Namea Forum Index
Log in Register FAQ Memberlist Search Namea Forum Index

The Paths of Darkness
Goto page Previous  1, 2
 
Post new topic   Reply to topic    Namea Forum Index » The Paths of Darkness
View previous topic :: View next topic  
Author Message
1Mac
Guest





PostPosted: Mon Jul 17, 2006 6:18 pm    Post subject: Re: The Paths of Darkness Reply with quote

"Well, so far the plan was kill the monster, set the smokescreen, cause confusion, and hide until the guards come looking for us. But I can't think of anywhere to hide in the pit if you can't, and I can't think of any way to kill the monster until I know more of what it does.



"There must be some way to find out why our captors are so excited about our new spikey friend. I would like to be prepared, and wouldn't it be great if we discovered that it was so bizarre it could somehow be used to our advantage?"





Gather Information +16 in Common, to find out more about the Creature, if possible.



Back to top
Akoss
Guest





PostPosted: Tue Jul 18, 2006 7:22 am    Post subject: Re: The Paths of Darkness Reply with quote

Sitting in the cell, there are few opportunities to glean information and fewer yet who know anything useful about the beast. Vaelin notes that there is a pit within the Pit, on the east side, which descends nearly 70 ft into a pool molten rock.



Raiks settles into a corner of a cage, brushing away the flies buzzing around him, “I guess all we can do now is try to work the situation to our advantage when the time comes…”



As the hours pass you find yourself having trouble keeping track of time in the darkness of the cavern. After a fitful sleep you are awoken with a sharp stab with the butt of a spear. A plate armored hill giant and at least eight tarkecs take up positions around the cave. Knowing your Pit fight was coming up soon, you replaced the bonds on your hands to avoid any suspicion. Rough, taloned hands shove you out of the cage, your joints stiff and sore from lack of use. Pitying eyes watch you from the holding pens, though one brave farmer clutches his hand into a fist by his chest as a blessing of strength in the upcoming battle.



You are led down a broad, winding stone stairwell down to the Pit Fighter cells. Handlers, trainers, owners and numerous guards fill this broad, irregularly shaped chamber. Apparently the beasts are kept in another chamber down the wide hall to the east. Cells line the walls along two sides of this chamber where today’s meat for the Pits is kept. Your bonds are cut by the tarkec guards right before shoving you into the cage with the rest. You can see a short, rising hallway leading up to the gate of the Pit itself and the din of the crowd already gathered above. Stretching out your aching muscles, a small parade of tarkecs, toulg, hill and frost giants look you over with appraisers’ eyes and in small groups odds are set, wagers made and tallied.



“Now I know what a lepic feels like…” Raiks quietly remarks, mirroring your own sentiment in the presence of so many giants. “I miss my lepic...” Vaelin laughs out, “I taught him everything I knew. How to cheat at dice, palm coins, fetch drinks and belch out Agani’s morning prayer… Uh, oh… uh, sorry Shane.”



Before you can retort, Vaelin is on her feet and moves towards the bars of the cage at the approach of a well-trimmed, middle-aged frost giant warrior. While Vaelin’s face is unknowable, the Giant’s face is split by a huge grin.



“How is my little one today!” Hrungr beams, his great arms thrown open wide. Some new meat with you I see. You will need their help against this one little Vae.” The giant’s voice grows low at that.



“These two,” Vaelin nods towards you and Raiks, “are the ones I was telling you about. They are skilled in the ways of war. If you’re looking to earn a little coin off my hide today I hope you brought what I asked for.” Vaelin ends with a wink.



“Vae! You are my most favored! Of course I brought what you asked!” Hrungr then glances around nonchalantly to make sure no one is standing too close by. “Have a care with this beast, it is said to be as cunning as ghelerym and nearly as strong. They say it can shed its spikes with the force of many spears and…” Hrungr last words drift off as the next group of ‘appraisers’ draw near. Hrungr gives Vaelin a little pat on the head with a finger and then strides off purposely back up to the throng of spectators.



After the last of the beasts and giants leave the pens, the cavern is gated off and the cages to the pit fighters are opened. Tables are brought out with weapons and armor and immediately you spy the majority of your own battle gear, including your whip, as does Raiks. A whole array of weaponry lies before you and you can see nervous hands amongst the farmers and merchants pressed into service. Vaelin’s fighters, Erin, Aegil and Teinen silently pick out their gear, tearing it away from farmers’ hands if they happen to have it.



Many spears, swords, shortblades, shields and armor of all sorts short of full plate lie on tables or on racks. If you needed anything else, here would be the place to get it.




NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 7/18/06 10:22 am


Back to top
1Mac
Guest





PostPosted: Tue Jul 18, 2006 4:49 pm    Post subject: Re: The Paths of Darkness Reply with quote

Shane takes his familiar whip, his light blade, and finds a sturdy but flexible set of leather armor. He also grabs a spear and suggests that everyone else do the same. "It would be good to keep some distance between us and this thing, if we can." He also instructs the farmers to put on the heaviest armor and carry the biggest shields they can. "I have seen enough peasants die to know what happens to one who is braver than he is skilled at arms, if he is foolish enough to fight."



Shane then slips Vaelin one of his knives to hide. "Just in case," he says. He puts on his armor, situates his weapons, and is ready to go.



As they are led into the ring, Shane looks around for places he and his comrades can hide when the pit is lit, including the pit within that Vaelin mentioned. Just before the creature is unleashed, he makes an exhortation to the Aesir, hoping to steel his comrades' bravery.





Okay, here we go.



Sleight of Hand +13 to sneak a knife to Vaelin



Spot +9, Search +11, to quickly look for hiding places.



Perform (oratory) +14, to Inspire Courage.



Some tactics: I would assume that we would be led in through one gate or portal, and that the beast would be led shortly thereafter. If we could situate ourselves flush along the wall nearest the second gate, we could ambush it before it even sees us. This plan works best if someone like Vaelin stands in an obvious place towards the center, so that Raiks and Shane can get sneak attack dice, on top of catching the creature flat-footed. Hide +11, minus the armor check penalty, for Shane.



Shane is very disinclined to let the farmers fight. There was once a time in his life where he would have been happy to use them as human shields, figuring that their deaths were inevitable and may as well be useful for something. Since his big, mysterious backstory moment, he feels more protective than anything.



Back to top
Akoss
Guest





PostPosted: Tue Jul 18, 2006 6:13 pm    Post subject: Re: The Paths of Darkness Reply with quote

Okay, give me the coordinates you want the pit fighters to take position in for your pre-emptive ambush and I’ll resolve the rest of those actions on the next update.







Larger image.




NAMEA - An Iron Heroes campaign.



Back to top
1Mac
Guest





PostPosted: Wed Jul 19, 2006 5:04 am    Post subject: Re: The Paths of Darkness Reply with quote



Are the dark areas from X17 to NN17 just shadows, or are there any impediments? If it is just shadows, then Shane, Raiks, and two of the others should form a line from II17 up to LL16. In case the beast comes out before we are in position, we stay along that wall, and will attempt to Move Silently (+11 -armor check for Shane) in the shadows should the beast appear, until we are ready. Another warrior, preferably someone stronger, should come with us and take position behind the torch at MM19: I'm thinking when we are ready the strong guy maneuvers to MM18 and dumps the torch on the spike fiend, when it is clear of the oil-covered walls, of course :) .



Our speediest warrior, probably Vaelin, should try to get to about OO30, or wherever the beast can clearly see her. If she had Savage Appearance or something like it, it would be a great time to use it.



The farmers should head toward the spring in the bottom corner and wait politely for us to come and get them.



Back to top
Akoss
Guest





PostPosted: Sun Jul 23, 2006 3:17 pm    Post subject: Re: The Paths of Darkness Reply with quote

Vaelin helps the farmers into suits of mail and outfits them with shields, spears and axes. Teinen, the strongest of the pit fighters dons on a suit of heavy scale armor, a large shield and a sizable battle axe. Erin and Aegil don a more medium weighted suit of chain while picking up longspears and several hand axes each. Raiks is happy to recover his Korlian spike, his guttersnipe and his prickers and finds a suit of leather to don as does Vaelin. Vaelin also grabs a number of throwing implements… four hand axes, four spears (to drop when she engages the beast) and a longspear.



