Both arrows hit their target, easily peircing cloth to find Gnome flesh. The Gnome screams out in pain as he tumbles down the steep slope. He rolls to a stand still a few feet left of the door, blood seeping into the loose mud and gravel beneath the body.
Kriv's opponent snaps at him once more. Unfortunately the creatures teeth sink into his armour, crumpling metal and drawing blood. The pain is almost overwhelming, any lesser warrior may scream in anguish.
Boindal sees his ally take a hit, and for a moment, his guard is down. The jaws of the other Drake wrap themselves around the Dwarf?s leg, but the wound is not as severe as Kriv?s, in part due to Boindal?s psychically reinforced skin.
Furgin kills the Gnome.
Kriv is bloodied. These drakes have insane damage for a level 2 Brute. When next to an ally, they have 1d10+9!
Boindal is hit, but damage is rolled up less, and then he has that damage resistance.
Bonidal hears the crunch of armour as the Drake bites into Kriv, and see the grimace of pain cross his face as the blood flows from his wound. As he readies a psionic attack Boindal takes a step closer to Kriv's opponent. Once in position Boindal releases his psionic force, projecting again the image of serpents striking out at the two Drakes, hoping to draw the attention away from Kriv to allow him to recover from his wounds slightly.
5ft north east to put me adjacent to both Drakes, the Standard action to use Vicious Cobra Strike targeting both of them, d20+8 = 24 vs AC, will do 5 damage and mark each one till the end of my turn. Obviously mine will still be marked till I use the minor mark again, but this way I get both, and hopefully give Kriv a respite from the Drake's attack. Just hope I can survive both of them
Baldur grimaces as the acid eats into his flesh. Bastard got the better of me, he thinks. He has little time to worry about himself, however. With a "lækningar orð" he relies on his magic to keep him safe and charges down the healthier drake.
Then calling upon all his strength, he makes a rallying cry, sending the drakes sprawling and bringing his friends together.
"Hann bað skrifa á skjöld, fyrir skínandi gyðja,
Á eyra Arvak er, og klaufir Alsvith er,
Á hjólinu á bílnum á Killer Hrungnir í,
Á tennur Sleipnir er, og ól á sleða.
Á paws af bera, og á tungu Braga er,
Á klærnar úlfurinn er bared, og örninn er gogg,
Á blóðug vængi, og enda Bridge er,
Á frjáls höndum og hjálpa gin-prent"
"Friends, use the lækningar orð and let my runes heal you!"
Spurred on by his success, he shakes off the effects of the acid.
Right. Minor action: Use my Skald's Aura to Healing Surge + d6(5). 21hp.
Move Action: Move to the healthy Drake, incuring an AoO from the other Drake, but I get +2 to defences against it.
Standard: Basic Melee Attack on the Drake 19 vs. AC 9 damage and Kriv gains 4 temp hp.
Action Point: Use Shout of Triumph on the two drake and the lads. Close blast 3; 25 vs. Fort on both. 8 damage each and I push the Drakes 2 squares (bloodied one diagonal NE 2 squares, healthier one N 2 squares. Then I rally Kriv and Boindal, sliding them 2 squares (Kriv S 2 squares, Boindal W one square.)
Saving throw 15
Yeah I figured you guys should be able to dispatch them, hopefully Also, if the Drake does do an AoO on Baldur then I am going to use my Mind Spike Immediate Reaction; adjacent enemy marked by me does damage to an ally that doesn't include me as target, then the attack does force and psychic damage to the enemy equal to the damage it does to my ally! Take that! If that is the case Kenobi txt me and I'll post an in game version of the attack if you want me to
Boindal carefully paces to the left, keeping both of the raging creatures in sight, and lashes out with a psychic attack. Both creatures attention is drawn to their psychic aggressor.
As Baldur moves past, the drake claws and gnashes at the Bardbarian, drawing bloody with a nasty hit. As Baldur bellows his ancient song, the Drakes are pushed back the booming arcane phonemes, giving his allies time to circle round and create a defensive formation.
As the drakes grind their clawed paws into the loose dirt beneath their feet to bring themselves to a halt, they snarl and roar ferociously. The furthest drake away struggles under the weight of his own muscular frame, before collapsing to the ground in a cloud of dust. The other drake?s roars are cut short as it realises its ally is downed, it backpedals slightly, obviously startled, its tails is tucked down between its legs. The creature is about to run.
