Chapter 1: Missing Persons
You know what its like losing someone, missing someone. Its like that for the survivors of the mourning but in reverse. They are the lost ones, the people missing from the destruction of Cyre.
The Three of you sit around a table in some shanty in new Cyre. You are all looking incredulously at the OrkMan, the grey blood, the Half Ork, A House Tharashk man. The Half Ork sits up tall and the makeshift chair under him creaks alarmingly.
"Fargrim, Clash, and Hamrick I presume? Pleased to meet all your acquaintances" the half ork begins formally with a slight lisp due to his fangs. I have a message from you, from an Old Friend of yours Doria...
Doria, there is name that you hadn't heard for 4 years now. You thought she had died in the Mourning...
The Half Ork Pulls out a red and blotchy stone cut in a curious way. As soon as it is in the sunlight, you see Doria looking at you as a projection. Doria, a half ork scout of some renown and more than a little infamy served with your unit during the war.
" You guys always said when you can't walk, you crawl. When you can't do that, you find someone to carry you. I need someone to carry me guys, I'm in deep. I know its a longshot, but if anyone can find you guys, its my friend hastur here. I'm in need guys, If you come to Blackroot Village in the Shadow Marches I can explain more. Please hurry"
The Image fades away, only to attempt to restart before the Half Ork , Hastur apparently, puts it down on the table, where it dims. Looking at the three of you in all the speldor that the New Cyre Refuge Camp has to offer, he waits for your questions.
(this prequel type scene can last for as long or as little as you want, but the next scene is arriving at Blackroot, so prepare as you want. )
Has it been four years already? Clash muses to himself, lost in thought as memories of Doria, and Cyre, rise to fore of his consciousness.
Even as the memories of her voice and face rise to the fore, Clash is thinking about the logistics of the task at hand. Of course, he's already decided to go the aid of Doria, another Cyrian expatriate and comrade-in-arms.
"Hastur, do you have a map to this Blackroot village? Will you accompany us there?" Clash questions the half-orc.
"Wait a minute."
Hamrick the Halfling bangs his fist on the table. "I'd like to know how you got this, and when. Doria gave you this? How? Do you know her, or are you some piece of dirt trying to make a cheap coin out of the situation?"
The Halfling let's himself sink against the back of his chair. "I can't wait to hear the list of your credentials..."
Heh, leave to Hamrick to get to the heart of it quickly, Clash thinks to himself, Doria did name him in the stone message, but how do we know this is really that Hastur?
The Halfork Guffaws a bit, looking around at your situation before tugging open his short with a manly action and discretely showing you an area of his hairy neck that was hidden before by his high collar jacket
A dragonmark
Everyone knows that Dragonmarks are impossible to forge. The Names Hastur, and do you really think with a birthmark like that I'd have to con homeless Cyrian's to make ends meet?
Reflipping his collar, Hastur, continues As for how I meet Doria, It was in the shadow marches, Me and Her had a ... how do you say ... liason a few years back and we've remained friends afterward. I would like to help more but the house, has Forbid it The last part makes his teeth grate.
As for a map, I can take you there myself unless you don't want me to. It will take about two weeks, but I have some Lightning Rail tickets to get us across most of breland without too much of a problem. That said once I get you there, my hands are tied
The Half Ork looks Irate, whether at his house, the situation, or your questions you dont know.
"No, it would be best that you take us to the Shadow Marches yourself," Clash says to Hastur.
A moment later and in a hollow tone Clash says quietly, "you wouldn't want to live with any regrets."
Fargrim nods slowly, staring into the bottom of an empty tankard.
Aye - wouldn't want ye languishin' here not knowin' if we even made it te the other end o' the line, lad.
Somewhat satisfied -for now- by the sight of the half-orc's dragonmark, Hamrick seems to relax a bit. "Besides", the halfling asks with the most ironic tone of voice he can come up with. "what with your liaison with Doria and all... you must be a real beauty..."
"On the inside, of course."
The halfling's face lightens up with a broad smile. This is starting well. Very well. Maybe there'll even be some money they can actually keep to pay some debts at the end of this job.
"We wouldn't want to miss your oh-so-charming company."
The Halfork smiles, seemingly genuinely relieved.
Our Train leaves tomarrow, bringing us as far as Droam, the monster nation. I will be your guide there and bring you to the Shadow Marches, From there it will be easy to get to Blackroot Village.
