Now we be talking, come on spook, you too pigeon... a protesting caw is heard and yet the creature seems to fly over to land on he head as if to mock the man who cares to insult it.
Now ye blasted bird, how many times do I have to tell ya not to do that! A less then serious flailing of arms has Ronin heading outside into the night.
Threatening Rush +6 vs AC, 1d8+2 + mark all adjacent enemies UEMNT Dual Strike +6 vs AC, 1d8+2 + mark UEMNT, attack second target +19 vs AC or Ref, 1d8+7 + mark UEMNT Basic Melee +6 vs AC or Ref, 1d8+5 + mark UEMNT Basic Ranged +6 vs AC, 1d6+5 + mark UEMNT Basic Off-hand Melee +6 vs AC, 1d8+5 + mark UEMNT Fighter Challenge Immediate Interrupt: Marked enemy shifts or makes an attack that does not include me, +6 vs AC, 1d8+5 + mark UEMNT Opportunity Attack +9 vs AC, 1d8+5 + mark UEMNT + stops movement Fey Step Move: Teleport 5 Guardian's Counter Immed Interrupt, CBurst 2, ally within 2 is attacked and I am not included in attack: We shift switch positions. Attack now vs me. After attack, I get to retaliate with Basic Melee. Distracting Spate +6 vs AC, 2d8+6, Target grants ME Combat Advantage UEMNT Tempest Dance +6 vs AC, 1d8+5 (+1 (dex mod) if I have CA). Shift one and attack 2nd target. Shift one and attack 3rd target.
Equipment: Adventurer's Kit, Chainmail, Longsword, Short sword, Javelin (3)
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
Bow down, my subjects, for I am your master! Yesss.....Show
Kiris Dahn lies several days' travel south of Treona's Tower, assuming good weather. The roads to it are rather unused since the sacking of the city, but signs along the road would still point you in that direction.
Before you would leave, Treona would teach a ritual to a member of the party, along with about 225 gold worth of components for the ritual. This ritual would allow the caster to know if the stone is in the proximity of where the ritual is cast (Treona would suggest doing it in the center of a room for best results). She estimates there are enough components to use the ritual three times (~75 gold per cost), but the ingredients don't seem exotic enough that you wouldn't be able to scrounge in the city if you wanted (or needed) to use it more often.
Assuming there is no objection to heading out now, Treona exits the tower with the party as they are leaving. "I wish all of you the best of luck in this endeavor. The ritual I have provided for you will be able to find the stone, even if it has been used already and is little more than dust. I want the stone or proof that it is gone, once and for all."
"I understand completely," Per'dra Yllari replied."Such a malevolent artifact, even if it has since crumbled into powder, has no right to exist due to its capability. I thank you for your well-wishes, good sage. Rest assured that we'll return whatever remains of the Stone to you as soon as possible."With that, she, Eelen, Loric, Margrave and Ronin exit Treona's tower, returning outside to the wet and sloppy skies. Ah, a reality check...Was sleet ever this unpleasant back home?A small part of her wished she were at the Tipped Tankard Tavern once more, telling tales of bravery instead of actually being brave. However, she realized that this was her chance--and perhaps her only chance--to do something noteworthy and heroic. After all, what's of more use: pontificating upon the nature of evil, or actually helping to combat it? Because of this, despite the weather, her spirits were undampened.
Eelen bows. "That should cover everything. Time is obviously critical, so, sir, lady, if you will forgive us." Eelen bows again, then turns to leave, standing beside Per'dra. "It seems to be rather inclement weather. We won't make speed, but we can still cover some ground if we leave immediately. If you stay near me in combat, I can try to protect you. But I do have a tendancy to dive into the middle of things, and attact their attention." Eelen FrostSilver level 1Show
Threatening Rush +6 vs AC, 1d8+2 + mark all adjacent enemies UEMNT Dual Strike +6 vs AC, 1d8+2 + mark UEMNT, attack second target +19 vs AC or Ref, 1d8+7 + mark UEMNT Basic Melee +6 vs AC or Ref, 1d8+5 + mark UEMNT Basic Ranged +6 vs AC, 1d6+5 + mark UEMNT Basic Off-hand Melee +6 vs AC, 1d8+5 + mark UEMNT Fighter Challenge Immediate Interrupt: Marked enemy shifts or makes an attack that does not include me, +6 vs AC, 1d8+5 + mark UEMNT Opportunity Attack +9 vs AC, 1d8+5 + mark UEMNT + stops movement Fey Step Move: Teleport 5 Guardian's Counter Immed Interrupt, CBurst 2, ally within 2 is attacked and I am not included in attack: We shift switch positions. Attack now vs me. After attack, I get to retaliate with Basic Melee. Distracting Spate +6 vs AC, 2d8+6, Target grants ME Combat Advantage UEMNT Tempest Dance +6 vs AC, 1d8+5 (+1 (dex mod) if I have CA). Shift one and attack 2nd target. Shift one and attack 3rd target.
