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Flag Pangur August 21, 2011 12:31 PM PDT
The passage continues for a while and despite Arvindur's best efforts, it's difficult for him to keep judging distance and direction back to where they were held accurately. Eventually the group comes to a man-made wall though: large blocks of stone are mortared together solidly. It's far from elegant, but definitely sturdy. Fortunately, there's also a door of sorts: a wooden panel, color faded from age, crafted from thick planks - Arvindur can tell they must be thick, since they don't give even a little bit when he tests the door. Unfortunately, there doesn't seem to be a handle on this side. Maybe it's not actually meant as a door?
Flag Arvindur August 21, 2011 2:27 PM PDT
Arvindur Leafchaser

Arvindur examines the panel and it's edges, maybe it's been moved recently?
Flag Pangur August 22, 2011 10:22 AM PDT
Tapping the panel reveals no weaknesses, but it does tell Arvindur a bit about how it is kept closed: the top and bottom edges are blocked on the other side, presumably by a small overlapping ridge of rock, while they're free on this side. The side edges are free on both sides, except for about 4 inches in the middle: they are are kept in place because along those 4 inches the wood extends into the rock, clamped firmly in position. It doesn't look like the panel has been moved in ages, if ever.
Flag Arvindur August 22, 2011 7:40 PM PDT
Arvindur Leafchaser

Favoring quiet for the moment, Arvindur attempts to move the panel from side to side, perhaps getting an edge free of the rock is possible, quietly at any rate.
Flag Pangur August 23, 2011 9:46 AM PDT
Arvindur can't find enough purchase on the panel to exert sufficient force to move the panel. It looks like it fits quite snuggly anyway though: not much of a chance moving it about is even possible.

"That stonework is pretty crude," Oswald muses.

"But the panel is nice and square and still fits perfectly. How'd they do that?"
Flag Arvindur August 23, 2011 11:44 AM PDT
Arvindur Leafchaser

Musing over the panel quietly, Arvindur turns his attention to the stone holding the panel in place on this side, tapping it as quietly as possible to see if it can be budged, "Probably with magic like what I used earlier."
Flag Pangur August 23, 2011 1:51 PM PDT
Arvindur taps the stone and slides his fingers over the rough surface. Nothing seems out of the ordinary, until he gets close to the middle of one side of the panel: just above and below the 4-inch protruding wood part that's fit snuggly into the rock he feels a seam, running straight to the front of the wall. The rough-looking stonework must actually be put in place meticulously, hiding the seas both with exact craftsmanship and by making the wall appear to be done by unskilled labourers.

It looks like a section of the stonework on both sides can be moved, functioning as rails for the panel to slide along: whoever built this must have pulled the panel into place behind them from the other side. Sliding it back out will be difficult though - rough as it is, the stone doesn't offer a lot of grip.


OoC: I hope that's clear enough as a description of how the door/panel works. If not, just let me know.
Flag Arvindur August 23, 2011 8:06 PM PDT
Arvindur Leafchaser

Prying at the movable portions, Arvindur frowns, "Oswald, take a look at this."
Flag Pangur August 24, 2011 11:11 AM PDT
"Eh! Clever, that..."

Oswald is impressed.

"Must be gnome work. They're tricky like that."

Looking it over, he concludes: "We can maybe shift that inch by inch if we try real hard with just our hands. A lever would be better. Can we wedge something between the opposite sides? That, or you use that trick of yours again."
Flag Arvindur August 24, 2011 4:45 PM PDT
Arvindur Leafchaser

"Don't have a lot of that left in me. I could burn it down but I'd rather not." Arvindur checks what he collected in their escape, "I could swear I had a knife we could use."
Flag Pangur August 25, 2011 4:36 AM PDT
"That won't help, unless you want to try and go through the wood. That knife isn't going to do any good against solid rock."

Oswald grabs the crowbar he'd been using as an impromptu club earlier.

"This thing would be perfect, but it's just too short. See if you can't find a piece of stone lying around, maybe two or three inches thick. I think we can wedge the crowbar between the two sections of stone on either side of the opening if we can make it just a couple inches longer. Then we'll have a handle to pull on."
Flag Arvindur August 25, 2011 10:17 PM PDT
Arvindur Leafchaser

"Good plan.", Arvindur scours the area for a suitably sized rock, "We won't have very long to do this before the light goes out. Hope it works."
Flag Pangur August 26, 2011 2:03 PM PDT
One of the broken tiles that make up the floor turns out to be just what's needed. With Arvindur's help, Oswald jams the crowbar in place and then slowly tries to pull the panel closer. The stone doesn't slide as smoothly as it probably did when this was constructed, but slowly and with only minimal noise the panel moves towards the group. The dwarf has to start over twice when the crowbar comes loose, but after a few minutes it's there: the panel slides free from the wall. It's dark beyond, and as far as the group can tell nothing stirs on the other side of the opening. It's a tight fit for Oswald to go through, but he'll manage. The others should not have any problems.

On the other side, the stone elements of the door construction have handles. Oswald thinks he should be able to set everything back in place behind them, with a little effort.
Flag Arvindur August 26, 2011 10:06 PM PDT
Arvindur Leafchaser

Squeezing through the gap, Arvindur casts the light across the new room, hopefully they are in a better place this time.

OOC: Did I manage to remember the route and distances from earlier?
Flag Pangur August 27, 2011 4:37 PM PDT
The group has ended up in a corridor of sorts again, this one clearly purposefully built instead of the caverns they just exited. The floor is paved properly, most of the walls are brickwork and the ceiling is shaped like a half cilinder. The air is warm, dry and smells fairly clean. There's no light where they came through the opening in the wall, but about 30 yeards up and down the corridor, behind curving corners, a blueish flickering light can be seen. Not a living soul appears to be near.


OoC: Arvindur thinks he remembers the direction and distance to the compound where they were held accurately enough to find the place again once they get above ground. I can't confirm he's right about this, but he's confident despite the confusing path they followed.
Flag Arvindur August 28, 2011 2:53 AM PDT
Arvindur Leafchaser

Taking the lead, Arvindur slips up to peer at the source of the light, pausing just long enough to pass their makeshift torch to One-Arm to avoid the light giving him away.

OOC: Perfect, its for the grudge rematch once I'm back on form.

Might be breaking a few laws but VENGEANCE!
Flag Pangur August 29, 2011 3:22 AM PDT
The source of the light turns out to be some sort of gas-fueled torch built out of copper or a copper-based alloy. A thin copper tube runs along the wall to feed this torch and others like it, attached to the wall at regular intervals. The section of the corridor where Arvindur and the others came through the wall has no lights, possibly because it may not be in use. The masonry in the walls and ceiling is in good condition, but dust and cobwebs have been allowed to build up without disturbance for a very long time.
Flag Arvindur August 29, 2011 7:02 AM PDT
Arvindur Leafchaser

Arvindur waves the others forward and exchanges a glance, "Any of you know this?"
Flag Pangur August 29, 2011 9:45 PM PDT
The corridor is at least two yards wide and close to twice as high at the apex of the round ceiling. It must have been an enormous work to build this, especially with the expensive and sofisticated lighting system.

"Never seen anything like it," Anchors says, and the others agree.

"It's nothing like the cavern we escaped through, so I don't think it's the same people that built it. But this feels huge: it could go on under all of the city."
Flag Arvindur August 30, 2011 10:04 AM PDT
Arvindur Leafchaser

"Something's keeping the lights going too. Lets go." Arvindur heads down the corridor, following the light's piping.
Flag Pangur August 30, 2011 2:39 PM PDT
The corridor stretches out before the group. Anchors was right when he said it might be huge: assuming his is the main corridor, it looks like it could well be a couple dozen miles long even if it's usually not possible to see more than a hundred yards at a time due to it wending left and right - and then there are occasionally branches splitting of in various directions.