The Half Ork then stands and walks to the bar, quickly coming back with a round for everyone. I have no other plans, so I will probably stick arround here until tomarrow. Do you three have everything you need, I may be able to help with supplies if you let me know what you need...
Clash raises his mug, nods his head at Hastur, and then takes a drink.
As he sets the mug down on the worn and scratched table he says, "it will take me just a few minutes to pack and I'll be ready to move out."
Hamrick points to the backpack at his feet. "I got everything I need right here."
Aye, as they say - once ye been in Cyre, ye learn te travel light!
"... and eat whatever you can scrap off the ground." Hamrick remembers the jokes they used to share during the war. "Indeed."
The Halfling sighs noisily. "I wonder how much she's changed."
"Doria, I mean."
Well if everyone is good to go, what do you guys do for fun around here...
The Half Ork will continue to buy rounds as long as someone is willing to drink withhim...
Lost in thought and responding to Hamrick's query, Clash muses out loud, "maybe she's found some happiness with her family in Blackroot village and so hasn't changed too much."
Looking up at Hastur Clash says in a more conversational tone, "fun? Fun is a luxury of the blissful."
The Half Ork looks up at everyone and say "well I kinda want to do something to keep my mind off the situation if you know what I mean, anything like that here"
A flash of recognition crosses Clash's face and he says, "ah, now I understand. You have the need to mate for pleasure. Yes, you can find a suitable mate over at Sustare's House of Cards. It's a couple of blocks down the street on the left. Seek an older Tiefling female named Madam Jassila."
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OCC: Clash's Streetwise check = 19 (http://invisiblecastle.com/roller/view/2183428/) to know of a place for prostitution. I assumed he succeeded; if not that's cool and I'll edit post.
Hamrick can't help but laugh to himself. The dry logic of the warforged never ceased to amuse him.
The Half Orc joins the dry laughter.
I don't know if he's joking or notHastur makes no move towards the whore house, but does stay drinking with you three until you go to bed.
Chapter 2, Connections
Its not what you know, its who you know. The sooner someone tells you that, the quicker you'll be doing better for yourself ~ Aldebaran, Hastur's Father
Everyone bunks early and starts earlier. Hastur has made provisions however, and a team of magebreed horses and carriage quickly wisks you halfway to Starilaskur, the closest city to the north of new cyre. in the predawn where you can catch the Lightning Rail at a wooden 'halfway' station that is nearly abandoned in the white early morning mist.
This may be the first time some of you were on the Lightning Rail. Your ridding in the First Class Area, although quite a ways away from the sole other passenger, an old gypsy looking lady that you believe is an eladrin. You notice that all the staff, while polite and cordial, keep their distance from her. She seems to be fidgeting with cards.
As you leave Starilaskur and start heading west towards Wroat (the capital of breland) the train starts to speed up. Hastur smiles at any worry you have and says "experimental express lightning rail, don't worry its very safe, the experimental bit just means that it hasn't been expanded past this one lightning line yet.
For those who approach her
QuoteThe Old Eladrin Lady, Wrapped in Shawls, greets you warmly, seemingly to have no problem seeing you dispite her solidly milky white eyes. If you join her you see she is constantly fidgiting with a set of Tarot type cards. Her name is Linu and she is going .... somewhere... she never quites mentions where, but she does talk alot. About the weather and the rain and how its affecting her bones ...
the sky is clear and will be quite sunny once the sun gets higher in the sky.
If you call her on it, she just smiles, and says its raining sometime, somewhere If you join her for tea and put up with her stories and fussing, she will offer to tell the future for you. Do you accept?
For those who ask the staff about her
QuoteApparently she's been riding various lightning rails for over a year now, just being shuttled from one place to another, Most of the staff verge on either that she's a delightful old dear to something of a sweet nutter. If you press on however some staff has some dark ruminations about her. That shes a witch, an evil person, that she curses people or things or trains. Some will even go so far to say that she's blackmailed someone high up in House Orien (the dragonmarked house of travel that run the lightning rail) and that's why she travels for free, constantly.
The Terrain moves quickly by and by the end of the 2nd day you find yourself stopping in Wroat, the Capital of Breland. A soggy little city by the river with an 'inspired' canal system that you recognise as a rip off of Cyrian civil design from 10 years ago. You guess even cyran civil engineers need to find new cities to ply their trade in. Its still wont ever be home...