After gathering your weapons you are led by the hulking hill giants and a half-dozen tarkecs to the main gate to the pit. The heat from the steam vents is quite palatable, even from here. With a heavy clang a gate slams down behind you, startling some of the farmers. Despair clouds the eyes of the press-ganged farmers and takes little solace from Vaelin’s encouraging words.



The gathering crowd is like something out of a nightmare. Beasts and giants of all sorts take up places around the pit and more than a few humans as well if your eyes don’t deceive you. Frost Giant warlords, arrayed in full dress battle gear, take up positions along the raised platforms to the east and west. Khaurir is there as well… seemingly taking an honored seat next to one of the giant lords. You can hear the low, cavernous growling and heavy thrashing about from the other side of the pit. Raiks flashes you a look that seems to say, ‘Oh for a heavy repeater and a fast korl…’



A middle-aged frost giant approaches a stony dais just beyond the pit, raising his spear to the cheering din of this monstrous menagerie. Bellowing some proclamation in giantish, and gesturing to both of the cages, the crowd seems to roar its approval. At the last roar, the gates suddenly drop into a broad crevice in the rock and Pit Fight is on!



Vaelin is out the gate before you can even blink, moving at a swift pace until she rounds the rocky outcropping and can enter the shadow of the north wall. Keeping silent and low, she moves with a grace to rival your own. Quickly you and Raiks do the same but as you both enter the shadows a great, copper-hued blur leaps out of the cage to the east. This four-legged beast moves with a speed that belies its great size. Great ropy muscles bearing countless sharp, thorny and blade-like protrusions give the appearance that the creature is some sort of monstrous briar brought to life. Its feline-like head possesses a long mane of greenish-copper thorns reaching almost to the ground and a tail which ends in a cluster of long blades. Its dark-copper claws are almost disproportionately large for its size, looking capable of impaling or disemboweling a human in a single blow.



It doesn’t seem to notice the three of you yet, but it clearly sees all the others. Quickly seeing their plan going to hell, the rest of the warriors take cover behind nearby stones as the farmers make for the pond. The briar beast watches them with calculating eyes, then rises up on its hind legs, looking over its surroundings, pausing every once and while as it notices something interesting. The beast is well over twelve feet tall on its hind legs. The creature moves with both speed and grace over the broken terrain, but not in too great a hurry. It clearly seems to be trying to size up the opposition, keeping a large stone in-between the warriors and itself…











Larger image.







Round 1:

Vaelin:

Move Action: Move to shadows.

Standard Action: Continue moving along north wall.

- Hide: 7 + 11 = 18

- Move Silently: 16 + 11 = 27



Shane:

Move Action: Move to shadows.

Standard Action: Continue moving along north wall.

- Hide: N20! + 5 + 10 = 35!

- Move Silently: 14 + 10 = 24



Raiks:

Move Action: Move to shadows.

Standard Action: Continue moving along north wall.

- Hide: 12 + 10 = 22

- Move Silently: 7 + 10 = 17



Briar Beast

Full-Round Action: Double-move to close in on our heroes…

Listen: 9 + 10 = 19 (base) - It doesn’t hear the three sneaking combatants.

Spot: 10 + 10 = 20 (base) – It doesn’t see the three sneaking combatants.



Aegil:

Full-Round Action: Double-move to cover and draw the beast’s attention.



Farmers:

Full-Round Action: Double-move to a safer location.



Teinen:

Full-Round Action: Double-move to cover and draw the beast’s attention.



Erin:

Full-Round Action: Double-move to cover and draw the beast’s attention.





Initiative:

Vaelin: 43! – It’s her turn now, but you may want to change your strategy up some before continuing… ;)

Shane (52 HP/52 RP): 12

Raiks (47 HP/47 RP): 12

Briar Beast: 10

Aegil: 8

Farmers: 6

Teinen: 3

Erin: 2





NAMEA - An Iron Heroes campaign.



Back to top
1Mac
Guest





PostPosted: Thu Jul 27, 2006 6:03 am    Post subject: Re: The Paths of Darkness Reply with quote

"Do, not, move!" Shane whispers harshly to Vaelin and Raiks. "Get your spears ready. We shall move forward with our plan."



He silently indicates to Aegil that he should stay where he is, and that it is now his job to tip the torch when the time comes.





We pretty much continue with the plan, actually. We are all nicely situated in the shadows, Aegil is behind the torch, and the beast is heading right where we want him, I think. Raiks, Shane, and Vaelin delay until the beast is close enough to launch their spears at it, catching it by surprise and yielding many sneak attacks.



There is a way to send silent messages to those who are aware of you, but I forget what that is. Bluff +15, Sense Motive +9; I think it involves one of those skills, but you will have to double-check, as I don't have my book with me. Anyway, the idea is to indicate to Aegil that he gets to dump fire on the beast when it gets close enough, unless there is some obvious reason that this is a bad idea.



Back to top
Akoss
Guest





PostPosted: Mon Jul 31, 2006 12:31 pm    Post subject: Re: The Paths of Darkness Reply with quote

"Do, not, move!" Shane whispers harshly to Vaelin and Raiks. "Get your spears ready. We shall move forward with our plan."



He silently indicates to Aegil that he should stay where he is, and that it is now his job to tip the torch when the time comes. Aegil nods ever-so-slightly in acknowledgement, bracing his spear beneath the brazier and waits for the beast to draw near.



The briar monster saunters almost casually across the battlefield, watching the farmers scatter towards the far end of the pit and the rest huddled behind cover clutching their spears. Its claws click heavily on the hard, stone floor and its tail scrapes angrily behind it. Tilting its head it suddenly looks low and sees Aegil ready to tip the brazier and the roars out…



… laughing.



Rearing up on its hind legs, it throws its great mane back and spreads its arms wide before the crouching warrior. Then with a sudden lurch forward, the beast projects dozens of rapier-long barbs from its great mane and arms, rocketing towards the warrior. The stilettos pierce flesh and stone with equal ease, tearing through the brazier and showering Aegil with its blade-like barbs. A heartbeat later, the burning oil from the brazier comes spilling out of the holes, washing over the helpless warrior like a flaming tide. Aegil’s agonizing screams send the crowd roaring to its feet. Refuse and debris come spilling into the pit from the blood-lusting throng.



“Die!!” Vaelin’s warcry spurs the hidden warriors into action. Stepping out of the shadows, the three of you hurl your spears as one towards this spawn of the Myrkyr. Vaelin’s and Shane’s aim is true, their spears piercing deep into the beast’s neck and forearm respectively. Raiks curses aloud as his spear glances off the creature’s wiry mane just as the creature spins around towards his hidden assailants. Raiks flashes the beast a look as grim as stone.



The beast is not amused.



Plucking the spears from its body one by one it casts them disdainfully aside. Its glance rolls past all three of you as the spears cast by the other pit fighters deflect harmlessly off its body. With a single, terrible motion it then lunges for Raiks who deftly leaps over the first raking talon, only to be torn by a wicked uppercut from the other. You sense to your horror there is something almost… human in manners and attacks.



This is clearly no ordinary beast.













Larger image.







Round 2:

Vaelin:

Free Action: Delays attack until monster is closer.



Shane:

Free Action: Send secret instructions to Aegil.

- Shane (Bluff – Deliver Secret Message): 2 + 15 = 17 vs DC 15 – Success! Aegil understands Shane’s hand signals.

Free Action: Delays attack until monster is closer.



Raiks:

Free Action: Delays attack until monster is closer.



Briar Beast

Move Action: Moves towards exposed pit fighters

Standard Action: Stiletto Volley against Aegil!