After only a few hundred yards Oswald suddenly grabs Arvindur's arm and pulls him back.

"Careful now... I could be wrong, but something's not right there."

The dwarf points at the floor a couple of steps up ahead. None of the others see anything amiss, but Oswald is certain something's off.

"I'm almost sure there's a trap there. That tile... I bet there's spring mechanism underneath."
Flag Arvindur August 30, 2011 4:45 PM PDT
Arvindur Leafchaser

"Nothing to test it with but magic, and my supplies are low as it is. Can you see a way around it?"
Flag Pangur August 31, 2011 11:53 AM PDT
"If I could see what it does, maybe... We could just trigger it if we knew where the danger would come from. But I think it's just that tile and the one next to it."

Oswald grunts in frustration, staring at the suspicious part of the floor.

"I'm willing to risk it. Just stay very close to the wall and avoid stepping on those two tiles. We could go back too, but there are probably more traps in that direction too. What do you think?"

The two tiles the dwarf pointed out take up about two thirds of the width of the corridor. Stepping next to them would be awkward, but not difficult. Jumping - or even stepping, for the ones with human-sized legs - would be doable as well, but that seems just as dangerous: it's harder to react to a sprung trap when you just landed or stretched your legs further than normal.

Flag Arvindur August 31, 2011 10:24 PM PDT
Arvindur Leafchaser

Arvindur nods, then begins the incantation,"Brother Wolf. Come to our aid. Brave this treacherous land."
A spectral wolf appears and begins loping across the trapped floor.

OOC: Convert Camouflage into Summon Nature's Ally I for a wolf, who will then move forward across all the trapped tiles, and if it survives, as far ahead as the duration would allow.
Flag Pangur September 1, 2011 12:57 PM PDT
The wolf growls, sniffs the tiles and snorts in disgust before gingerly stepping on one of the tiles. A click sounds to the right, a small panel slides open and a small javelin is shot into the opposing wall where it shatters into splinters at a height of four yards. The wolf, startled, crouches down even further and shifts away, accidentally treading onto the other trapped tile: another click, now from the left side, and another javelin shoots across - this time only three feet from the floor, fortunately still high enough to miss the wolf Arvindur called up. It whines for a second, then slinks forward a few more steps when nothing else happens and waits for Arvindur to direct it what to do next.

The trap looks properly sprung: the panels have remained open and there are no other javelins in sight. Oswald pronounces it safe to cross, along with a heartfelt sigh of relief.

"Those sticks would have meant a bad end for sure..."


OoC: the wolf is not very pleased with the situation, but he is unhurt and will continue to obey. If you continue on, please indicate the formation of the group and how far ahead you'll send the wolf. Not saying anything else will happen, just getting the details right. ;-) 
Flag Arvindur September 1, 2011 1:46 PM PDT
Arvindur Leafchaser

"Sorry brother, but we must, and it will do no more in the spirit lands where you are whole once again." Arivindur directs the wolf onwards, even as he takes the lead, with Oswald beside him to keep an eye out for more surprises.

OOC: Wolf ahead, moving as fast as it can while remaining within sight, I'll take the lead with Oswald right beside to spot more surprises, and everyone else goes on a good 10ft behind in case something gets all of us in the lead.
Flag Pangur September 2, 2011 12:45 PM PDT

Every now and then smaller corridors lead away from the one the group is travelling along, and each time the wolf waits just long enough for Arvindur to confirm it should keep going. The corridor curves gently left to right and back again, just enough not to be able to see more than a hundred yards or so at a time - but at least the torches provide plenty of light, if not in all the small side corridors as well.

After perhaps half a mile, an even wider and higher corridor comes in sight: the group nears a T-junction and will have to choose whether to go left or right. Fifty yards away from that however the wolf suddenly barks loudly and tries to jump forward: the floor crumples underneath its paws to reveal a wicked spike trap. The wolf is fortunate enough to just manage to hang on and eventually scramble up on the ledge on the left of the trap, where it lies down panting, struggling for breath for a moment.

The ledge it's on is two feet wide and goes completely past the spike trap: just like the previous one it seems the trap can be circumvented easily enough for someone who knows it's there, without setting if off or otherwise disturbing it.

Flag Arvindur September 2, 2011 1:01 PM PDT
Arvindur Leafchaser

"Oswald? Thoughts?" Arvindur peers into the pit while the dwarf gives his expert opinion.
Flag Pangur September 2, 2011 1:40 PM PDT
"Looks like the work of the same gnome that came up with that door if you ask me," Oswald grumbles while inspecting the craftsmanship with grudging respect.

"And I think these halls are still in use, or meant to be, despite the traps. We'll run into more of them, but there'll be a way to get past them while leaving them intact and ready for other trespassers.

All these corridors... This is nothing like a dwarven clanhold inside a mountain, more like the streets of a city. Only underground. We must be below Garic's. Our best bet is to choose a path that seems to go up until we find a way to get above ground. Keep an eye on the ceiling: could be ladders leading up. And we should check the other passages, real quick like. Just to make sure they don't have a way out."
Flag Arvindur September 2, 2011 10:10 PM PDT
Arvindur Leafchaser

"Lets try the left side then, no sense splitting up." Arvindur ushers the wolf ahead, carefully avoiding the trap.
Flag Pangur September 4, 2011 12:44 PM PDT
Before the group has travelled more than a hundred or yards more they hear the sound of approaching footsteps. Rapidly approaching. They come from up ahead and it sounds like there's quite a few people approaching: at least three, but possibly a lot more.
Flag Arvindur September 4, 2011 11:28 PM PDT
Arvindur Leafchaser

Motioning the others to silence, Arvindur slips ahead to see who these may be. Theres hardly much room to hide in.

OOC: I left the torch with one of the others.
Flag Pangur September 6, 2011 8:57 AM PDT
Arvindur's careful approach doesn't help him much: there is indeed not much to be had for hiding space and the group of men is moving towards him double-time. As soon as he sees them he is seen in turn:

"You there! Halt! State ytour business!"

There are four humans, one of which female, a gnome and an elf or half-elf. They're dressed similarly, in heavy woollen and felt shirts and pants, reinforced with leather patches: mostly drab browns and grays, but the shirts have three wide, red bands across the chest. They all wear distinctive round felt hats with a small, upwards-curving brim. And they're all armed: heavy knives, hand axes, one heavy chopping sword.  
Flag Arvindur September 6, 2011 10:30 PM PDT
Arvindur Leafchaser

Arvindur raises empty hands, no sense picking a fight with armed and alert people, "Ah good sirs, Arvindur Leafchaser of the Silver Swords at your service. Where is this place?"

OOC: Recognize anything on them? That looks like a uniform,.
Flag Pangur September 7, 2011 10:24 AM PDT
The clothes are more heavy-duty work clothing than actual uniforms, but the colored bands each one sports can't be a coincidence either. Closer inspection also reveals a number of small traps for rodents dangling from some belts, as well as several dead rats and mice trussed up by their tails.

"The Silver Swords?"

The tallest human, a tall and gangly fellow with bad skin and buckteeth, looks more annoyed than angry.

"We 'ad a couple more o' yous in 'ere a while back. Tole 'em wasn't smart goin' down the sewers an' beyond without escort. Been some unfriendly folk using our tunnels, so we 'ad to start trappin' the ole place."

He gestures reassuringly to the others and they put up their weapons.

"You're on Ratkin turf, Arvindur of the Silver Swords. How'd you wander down 'ere without knowing where you were?"