The train ride ends here, with everyone, even Linu bidding you a warm and safe journey. Another team of horses, simple draft animals this time await you, and everyone takes turns running the horses, and sleeping in the warm hay provided at the back of the wagon. Comfortable and clean, in its own way.
You know when you enter Droam, the monster nation, because the giants are still creating a series of watch towers along the border. Huge stacks of stone, that only the runty goblins that caper around the giants feet seem to be able to climb up on. At this point Hastur pulls out a banner, neatly tied up to this point, and hoists it on the wagon. It has Goblin and Giant Written on it, in black splotchy ink. The Giants half make a move towards your wagon, until one squints and reads the tiny (to them ) sign and motions the others back.
By the end of the third day you are approaching the City of Stone, when Hastur tells you
"I wish we had made better time, but we're going to have to stay here tonight" Its okay for you on the streets as long as you stay with me or the banner, but don't enter any shops or houses. The medusi are not required to stay veiled in their own homes...
Everyone looks at Hastur uneasily and mouths medusi, as you pass the first statue a brash ork looking fellow with what appears to be an engraved dragonmark upon his face. Hastur smiles, and stops the wagon for a moment, doing an odd bit of ritual where be rubs the Half Ork Statue's shoe
"for good luck, this is the fellow who established tharashk-medusi relations" before continueing.
Soon more statues, dozens, hundreds of them litter the country side before you enter the city ruins. The City is old and mostly in ruin and rubble but the main road has been cleared and what remains of the ancient city is awe inspiring in Marble and Platinum. The Medusi can be seen crawling the streets but veiled, beautiful but dangerous, in thin veils. The thousandfold hiss of snakes can always be heard.
The wagon continues until eventually blindfolded male medusa come and lead the team. You dont know how they see but male medusa look like snake skinned, bald, flat nosed individuals. You are soon taken to where the Main Boulevard leads The Central Palace. You soon find yourself indoor and in opulent quarters. Good Food is laid out, and wine and a barrel of ale at the end of the room is already tapped , apparently just for you. Hastur leads the way carrying the banner at all times before saying one last time
"stay in the room with the banner and you'll be fine, eat up the food is good here, its the company that will kill you... Hastur then leaves the room, and you can hear him outside...politely... asking to be taken to the queen, to 'thank her for her humble hospitality'. You have the feeling he's going to be gone all night long...
The Food is good and the beer and wine are both spicy and strange and strong.
Around midnight you start hearing the whimpering of a child, and then the lash cracking, and then quite quite sobbing. What do you do?
After hearing conflicting stories about Linu, Clash decides to sit with her several times during the two day rail ride. He talks with her casually, engaging her in conversation and listening to her stories. He doesn't ask her for a tarot card reading, but if she offers him a reading then he'll quietly listen to her talk about it.
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Sitting quietly in resting mode, Clash will wake up Fargrim and Hamrick if they weren't up already.
Hamrick wakes up. He pays attention to the crying and lashing. As he recognizes what these sounds are, his traits become hard. He stands up, walks towards the noise. He intends to break down any door that separates him from the child in pain.
((Fargrim will also speak with the old woman, just once out of politeness, and just in case...))
Waking grogilly in the night, Fargrim becomes alert once he hears the crying child.
Right, then - I've heard too many children cryin' in my day. At least I ken do somethin' about this one, perhaps.
With that, he follows Hamrick.
Without a word Clash stays with his comrades, knowing that tone and look in their eyes.
Clash's Reading
QuoteLinu lays down the last card and stares somewhat uncomfortibly at the layout, muttering something about too many watcher cards, before smiling and laying an arm on the kind warforged who would listen to an old lady pratle on and such.
The eyes, you will know him by his works and his eyes you will find, everywhere. You will journey to the underworld itself marked by a burning eye and there you will find his mark, his coat, and his sacrifice all covered by his eyes...
She then seems to snap herself out of a trance and hurridly puts away the cards, pratling on about the set she lost at sea or the way the rough weather bothers her rheumatism.
Fargrim's reading
QuoteYou walk in on Linu seemingly mid reading, but she ushers you in. I had a feeling you would come by, so I laid everything out as you wearily seat yourself she absentmindedly cautions you not to worry about the tiny glass figure your about to smash underfoot. You foot sits down with the heavy crunch of broken glass, you start to do ... something ... and Linu stops you "I told you, dont worry about it, in a way my readings and prophecy are just like that warning, what will really cook your noodle is what would have happened if I hadn't said anything.