Equipment: Adventurer's Kit, Chainmail, Longsword, Short sword, Javelin (3)
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
Bow down, my subjects, for I am your master! Yesss.....Show
"I'll do whatever I can to stay close," the Bard replied, "especially since that wolf attack not so long ago."She winked at Eelen, glad that he could see far better than she could in the deplorable conditions. The others gathered around, and the entire adventuring party set off for the ruins of Kiris Dahn. Neither sleet, nor mud, nor snow nor rain would keep them from their appointed mission of finding the Stone and bringing it back to Treona. The journey was not going to be an entirely pleasant one, but Per'dra, with her hand drum, performed a ritual that quickened everyone's steps. Hopefully, they would reach Kiris Dahn before too long, and before they became too weary!
Travel from Treona's tower to Kiris Dahn is smooth, probably owing as much to the pleasant weather as Per'dra keeping everyone in good spirits. After a few easy days of travel, the river rounding Kiris Dahn is seen, along with what appears to be the remnants of the former main gate.
It looks like it was a solid, fortified area at some point, probably with a drawbridge of some sort to cross the river, but now it is a far cry from that. Instead, a crude bridge of rocks juts from the riverbed and lead to a chaotic palisade of spears, rotting wood, and miscellaneous debris. True to Treona's suspicions, a couple goblins are milling around the pallisade, although there is enough cover and distance between you and the gate that there could be more just out of sight.
There looks like there is enough of a pattern to the patrol that the group might be able to slip past unnoticed. Looking at the curve of the river and the map, it also looks like there might be a couple of other ways into the city. Crossing the river just north of the main gate would put the group into the slums that Treona mentioned while avoiding the main gate, but would require crossing of the river.
Also, just south of the gate there is the start of a thick forest. Looking at the map and what you can see, the forest would give a great deal of cover and lead the party into some outlying farm land, then to the city itself. There would be the problem that one might get lost in it, but piecing some things together, it looks like you would be able to within striking distance of the temples, the library, or the slums.
Now the party has the task of entering the city, hopefully without giving away their presence. At this point, there isn't much information about just how many goblins are in the ruins of Kiris Dahn, or how organized they are. A straight fight might not be the wisest course of action, at least not yet.
---
For the players: Choose the route you want to enter the city from. There is more risk going through the main gate, but it is possible to slip in via this route undetected. It would also have the benefit of being the most direct route, but it is also the best guarded.
After you select the route you want, make a skill check that from the following list. This reflects some contribution your character is making to enter the city. Everyone should do this, with the party taking the route that gets the most votes. Also, each character should only make 1 check at this point.
Acrobatics/Athletics: The character helps the party navigate a difficult path or navigate past some obstactle. Bluff: The character creates a distraction of some sort to get attention away from where the others are crossing. Insight: The character has seen the patrols and is able to figure out a good time to cross, when the patrols are at their lightest. This task is a little more difficult to accomplish than the others. Stealth: The character is able to move undetected through more open areas leading into the town. This is more difficult if they try through the main gate due to greater attention by the goblins.
Additionally, if the character try to enter through the slums or the forest, they must cross the river. If they try to go through the forest, they will also need at least one person making Nature checks to ensure that they don't wind up hopelessly lost in the process.
The Bard carefully evaluates the ruins of Kiris Dahn, keeping a watchful eye on the goblins patrolling the main gate. Even though, for goblins, they're organized and vigilant, there are still periodic breaks in their formation. "If we enter this long-lost city through its main gate, I can either create a diversion or pinpoint the moment when these patrolling goblins lose focus the most. What do the rest of you think? We could be in for a tough fight."
Um, ok, maybe not. That was unimpressive... Eelen slips around and slides, making a very unimpressive attempt at providing assistance. Eelen FrostSilver level 1Show
Threatening Rush +6 vs AC, 1d8+2 + mark all adjacent enemies UEMNT Dual Strike +6 vs AC, 1d8+2 + mark UEMNT, attack second target +6 vs AC, 1d8+7 + mark UEMNT Basic Melee +6 vs AC, 1d8+5 + mark UEMNT Basic Ranged +6 vs AC, 1d6+5 + mark UEMNT Basic Off-hand Melee +6 vs AC, 1d8+5 + mark UEMNT Fighter Challenge Immediate Interrupt: Marked enemy shifts or makes an attack that does not include me, +6 vs AC, 1d8+5 + mark UEMNT Opportunity Attack +9 vs AC, 1d8+5 + mark UEMNT + stops movement Fey Step Move: Teleport 5 Guardian's Counter Immed Interrupt, CBurst 2, ally within 2 is attacked and I am not included in attack: We shift switch positions. Attack now vs me. After attack, I get to retaliate with Basic Melee. Distracting Spate +6 vs AC, 2d8+6, Target grants ME Combat Advantage UEMNT Tempest Dance +6 vs AC, 1d8+5 (+1 (dex mod) if I have CA). Shift one and attack 2nd target. Shift one and attack 3rd target.
Equipment: Adventurer's Kit, Chainmail, Longsword, Short sword, Javelin (3)
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
Bow down, my subjects, for I am your master! Yesss.....Show
"Well, Eelen, at least you tried, so thank you," Per'dra whispers. "Let me see if I can spot the longest time when their formations break..." Hidden from view, she watches and waits, but there are simply too many goblins mulling around the front gate to the ruins. Different ones are walking at different speeds, and Per'dra's nightblind human eyes aren't able to pinpoint the magic moment the whole group's waiting for. "I'm sorry. I can't do it."