I will give you the choice to all out attack the enemy to kill it, or to allow it to run.
With combat resolved the party survey the area. The bones of a half excavated dragon lay in the centre of the pit, in the far corner there are two scared women, tied and gagged, both lying on their sides from where they have fell while attempting to flee the area.
The huge stone doors stand tall and firm on the western side of the burial pit. The gnome mage had evidently been attempting to unlock the doors by magical means. Upon closer inspection the door has an inscription in Common;
Speak of which you seek, That which you cast but cannot retrieve, That ye shall have but cannot always see, The one weakness be light, invisible during the night, Speak of which you seek, and ye shall enter.
The party XP is being brought up to the highest party member to make you all sit at 600XP, from now on I will be giving out bonus XP to you all in OOC for roleplay and creativity, as well as good use of powers/skills. This means some people may overtake others a little, but I won't let it get out of hand. You are 400XP off of level 2.
Role play a go go, what do you all do?
Furgin: 23 - 6
Boindal: 27/35 - 14
Baldur: 16/26 ? 8 (took 10 from the AoO from drake)
Pietre: 20 - 6
Kriv: 11/29 - 11
Don't forget that during 'short rests' you can spend healing surges as much as you want to heal up, and you gain encountr powers back. You do not gain back dailies or surges till you extended rest.
Kriv is shaken for only a moment as the drake finally gets good hold with it's jaws. After Kriv's offender falls his eyes focus on it's partner. Though his pain is great, it seems to make him see clearer and heighten his senses. Kriv shifts his grip on his tranyr bringing it over his shoulder in preparation for a strong throw. Blood falls to the ground beneath him as he heaves the weapon through the air.
Basic ranged attack against the drake: 1d20+8=16 vs AC. Damage: 1d8+5=6
The tranyr lands a heavy blow on the creature, sliding through skin, sinew and muscle. Pinned to the ground, the creature whimpers as it draws its last breath.
I am not a fan of making PCs just smash at the last full health brute of an encounter, especially in a forum game that moves slower, simply because it is there. Because it was ready to run, you fataly wound/kill it.
Pieter dusts himself off, having gotten dust on his robe from the small descent into the excavation site. He smiles to see that his group had made fairly quick work of the enemies, and he was glad the mage was taken out as easily as he was. I was worried what mischief he would get into being invisible.. I guess there was no need. He walked forward as the large Dragon Born sent his spear into the last remaining creature, who was obviously ready to run. He frowned slightly, but understood the reasoning behind it. Better to rid it now than maybe deal with it later. He walked past Kriv, and as he did, He spoke rather loudly to the raven that was still perched on his shoulder. "Zed, take to the skies, let me know if anyone else approaches this site."
The raven hopped up and down a few times, extending its wings to take flight as it replied back "As you wish, Pieter." In his deep unnatural voice. He soared quickly upwards, and began to circle above, ready to descend and tell Pieter of any trouble he would see.
Pieter than turned his head toward the two women who were obviously captives in this situation, and he went forward to untie them. He whispered slowly as he got to them, and an unseen hand began to help him untie the helpless woman. He removed their gags and smiled at them, saying "Everything will be alright now ladies, You are in good hands." as he nodded over his shoulder to the rest of his group, as they were still moving about and helping eachother after the battle. He made quick work of the ropes and moved his hand toward his pack, offering them some water out of his waterskin as he stood up. "Now what are your stories ladies? What brings you to these unfriendly parts?"
Figured I should roll atleast once during there, and got a 19 to untie the bonds, if I even needed to roll. So I figured that I made short work of them.
The exhilaration of battle now over, Kriv feels his strength leave him suddenly for a moment and collapses to his knees. He coughs up some blood, adding to the significant amount already pooling onto the ground beneath him. "Wasn't quite fast enough. I shouldn't have let that beast slip past my guard." Kriv grimaces, "Guess I'm in even worse shape than I thought. I could have sworn I heard that bird talk. Give me a moment."
After some more coughing, Kriv begins chanting under his breath in draconic and his armor begins to glow white. Soon Kriv's wound stops bleeding and begins to close and the armor seems to repair itself sealing the wound behind it's steel plate. As the armor returns to its normal shine, Kriv picks himself back up. "I'll be feeling that one for a while. Are you two unharmed m'ladies?"