Oswald, Anchors and Onearm hung back far enough not to be noticed and must have decided not to reveal themselves immediately, since they haven't come forward yet.
Flag Arvindur September 7, 2011 11:33 AM PDT
Arvindur Leafchaser

"I came out of some strange tunnels there with my companions. It wasn't pleasant." Seeing that they're relatively friendly, he calls out behind him, "Guys, you can come out. They don't mean any harm.

Turning back to the Ratkin, "I got some pretty badly wounded folks with me. I think we know where those unfriendly folk you mentioned are. They kidnapped me off the streets before I broke out with these fellas."

He looks over the Ratkin, gauging their reaction to the information, "I suppose from your traps you don't like those people much either. Which part of the city are we under?"
Flag Pangur September 7, 2011 12:30 PM PDT
One or two of the Ratkin reach for their weapons when Arvindur calls out his friends, but when they see their condition the men reach for their supplies instead. They don't have much on them, but a few sips of water are offered as well as a swig of something stronger.

"Helme Road, give or take," the leader replies to Arvindur's question.

"Near the Crooked Way.

They's kidnapped youse, izzit? Big brass balls to go after the Silver Sword... They 'aven't done us much 'arm, but we don't care for tresspassers. 'Sides, it's dangerous down 'ere. Gas, you know.

Youse'll be wanting to get topside again, I spose. We can get you out right quick."



 
Flag Arvindur September 8, 2011 12:17 AM PDT
Arvindur Leafchaser

"Yes, Near the Earthmother's temple, if you please."Arvindur nods, gratefully taking the offerings,"Might want to keep a watch on the passage we came down. Theres a hidden entrance that lead to those people. Wouldn't want them creeping about here."

"I don't think I'll be taking the kidnapping lying down. Would you fellas be interested if I ah...used this tunnel again in the future? Bad practice to let people do that sort of thing without retribution."

OOC: With the topside location known, where does the route roughly equate to via dead reckoning?
Flag Pangur September 8, 2011 12:32 PM PDT
"If youse square it with his Lordship you won't 'ave any trouble. He'll be accomodating on account of youse going after tresspassers, I reckon."

The man shrugs, then indicates the direction to the exit and the two groups set out.

"We don't see 'em much anymore. Too many shanked by our traps and the ones that get passed 'em we send a patrol after. Like we was sent after youse. Got some warning systems in place, see."

With men knowing were they're going leading the way, travelling goes swiftly. Every now and then a trap is pointed out but, as Oswald predicted, there is always a method or way to bypass the trap without disturbing it. Given their guide's boast of warning systems however, Arvindur suspects that even if a trap is not sprung it might well alert the ratkin clan to suspicious movement in their tunnels.

After less than ten minutes the four escapees and faithful Wolfkin find themselves at the bottom of a shaft leading to the sewers. Heavy iron rungs are affixed to the wall to allow someone to climb up and down easily. Once in the actual sewers it'll be easy to find a grate or some other exit onto the streets. The Ratkin help out with Wolfkin: it'd have been difficult for the dog to climb up under the best of circumstances and with a missing leg and poorly healed injuries there's no way he could make it all the way back to the surface on his own power.

The Ratkin patrol leader reminds them to seek permission if ever they wish to travel the tunnels again, then sends Arvindur and the others off. 



OoC: somewhere around the middle of the Aetheling, as far as Arvindur can determine
Flag Arvindur September 8, 2011 11:10 PM PDT
Arvindur Leafchaser

"I'll be in touch before I start anything." Arvindur looks about, regaining his bearings.

OOC: Location, time of day?
Flag Pangur September 9, 2011 8:20 AM PDT
The noon sun is high in the sky. Fortunately there a few clouds to break the light, otherwise the former prisoners that have spend a prolongued period underground probably couldn't bear its golden rays. As it is, they have to squint and shield their eyes.

The group is in the east part of the city, on Helme Road, near the walls. It's a nice area and the dirty, ragged and wounded group popping up out of the sewers attracts some attention. It's fairly quiet at the moment though, and so far no-one is calling in the City Guard. 
Flag Arvindur September 9, 2011 2:57 PM PDT
Arvindur Leafchaser

Blinkiung in the noonlight, Arvindur quickly gets his bearings and makes a beeline for the Temple down the main streets, the battered group forming a strange procession.
Flag Pangur September 19, 2011 12:41 PM PDT
The procession does draw some attention. Catcalls from lippy street kids are the worst they have to endure on their way to the temple though and once there acolytes and priests hurry over to enquire about what has befallen them and if they need any help. Fresh water and bandages are brought and the worst aches are quickly seen to. Magical healing will require coin, but the Temple is not reluctant to to provide immediate assistance to those in need. 
Flag Arvindur September 20, 2011 12:26 PM PDT
Arvindur Leafchaser

Arvindur briefly explains their situation to the priests, and safety assured(for at least they wouldn't be insane enough to assault the temple in daylight), busies himself with tending to their wounds, particularly Wolfkin's. He hunts for a suitable idle acolyte to pass a message on to the Silver Sword guildhouse.

'Was kidnapped and imprisoned from the Hightower grounds by unknown agents. Currently with wounded and poorly armed. Please advise.
-Arvindur Leafchaser, Silver Sword
'

He would have to check in on the Hightower as well, hopefully the wizard Blund wasn't harmed.

OOC: How do I deal with the equipment matter?
Flag Pangur September 20, 2011 2:15 PM PDT
With the supplies provided by the Temple, the worst of the hurts are soon taken care of. Finally allowed some rest Wolfkin soon falls into an exhausted sleep - a mercy for the loyal dog after all he's had to endure. The others soon follow his example: Anchors in particular looks like he barely survived the ordeal and if not for his laboured and rasping breathing his sleep could easily be mistaken for death. The priests advise Arvindur to do the same, at least for a few hours.

It's early evening when the acolyte sent out with a message returns and he's not alone: Sir Dunstan, the duty officer, has come with him and has also brought along two of the young men working for the guild at the chapter house in the city. That's where the entire group are taken and where they can plan their next steps. Dunstan thanks the priests and hands one of them a sizeable purse - this covers the care already given as well as a minor healing spell for all.

At the chapter house Volos is waiting. He immediately sends everyone off to bed for more sleep and brooks no argument - not that most are inclined to put much of one up. The former steward and Sir Dunstan will discuss what all this means for the guild, but morning will be early enough for the others to join that conversation.


OoC: let's take it to the The Silver Sword Adventurer's Guild (city chapter) thread. You can assume it's the next morning when you post.

Standard equipment will be provided by the Silver Sword, up to and including masterwork weapons and armour. Magical or otherwise extraordinary items will need to be replaced by Arvindur himself. If he can provide sufficient reason, such items may be lent to him by the guild for a limited period of time as well (excluding consumables, for obvious reasons).
 
Flag Arvindur December 18, 2011 9:28 PM PST
From Silver Swords Guild(city)

Dec 17, 2011 -- 3:34PM, Pangur wrote:

Two hours before daybreak Hjeld rounds up the quintet. The chapter house is a beehive of activity: dozens more guild members have arrived, been teamed up and given assignments and are now also getting ready to move out. For many the magnitude of the operation is only now sinking in and the mood is grim and subdued. Most of the old guard are there, the guild veterans, and the bulk of the troops preparing for war are indeed drawn from the core of true adventurers that have been with the guild from before it gained the city's commission and the changes that followed. All of the guild's expertise is brought to bear on the enemy.

The adventurers grab a quick meal and are then sent out into the night. Cloaked figures hurry through the streets in silence, focused on the task ahead. Arvindur and the four going with him go to a sewer entrance where a Ratkin guide is waiting to guide them to the tunnel they'll use to infiltrate the mysterious enemy's mansion. Once they get to the door, they see that it had been blocked off but is open now, and a dozen more Ratkin are on guard - at least one mage among them.

