OOC Thread is here.
Cast:
Spot 1: Tavaros Kahlir, Tiefling Psion (
DrDinosaur)
Spot 2: Owein, Kenku Rogue/Sorcerer Hybrid (
Lord Palington)
Spot 3: Crylin, Revenant Battlemind (
skarsol)
Spot 4: Helwig, Dwarf Barbarian (
DaMoonRulz)
Spot 5: Eison Tal'reth, Human Cleric (
Swordstone)
Background:
A man named Douven Staul has taken the party under his wing with the intent of training you all into an adventuring group. He has the dream of creating a mercenary company singular entities and governments can hire for various activities. Some of you may have known one another for years or as few as six months - long enough that you trust each other in a battle.
Staul has learned of dragon's tomb near Winterhaven, a small village a few days away. A dragon's tomb means a dragon's hoarde, does it not? With the hope of treasure (and an instant influx of money to really get this mercenary company rolling), he heads to Winterhaven.
That was three months ago.
Something has obviously happened to your mentor, and it's up to you to find out what.
Quest and his party set out to find Douven. After rescuing their mentor, a plot to open The Shadowfell was uncovered. Battling their way down through the keep and revealing ancient mysteries, including the tragic events that led to the keep being abandoned, Quest and his companions defeated the necromancer Kalarel and brought peace to the surrounding areas - for now. As any seasoned adventurer will tell you, necromancers rarely stay dead for very long.
The adventuring company has changed since they defeated the evil Kalarel and blocked the scourge he attempted to bring forth. The founders that tread those dark halls around the Shadowfell opening now adventure with their own groups, spreading the word of their company and earning money. Thus far, Douven's leadership has held - even as politicos begin to keep their eye on him and his growing influence.
Despite the change in power and wealth, Douven has always been loyal to his friends. It's that reason that a female druid appears in the door of the small barracks that houses the adventuring group: Darcaryn Arroway.
OOC:
Feel free to choose a text color for your posts, if you feel it helps differentiate everyone. I'd like a stat block at some point (preferably before the first encounter) that looks something like this:
HP #; Bloodied # Initiative +#
AC #, Fortitude #, Reflex #, Will # PP +# PI +#
PP and PI are your passive Perception and Passive Insight.
It can be easier to keep track of the use of your powers if you make a second block like this:
At-will 1
At-will 2
Encounter 1
[strike]Encounter 2[/strike]
Heal #1
Heal #2
Daily
Daily Utility
Etc...
And plug in the names of your powers. The power block is optional, however.
Posts
HP 50; Bloodied 25, Initiative +2
AC 17, Fortitude 20, Reflex 14, Will 13 PP +11 PI +11
HP 38 Bloodied 19 Initiative +6
AC 17 Fortitude 13 Reflex 18 Will 18 PP 13 PI 13
Sly Flourish
Burning Spray
Dazing Strike
Flame Spiral
Sneak in the Attack
Dazzling Ray
HP: 45; Bloodied: 22; Initiative: +3
AC: 19, Fort 15, Ref 17, Will 18, PP +17, PI +17
Resist 7 Fire
Force Punch
Memory Hole
Betrayal
Infernal Wrath
Telepathic Projection
Send Thoughts
Distract
Transport Self
My Steam
"Hello boys," the druid muses passing you all on her way to the kitchen, where her keen sense of hearing has drawn her to Douven. There is some chatter, but it's difficult to hear over the washing of dishes. The duo exits the kitchen side-by-side.
"Gather up," says Douven. "Looks like you have your first job. And as such, you'll do it for little or no direct payment." He laughs throatily before continuing, "Although towers once owned by renowned bandits must have something of value within them. Darcaryn?"
The druid takes over, "To the Northwest there is a tower that once belonged to the Cats of Thleen (history check). I was tending to my nearby grove when a little birdie told me of a group approaching the tower. It was then that I observed a band of gnolls carrying cages that held rust monsters... and being led by a beholder. The current number of rust monsters is not enough to cause alarm, but I'd wager that the purpose they brought the monsters to that tower was to multiply them.
She looks over your equipment, "Hmm... so much metal. I hope you all are prepared to dodge, rather than block."
Douven nods, "Right. I think you can handle this menace before it becomes a problem for the city, right?" There's a pause. "Have you at least decided on a name for your adventuring group, yet?"
Owein had never heard of the group, which didn't surprise him at all. He looked up from the table.
"Rust monsters and a beholder, and no coins to speak of for this venture? Is this perhaps a hatchling only weeks old, or is this a jest?"
Perhaps Owein meant his voice to be so harsh, but it was exceedingly difficult to force the common tongue past his beak with any eloquence. The druid could deal with it, he supposed.