I use life giving full plate to heal my self for 9 hp and get my self back above bloodied.
Having seen the brutes off, Baldur turns his attention to his battered body - patching himself up as best he can before submitting to the draw of a puzzle.
"Well now, what have we here?" he wonders as he approaches the door. "It seems that those who wish passage through this door seek something we all cast, always have but not necessarily see and is affected by both light and darkness. My first thought would be a skuggi, shadow. Shadow... Shadow? Wait, Boindal, what was that liquid you lost called? Didn't that have something to do with Shadows or the Shadowy Realm?"
Spending a healing surge (2/9 spent) to put me back on full. My Song of Rest allows anyone who spends a Healing Surge turning a short rest regains extra hit points equal to my Cha mod (+4). Perception check for the door area (23). History check? On the door of 9 give any hints as to the origins of the door (design/age etc>)
Seeing an end to the fight, Furgin wipes his brow and removes his pack. Rummaging inside, he finds a small packet of journeybread. "Excellent!" He exclaims, hefting the pack onto his shoulders and readying himself for the descent down the slope.
Acrobatics check: 19. Success!
Furgin hops and skips down the slope with ease as he picks apart the journeybread and stuffs a small piece into his mouth. As he hits the bottom of the quarry, he smiles broadly at his companions. He notices that Kriv and Baldur look a little worse-for-wear, but the others seem fine. With an odd noise, Pieter's raven takes to the skies. Definitely something odd about that bird, he thinks.
Still chewing, Furgin makes his way to Pieter and the two women. "Did they treat you rough?" The two women stare sullenly at the food in his hand. "Oh, I'm sorry! Would you like some? It's journeybread...it'll give you back some strength, the stuff works wonders!" Turning to Pieter, the halfling gestures to the gnome mage's corpse a few feet away and swallows his piece of journeybread rather loudly. "We should check him for clues."
Pieter?s raven soars into the sky getting a good vantage point of the surrounding woodlands. The only areas that aren?t covered by forest canopy are the roads leading to and from the site, to the north and the south, both of which seem clear. The farmsteads surrounding Winterhaven stand out as patches of yellow and brown against the thick greens of the forest. Zed notices the prevalent eastward wind and darkened clouds, suggesting that rain is on its way. Summer rain is to be expected after several hot days beneath the baking sun.
Baldur and Boindal inspect the huge stone doors. Standing at twelve and a half feet tall, they present a foreboding sense of otherworldliness; of a world long since lost to the ravages of time. It is evident that these doors are at least a few hundred years old. Dotted across the doors are the occasional Draconic symbols, eroded letters of the Draconic alphabet. Once there was probably an entire text scrawled across these doors, but they are long since lost. As Baldur inspects the doors closely, he notices that on either side of the doors knee high remains of a wall strut out and then descend at a steep angle into the earth. It would appear that it is quite possible that this burial pit was once a tomb like structure.
Boindal notices immediately that the riddle carved in Common upon the door is a much later addition to the stonework of the door. If we were to make an educated, Dwarven guess, the riddle was added around a century ago, while the stone of the door is at least four hundred years old or more.
Perception check reveals the occasional symbol, which are left over from whatever this door used to belong to. The check also reveals that this was once part of a larger structure which has long since been buried, and subsequently destroyed. The history check does nothing but gauge the age as being in the centuries.
Boindal notices the stonework because he is a Dwarf, and that is how it should work. *cough* like in 3.5 *cough*
Pieter makes short work of untying the women, but they both begin to cry, evidently traumatised by their ordeal. Kriv and Furgin approach cautiously, and show their concern. The women carefully accept the food and water offered by the party, which helps them to calm themselves. On closer inspection, the younger of the two women is a Half-Elf. Still crouched on the floor, the older of the two gains back a semblance of composure long before her younger friend stops crying Leaning forward she places her hand upon the boot of the young Wizard and looks up into his eyes,
"Thank you, thank you, thank you!" she sobs, clutching at his robes. ?Hob-goblins killed my husband, and took my children!? she screams, breaking down again.
Pieter and Kriv are going to have to calm the women down before they can find any more information from them.
Also, not sure if you know, you don?t have to spend daily or encounter powers to heal as you are allowed to spend as many healing surges as you like during a ?short rest?.