"We'll keep the door open while you're gone: if you need to retreat, we'll be waiting. The safe word will be 'Lord of Tails'. Understood? Just call out 'Lord of Tails' if you come back through the tunnel, and we'll know not to attack you. Clear?"

OoC: you can go to Elsewhere from here, we'll pick this up there.  




Arvindur nods to the Ratkin, having already sent Sunwing to overfly the expected surface region, club and shield in hand. "Clear. Thanks for the assistance."

Flag Pangur December 20, 2011 3:19 PM PST
The first obstacle turns out to be getting Charlie's feral-looking mountain goat into the tunnel. Getting it into the sewers wasn't too hard given that the entrance used opened up more or less at street level, but Old One-Eye is a bulky, muscular beast that barely fits through the opening in the wall that leads to the dark tunnel. The animal is angry and almost takes a bite out of its master's hand, but the gnome is used to its temper and with a bit of forceful coercing the ram finally makes it through.

Charlie quickly saddles up and Django is sent forward first with Hjeld. The dwarf is supposed to use his sense of stone and his darksight to try and spot traps: if they come across something suspicious Hjeld will make some light and make sure. If possible, the entire trek through the corridor will be made without light so as to avoid making easy targets for anyone who might be lying in ambush.

"Any last words before we go?"

Asa asks Arvindur this question in the fading light coming from the sewer corridor, while the Ratkin close up the exit behind the group.

"Or spells you want to cast, maybe?"
Flag Arvindur December 21, 2011 1:42 AM PST
Arvindur Leafchaser

Arvindur bows briefly in a prayer to the Mother, "As ready as I can be. Lets move."

OOC: How long did the tunnel take again? Enough time to burn through the duration of a 40 minute spell? If it takes less than 20 minutes to traverse I'll cast Scent so I'm at least not completely blind. Otherwise I'd rather save it for tracking down/identifying our bad guys later.
Flag Pangur December 22, 2011 4:49 AM PST
Asa leads Arvindor and Charlie though the absolute darkness, staying a good 30 feet - well within range of her dwarven darksight - behind the duo in front. Hjeld stays close to Django, immediately behind him, hand on the dwarf's shoulder for guidance. He has to trust Django will not steer him wrong, but if something does happen the broad and well-armoured body of the dwarf will likely shield him. A fair exchange.

Although he sets a good pace, Django has to slow down and even stop several times to make sure the passage is safe. Arvindur judges close to an hour to have past when they arrive in the small cave with the old tiles and the secret entrance to the place he was held captive. No traps or ambushes were encountered so far.
Flag Arvindur December 22, 2011 11:26 PM PST
Arvindur Leafchaser

Staying back slightly to avoid his spellcasting being heard, "Mother, grant me Brother Wolf's nose."

As the magical energy is released, he inhales deeply, checking out what is on the other side of the secret passage.

OOC:
Cast Scent and use it to check if anyone is on the other side.
Flag Pangur December 24, 2011 12:01 AM PST
Someone clearly has been in the room recently, probably late last night, as the lingering smells tell Arvindur. At the moment there is no-one present though. It looks like the hidden passage has been left untouched after Arvindur and the others closed it again behind them on their way to freedom, but obviously it's hard to say for sure. Charlie risks making a bit of light to inspect the passage thoroughly and pronounces it free of traps. 
Flag Arvindur December 24, 2011 7:15 AM PST
Arvindur Leafchaser

Arvindur whispers, "All clear on the other side."

He lightly works the cover to the secret passage, getting it open as quietly as possible, with his nose attentive to any sign of people approaching.
Flag Pangur December 26, 2011 11:22 AM PST
There are definitely people nearby. The sour stench of sweaty clothes that have been worn too long and bodies that have gone without a wash for days is most unpleasant. It seems like the guards that didn't get killed during the breakout, as well as most other people living here, have been cooped up since the small group made their escape. These smells are faint though, coming from a room down the hall or likely even further away. The room is almost as dark as the tunnel Arvindur and the rest just came through: there's just the barest sliver of light beneath the door, coming from the corridor where torches must be burning. 

Charlie digs four pieces of leather and some rags out of a pouch and ties them around Old One Eye's hooves. The group will probably be noticed soon, but if they can have the element of surprise they don't want to waste that advantage right away. Then he mounts up again and whispers for Hjeld or Arvindur to slip inside.
Flag Arvindur December 27, 2011 1:31 PM PST
Arvindur Leafchaser

Blinking at what his augmented nose informed him, Arvindur relays the information to the group in whispers, concluding with, "The guards are nearby, and I think, have not been relieved since my escape. If we get the jump on them we may be able to silence them before an alarm is raised."

Looking about for any objections, he then edges the door open as gently as possible, slipping into the corridor.
Flag Pangur December 30, 2011 3:55 AM PST
The door opens with nary a sound and Arvindur ghostpads through it into the torchlit corridor. the other doors are all closed and nothing moves other than the flames of the torches. Behind Arvindur Charlie rides up, the muffled sound of his ram's wrapped hooves barely audible. The rest of the group follows equally quietly, weapons at the ready. The strongest scents come from a room at the other end of the hallway: there must be people there, probably at least half a dozen.


OoC: sorry for the late and short reply, still problems with my home PC. I might add some stuff later.
Flag Arvindur December 30, 2011 6:49 AM PST
Arvindur Leafchaser

Arvindur readied weapon and shield, then waits for the others to get in position, in particular leaving the goat a clear path to charge into the room. He pantomimes 'six' then when everyone is ready, flings the door open. Hopefully the guards can be disabled before the alarm is raised.
Flag Pangur January 2, 2012 8:49 AM PST
The door swings open with a loud crash, startling the men inside. Taken by surprise they don't immediately react and give Arvindur and the other attackers a few seconds to take stock of the situation and deliver the first blows.

The room is fairly large and has a number of bunks in two long rows, one along each of the side walls. Three of those bunks on Arvindur's right hand side are currently occupied by guards or militiamen that are rudely woken up by the sudden intrusion. Their weapons are next to them though, so if they can get their wits about them all they have to do is reach out to arms themselves. They cast about in panic though, not sure of what is happening.

The middle of the room looks like it contained another row of bunks that have been converted into makeshift tables and benches. Four more guards are sitting at the one closest to the door, playing cards, while a fourth is taking care of a long dagger with a whetstone and an oilcloth and looking at the game. They too have short swords lying close by. One of the players starts to curse and reaches for his sword while the guard holding the dagger looks like he'll be reacting the fastest.

The room is not well-lit: there are some crude oil lamps fixed to the walls, but they are not in use. A single lantern burning on the table is providing light for the card players' game.

Having elected not to use any of their exotic items just yet Hjeld takes in the situation over Arvindur's shoulder and chooses his first victim, but decides to wait until Django has had a chance to use the heavy crossbow he'd readied. Charlie shows less restraint, trusting his companions will be sharp enough to avoid hitting him by accident, and adds to the confusion and panic: an accurate throw with one of his hand axes has the closest card player stumbling backwards and then Old One Eye storms in and charges directly towards the table, overturning it and sending the lantern flying.


OoC:
Surprise round, and a resounding loss on init for the bad guys!
Initiative:
Hjeld
Charlie
Arvindur
Asa
Django
bad guys
Flag Arvindur January 2, 2012 2:56 PM PST
Arvindur Leafchaser

Trusting the middle group to be taken care of, Arvindur silenty charges into the midst of the newly awoken guards and lays into the first with his club, menacing the rest such that they would not be able to get into fighting position without risking solid blows.