- Aegil Reflex Save: 12 + 4 + 2 cover = 18 vs DC 22 – Failed!

- Aegil receives 20 HP damage!

- Stone Brazier takes 20 – 8 hardness = 12 vs 7 HPs – destroyed!

- Aegil receives 13 HP fire damage and is dying!



Vaelin:

Full-Round Action: Shortspear attacks against Briar Beast (R: 15 ft).

- Spear Attack 1: 18 + 11 = 29 vs Def 16 (FF) – Critical Hit!

- Spear Damage: (5 + 6) + (3 + 6) + 3 sneak attack = 23 HP damage!

- Spear Attack 2: 9 + 6 = 15 vs Def 16 (FF) – Miss!



Shane:

Standard Action: Shortspear attack against Briar Beast (R: 15 ft).

- Spear Attack: 19 + 7 = 26 vs Def 16 (FF) – Critical Hit!

- Spear Damage: (3 + 1) + (5 + 1) + 5 sneak attack = 15 HP damage!



Raiks:

Standard Action: Shortspear attack against Briar Beast (R: 20 ft).

- Spear Attack: 3 + 8 = 11 vs Def 16 (FF) – Miss!

Move Action: Overwhelming Presence (Def 21)



Aegil:

Dying!



Farmers:

Full-Round Action: Another Double-move to a safer location and begin to scatter.



Teinen:

Standard Action: Shortspear attack on Briar Beast (R: 35 ft)

- Spear Attack: 10 + 5 – 2 range = 13 vs Def 19 – Miss!



Erin:

Standard Action: Shortspear attack on Briar Beast (R: 40 ft)

- Spear Attack: 7 + 5 – 2 range = 10 vs Def 19 – Miss!





Round 3:

Briar Beast

Free Action: Moves 5ft towards hiding pit fighters.

Full-Round Action: Power Attack (5 pt) Claw Attacks on Raiks.

- Claw 1: 8 + 14 – 5 PA = 17 vs Def 21 – Miss!

- Claw 2: 19 + 14 – 5 PA = 28 vs Def 21 – Hit!

Raiks receives (7 + 6 + 5 PA) – 2 = 16 HP damage!





Initiative:

Briar Beast: 10

Vaelin, Shane (52 HP/52 RP) & Raiks (31 HP/47 RP): 9

Farmers: 6

Teinen: 3

Erin: 2




NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 7/31/06 3:36 pm


Back to top
1Mac
Guest





PostPosted: Wed Aug 02, 2006 6:01 am    Post subject: Re: The Paths of Darkness Reply with quote

Shane takes his light blade, a look of grim determination steeling itself on his face. He approaches the beast, blade at the ready...



...and taps it on the nose, a coy smile taking the place of his steely aspect.





Well, aside from the part where one of our allies died a horrid flaming death, that went pretty well.



Move action: Draw light blade.



Free action: 5 foot step.



Move action: Feint, Bluff +15, -4 for a non-humanoid target, against the targets Base Attack or Sense Motive. The target will loose defense against Raiks, as per Devious Manipulator 3.



Hopefully Raiks follows through and draws a weapon, 5 foot steps, and standard attacks. If Shane needs to wait until Raiks actually threatens the thing, then he can wait. I don't believe it is at all meta-gamey for Shane to expect Raiks to attack, nor for Shane to coordinate his tactics for when he does attack.



Back to top
Akoss
Guest





PostPosted: Sun Aug 06, 2006 1:31 pm    Post subject: Re: The Paths of Darkness Reply with quote

Shane draws his light blade, a look of grim determination steeling itself on his face. He approaches the beast, blade at the ready...



...and taps it on the nose, a coy smile taking the place of his steely aspect.



Though somewhat befuddled by your move, the Briar Beast snorts out roughly once in protest but sees Raiks leap to the attack out of the corner of its eye.



“Chew on this!”



Raiks brings his heavy steel rod thundering down upon the beast’s head with a tremendous clang, staggering the beast. Meanwhile, Vaelin deftly spins another spear in her hand before hurling it at the beast. Her first shaft merely glances off its flank, but her second spear buries itself in the beasts foreleg.



Erin and Teinen press the attack, breaking cover and running across the battlefield flanking the beast. Their shouts ring out across the Pit as their spears are hurled as one, both finding flesh on the beasts back. Cheers and jeers rain down from the crowd and the metallic rings of saluting mugs and coins changing hands dull the beasts roars of pain.



Pulling the annoying shafts from its body, you are amazed at this beast’s fortitude. With a sideways glance behind it, the clever creature changes tactics.



At first, the beast seems to lean heavily forward towards you and you brace yourself for its attack. But then it suddenly throws itself backward, tucking its legs into a tight ball. The creature then proceeds to barrel-roll in a snake-like pattern, right for Erin and Teinen.



Caught completely unprepared, they try to dive to one side to evade the beast but to no avail. The enormous beast rolls completely over the two warriors, impaling the both of them on the great sword-bladed spines along its back with a sickening puncturing sound. Still alive, their screams fill the air as they flail helplessly, nailed bloody to the back of the beast. The creature then rolls deftly back onto its feet, though now noticeably burdened by the extra weight. It raises its talons in the air in a roar of triumph.



The cheering crowd goes wild, the din drowning out your very thoughts. Huddled so near the edge, the crowd threatens to spill into the Pit themselves!











Larger image.







Round 3:

Vaelin:

Free Action (Quick Draw): Pick up another couple of spears.

Full-Round Action: Hurl spears (R: 10 ft) at Briar Beast.

- Spear Attack 1: 6 + 11 = 17 vs Def 19 – Miss!

- Spear Attack 2: 17 + 6 = 23 vs Def 19 – Hit!

- Spear 2 Damage: (1 + 6) = 7 HP Damage!



Shane:

Move Action: Draw Light Blade.

Free Action: 5 ft step.

Standard Action: Feint Briar Beast for Raiks

- Bluff (Feint): 11 + 15 – 4 = 22 vs Briar Beast’s BAC: 11 + 15 = 26 – Failed! Briar Beast maintains AD against Raiks’ attacks.



Raiks:

Move Action: Draw Korlian Spike.

Free Action: 5 ft step.

Standard Action: Attack Briar Beast!

- Korlian Spike Attack: 13 + 9 = 22 vs Def 19 – Hit!

- Korlian Spike Damage: 10 + 3 = 13 HP damage!



Farmers:

Full-Round Action: Another Double-move to a safer location and begin to scatter.



Teinen:

Move Action: Move closer to Briar Beast

Standard Action: Shortspear attack on Briar Beast (R: 15 ft)

- Spear Attack: 17 + 5 = 22 vs Def 19 – Hit!

- Spear Damage: 3 + 3 = 6 HP Damage



Erin:

Standard Action: Shortspear attack on Briar Beast (R: 15 ft)

- Spear Attack: 15 + 5 = 20 vs Def 19 – Hit!

- Spear Damage: 1 + 3 = 4 HP Damage!



Round 3:

Briar Beast

Full-Round Action: Tumbling Briar Attack!

- Teinen’s Reflex Save: 15 + 4 = 19 vs DC 22 – Failed!

- Teinen takes 6 + 9 = 15 HP Damage!

- Teinen’s Reflex Save vs being impaled: 5 + 4 = 9 – Failed! Teinen is impaled on the barbs on back of the Brair Beast!

- Erin’s Reflex Save: 14 + 4 = 18 vs DC 22 – Failed!

- Erin takes 1 + 9 = 10 HP Damage!

- Erin’s Reflex Save vs being impaled: 3 + 4 = 7 – Failed! Erin is impaled on the barbs on back of the Brair Beast!



Initiative:

Briar Beast: 10

Vaelin, Shane (52 HP/52 RP) & Raiks (31 HP/47 RP): 9

Farmers: 6

Teinen: 3

Erin: 2




NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 8/6/06 4:34 pm


Back to top
1Mac
Guest





PostPosted: Mon Aug 07, 2006 10:04 am    Post subject: Re: The Paths of Darkness Reply with quote

Then let's set the crowd on fire, why not. Shane is not one to pass up an opportunity like that.



