to investigate.</strong></p><p></p><p>Chamber with strange symbols now the Drakes are cleared out- what lies down there?</p><p>Arcane/Alchemical symbols- identify them? What use are they?</p><p>Sarcophagi?</p><p>Doors east- not tarnished.</p><p></p><p><strong>6. Areas yet to investigate.</strong></p><p></p><p>Chamber with strange symbols beyond the Drakes.</p><p>Chamber with the Sewer Rats in.</p><p>Entrance Chamber- North doors, no sign, partially dented and broken.</p><p>Doors west from Goblin rest room.</p><p>Doors west from corridor to the north of Goblin rest room.</p><p>Spiral staircase up from Deadeye's domain.</p><p></p><p><u>In The Future</u></p><p></p><p>More info from Derek & the Sewer Rats</p><p>Lord Frazzle</p><p></p><p>[/sblock]</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>New Map- (Edit- replced the map with one with co-ordinates on)</p><p></p><p><a href="http://gallery.rptools.net/v/contrib/goonalan/Scales+of+War+%231+Rescue+at+Rivenroar/091+Castle+Rivenroar-+The+Glowing+Symbols.jpg.html" target="_blank">http://gallery.rptools.net/v/contrib/goonalan/Scales+of+War+#1+Rescue+at+Rivenroar/091+Castle+Rivenroar-+The+Glowing+Symbols.jpg.html</a></p><p></p><p>You take a look around, at least from the doorway...</p><p></p><p>Immediately obvious is the carving above the lintel of the entrance- it reads 'Von Jallach Family Crypt'.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>The runes themselves seem to pulse and glow with a dim yellowish light... the hum likewise grows louder as it pulses.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Go explore- what do you wish to do?</p><p></p><p>[sblock=XP and Action Points]</p><p></p><p>That's the fourth encounter of your day-</p><p></p><p>Another Action Point comes your way.</p><p></p><p>Also another 41 XP, which means you should be on- 727 XP each.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5627386, member: 16069"] 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] [SIZE="4"][B]IMMEDIATE CONCERN- SEE 4. & 5.[/B][/SIZE] [U]The Big Picture[/U] [B]1. Rescue the Prisoners-[/B] 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- [B]2. Rescue the Treasures taken from the Hall of Great Valour.[/B] Number and type not known. Sertanian (see 1.) knows what is missing- find him. [B]3. The Red Hand & Sinruth?[/B] What is it all about? Why are the Goblinoids wearing the insignia? Who is Sinruth? [U]At The Moment[/U] [B]4. Rescue Mirtala by finding Big Tony, the Gnome.[/B] Big Tony is somewhere either North or East of the Entrance Chamber- find him and return to the Sewer Rats for Prisoner exchange. [B]5. Areas yet to investigate.[/B] 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. [B]6. Areas yet to investigate.[/B] 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. [U]In The Future[/U] 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) [url]http://gallery.rptools.net/v/contrib/goonalan/Scales+of+War+%231+Rescue+at+Rivenroar/091+Castle+Rivenroar-+The+Glowing+Symbols.jpg.html[/url] 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] [/QUOTE]
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