OOC: Charge down the right with club to threaten all of the newly woken men. They're prone and unarmed right?
Flag Pangur January 3, 2012 8:55 AM PST
Asa judges the attack to be under control despite the increasing chaos and mayhem in the badly lit room with a berserk mountain goat running amok and she takes a step back to keep an eye on the corridor. Should things take a bad turn she'll be ready with a healing spell or well-aimed mace as the situation demands. Django's best target is the guard that's feebly grabbing for the axe jutting from his shoulder, so the dwarf takes him down with his crossbow. The risk of hitting friend instead of foe becomes too great, so he drops the heavy ranged weapon and replaces it with his axe to follow close on Hjeld's heels, who slips inside on quick feet, negotiating any obstacles with ease to plant one of the wickedly curved short swords he's brandishing in the neck of one of the guards cowering in the face of Charlie's onslaught.

The lantern has broken on impact and rolled away to the back of the room, low flames searching for more fuel. The room has become even darker and the wildly thrashing shadows caused by the erratic light coming from below add to the confusion and panic of the guards. Arvindur's blow throws his target back on his bunk, grasping desperately for the weapon but unable to find it. The other two who just woke up go for their weapons, but one of them is in danger of suffering an attack from Arvindur for his trouble.



OoC: Right!

Except for one thing: you can't threaten all three at the same time, the beds are too far apart for a halfling with a club to get to all three (for ease of reference, assume the width of one bunk plus the width of the space between bunks to be 5 ft). I have Arvindur charging the guard on the middle bed, from there he can clobber the one on the bed closest to the door as well. Considering Arvindur doesn't have CR that doesn't make much of a difference anyway.

Surprise round over, on to the first full round...

Initiative:
Charlie
Arvindur
Asa
Django
Hjeld
bad guys: one dead after being hit by Charlie and Django, another killed by a nice sneak attack from Hjeld; one trying to get his breath back and find his weapon after being on the receiving end of a well-swung club to the ribs; one getting ready to suffer an AoO from Arvindur if he goes for his sword.
Flag Arvindur January 3, 2012 6:42 PM PST
Arvindur Leafchaser

Not giving the guard he assaulted a chance to recover, Arvindur follows his initial assault up with a second downward stroke to polish him off, then swivels to redirect his attention onto the one still scrabbling for a weapon. "Surrender now and you won't need to be hurt any further!"
Flag Pangur January 5, 2012 11:18 AM PST
Charlie and Old One Eye, with some practiced teamwork, tear another of the guards to pieces. It's a pretty gruesome sight and the desperate screaming doesn't help any either. The poor fellow threatened by Arvindur, scared out of his wits by the nightmare scene, raises his hands in surrender and begs the halfling not to kill him. The one on the middle bunk is either dead or out cold and the one next to him, after having grabbed his sword, thinks better of being a fool that's soon-to-be-dead and drops it, raising his hands as well. 

Django and Hjeld don't take pity on their chosen targets: Hjeld's two blades claim another victim and Django takes off most of a guard's arm. The man falls back against one of the chairs and passes out, but with a bit of care he may yet survive. The Silver Swords stay their weapons there, though their grim faces don't bode well for the guards.

"Mercy! Please, don't kill me!"

OoC: fight over for now. One guard very seriously wounded on the floor, one looking to be in bad shape on the middle bunk, two pleading for their lives, the rest dead. Not a scratch on the party so far. 
Flag Arvindur January 5, 2012 11:45 AM PST
Arvindur Leafchaser

"Spill. Who else are in this building, where are they, and what have they been doing in this time?" Arvindur looks to the others, "Tell everything you know, and you get to live."
Flag Pangur January 7, 2012 3:18 PM PST
"Alright, alright!"

The guard Arvindur threatened first is all too eager to comply. His buddy looks like he wants to keep his mouth shut, but he doesn't protest.

"We're just here to keep an eye on the prisoners... The real muscle is upstairs, patrolling the grounds and looking out for the masters. We wouldn't be in any danger, they said...."

The man is completely defeated, in shock by the horrors of the last few moments.

"There should be a dozen seasoned fighters at any time, up to a half as much again at most, half of which will be outside in the yards or at the estate entrance." 
Flag Arvindur January 8, 2012 6:59 AM PST
Arvindur Leafchaser

"Who are these 'masters'? And where are they?" Arvindur considers their need to collect evidence as well, then looks about for something to write on,"Draw me a map. I want to know what each and every room here is used for."
Flag Pangur January 9, 2012 11:04 AM PST
"The Adastras! Lord and Lady Adastra are the masters of the mansion."

The guard deflates even more.

"They are upstairs, but we never get to go there. We only talk with their chief man-at-arms, captain Celtus, and we are forbidden from entering the mansion aside from the small kitchen for the servants, and they don't even want us there without good reason. We're not supposed to do anything but look after the prisoners. That's all I know, I promise you! Please, please don't hurt me..."

Asa tersely calls to hurry up already.

"We can't waste too much time here. Information helps, but so does speed."

She doesn't look nervous, but the priestess is definitely on edge. 
Flag Arvindur January 11, 2012 9:27 PM PST
Arvindur Leafchaser

"Good. You can live, but you would not be giving us away."Arvindur nods, " Knock them out, bind their hands and gag them."

OOC: Leaving it for the rogue to do properly of course.
Flag Pangur January 12, 2012 3:22 PM PST
Hjeld unceremoniously takes care of business, smacking the two guards around until they are unconscious. Using a ripped-up bedsheet he also trusses them up thoroughly while Asa quickly puts an emergency bandage on Django's victim who was bleeding out through his half-severed arm. She has no magic to spare and the bandage is nowhere near enough to give the man favourable odds of survival, but he'll have a fighting chance.

"Twelve, maybe twenty veteran fighters..."

Charlie's considering the odds.

"Half outside, half inside means numbers we can handle. More than I like though. And probably one third or so asleep in a three-shift rotation. If we make it above ground without losing the element of surprise altogether, we should even the sides a bit before they know what hit them.

And we have a name now. Even if we don't find anything else this little trip will have been worth it." 
Flag Arvindur January 14, 2012 2:19 PM PST
Arvindur Leafchaser

Arvindur nods, and as soon as their captives were restrained, leads the way to where he recalled the upper floors were, according to the map from the time of his escape.
Flag Pangur January 15, 2012 9:32 AM PST
Arvindur leads the small band unerrinlgy through the underground floors, aided as much by his enhanced sense of smell as by the map. They don't find anyone else, although fading scents indicate there have been people in these corridors recently - perhaps some of the guards from down below, perhaps servants bringing them food. Hjeld and Asa are beginning to look particularly antsy: things are going too smoothly. Years of adventuring have taught them to expect plans to go wrong and ill fortune to strike at the worst possible moment, and this raid is considered risky. So far, it's been smooth sailing - worse on the nerves than actual danger would be.

Finally they reach the stairway that will take them above ground again. The weave of scents Arvindur has been sorting out thickens: a significant number of people have been in this room perhaps a day ago at most, but they didn't descend deeper into the catacombs. More immediately worrisome is what the druid can detect from up the stairway: there is a heavy door, which looks like it opens towards them, with a big keyhole indicating a solid lock and from what his nose tells him, there are two or three people fairly close by on the other side.
Flag Arvindur January 17, 2012 7:08 AM PST
Arvindur Leafchaser

"Several people behind the door." Arvindur mutters softly, "There might be more beyond, anything would have to be done hard and fast"
Flag Pangur January 18, 2012 12:33 AM PST
"If we're going to lose our surprise advantage, we can just as soon make our entry with a bang..."

Hjeld pulls a small spherical object out of a pouch.

"This can slow them down and, if there is one, give a spellslinger a bit of trouble concentrating on his magic. Cover your ears when I open the door and throw this thunderstone inside, right?