Furgin begins to search through the belongings of the Gnome, finding a dagger, basic cloth robes, a magic scroll, a coinpurse and a note. The note reads,
To Talahand,
I think you will find the money and women enough payment for finding me the relic. I have heard nothing but good things about your abilities as a treasure hunter. I offer these prizes as mere glimpse of what delights of the flesh await you if you serve Kalarel and our Master well. However, do not underestimate me and mistake my generosity for friendship. At present time, you have not proved your worth, and I will not take failure lightly; be warned.
Derindahl.
Opening the coinpurse Furgin finds 500 gold pieces and a large red gemstone.
As Pieter and Kriv help each other to calm the women, they feel a rumbling beneath their feet, turning their heads they notice Baldur and Boindal stood in front of the massive stone doors. Each of the large slabs of rock slowly slides aside, grinding against rock, throwing up a cloud of ancient dust.
It appears that someone had solved the riddle.
Nice easy riddle, but more fun than a million skill challenges, the answer was of course, Shadow. Baldur gains an additional 100xp for solving the riddle, putting him on 700XP.
As the dust clears, the Bardbarian and Dwarf can see a long corridor descending into the earth an ever so slight gradient, at the end of the corridor is an open archway. The corridor is low-light due to the flood of sunlight from the outside, although what lies beyond the archway is a mystery, as it is bathed in absolute darkness.
With a grin of self-satisfaction on his face, Baldur unslings his pack and digs out a torch. "Looks like were headed underground, my dwarven friend. But judging by these ruins, we'll encounter nothing that hasn't already met an end of some kind. Ever killed a dead man?"
Two days into this adventure and he's already fallen for his vice; adventure over innocent's safety.
Lighting the torch when we head out and going in Torch + Board until I find another light source down there. This will make my basic melee attacks +4 to hit, 1d4+4 damage. @Kenobi: Do I get fire damage on top? The Rules are silent on the issue.
Furgin holds the red gemstone up, allowing the sun to shine through. He smiles, thinking of the substantial price it could fetch from the right buyer. He turns to the opening doorway, slipping the coinpurse into his pack. With an awkward glance back at the hysterical women, Furgin decides he'd rather take his chances with the mysterious darkness.
"I guess we'll be heading in once Kriv and Pieter have calmed the poor ladies, eh?" He says to Boindal and Baldur. "It sure is dark in there..." Furgin stares into the darkness for a moment, lost in his own thoughts regarding the nature of this place. Suddenly, he remembers something. "I've got an Everburning torch for when we eventually head down. Don't want to be venturing into the dark without a light to see by, right?"
Almost without a pause, Furgin jumps into another topic. "What do you guys make of this?" He presents the note from Derindahl to his to two companions. "Could the relic he mentions be the vial you had stolen, Boindal?"
Furgin has an evernburning torch. It'd probably be useful to use that... = D
Baldur is impressed by Furgin's forward planning. "Everburning torch? An item of such power puts my common sticks to shame. You are a Halfling for all occasions, it seems."
Baldur considers the note, "If it is, why was the Gnome looking here for it, when we found it in the woods? I'll wager that a kobold couldn't get past this door without help. Perhaps this relic lies within. Do the names mean anything to anyone?"
History check and Streetwise (for local knowledge?) check on the names: 13 History, 24 Streetwise.
EDIT: B'ah! Taking Bardic Lore next level
"Just stuff I've picked up along the trail..." Furgin shrugs. "I think Pieter knows something of Derindahl," he says, casting his eyes towards the man. "He mentioned yesterday that Derindahl is a rogue wizard, a criminal. If this relic is inside, then we definitely have to claim it before any ne'er-do-wells such as Derindahl do."
Furgin peers into the darkness of the archway once again and suddenly feels a shiver run down his spine. He hesitantly looks up at Baldur. "You mentioned killing dead people? Do you really think there could be spirits down there?" Furgin had fought and hunted many creatures during his life, but ghosts were not among them. The prospect chilled his very insides.
"Spirits or draugr, zombies to your tongue. In my homeland there are many haunted barrows of restless warriors. Some clans use dark magic to keep their guards in a state of eternal unlife to guard their Thane's treasures. But take heart, my friend, years of resting in a dusty tomb like this make draugr slow and easy to avoid. As for spirits," and now Baldur himself looks slightly uneasy, "a magic sword like this would hold one off, but I've only ever seen magic exorcise such evil souls. Let's hope Pieter is up for the task should we come across one."
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