HP: 32; Bloodied: 16; Initiative: +2
AC: 20, Fort 17, Ref 13, Will 18, PP 15, PI 20
Righteous Brand
Sacred Flame
Priest's Shield
Healing Word 1
Healing Word 2
Healer's Mercy
Healing Strike
Daunting Light
Avenging Flame
Cure Light Wounds
[item pwr] wedding ring
[item pwer] Morningstar
Eison furrowed his brow in confusion. Cats of Thleen sounded like some kind of meal. Not that Eison condoned the consumption of cats, but he figured cat spleens were probably a delicacy somewhere. Nonetheless, that was not his primary concern.
"Rust monsters? Those're a type of dragon, right? With all due respect, Mr. Staul, are you sure we're properly equipped to fight dragons?"
Helwig guffaws when the druid suggests dodging. "I'll swing my axe until it rusts away into nothingness. And when that happens, I'll bludgeon 'em with the handle, and when that turns into splinters I'll beat them with my fists."
The dwarf moves over to stand near Owein, and mock whispers making sure everyone hears, "I'm still waiting for her to get to the bad news."
Tavaros nods, some vague recollection of the Cats forming in his mind, before the mention of Gnoll bandits yanked him back into the conversation.
"Bandits? Rust monsters? Hah!" He cracked his knuckles, emitting a brief flare of psionic energy. "They will fall before the might of Tavaros Kahlir! Although, uh, I don't think I've ever fought a beholder before...are you quite certain that the tower will hold some sort of monetary compensation?"
My Steam
Diplomacy: 15+8= 23
He turned next to the Druid.
"Speaking of the Beholder, what can you tell me of the group? How many strong were they, and what manner of weapons did they wield?"
My Steam
Helwig looks to Darcaryn, "Where is this tower located and what kind of shape is it in? We may have use of the tower ourselves, once we take it from the current residents."
They understand the importance of allies, however, so they do a good job of staying in the good graces of the common folk. The Cats live simply in the woods, but every month they take a chunk of their ill-gotten gains and spread them around the nearest town. Innkeepers and blacksmiths aren’t likely to sell out rogues if they want to stay well-paid. Also, those willing to pursue the thieves into the dangerous forests are either foolhardy enough to get themselves killed or brave enough the Cats might want them as part of the gang.
Today, nobody knows what happened to the Cats of Thleen. Their activities dropped off dramatically a few months ago, so now people suspect that something has happened to them.
Eison's Diplomacy:
Douven looks towards the group, "The tower was previously held by bandits, who have since mysteriously disappeared. Surely some of their ill-gotten gains still reside in the building. If that is not enough to persuade you, I do have connections with the smiths in the city. I can ensure that they mend anything destroyed by the rust monsters - or perhaps make something else entirely, if you have all of the parts. That goes especially for any magical items."
He then sighs, turning to look into his record books. "Let's see... well, I suppose since I am giving you a mission like this... I can part with some gold. In addition to the room and board I so generously give you." He flashes a wink at the druid before regarding you all. "300 gold pieces each. I can work out a bonus if you find out what the beholder is up to."
Tavaros' Investigation:
Darcaryn pipes up, "I saw six gnolls, carrying various boxes and 2 rust monster cages. Fairly tribal, so I would expect simple weapons and leather armor. The beholder was up front - only one of those." She closes her eyes, recalling the scene. "I would not expect more gnolls to show up - this group was intent on remaining small. I have never investigated the tower, but I assumed The Cats left traps - hopefully a few gnolls tripped them before the beholder could disarm them."
Though he seemed pleased with the deal (but not worried in the least about broken metal equipment), his voice was no less harsh than before.
He stands, "No need to wait any longer. I'll be gathering my things."
As he walked he considered the briefing they'd received and carefully calculated strategies to fight the enemies they'd encounter at the tower. Best way to deal with a Gnoll? Best to charge it, then lop its head off with my axe . Ah, but how about the Rust Monsters? I should probably charge it and kill it before it damages my axe too much .
Helwig was a bit more concerned by the Beholder; he'd never actually faced one, but he'd heard enough stories to not take on too lightly. Better use stealth against it. I'll make sure not to shout as I charge it and hack at the beast with my axe. Do I need new tactics? Pah, the charge and chop method hasn't let me down yet
As it seemed the details of the task had been established, Crylin raises his head up from his mug and meets Douven's eyes, "300 gold then." Standing slowly, he looks over the preparations of the others, "We leave tonight?"