We'll keep it simple: after the thunderstone goes off, Django takes his best shot with the crossbow and then Charlie, Arvindur and I charge in. Asa follows and tries to secure other entrances, Django helps out with what looks like the most dangerous opponent. All clear? Any objections?"

Hjeld looks at everyone in turn to make sure they're all in agreement. Charlie, Django and Asa nod without comment.  
Flag Arvindur January 19, 2012 1:34 AM PST
Arvindur Leafchaser

"Got it." Arvindur readies himself to cover his ears, weapon at the ready.
Flag Pangur January 20, 2012 3:52 AM PST
Hjeld doesn't bother checking the lock - that might give them away - but immediately corrodes it with a powerful acid. This process takes mere seconds to complete. He then counts down from three, signing with his fingers, pulls open the door, hurls the thunderstone inside and slams the door closed again just in time to block out most of the ear-splitting crack when it explodes.

Now pulling the door wide open, the band can see what they're up against: two guards armed with swords, wearing mail armour under uniform tunics, are reaching for their weapons while a third, who already has his weapon in his hand, is holding his left hand to his ear with a look of pain on his face. Near the only other entrance to the square room, a door in the opposite wall, a servant is lying on the floor and whimpering with his eyes closed. The walls are blind aside from the two doors and lack any decoration. The floor is made from wooden boards, darkly stained, and a chandelier in the middle of the ceiling provides light.

Django leans past the doorpost and fires a quarrel at one of the guards still fumbling for his sword, then leans back to let the others past. His shot doesn't do more than graze the man but Charlie and Old One Eye charge the same guard and immediately put him on the defensive. Hjeld runs up and slashes at the one next to him while Asa runs across the room with a wooden wedge to block the door.


OoC
Init:
Django
Hjeld
Arvindur
guards one and two with sheathed swords (made their saves vs the thunderstone); guard one suffered a minor hit from the crossbow and two more solid blows from Charlie and his goat - he still looks more or less ok though; guard two got cut up by Hjeld but also looks like he can handle more than that
Charlie
Asa
guard three, sword out (failed his save vs the thunderstone)
servant (who doesn't look like he wants to get involved)

The party gets a surprise round, which is where we're at now.
Flag Arvindur January 21, 2012 11:21 PM PST
Arvindur Leafchaser

Arvindur takes advantage of the surprise to rush another guard before he could get his weapon out, swinging his club in the traditional halfling-on-human fighting style, upwards, between the legs.

OOC: Charge Guard 2
Flag Pangur January 23, 2012 2:32 AM PST
Much as other races may scoff at the lack of sofistication, the halfling on human style is definitely effective in all its brutal simplicity. The guard's armour deflects the worst of the club's impact, but his stifled grunt hides a sudden and intense pain.

Django leaves his shield be and charges up next to Arvindur, eager to deal with their foes quickly and definitively. The man's breathing is already laboured and haggard, beset as he is from three sides and getting hit with solid blows in rapid succession. He puts up a good fight considering though, and it doesn't look like the others will be pushovers either. Hjeld slashes out at him, but the man is no easy prey and the characteristic surgical cuts have trouble finding their mark.


OoC
round 1 - Init:
Django - actions described above
Hjeld - actions described above
Arvindur
guards one and two with sheathed swords (made their saves vs the thunderstone); guard one suffered a minor hit from the crossbow and two more solid blows from Charlie and his goat - he still looks more or less ok though; guard two looking like he's not going to last much longer if the hits keep coming
Charlie
Asa
guard three, sword out (failed his save vs the thunderstone)
servant (who doesn't look like he wants to get involved)
Flag Arvindur January 25, 2012 5:55 AM PST
Arvindur Leafchaser

Raising his shield, as if to slam it into the guard's arm, the flat surface is abruptly replaced with a club swinging in the opposite direction, straight into his hip.
Flag Pangur January 25, 2012 11:26 AM PST
Arvindur's deceptive attack is not a bad one, but the guard twists and dodges in such a way as to negate the impact. He also manages to draw his sword and attempt a quick strike at Django: the dwarf is not as agile as the swordfighter and needs to be saved from harm by his armour. The man is clearly skilled, however - ending the fight quickly may be the only way to avoid it being a costly one.

The guard beset by Charlie gets his weapon out as well and immediately fares better with it. Charlie's left shoulder blossoms crimson and the gnome grits his teeth, pushing through the pain and striking back. Helped by his ferocious mount and by Asa, who comes up behind the guard to strike at his back, he drives the man to his knees and keeps raining blows to keep him there.

The last guard, shaking off some of the effect of the thunderstone, makes for the door to try and summon reinforcements. When he slips by Asa she gets in a blow with her mace and with his head still ringing he doesn't realize the door is wedged shut, so he tugs at the handle without budging the solid wood. Seeing this, his comrade being beaten into submission by Charlie and Asa cries out for him to come and help.


OoC
round 2 - Init: 
Django 
Hjeld
Arvindur
guards one and two, now properly armed (made their saves vs the thunderstone); guard one looks like he's about to crumble; guard two unfortunately not hurt by Arvindur's attack
Charlie

Asa
guard three (failed his save vs the thunderstone), dinged on the leg by Asa
servant (who doesn't look like he wants to get involved) 
Flag Arvindur January 26, 2012 10:39 AM PST
Arvindur Leafchaser

Leaving the guard he was assailing to pursue the more immediate threat, Arvindur disengages, using his shield to ward off any incoming blows as he rushes the still concussed guard.
Flag Pangur January 27, 2012 6:06 AM PST
Aided by his small stature as much as by the shield, Arvindur manages to slip away from his immediate opponent and although his new target has mostly regained his wits the druid finds him an easier mark. The halfling's club slams into his hip with a satisfying thud and the man is forced to leave the door be so he can defend himself. This is very unfortunate for the other guard that had cried for his help: this one gets in a final slash with his sword, adding another cut to Charlie's already impressive collection of battlefield scars, and is then killed under Old One Eye's hooves.

Free to pursue other foes Asa attacks the guard by the door, cracking ribs with a had swing of her mace. The guard looks like he's realized his prospects are poor, but he doesn't give up and nicks Arvindur's torso just below his right arm. The sudden, sharp pain is not enough to unbalance Arvindur though. Asa shoots Charlie a look as well, but the gnome shakes his head: no healing necessary so far.

Hjeld and Django keep harrying the other guard in the mean time, but despite their well-coordinated attacks they are unable to land any more telling blows. He is focused completely on the defensive, making it hard to hit him yet also preventing him from attacking in turn.


OoC
round 3 - Init:
Django
Hjeld
Arvindur: - 4 hp 
guard one: flanked by Hjeld and Django, doing nothing but defend himself 
guard two: dead
Charlie: bleeding from a cut above his eye and a more serious gash across his shoulder

Asa
guard three (failed his save vs the thunderstone): pinned against the door by Arvindur and Asa and beginning to look seriously bruised and battered
servant (who doesn't look like he wants to get involved)
Flag Arvindur January 27, 2012 11:14 PM PST
Arvindur Leafchaser

Pressing his advantage, Arvindur presses forward, thrusting in a flurry of straight jabs to the gut.

OOC:
Continue attack.
25/29 hp
Flag Pangur January 31, 2012 11:17 AM PST
The heavy door only allows shouting and pounding from the other side to come through muffled and muted, but it's clear reinforcements are on the way for the guards. For now the wedge Asa kicked under it is keeping it firmly shut though.

Django and Hjeld increase their efforst even more, pressed on by this threat, and their opponent is is cut deeply and repeatedly. His sword arm is trembling and his stance is now sloppy, no longer the as effortlessly graceful as before, though he manages still to lift it in the proper defensive form.

Arvindur and Asa, helped by Charlie and One Eye who bully their foe up against the door, make short work of the second guard: the man looks like he wants to surrender at the last, but he is too late and falls under a heavy blow of Asa's mace.