About how high up did you say the oil slick was? High enough to reach with, say, a short spear converted into an ersatz torch perhaps?



Back to top
Akoss
Guest





PostPosted: Mon Aug 07, 2006 10:39 am    Post subject: Re: The Paths of Darkness Reply with quote

Quote:
About how high up did you say the oil slick was? High enough to reach with, say, a short spear converted into an ersatz torch perhaps?
Easily. The slick is about 10-12 ft from the Pit floor.




NAMEA - An Iron Heroes campaign.



Back to top
1Mac
Guest





PostPosted: Mon Aug 07, 2006 2:26 pm    Post subject: Re: The Paths of Darkness Reply with quote



A related question: How tall is the briar beast? About 10 to 12 feet perhaps?



Back to top
Akoss
Guest





PostPosted: Mon Aug 07, 2006 3:42 pm    Post subject: Re: The Paths of Darkness Reply with quote



Yup, 12-13 ft.



I can almost smell the plan forming... :smokin




NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 8/7/06 6:44 pm


Back to top
1Mac
Guest





PostPosted: Tue Aug 08, 2006 3:45 am    Post subject: Re: The Paths of Darkness Reply with quote

"Brother, sister, things look rather grim, but I have a most excellent plan. We need to distract the creature momentarily. I need you both to run toward it and attack, but make sure that it has room to come back toward me when the time comes. I promise that the Aesir will reward our boldness."



As they charge toward the briar beast, Shane tears the sleeve off his robe and begins to tie it around the sharp end of his spear. He looks at the burning corpse of Aegil, almost grinning at the wicked cleverness of it all.







Standard action= Inspire Courage, Perform +14 (we will speak in Torinthian at the moment)



Move action=begin making ersatz torch as described.



You have probably guessed what I am going for, but I'll describe it in detail here. After making the spear-torch (which I imagine will take another round), Shane will Taunt the creature into coming towards him. I assume that the creature understands Common, since the narration comments on its almost human intelligence. When the creature charges, Shane will step gingerly aside and light the wall on fire, hopefully just as the creature slams into it.



I don't know how to reckon this mechanically, but there has to be some sort of stunt or challenge that could work. At least I hope so :)





Back to top
Akoss
Guest





PostPosted: Fri Aug 11, 2006 8:31 am    Post subject: Re: The Paths of Darkness Reply with quote

Where there's a will there's a IH stunt for it... :lol



I'll start resolving this stuff today.




NAMEA - An Iron Heroes campaign.



Back to top
Akoss
Guest





PostPosted: Fri Aug 11, 2006 12:06 pm    Post subject: Re: The Paths of Darkness Reply with quote

"Brother, sister, things look rather grim, but I have a most excellent plan. We need to distract the creature momentarily. I need you both to run toward it and attack, but make sure that it has room to come back toward me when the time comes. I promise that the Aesir will reward our boldness."



”In this life or the next, Megin.” Vaelin retorts with a wry smile.



“Ha!” Raiks replies with a laugh, “The beast is wounded more dearly than it let’s on. We can send this thing to Hel, Vae... You and me.”



For a moment Vaelin and Raiks share a wry grin, then they charge toward the Briar Beast. Shane tears the sleeve off his robe and begins to tie it around the sharp end of his spear. He looks at the burning corpse of Aegil, almost grinning at the wicked cleverness of it all.



Vaelin moves left while Raiks takes up a position behind a large boulder. The Briar Beast’s shifty eyes track their movement, waiting for the opportunity to strike. Erin and Teinen fight against the pain, trying to pull themselves free of the beast’s blade-long quills.



Vaelin whirls another spear in her hand as she pulls up just out of the creature’s reach. With a mighty war-cry she hurls her spear with the grace of a warrior-born, driving it clean into the beast’s neck! Staggering back from the blow, several tarkecs from the audience tumble into the Pit as the giant’s lurch over edge, their deafening howl drowing the creature’s screams. Blood spurts in great gouts from the creature’s maw, moments later finding Raik’s prickler bury itself in the creature’s leg.



Seeing their opportunity, Erin and Teinen tear themselves free from their bed of blades, tumbling hard to the stone floor. Together, they stagger back away from the beast as it lunges for Vaelin with blood-fury in its eyes. Vaelin deftly side-steps the first crashing claw, but stumbles off balance. The creature does not waste the opportunity. With a great, backhanded slash, the creatures tears a bloody gash across Vaelin’s chest, sending her tumbling back.



Quickly finishing his make-shift torch, Shane moves over to the ruin brazier and poor Aegil’s burning remains. Lighting his torch, it quickly sputters to life. He is ready.



But as begins to set his mind into putting his plan into motion, Laegar smiles upon him. Raiks weaves out of the shadows like a twisting serpent, drawing the beast’s attention away from Vaelin. Vaelin whirls around producing two more spears and with a lightning succession of throws, plants two shafts into the monster’s belly. The howls of the crowd are maddening now as more threaten spill into the Pit. Raiks springs from his low stance and with a cry you cannot hear over the maddening din, thrusts his Korlian Spike through the bottom of the beast’s jaw and in a shower of gore - through its head on the other side!



For a moment the creature seems to linger on that spot, its claws feebly trying to pull the spike from its head. Slowly the light fades from its eyes as its claws fall and slump to its sides. Then with a twist and blood-wrenching pull, Raiks tears the bloody spike free and the beast falls to the floor, dead.



Raising his spike to the sky, Raiks roars out his victory before the ecstatic crowd! As all eyes are on the valiant rogue, Vaelin flashes you a grave look.



It’s time.











Larger image.







Round 4:

Shane:

Standard Action: Perform (Inspire Courage): 7 + 14 = 21 – Success! You and your companions gain a +1 bonus to Attacks, Damage and Will Saves until Round 10.

Move Action: Begin preparing torch. It will take another standard action to complete.



Vaelin:

Move Action: Move to attack Briar Beast.

Standard Action: Hurl spear (R: 20 ft) at Briar Beast.

- Spear Attack 1: N20! + 18 + 11 + 1 (IC) = 50!! vs Def 19 – That’s a (lemme look this up again) Triple Critical Hit!

- Spear Damage: (6 + 6 + 1 IC) + (2 + 6 + 1) + (5 + 6 + 1) = 34 HP Damage! (damn… this sucker might die before you finish!)



Raiks:

Move Action: Move to a flanking position behind rock as there is way he can beat its BAC with a – 10 Tumbling Dodge to approach it.

Standard Action: Prickler Attack (R: 25 ft) against Briar Beast

Prickler Attack: (RF1 – Quickdraw): 14 + 9 + 1 (IC) – 2 = 22 vs Def 19 – Hit!

Prickler Damage: 1 + 2 + 1 (IC) = 4 HP Damage!



Farmers:

Full-Round Action: Wait and see…



Teinen:

Standard Action: Opposed Grapple check to get free.

- Teinen: 14 + 3 = 17 vs Briar Beast: 13 + 19 – 20 (to hold in briar) = 12 – Success! Teinen is free!

Move Action: Take a 5 ft step back.



Erin:

Standard Action: Opposed Grapple check to get free.

- Erin: 18 + 3 = 21 vs Briar Beast: 2 + 19 – 20 (to hold in briar) = 1 – Success! Erin is free!

Move Action: Take a 5 ft step back.



Round 5:

Briar Beast

Free Action: Moves 5ft towards Vaelin.

Full-Round Action: Power Attack (5 pt) Claw Attacks on Vaelin.

- Claw 1: 4 + 14 – 5 PA = 13 vs Def 20 – Miss!

- Claw 2: 14 + 14 – 5 PA = 23 vs Def 20 – Hit!

Vaelin receives (8 + 6 + 5 PA) – 2 = 17 HP damage!



Shane:

Standard Action: Finish making torch.