Smiling she sits down and looks at you and your cards , laid out long before you entered, and says Your going to find a surprise on the way, a diamond in the rough per say, but once you are there you are not going to find much at all, but that , that is the rubbish. Look hard and you will find it, the point of all of it, sharp as obsidian and laying where she used to rest. You might think it is nothing but it is the key to understanding and finding your friend." With that Linu seems to come to, and you enjoy the view from her seat for a while before leaving, silently.
Following the sounds of pain.
QuoteYou follow the sound of pain , presumably opening the unlocked doors rather than smashing them and alerting people. You eventually find yourself drawn towards the smells of gravies and relishes and meat on the spit. In the Cavernous Kitchen you find the child...
The Kitchen is poorly lighted by the coals of a slow roast and nothing else. BUT even in that dim light and damp heat you can see the scurry of activity. Dozens of Goblins running back and forth doing whatever the Head Chef orders. In amongst all the goblins is a small human or halfling child, its hard to tell, working shoulder to shoulder to the goblins.
The Child is trying to quiet her sobs as Goblins tease her with Whispers "The Maman , She's Gonna Turn you to Stone, if you dont stop cryyyyyyiiiiiing" "the Maman , She's Gonna Spit you and turn you just like that Hog little Girl" "The Maman, If She Hears you, your going to end up like all of them" the foul creatures point up before silently cackling with glee.
You Mistook them for Grotesque little statues, sat on top of the cupboards like vile little nick nacks of Cherubim or Children. But you realise that the small statues are all alike in the terror they express, the attempt to avert or cover their eyes, the marble stone finish to them...
everyone make Stealth Checks DC 15 if you want.
The Door to the Kitchen Larder is Cracked Open and inside you can hear a soft ripping sound, like snores, where presumably Maman is sleeping.
yeah some of that is a little stolen...
Clash follows his friends, trying to be quiet as he knows that they are in a unfamiliar territory with unknown hostiles. However, upon seeing the kitchen scene unfold before him, he knows that Hamrick and Fargrim will be getting down to business. There will be no way to get that child out without the goblins raising the alarm, and the 'Madam' will certainly be alerted.
Clash draws his sword and attaches it to his arm, locking it in place.
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OOC: Clash's Stealth Check = 9 (http://invisiblecastle.com/roller/view/2187150/).
Hamrick's Stealth roll = 21. (http://invisiblecastle.com/roller/view/2187191/)
Hamrick gets close to Clash: "We just might solve this without blunt force. If we convince them the plans for the child have changed, and we are here to take her away on orders of some authority around here. Let me do the talking, alright?"
The Halfling's fingers play nervously with the massive ruby perched on top of his short sword's handle as he awaits his friend's answer. A sure sign his brains were at work.
Clash silently nods his head in acknowledgment, although he makes no move to unattach his sword from his arm.
((Stealth? (clank, clatter), What stealth? 6))
Fargrim tries desperately not to cause too much noise, merely hanging back and seeing what develops.
Hamrick steps inside the room, seizes two pots somewhere and bangs them together.
"Alright, alright. Shut the Hells up now, Little Buggers!"
Ignoring his factually small size, Hamrick points a finger to the goblin who was singing: "That'll be enough with the singing. I don't want my ears to rot and fall off because some cook didn't get his tune right. Got it?"
Assuming the goblin are startled for a moment, Hamrick goes on: "We've got our orders. Got to take the kid right away and feed him to some guests that just arrived. Hand it over now."
Bluff check: 17.
The Biggest of the Goblins, one with a sly smile and beady eyes, grabs the kid, almost hiding behind her before he says " But to serve children, that would be cruel, we have no time for a slow roast, who are you again, I don't recognize you, Perhaps I should wake Maman and she can handle this, Don't you think so. "
As your Compatriots stumble into sight and sound, the rest of the goblin kitchen stops completely. The silence is unnerving, as the Big Goblin , starts mouthing "Ohhhhhhhh MAAAAAAmmmmmaaaaaannnnn" quitely but getting louder. The Big goblin seems to be waiting for something, and the rest of the goblins are obviously waiting on him...
The halfling waves his hand to shut the goblin up in a slighty annoyed manner. "What do you think Maman is going to do to you when you've bothered her sleep after some lackeys carrying out simple orders?"