 
OoC
round 4 - Init: 
Django 
Hjeld
Arvindur: 25/29 hp 
guard one: flanked by Hjeld and Django, doing nothing but defend himself - near defeat
guard two: dead
Charlie: bleeding from a cut above his eye and a more serious gash across his shoulder

Asa
guard three (failed his save vs the thunderstone): dead
servant (who doesn't look like he wants to get involved)
 
Flag Arvindur February 5, 2012 1:01 PM PST
Arvindur Leafchaser

Noting the soon to arrive reinforcements, Arvindur swiftly rushes in to take down the final standing guard remaining, the better to concentrate the coming battle on a single chokepoint.
Flag Pangur February 8, 2012 9:04 AM PST
The last guard puts up a brave defense but it would have taken a champion swordsman to fend off the united might of the five Silver Swords. Django's axe cuts deeply into his leg, forcing him to go down on one knee, and from there he was doomed.

Looking around, the band sees the frightened servant has crawled into a corner: when he sees the blood-spattered quintet turn towards him, he begins to pitifully beg for mercy. At the same time though, the sound of the pounding on the door changes. Someone must be taking an axe to it and although the solid wood is beyond sturdy the door will not hold much longer.

"What do we do now?"

Asa, as always the most level-headed, speaks up.

"We have a name. Even if it's not much it's enough to let us go after them later. I would prefer a bigger payoff but is it worth the risk?"



Sorry about the delay, all sorts of trouble at work and I'm on standby this week. Haven't had much sleep yet since the weekend...
Flag Arvindur February 8, 2012 11:22 PM PST
Arvindur Leafchaser

"Not enough to go on, and there won't be a next opportunity." Keeping his voice low, "They'd be coming through that door, Flank it and take them as they come through?"

OOC: How many do I smell on the other side? Might change the decision if theres a lot.
Flag Pangur February 9, 2012 11:43 PM PST
The scents inside the mansion proper are all tangled up and difficult to sort through. There are at least six or seven people on the other side of the door, but Arvindur thinks only four or five are fighters: the odours of weapon oil and leather for armour are distinct.

Hjeld looks inclined to side with Asa on this, although neither will walk away from their brothers in arms. Charlie and Django are all fired up and ready to go: no question they want to push on. The door starts to splinter, so everyone takes up positions according to Arvindur's suggestion. Charlie and Old One Eye take the left, Hjeld and Arvindur the right side of the door, while Django and Asa in their heavy armour stand in front of it, leaving about a yard and a half of space inside the room. They'll hold their foes in place so the others can cut them down.
Flag Arvindur February 10, 2012 2:02 AM PST
Arvindur Leafchaser

Arvindur takes up his position, though his shield hand remains free to cast, awaiting the first hole large enough to cast a spell through even as he whispers the composition of the other side to the team.

OOC: When the door has a hole big enough to cast through, Arvindur will start casting a Summon Swarm, which should finish before they smash it all the way.
Flag Pangur February 11, 2012 11:32 PM PST
Once the axe starts biting through the wood, Arvindur barely has time to finish his spell before it comes crashing down altogether. One swordsman with a large shield immediately steps forward, into the gap of the door, but he hesitates when he realizes offensive magic is about to be unleashed.

Right behind him four more swordsmen can be seen: three with just a longsword, one more also carrying a shield. All are armoured in well-fashioned chain mail and they are wearing a coat of arms embroidered on uniform tunics thrown over their armour. Further in the back of what turns out to be an opulent hallway two servants are cowering, holding on to improvised cudgels and small daggers that look like they won't be of any use in a real fight. Next to them however a grim-looking man in rich clothing stands, wearing heavy gold and silver jewellery and holding a long staff of dark wood.



[OoC: any particular type of swarm? And where would you prefer it?] 
Flag Arvindur February 12, 2012 1:34 PM PST
Arvindur Leafchaser

Trusting in his companions well proven ability to deal with any martial threat, Arvindur completes the incantation, slapping an open palm against the floor, as a skittering sound gathers, "Eight legs, widow of webs, Spider's brood. Come forth, sisters."

OOC: Spider swarm, spawn them onto the rich looking guy if possible,  onto the swordsmen if not.
Flag Pangur February 13, 2012 12:12 PM PST
The grim staffwielder's eyes widen and he steps back involuntarily when he sees Arvindur casting his spell. He quickly recovers though and holding the staff in front of him with both hands quickly mouths an incantation of his own in response: the druid feels the energies he'd gathered and shaped dissipate before the swarm he wanted to conjure up could come into being on this plane. The mage looks relieved for a moment - the outcome of his counterspell must have been uncertain - and then speaks loudly: "Beware the halfling! He is a mage or a priest of sorts!"

This causes the leading swordsman to hesitate even more. Django spits at his feet and taps his shield with the waraxe, covered in clannish runes.

"Come on then! Let's see what you're made of, eh? Come on!"

The guard's only response is to lift his shield a little higher and take a step back, instead of forward.

"Let them come to us," one of the others, standing further back, hisses.


[OoC]
No surprise round and all readied actions and posturing taken care of
Round 1 - initiative:
Asa
Charlie
Guards - delaying
Wizard - delaying
Arvindur
Django 
Hjeld
Servants
Flag Arvindur February 13, 2012 3:18 PM PST
Arvindur Leafchaser

Arvindur drops a club, yanks a flask of oil free of his belt, unstoppering it with the same motion and hurls it into the room one handed, sending it spinning low across the ground, then ducks out of the line of sight of the mage, signaling the others to move out of his field of view, but remain in position against any entering.

OOC:
Move(draw oil flask)
Standard(fling through the gap, towards the mage's square)
5ft out of line of sight of the mage.
Verify, anything suitable for Entangle? Or are the walls and floor stone?
If the others have anything that can hinder the mage I hope they use it.
Flag Pangur February 15, 2012 1:34 AM PST
The wizard curses when he sees the flask skittering towards him and manages to take a few quick steps to the side to avoid a direct hit - and breathes a sigh of relief when he finds it doesn't explode. Just before ducking out of sight Arvindur sees him gesticulate and utter another spell, then he vanishes from sight.  

The guards and the Silver Swords are locked in a standoff at this point: the adventurers have the choke point under control, but the guards don't want to come to them. On the contrary, they want the intruders to enter deeper into the mansion. Django, unwilling to give up their favourable position, bellows a harsh dwarven curse and puts his waraxe on the floor so he can draw and throw one of the smaller axes slinging from his belt: the weapon is harmlessly deflected by his target's shield though.

Hjeld has seen the wizard as well and realizes the danger: his hand goes into his pouch and comes up with another thunderstone, which he flashes at his comrades just long enough to let them know what he's going to do and then throws it past the guards to where the wizard was standing when he became invisible. Another thunderclap resounds through the building, causing the servants to fall to the ground in agony and two of the guards to let their weapons drop, although without letting go of them altogether.


[OoC]
Round 2 - initiative:
Guards - delaying (2 deafened, not the one in front with the shield though)
Asa

Charlie
Arvindur
Wizard - invisible, possibly deafened but no way to tell
Django
Hjeld
Servants - deafened

Flag Arvindur February 15, 2012 10:17 PM PST
Arvindur Leafchaser

Holding his club high, Arvindur begins another incantation, signing behind his back for the for others to get ready for the invisible mage, even as he chose the spell most likely to draw fire before its done. "Come, Packbrother. Meet this blood debt to thy kin."

OOC:
Begin casting Summon Nature's Ally I(Wolf) converted from Camouflage.
Wheres the scent of the mage coming from? Arvindur would point him out if he gets in range.
Flag Pangur February 20, 2012 9:25 AM PST
Sorry about the delay: I got rear-ended last week and was hospitalized for a couple of days. Still feeling like I'll fold over in a stiff breeze, but I'm home at least.