Move Action: Move and light torch off Aegil’s barbequed remains.



Vaelin:

Full-Round Action: Hurl spears (R: 10 ft) at Briar Beast (doesn’t provoke AoO).

- Spear Attack 1: 11 + 11 +1 (IC) = 23 vs Def 19 – Hit!

- Spear 2 Damage: (6 + 6 + 1) = 13 HP Damage!

- Spear Attack 2: 13 + 6 + 1 (IC) = 20 vs Def 19 – Hit!

- Spear 2 Damage: (1 + 6 + 1) = 8 HP Damage!



Raiks:

Move Action: Now close enough, Raiks attempts a Tumble (Dodge Foes) to move 15 ft and close with the Briar Beast.

- Tumble (Dodge Foes): 19 + 11 = 30 vs Briar Beast BAC: 4 + 15 = 19 – Success! – Raiks moves into the Briar Beast’s threatened area w/o provoking AoO.

Standard Action: Attack Briar Beast!

- Korlian Spike Attack: 18 + 9 + 1 (IC) = 28 vs Def 19 – Hit!

- Korlian Spike Damage: 5 + 3 + 1 = 9 HP damage!



The Briar Beast has fallen!!



Farmers:

Full-Round Action: Cheer!



Teinen:

Full-Round Action: Moves to Shane’s side.



Erin:

Full-Round Action: Moves to Shane’s side.



Round 6:

Vaelin:

Full-Round Action: Moves to Shane’s side.



Raiks:

Full-Round Action: Moves to Shane’s side.







Initiative:

Briar Beast: Dead!

Vaelin, Shane (52 HP/52 RP) & Raiks (31 HP/47 RP): 9

Farmers: 6

Teinen: 3

Erin: 2





Shane and Raiks are now 6th level (or will be after a good night’s rest).





NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 8/11/06 3:09 pm


Back to top
1Mac
Guest





PostPosted: Sat Aug 12, 2006 6:56 am    Post subject: Re: The Paths of Darkness Reply with quote



Sweet. :)



Are either the fighterss entrance or the monster's entrance open? That might be helpful.



Back to top
Akoss
Guest





PostPosted: Sat Aug 12, 2006 8:00 am    Post subject: Re: The Paths of Darkness Reply with quote

Neither I'm afraid. :(



The gates went up as soon as you entered the Pit...




NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 8/12/06 11:00 am


Back to top
1Mac
Guest





PostPosted: Sat Aug 12, 2006 8:10 am    Post subject: Re: The Paths of Darkness Reply with quote



Okay then. What about the spring/waterfall to the southwest? Looks like a promising hiding place at the least, and a potential escape route, if we can climb up the thing and follow it.



Or if there is a hidden passageway, conveniently leading the heroes to the outside :) .



Back to top
Akoss
Guest





PostPosted: Sat Aug 12, 2006 8:22 am    Post subject: Re: The Paths of Darkness Reply with quote

Quote:
Okay then. What about the spring/waterfall to the southwest? Looks like a promising hiding place at the least, and a potential escape route, if we can climb up the thing and follow it.
You can see the waterfall churn up the waters at it's base pretty good. It would definitely lend some aid in hiding. But you wonder how many people you feasibly hide in such a small area. Certainly not all nine of you. And climbing up a swift-flowing waterfall, while doable, is definitely not going to be easy...




NAMEA - An Iron Heroes campaign.



Back to top
1Mac
Guest





PostPosted: Sat Aug 12, 2006 4:12 pm    Post subject: Re: The Paths of Darkness Reply with quote

Seeing that the creature is dead, Shane strikes a dramatic manner. "Ladies, gentlemen, things," he says, adressing the beastly crowd in Common, "We the Children of the Four Winds are happy to have entertained you tonight with brutal gladitorial combat. But now it is time for us to take our leave. Laeger, Prince of the Wind, is pleased with our glorious victory, and has seen fit to take us away from this disgusting cavern. So good-bye! So long! Farewell! Oh, and look out."



"You may want to step back a bit," Shane whispers to the others in Torinthian. He then takes his torch, touches it to the oily wall, then drops it to the ground. As the fire consumes the foul creatures near the rim of the pit and sends thick dark smoke above the pit, Shane is merry. "Now we hide," he says cheerfully, and we either have ourselves an empty arena or a wonderful opportunity for ambush."







Bluff +15, +2 for speaking in Common, +2 for using his alias (Shane is in crazy-priest mode, what with referring to Laeger and the Four Winds nonsense), so +19 total, minus whatever for trying to Bluff a crowd, and for the sheer fantastic-ness of the lie.



There is that big volcano vent that's giving off a lot of steam. Is it thick enough to provide cover? I'm thinking that some of us hide with some of the farmers under the waterfall, and the rest hide under cover of the steam, but I want to see what's around the waterfall first. We'll head over quickly to the farmers to let them know what to do. I'm hoping that the smoke lasts long enough to do what needs to be done, but we still need to act quickly, I gather.



Hide +11, and we'll do the +2 Child of Faith bonus for the day, minus the armor check penalty for whatever armor Shane is wearing.





Back to top
Akoss
Guest





PostPosted: Sat Aug 12, 2006 5:37 pm    Post subject: Re: The Paths of Darkness Reply with quote

Seeing that the creature is dead, Shane strikes a dramatic manner.



"Ladies, gentlemen, things," he says, addressing the beastly crowd in Common, "We the Children of the Four Winds are happy to have entertained you tonight with brutal gladitorial combat. But now it is time for us to take our leave. Laeger, Prince of the Wind, is pleased with our glorious victory, and has seen fit to take us away from this disgusting cavern. So good-bye! So long! Farewell! Oh, and look out."



"You may want to step back a bit,"
Shane whispers to the others in Torinthian. He then takes his torch, touches it to the oily wall, then drops it to the ground. With a single gesture, the wall ignites with such swiftness and fury you jump back to avoid turning into a torch yourself. The flames streak around the Pit as though a thing alive and the deafening cheers that once rung across the cavern turn to screams and howls of agony as the nearest spectators burst into flames like so much kindling. Screaming beasts and Helspawn begin falling into the Pit and the heat begins to force you back from the walls. Black, oily smoke rises in great gouts as the fear panicked crowd hinder the efforts of the frost giant guards to try and quell the flames.



As the fire consumes the foul creatures near the rim of the pit and sends thick dark smoke into the air, Shane is merry. "Now we hide," he says cheerfully, “and we either have ourselves an empty arena or a wonderful opportunity for ambush."



Raiks suddenly takes you and Vaelin by the arm, his face suddenly graven.



“Shane, Vae… go.”



“There is no way we can outfight this host and escape the Pit. There are too many of them. See there…? Those giants are going to have control of the situation in minutes. There is no way these farmers and these lead-foot warriors will be able to sneak out of this cavern, through those enemy encampments and evade the hunters they will send after you before you reach Valdistadt. You know it and I know it.”



“But with one stroke I have influence here now, and with little luck, I can keep them alive in the aftermath... Likely by blaming you for all of this.” Raiks adds with a grin. “There is going to be a lot of confusion here I will do all in my power to give you the time you need to escape.”



Raiks voice grows low as he sees your face grow as grave as his. “You have to go Megin, Valdistadt needs you. They need to know all that you have seen in this place. I have to stay, without me their deaths are assured. If we all try to go with you, we will all be killed trying to watch over them.”



“This is our only chance Shane.”



“Go.”




NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 8/12/06 8:43 pm


Back to top
1Mac
Guest





PostPosted: Sun Aug 13, 2006 6:50 am    Post subject: Re: The Paths of Darkness Reply with quote

"Raiks, brother, friend, your sense of self-sacrifice is noble and pleasing to the Aesir, but if you have not noticed, the gates are shut and the walls are on fire. I fear that preparing an ambush may be our only option. Unless someone sees a way out of here that I have not noticed."