AC 21, Fortitude 18, Reflex 19, Will 5 PP 12 PI 12
Battlemind's Demand (Mi)
Blurred Step (F)
Mindspike (IR)
World-Slipping Advance (S)
Bull's Strength (S)
Shade Strike (S)
Dark Reaping (F)
Persistent Harrier (IR)
Accelerating Strike (S)
Oaken Resilience (Mi)
Addergrease Hide Armor (IR)
Ghost Dance Longsword (IR)
He stood up, watching as the group made their way to their quarters. "It appears my companions are itching for action, and, I must confess, I as well." He paused as the Revenant poses the question. "I can be ready to depart tonight. I will be in my tent, should the rest decide the same."
Tavaros walked to the entrance and bowed. "In any case, I take my leave of you, good sirs, and madam." Then, just to be flashy, he teleported to his tent. Well. His first mercenary contract. This should be interesting.
My Steam
As the group sleeps, Douven makes sure they are prepared by putting together their adventuring packs. Thus, when you all awaken, you are prepared to travel under the relative safety of dawn.
The journey itself is uneventful, perhaps even relaxing compared to everyday training. After a few hours, you see the top of the tower.
The rectangular tower juts out of the ground approximately 50 feet, combining natural and structured features in unusual ways. Its sides are like craggy rock faces rather than smooth chiseled stone. Windows in the sides of the structure look like natural alcoves, yet the sun glints off glass set within each alcove. Two large doors at the base of the tower open into darkness, and the sounds of pick and shovel on stone echo within the structure.
"So, shall we head in and see who's home? Or should we try something more stealthy? Those doors look like the only way in, so we're going to need the element of surprise to get everyone inside, or some way to lure those," he spat the word, "bandits, outside."
My Steam
"I can help get in quietly, or even draw some of them out. If someone's watching the door though, I can't get through it without drawing some attention." He coughed at the effort of speaking so much at once. He'd let the brains figure this one out, and find his place in the battle like always. Kord made sure of that.
The dwarf dug his feet into the ground and gripped his weapon tighter, "It'd be mighty hard for a sentry to call for help if his head is three feet away from his body before he knows what's what. I say we crash through the door and kill whoever's inside before they can react." The blood thrummed through his veins, now, giving his face the same rosy appearance one would expect to see after knocking back a few goblets of ale.
He turned to look at the assembled Superdudes with his eyebrows raised seeking consent.
The base of the tower is a mess. What was once a welcoming area is now little more than a junk room. Smashed statues litter the floor. Beautiful tapestries lie tattered on the ground or have been used to tie off rough mining equipment. You hear the guttural noises of conversation within the room (do you understand Deep Speech?). Before you stand three Duergar, busily digging away at the rough and jagged stone that makes up the tower's floor. They are too busy in their feverish work to notice the Battlemind.
MAP:
My Steam
Eison stepped forward into the tower, a cheery grin on his face, eager to speak with the miners.
Diplomacy: 17=9+8
"Good day, gentlemen! I am Eison and I represent the Superdudes, these intrepid adventurers you see before you," he gestures to the rest of the group, "Might we be allowed passage into this tower? We wish to bring justice upon the heads of a beholder and his gnoll minions and believe they hold the upper levels of this tower."
My Steam
The sound of work comes to a stop, replaced by a slow rhythmic thumping. Duergar mash their tools on the ground, creating a deafening beat in the room.
Suddenly, the windows seal close and the doors slam shut. The only thing you hear is the angry pounding. The only thing you see in the darkness is the glow of seven pairs of eyes.
The rest of the group is left staring at the pair of closed doors, two of their companions inside.
Roll initiative.
Map:
Helwig will have a surprise action (his charge on "Miner"). We will then follow the initiative order.
Owein jumps as the door slams down, it will take a moment to gather himself and react.
Tavaros' concentration is suddenly interrupted by the sudden slamming of the doors. This was an unwelcome development. The original plan would have theoretically worked. They could have even worked with the surprising development of that fool cleric walking in. But this little arcane wrinkle really annoyed him. Grasping for a plan, he found his information lacking and his anger rising. He struggled to control the fire building up in his veins, and forced a smile that came out looking more like a grimace.
"Well. That was...unexpected. I suppose we should aid our companions. And that means getting these infernal doors open."
He took a deep breath to calm himself. Anger wouldn't help him here; he needed a clear mind, or he would only get in the way.
My Steam
Surprised at the hostility being displayed, it took Eison a moment to get his hands on his morningstar.
"Fine, you fools. If you wish to fight, we shall give you a fight. In the name of Liza, my beloved wife, you will die this day!"
Helwig charged in, paying no heed to the sound of the doors slamming shut behind him. It'd been too long since he'd faced a foe who wasn't stuffed full of sand. A howl of fury bounced around the room as Helwig attacked the Duergar in front of him, "Best open the door back up, otherwise you'll be stuck in here with me!"
Initiative: 1d20+2 = 21