Arvindur can sniff out what he thinks is the wizard's smell: the mage is definitely still around, but it's hard to detect where he is. The man doesn't interfere with his spell this time though, and a rugged-looking wolf materializes behind the startled guards.


[OoC]
Round 3 - initiative:
Guards - delaying (2 deafened, not the one in front with the shield though)
Asa

Charlie
Arvindur: you can use a move action to determine the direction of the wizard's location, he's not that far off. Pinpointing his position would require passing within 5 ft though.
Wizard - invisible, possibly deafened but no way to tell

Django 
Hjeld
Servants - deafened
Flag Arvindur February 20, 2012 10:52 PM PST
OOC: Ouch. Rest well man, health first.

Also was going to deploy the wolf behind their formation, if thats alright.
Flag Pangur February 29, 2012 12:46 PM PST
Asa is trying to decide whether to call upon magic of her own: the invisible foe makes her nervous, yet she has no spells at her disposal that will let her take him on. In the end, she settles for holding back a little longer. Her healing magic hasn't been needed yet, but that can change quickly. When she sees Arvindur's snarling reinforcement appear, she grins and mutters: "Go fetch, boy..." 

Django, Hjeld and Charlie look frustrated: the ongoing stalemate is not to the Silver Swords' advantage. The wolf is a welcome sight, yet speed is still essential and they're itching to get this fight over with.

Just when one of them is getting ready to make a move, the ornate door behind the guards opens up and another swordsman steps inside: he has insignia indicating a higher rank and his bared sword has an ominous shine rippling over the metal. 

"Enough!" 

He speaks loudly and with authority, roughly pulling one of the deafened servants up.

"You know your task - go!"

After sending the man stumbling on his way, the guard captain turns to the intruders and flourishes his sword, advancing on the wolf: "Time to get serious..."


[OoC]
Round 3 - initiative:
Guards - delaying (2 deafened, not the one in front with the shield though)
Asa

Charlie
Arvindur: you can use a move action to determine the direction of the wizard's location, he's not that far off. Pinpointing his position would require passing within 5 ft though.
Summoned wolf: still gets an action, though I can make a guess as to what; you can deploy him behind and out of reach of the guards, if you like 
Wizard - invisible, possibly deafened but no way to tell

Django 
Hjeld
Servants - deafened

Flag Arvindur March 1, 2012 10:46 AM PST
Arvindur Leafchaser

"Indeed it is time. Seek brother!" Arvindur mentally directs the wolf at the invisible wizard, then focuses his attention on the front row. "Come flame, burn pyre. Light gather in mine hand." Arvindur's right palm ignites with a golden blaze, even as he steps into the line of the door and strikes at the heavily armored man with a ball of molten flames concealed behind his shield.

OOC: Deploy the wolf as close to where I think the wizard is as I can(there can only be so many open spaces in range of my scent), then direct it to attack.
Cast Produce Flame, 5ft step into melee and attack shieldguy.
+5 touch 1d6+2 fire damage.
Flag Pangur March 12, 2012 1:11 PM PDT
The shield bearer yelps and instinctively stumbles back, unable to completely avoid the unexpected orb of flame thrust at him. Smoke rises from his mail, which is fused together where Arvindur hit him. Having waited for the opening, Charlie quickly throws an axe at the man and clips him against the side of the head: the helmet he's wearing absorbs the worst of the blow, but blood flows freely from a deep gash above one ear.

The wolf ignores the advancing swordsman and snarling, the hackles on its neck up, it charges the invisible wizard, guided by Arvindur's mental command. It's fearsome jaws snap at nothing though and the mage reveals himself, having sidestepped the beast and blasting it from just a few feet away with a ray of searing fire. It's pelt is scorched away and ugly blisters form on the dreadfully burnt skin, yet the animal holds - until the guardsman officer runs it through with his sword, instantly sending it back to the realm it was summoned from.

The officer casually flicks some blood off of the long blade he's using and waves at the Silver Swords to come to him. The guards all step back a few feet as well, inviting the adventurers to come forward through the door.

At this point Arvindur realizes the enemy wizard has been holding back: the two spells the man last used indicate significant ability, ability which should let him take the offensive more. Maybe his knowledge doesn't lend itself well to that, but that last spell could have severely injured any of his cvompanions or himself. The officer's cocky insistence to draw them out also sets the halfling on edge.  

The other Silver Swords have shifted behind the druid to back him up, without crowding each other and leaving enough room for Arvindur to back up and get behind them if needed. The guards facing them have left a rough semi-circle on the other side of the door, just about large enough for the entire group of Silver Swords to stand and fight in should they choose to take the fight to defenders.


[OoC]
Round 4 - initiative:
Guards - delaying (2 deafened, not the one in front with the shield); the guard with the shield is barely standing after the two hits he just took
Asa

Charlie
Arvindur
Wizard - breathing heavily and looking half smug and half disturbed - he's not entirely confident in hiow the fight goes

Guard officer
Django 

Hjeld
Flag Arvindur March 14, 2012 2:02 PM PDT
Arvindur Leafchaser

Arvindur mutters just within hearing of the others,"Its a trap I suspect. They want to delay us for some reason. Stay at range, I have an idea."
He then steps out of the line of the shield, and flicks a gout of golden flames seemingly at the wizard...only for the fire to splash onto the puddle of oil he created earlier. Meanwhile his shield hand pulls out yet another bottle from his belt, keeping it concealed.

OOC:
5ft step back and target the oil patch I made earlier with the fire. Draw the second pint of oil.
Produce Flame left 3 minutes.
If I'm lucky the wizard might have withdrawn to the patch of oil and is now dealing with hotfeet but I'm not too picky.
Flag Pangur March 15, 2012 3:32 PM PDT
Even if they don't see a trap just yet, Hjeld and the others do realize time is not on their side. Charlie smiles woflishly when Arvindur sets the pool of oil ablaze - "Good thinking, lad!" - and he has to hold Old One Eye back. The gnome looks back at where they came from, however, and seeks eye contact with Asa: Hjeld is the nominal leader when it comes to setting up the attack, but it's Asa they defer to for deciding when the risk becomes too great.

The oil bursts into flame with a loud woosh and foul black smoke wafts over it for a moment. The officer nimbly evades the danger, but one of the swordsmen and the mage are not so lucky: the fire hungrily reaches for their clohes and they franticaly attempt to put out the flames.

The band of Silver Swords tenses: if they are going to make a final attempt to force a way in, it's now or never - if they want to cut and run they'll not get a better chance either though.



[OoC]
Round 5 - initiative:
Asa (delayed)
Charlie (delayed)
Django (delayed)
Hjeld (delayed)
Guards - delaying (2 deafened, not the one in front with the shield); the guard with the shield is barely standing after the two hits he just took; one of the others is dealing with his feet being on fire
Arvindur
Wizard - breathing heavily and slapping at the burning hem of his robes

Guard officer

Arvindur, I'll let you make the call: if you decide not to risk a possible trap the whole group can make a methodical retreat, if you decide to make another push they'll be ready for that too
Flag Arvindur March 16, 2012 12:29 AM PDT
Arvindur Leafchaser

"On my mark, we hammer through them. We yet have few leads to work with." Keeping his voice low, Arvindur glances at the fight, weighing their odds, then chucks the second oil flask at the wizard, scrambling out of the way of the others attack,"NOW!"

OOC:
Throw the oil at the now flaming wizard, then move to give them a clear path to charge the guards. If the goat can manage it, it might bull rush the unhurt second row out of the way so we can get in and flank.
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