Back to top
1Mac
Guest





PostPosted: Sun Aug 13, 2006 7:48 am    Post subject: Re: The Paths of Darkness Reply with quote

"Very well," says Shane, "and thank you."



Shane and Vaelyn go to the waterfall to make their escape, hoping that the fiery carnage will provide them with enough cover.







Climb +8, +2 Child of Faith bonus for the day (since we never did the ambush thing, so +10 total. I'd like to see if Shane can secure his whip anywhere: it makes climbing easier, and he arguably gets the +2 synergy for "using ropes."



Back to top
Akoss
Guest





PostPosted: Sun Aug 13, 2006 8:07 am    Post subject: Re: The Paths of Darkness Reply with quote

"There." Raiks points solemly, gesturing towards the waterfall. "Stay under the water and climb on out. It won't be easy, but it's the only I can see. With any luck you won't be spotted in all the confusion."




NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 8/13/06 11:08 am


Back to top
Akoss
Guest





PostPosted: Sun Aug 13, 2006 9:00 am    Post subject: Re: The Paths of Darkness Reply with quote

Vaelin embraces Raiks as a brother before joining her comrades in arms one last time, promising to come back for them. Swiftly, she crosses the increasingly smoke filled battlefield, joining you at the waterfall. Raiks ushers the farmers and warriors to draw close to him to assuage their fears… undoubtedly with some clever twist on the truth.



Holding his hand against the heat of the flames and falling debris, Shane spies several overhanging rocks along the edge of the Pit and it gives him an idea. Standing at the water’s edge he bows his head in silent prayer and his heart steels with resolve. Raising his head, the Megin uncoils his whip and snaps it skyward, once… twice… success!



Entwining around a rough, protruding stone, Shane tests the whip against his weight. Finding the purchase secure, he takes a deep breath and swings out past the edge and into the waterfall. The tremendous weight of the water is even greater than he anticipated and it takes several precious seconds to make any headway at all. But slowly, hand over hand, step after inexorable step, he scales the falls to the top of the Pit.



Bracing himself against the rocks he can just make out Vaelin lunging for the whip. Shane looks around the cavern, pleased with his handiwork. Black smoke, burning corpses and debris chokes everything in view, stinging his eyes and lungs. It seems that the spectators he torched carried the smoke well beyond the confines of the Pit. Barely able to see ten feet in front of his face, Shane tears off another strip of cloth, wraps it around his mouth and nose. Roars and curses in giantish resound throughout the cavern. Lumbering and skittering footsteps are all around him and he can hear a steady parade of creatures and wagons heading for the cavern entrance.



With a nearly silent gasp, Vaelin finally crests the waterfall and gently tumbles over the rocks to your position, whip in hand.



“So far, so good. What do you think, make for the entrance with the others or follow the creek?”







Shane: Lash whip around rocks to create a line.

- Use Rope Checks: (1st: 8, 2nd 16) + 11 = 27 vs DC 25 (16 + 4 (15 ft + your natural height to reach 20 ft) + 5 (wet surface)) - Succeeds on his second try!

- Climb Check: (1st 7, 2nd 11) + 8 + 2 (CoF) + 2 (Syn) = 23 vs DC 20 (Base 5 (for rope & wall), +10 (force of water), + 5 (slippery)) – Succeeds on his second try!



Vaelin: Climbs whip behind Shane.

- Climb Check: (1st N1 – 14, 2nd 18 ) + 13 = 31 vs DC 20 – Succeeds on second try.





NAMEA - An Iron Heroes campaign.



Back to top
1Mac
Guest





PostPosted: Sun Aug 13, 2006 10:26 am    Post subject: Re: The Paths of Darkness Reply with quote

"I don't particularly want to join with the beasts right now, especially since I imagine we are now a very popular couple of folks. This creek has to lead somewhere, and I can't imagine that it is totally confined to the inside of the cavern. I vote we move along the bank as best we can; no sense in splashing around if we can just as easily move quietly."



Back to top
Akoss
Guest





PostPosted: Sun Aug 13, 2006 12:44 pm    Post subject: Re: The Paths of Darkness Reply with quote

“Sounds good t’me.”



Vaelin follows your lead though the smoke and ash staying low along the creek bank. And it appears timely as well as the great silhouettes of boulder carrying giants make their way towards the stream. Following low for a couple of hundred feet you can hear the great boulders crashing into the waters in an effort to divert the stream. The sound of great barrel-sized pails splashing in the pond can be heard even from here.



Climbing over two more short cliffs and long, steep embankment you follow the creek around an irregular cavern wall. The smoke has thinned out considerably here but so far you managed to escape unnoticed. From this vantage point, you can mark three of those spidery, worm-like Helbeasts, identical to the ones that bore the Helbound Kalva, patrol along the walls. The nearest is at least four hundred feet from your location, but it is heading in your general direction.



The din of rushing water grow louder as you round the cavern wall and you discover the source of the waters. Craning your head back, a dim circle of light peers through the smoky haze nearly a hundred feet up. The waters cascade gracefully down the rough cavern wall into a clear pool at its base. Several tributaries carry the water to various parts of the cavern. Doting the cavern wall at various elevations, several other cave mouths are apparent, their passages shrouded in darkness.



Though the area is clear of traffic at the moment, it has clearly seen a lot of traffic. Looking back over the cavern the giants seem to getting control of the fires and those who dwell in the cliff manors are slowly returning to their routines. Organized packs of tarkecs are beginning to mobilize along the Pit’s perimeter, though gratefully the entire area is still shrouded in smoke.



“I think we better get a move on. Shane, you feeling up for a real climb to the headwaters or shall we chance one of these lower caves? That Helspawn isn’t going to take long to get here...”





Shane:

- Hide: 19 + 10 = 29

- Move Silently: 9 + 10 = 19



Vaelin:

- Hide: 14 + 14 = 28

- Move Silently: 14 + 14 = 28



Opposed rolls made in secret.





NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 8/13/06 3:46 pm


Back to top
1Mac
Guest





PostPosted: Mon Aug 14, 2006 9:28 am    Post subject: Re: The Paths of Darkness Reply with quote



Can we take 10 on the Climb check? Is this a "relaxed, non-combat situation?"



Are we talking a DC 10 "very rough wall," or a DC 15 "very rough natural rock?" Is the surface entirely slippery, or does it look like we can climb around the falling water?"



I kind of wish I hadn't spoiled my Child of Faith bonus for the day :) .



Back to top
1Mac
Guest





PostPosted: Mon Aug 14, 2006 10:50 am    Post subject: Re: The Paths of Darkness Reply with quote

"The climb actually doesn't look too bad, at least for the first fifty feet or so. I suggest we make the endeavor. If we go so high and find that we cannot go any higher, then at least we are out of sight from the tarkecs."





Climb +8





Back to top
Akoss
Guest





PostPosted: Mon Aug 14, 2006 10:53 am    Post subject: Re: The Paths of Darkness Reply with quote

The first 60 feet or so you can climb alongside the waterfall at about a DC 15, the last 30 ft though (where the water flows through) you figure to be about DC 20, maybe DC 25 at the very end, but in the haze you can't tell for sure. At the moment, you can Take 10 as no one is attacking you.




NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 8/14/06 1:53 pm


Back to top
Akoss
Guest





PostPosted: Mon Aug 14, 2006 4:35 pm    Post subject: Re: The Paths of Darkness Reply with quote

Vaelin runs a hand through her ash filled hair, gazing up at the distant light above.



“Okay, but stay close to me.”



Wading through the shallows you begin your ascent along the right side of the falls for maximum cover. Side by side, you take the climb slow, but steady. At about 60 feet you peer into the crevice in the cavern ceiling where the water flows out like a torrent. While you think you can keep to the side of the crack, the rocks are slick and green. You fight back a small pit forming in your stomach at the view down. Vaelin has remained at your side for the entire climb and winces at the route ahead.



“Javla… I dunno Megin. That’s gonna be a hell of a tricky cl.... Oh dritt.”



Then you see it.