He smiles like a predator. "Now hand over the child. Unscathed. The guests are hungry, and they prefer their meat... still alive and throbbing."
Bluff check = 28 (http://invisiblecastle.com/roller/view/2187928/)
The Goblins Smile Faulters for a minute but is quickly back. Queenie would not allow. Queenie saved Girly. Queenie gave girl job in kitchen as an an expuriment. There is no guests who will eat girly
The Goblin takes a firmer hold on the girl, his goblin claws almost breaking skin. The Girl herself looks horribly confused but strangely enough dry eyed.
The Goblin continues speaking You want Girly, What you pay? For Girly? Otherwise Mook will take chances with Maman!
The Goblin's Voice had raised at that last little bit, and Maman's gentle snores briefly stopped before resuming the slow sleep that she had before. Mook seems scared of Maman but he seems to know his way arround and how things work, and you three stick out like sore thumbs.
(Bluff is exhausted, no more bluff checks please Mook isn't going to believe anything you say but that's not gonna stop him from talking with you. )
Visibly quite exasperated, Hamrick throws an inquiring look at his companions, wondering if they should bargain or just kill the goblins, run for their lives and be done with it.
Clash speaks up and says, "Mook is smart. We pay Mook 50 gold and if anyone asks, the girl ran away, right?"
Clash jingles his belt pouch to demonstrate that he does have coins.
(darn, beat me to it - I was just going to throw the coins on the floor though)
Mook Smiles,
Throw Gold here, If Good, I give girl, she ran away, and poor at job anyway
Clash counts out fifty gold coins, and then kneels. He places five stacks of ten gold coins each in a horizontal line, abut five inches apart from each other. He stands and take a step back.
As he motions with his hand, he also says in a matter-of-fact tone, "bring her forward and collect your pay."
Mook brings the girl forward, practically throwing her at you before hurridly stuffing the coins into the rags that adorn his body.
Fargrim steps forward to gently hold the child. "There, there, gel. 'e won't be troublin' ya na more." Glaring at the goblins, he tends to the girls wounds (healing if necessary).
Clash looks down at Hamrick, Fargrim, and the girl and says, "let's leave here first."
All the Goblins except Mook are deadly still, eyes fixed on the gold coins as you exit. About Halfway up the stair landing, you can hear them make their move. Mook starts hissing "Mine" as the other goblins start dashing in, either attacking Mook or Stealing, until eventually You hear the Crash of Cabinets , Stone, and Metal.
Then an Entirely New Voice, A female voice "Who is making all this racket! My Lawd, My Lawddy..."
Followed by a sound most of you have never heard before. The Fighting Sounds never stop, but a sound not unlike water rapidly freezing over grows louder and louder until when they fade and there is only silence.
Back in your quaters, the Girl will eat if you let her. She is grimey and badly mannered, having no preference for utensils but rather stuffing as much food as quickly into her mouth as possible. She eats like a goblin you think.
She is sufficiently distracted while eating for you to talk. You are still not sure what race, human or halfling she is, although you are leaning towards halfling watching her eat. She is otherwise in okay shape. Beneath her smock you can see a lot of bruising and a few old burns or scratches. But nothing that looks deliberate (except maybe the bruising ) or lifethreatening.
+500xp for everyone, for saving a girl, sticking to your guns, and doing it without dying.
As they watch the girl eat Clash says casually,
"now what? Maybe be can pass her off a relation to Hamrick, if needed. Should we clean her up a bit?"==========================================
OOC:
Quote from: Logos7;317156+500xp for everyone, for saving a girl, sticking to your guns, and doing it without dying.
Cool, it's on the sheet and I've marked off the 50 gold too.[/I]
"I'm the ladies' man, after all" Hamrick smiles broadly.
You can clean the child up and find a rather pleasant look young girl of maybe 7 or 8 years. She is timid and really quiet but fairly well mannered except when eating.
You turn in for bed, getting something for the child, when you find her curled up in a ball on the floor. You manage to get the child on the coach with some blankets before going to bed yourself. No one seems to be bothered by the child's absence.
Just before you would have expected to get up, Hastur stumbles in. It seems as if he had not slept any last night, and his hair and clothes are all discheveled. He smells of sweat and ... roses...