In a wide stance on the opposite side of the falls, the Helspawn’s tongue flicks in and out like a serpent’s – pointed directly at you. The roaring bellow almost causes you to lose your grip. Moments later its warning is met by giantish shouts and howls from the tarkecs.



“Climb!!!”



Heedless of the dangers now, you lurch into the crevice, fingers digging into slick stone to find purchase. The Helspawn’s legs dart out like great sword blades, moving as fast along these sheer walls as it does on open ground. The metallic ring of its claws drowned out by the noise of the falls.



Your hearts begin to race as the horror quickly gains ground on. Fighting for every inch on the slick rocks you crawl, five, ten, then fifteen feet up into the crevice, the spray of the raging waters threatening to peel away your grip at any moment. You can hear Vaelin cursing with every step as the metallic ring of bladed claws draws ever nearer.



Just fifteen more feet!



You can see the failing light of the day, the drizzle of the open sky on your face, the mountain peak yawning out before you... then suddenly, it might as well be fifteen miles away.



A dark shadow suddenly appears beneath you as the Helspawned Horrors maw fills the crevasse beneath your feet. With a bellow spawned from the Pit its countless teeth flex and roll in its worm-like maw. Globs of bile fly up at you and you steel your minds against the insanity of the situation before you.



Lurching at the crevice gap. It tries to squeeze its immense bulk into the narrow confines… and roars out again as it fails to fit!



Thank Laeg… A rock crumbles beneath Shane’s grip.



“Shaaannne!!!”



For a split second time stands still, you look beneath you as the monster’s slavering maw opens wide to receive you. Guided by nothing but your faith you thrust your other hand out and punch your fingers into the slightest of crevices stopping your fall before it had a chance to gain momentum. Your feet dangle above the precipice, the slick, narrow ledges having crumbling beneath them. The Helspawn’s tongue begins wetting its maw.



“Give me your whip! I’ll pull you out!”



With your free hand you grab your whip and deftly lash it up to Vaelin. Catching it easily, she wraps the end around her wrist as you slip your own through the handle’s thong. The monster’s tongue begins to descend into the beast’s belly as it braces itself to bring its meal… to it.



Dritt.



Vaelin just manages to crawl over the lip as the Helspawn’s tongue streaks out towards the dangling Megin, piercing his thigh with its barbed, bile-soaked tongue. Biting back the pain, you feel a tug on your arm as Vaelin rises to her feet.



Suddenly, you’re torn away from the wall with such force that a shower of broken rock ricochets around the crevasse from a piece of the wall you had torn away. Feeling like you’re about to be torn in two, Vaelin’s bestial warcry matches the beast’s as somehow she is able to hang on!



Sinew and tendons begin to pop as you dig your free hand around the monstrous barb in an effort to try and break its hold. Looking skyward you see every muscle, every fiber of Vaelin's being straining against the impossible task! You feel your shoulder begin to pop as you slowly, inexorably, tear away the Helspawn’s barb.



With a sudden skyward lurch you hurtle into the air as the beast’s tongue snaps free! Catching the ledge of the crevasse with his good arm, Shane slowly drags himself over lip… free.



Thwarted, the Helspawn's furious screams causes the very ground beneath you to tremble. Vaelin staggers back several steps in the alpine meadow grass…



“Now… if you’ll excuse me…”



… and collapses.







Old Valnyrian Cursing Dictionary.

Javla = Damn.

Pyll = Damn.

Dritt = Crap.

Cosel = Crap.

Spytte = Spit.

Kass Av = Get Lost (or variations thereof)

Lagn = Liar/Lies/Yer full of it.

Gjore = Ye who are soon to be dead.



Shane:

1. Climb Check – 1st 60 ft: (take 10): 10 + 8 = 18 vs DC 15 – Success!

2. Climb Check – Next 15 ft: 12 + 8 = 20 vs DC 20 – Success (right on the nose)!

3. Climb Check – Next 15 ft: 14 + 8 = 22 vs DC 25 – Failed! But you hang on!



Vaelin:

1. Climb Check – 1st 60 ft: (take 10): 10 + 13 = 23 vs DC 15 – Success!

2. Climb Check – Next 15 ft: 16 + 13 = 29 vs DC 20 – Success!

3. Climb Check – Last 15 ft: 18 + 13 = 31 vs DC 25 – Success and out! (Bye!)



Unknown Horror:

Frightful Presence: 30 ft.

- Shane Will Save: 14 + 6 = 20 vs DC 17 – Success! Immune to creature’s frightful presence for 24 hrs.

- Vaelin Will Save: 14 + 8 = 22 vs DC 17 – Success! Immune to creature’s frightful presence for 24 hrs.

Barbed Tongue Trip Attack on Shane: 10 + 14 = 24 vs Def 15 – Hit! Shane takes 4 + 3 = 7 – 1 = 6 HP damage!

- Trip Attack: 3 + 19 = 22 vs Shane: 11 + 5 = 16 – Success! Shane is tugged from wall and is trying to suck him into its maw – can Vaelin hold on!!

- Vaelin’s Opposed Grapple Check: (Strains 45 HP for a +18 bonus to Grapple) 17 + 8 + 18 = 43 vs Unknown Horror: 15 + 19 = 34 – Success!! Shane takes 22 HP damage, but Vaelin pulls Shane free of the Horror’s tongue and lifts him to safety!





Shane: 24 HP/52 RP





NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 8/14/06 7:49 pm


Back to top
1Mac
Guest





PostPosted: Mon Aug 14, 2006 6:01 pm    Post subject: Re: The Paths of Darkness Reply with quote





Eek. Those were some lucky rolls.



Heal +9 to stabilize Vaelin if she needs it. Take 10, of course.



For the record, I had forgotten and recently re-discovered that the Child of Faith background grants a +2 bonus against fear effects, so that Will save would have been +8, not +6. It didn't make any difference, but I thought I should politely point it out.



Back to top
Akoss
Guest





PostPosted: Mon Aug 14, 2006 7:41 pm    Post subject: Re: The Paths of Darkness Reply with quote

Quickly moving over to Vaelin you breathe a sigh of relief to find she is still cognizant… sort of.



“Jus’ gimme a minute to catch my breath. Ugh… make it two.”



“Oh, and would be a dear an’ pop my shoulders back in.”




Though knowing you cannot tarry long, you turn your face to the sky and feel the rains returning life to your body. It will be dark within the hour you tell yourself.



But where to go…?



To Vaelin’s credit she is on her feet in under five minutes and only kicked you once when you popped back in her dislocated shoulders. She still seems a little out of it though.



From what you can tell you are on the south side of the mountain with the bulk of the Uul and giant forces on the other side of the mountain to the north. Valdistadt lies to the east and there is a lot of hard, mountainous country if you stay on the south side of the range.







Quote:
For the record, I had forgotten and recently re-discovered that the Child of Faith background grants a +2 bonus against fear effects, so that Will save would have been +8, not +6. It didn't make any difference, but I thought I should politely point it out.
Good call, sorry I missed that. I was going by my condensed "cheat sheet" for your save. I'll make a note of that in the future. :)





NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 8/14/06 10:46 pm


Back to top
1Mac
Guest





PostPosted: Tue Aug 15, 2006 8:16 am    Post subject: Re: The Paths of Darkness Reply with quote

"I suggest we stay south of the mountains to make our way to Valdistadt, at least for the time being. You may be surprised, but this man of the cloth actually made the journey from Torninth to Valnyr all by his lonesome self, so I know a thing or two about surviving arduous travel."







Survival +10, now that Shane is level 6 (presuming we get a good night's rest sometime soon).



Back to top
Akoss
Guest





PostPosted: Tue Aug 15, 2006 6:08 pm    Post subject: Re: The Paths of Darkness Reply with quote

“Megin… You’d be surprised just how little surprises me anymore.”



“Lead on.”



“…”



“You wouldn’t happen to be hiding any grog in that robe somewhere, would you?”




And so it goes…



Your first night you spend in a small cave in the side of cliff with plenty of foliage. Fording your way down raging creeks and over bare rock when you can has yielded fruit in eluding your quarry. For once Valnyr’s incessant rains have worked in your favor, scouring away the traces of your passage. You figure you had about a four hour head start on your quarry, having to go the long way around the mountain, so you estimate it would have been nightfall when they had reached your point of exit.



In the pre-dawn hours you are awoken by the howls of tarkecs. Quickly peering out from the cave you turn your ears to the wind. Another misty, drizzling day greets you but you feel well rested though and what little sleep Vaelin gained seemed to do her a world of good as well.



Then another howl…



They are close.



“Two and a half... three miles at the most.” Vaelin notes solemnly.



“Go.”







And so the hunt was on. Running... endless running... Day and night you are driven by your pursuers, light and dark blur into one another, running through the unforgiving mountains of the northlands. Several times you have seen him, from across a gaping chasm, river valley or a high mountain top.



Khaurir.



They sent their best.



His fierce countenance never betrays even a moment’s weakness or a hint of fatigue. His tarkec pack are never more than a bowshot ahead of him. As relentless as the briared whips of Dagul himself you know you cannot afford a single mistake. One wrong turn, one false step in the boglands, one impassible chasm and they would have you. Each day is a punishing ordeal on your bodies. Stopping only long enough to forage some meager detritus to survive, you have never been so relentlessly perused.



Three days on the run.



No food.

No shelter.

No rest.



But the Megin’s skill in the wild never falter.



Day 5.



Valdistadt.



The weak light of sun rising behind the city is as glorious as the Gates of Valhalla to your weary eyes. Long since past caring about the cold and the hunger, the two of you stagger the last weary miles across the muddy plain. Vaelin is near collapsing and you know you are not far behind. Finally faltering the boggy plain, the both of you collapse, the city’s gates tantalizingly out of reach.



Somehow you turn around, the hungry growl of tarkecs so close now. Khaurir sits astride his mount at the edge of the tree line before the plain of Valdistadt. For a moment he only looks at you through his matted fur and metallic spines, as though measuring your worth. Cocking its head to one side, a wry smile crosses his shark-toothed maw as he bows ever so slightly to you. Raising his spear in salute to you, the shadows of the woods reach out and embrace him like a dark cloak… and he is gone.



You can barely feel the strong arms lifting you to your feet or the cheers that surround you. The huntsmen of Valdistadt, concealed in covered pits in mud around you begin to rise all around you. Leaning heavily one another, Vaelin laughs under her breath, but can find no words to say.



The Gates of Valdistadt open wide… and never has a strange city ever seemed so like home.









Shane:

- Survival Check Day 1: 17 + 10 = 27 vs DC 15 – Success! Find your way through the thick forests, avoiding potential hazards along the way.



Shane: 52 HP / 24 RP

Vaelin: 60/65 HP / 0 RP



- Shane’s Heal Check at night on himself: 9 + 10 = 19 vs DC 15 – Success! Shane recovers all his reserve points.

- Shane’s Heal Check at night on Vaelin: 6 + 10 = 16 vs DC 15– Success! Vaelin recovers 60 RP in those 8 hours + 7 HP.



- Survival Check Day 2: 7 + 10 = 17 vs DC 15 – Success! Find your way through the thick forested mountains, avoiding potential hazards along the way.



- Survival Check Day 3: 14 + 10 = 24 vs DC 15 – Success! Find your way through the thick forested mountains, avoiding potential hazards along the way.



- Survival Check Day 4: 18 + 10 = 28 vs DC 15 – Success! Find your way through the thick forested mountains, avoiding potential hazards along the way.



- Shane in AM of Day 2: 61 HP / 61 RP



- Forced March Check (Shane): Hour 9: 2 + 2 = 4 vs DC 10 – Failed. Shane takes 4 points NL damage and is fatigued (-2 Str & Dex).

- Forced March Check (Shane): Hour 10: 3 + 2 = 5 vs DC 12 – Failed. Shane takes 1 point NL damage.

- Forced March Check (Shane): Hour 11: 16 + 2 = 18 vs DC 14 – Success!

- Forced March Check (Shane): Hour 12: 15 + 2 = 17 vs DC 16 – Success!

- Forced March Check (Shane): Hour 13: 10 + 2 = 12 vs DC 18 – Failed. Shane takes 6 points NL damage.

- Forced March Check (Shane): Hour 14: N20! + 8 + 2 = 30 vs DC 20 – Success!

- Forced March Check (Shane): Hour 15: N1 - 1 + 2 = 2 vs DC 22 – Failed. Shane takes 4 points NL damage.

- Forced March Check (Shane): Hour 16: 11 + 2 = 13 vs DC 24 – Failed. Shane takes 6 points NL damage.

- Forced March Check (Shane): Hour 17: 14 + 2 = 16 vs DC 26 – Failed. Shane takes 1 points NL damage.

- Forced March Check (Shane): Hour 18: 3 + 2 = 5 vs DC 28 – Failed. Shane takes 6 points NL damage.

- Forced March Check (Shane): Hour 19: 9 + 2 = 11 vs DC 30 – Failed. Shane takes 4 points NL damage.

- Forced March Check (Shane): Hour 20: 15 + 2 = 17 vs DC 32 – Failed. Shane takes 3 points NL damage.

- Forced March Damage Hours 21-76: 192 NL points of damage.



- Shane takes 223 NL total damage taken, intermittently healed by Reserve Points.

- Shane at the gates of Valdistadt 61 HP / 4 RP.





- Vaelin in AM of Day 2: 65 HP / 60 RP



- Forced March Check (Vaelin): Hour 9: 13 + 3 = 16 vs DC 10 – Success!

- Forced March Check (Vaelin): Hour 10: 10 + 3 = 13 vs DC 12 – Success!

- Forced March Check (Vaelin): Hour 11: 18 + 3 = 21 vs DC 14 – Success!

- Forced March Check (Vaelin): Hour 12: 10 + 3 = 13 vs DC 16 – Failed. Vaelin takes 1 point NL damage and is fatigued (-2 Str & Dex).

- Forced March Check (Vaelin): Hour 13: 6 + 3 = 9 vs DC 18 – Failed. Vaelin takes 5 points NL damage.

- Forced March Check (Vaelin): Hour 14: 5 + 3 = 8 vs DC 20 – Failed. Vaelin takes 4 points NL damage.

- Forced March Check (Vaelin): Hour 15: 2 + 3 = 5 vs DC 22 – Failed. Vaelin takes 1 points NL damage.

- Forced March Check (Vaelin): Hour 16: 19 + 3 = 22 vs DC 24 – Failed. Vaelin takes 3 points NL damage.

- Forced March Check (Vaelin): Hour 17: 14 + 3 = 22 vs DC 26 – Failed. Vaelin takes 4 points NL damage.

- Forced March Check (Vaelin): Hour 18: 3 + 3 = 22 vs DC 28 – Failed. Vaelin takes 4 points NL damage.

- Forced March Check (Vaelin): Hour 19: N20 + 16 + 3 = 39 vs DC 30 – Success!

- Forced March Check (Vaelin): Hour 20: 19 + 3 = 22 vs DC 32 – Failed. Vaelin takes 1 points NL damage.

- Forced March Damage Hours 21-76: 212 NL points of damage.



- Vaelin takes 235 NL total damage taken, intermittently healed by Reserve Points.

- Vaelin at the gates of Valdistadt 65 HP / 1 RP.



You made it!!



I will post the next chapter in your saga in the main Valdistadt thread – hopefully tomorrow.






NAMEA - An Iron Heroes campaign.

Edited by: Akoss at: 8/15/06 9:16 pm


Back to top
Display posts from previous:   
Post new topic   Reply to topic    Namea Forum Index » The Paths of Darkness All times are GMT - 7 Hours
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001- 2004 phpBB Group
Theme created by phpBBStyles.com | Themes Database