Look at all of you as you wake, he barks out "what are all of you looking at, lets get out of here while the going is good, something went on in the kitchen last night and the queen is apparently not too pleased about it....
At this point Hastur stops noticing the young girl hidding under the couch. Without a word he looks at all of you and then back at the girl and says "we have to get out of here now..."
Hamrick gathers his things, takes the girl by a hand and follows Hastur.
He whispers to her: "What's your name, little one?" He stops as he says that, looks at himself, and shrugs, hoping that his own size makes the girl laugh.
Fargrim quickly slides his armor and pack on and follows as well, muttering a prayer under his breath.
Clash picks up his shield and backpack as he says, "yes, we are ready."
The Travel out of the City of Stone is slow and tense but you eventually start entering marsh and bog. You spend the day in mostly silence , except for the child who is quite wide eyed at the natural surroundings. You manage to extract out of her that she thinks her name is 'girly' and that she speaks as much goblin as common. She has become increasingly happy, if still deathly quite, since leaving the city.
Hastur, brings you to a prepared camp site, where he sets up camp. Once the girl is asleep , he asks the three of you, " Your not going to take her to blackroot are you? " Hastur waits for your answer. You have the feeling that if you asked, he would take the girl with him when he 'disappears' before reaching blackroot village.
The next day the camp begins early and find that girly has made breakfast for everyone... If Fried Snake and Stolen Eggs count as breakfast. Hastur tells you that you will reach Blackroot in an hour's walk following the plainly obvious trail, and that he will be leaving you here. Before you go, he gives you a scroll of sending that will enable you to get in touch with him for when you need to leave.
The Day is Dry but overcast. What do you do.
"Why would we not want to take the girl to Blackroot Village?" Clash asks of Hastur before they part.
"Indeed" Hamrick confirms Clash's concern. He too feels a connection to the little girl. "Not that we don't trust your looks or anything..."
"Yeah, I somehow doubt we'll be handin' a little gel over te ye just yet, friend."
The Half Ork looks surprised and a little hurt. "Of course its up to you three, but I kinda presumed you would be bringing the law and order agenda to the forefront if you know what I mean, the kinda agenda where you speak softly and carry a big stick.
Clash looks at Hastur for a moment and then says, "what is this 'law and order' and 'big stick' you are talking about? What kind of trouble is Doria in exactly?"
"Well its the sort of trouble, that my House wont let me sort out, I mean looking at the three of you, and no offence to our warforged friend here, but you look like your made to crack heads not help little girls. That said, here we are"
Hastur goes and finishes his packing while he waits for the three of you to make a decision concerning girly.
Clash looks at Hamrick and says dryly, "he does have a point."
"He may have a point, but then again, if I had made all the right decisions in my life, I wouldn't have gone to war in the first place, wouldn't have saved your neck a thousand times, I sure as hell wouldn't have ended up here, and the girl would be dead now, wouldn't she?"
The halfling turns to the Warforged. "Does the tin man have a heart of his own?"
A flash of emotion crosses Clash's face before he says, "you wound me friend. Do as you will."
"Just pointing out a fact or two."
The halfling walks to the Warforged and puts a hand on its shoulder. He sighs loudly. "I apologize. I know you have a heart. I, however, forget I've got one sometimes..." He lowers his head and thinks for a moment, then turns to Hastur.
"No offense, "Hastur", but I don't know you. I know Doria. She saved our butts a thousand times of her own back in Cyre. If I need to let an innocent child in the care of someone I have no control over, I much prefer to have gone into war with her."
He steps closer, looking at Hastur's eyes. "Oh. And one more thing. If we don't find Doria, if you or your House try to screw us over?"
"I'll make a point of finding you, wherever your sorry ass ends up sitting, and then? I'll stick my blade between your lame shoulders."
He pauses...
And finally extends his hand for a shake. "Thank you for your help."
Fargrim watches the exchange with detatched interest. He is thinking about the girl and the upcoming (likely) danger.
"Well, now, friends, one thing is sure - we'll be headin' inte an unknown situation. We could end up talkin', walkin', or scrappin' - no way te know fer sure. Crude as he is, our friend might have a point - might not be a place fer a gel. Still, not ken on leavin' her wi' just anyone. Might cast about, see if I ken find a suitable Temple that's take 'er for raisin'?"
The Half Ork looks with a face of utter disbelief at the Halfling's Ire and Threats, before dismounting looking at the extended hand incredulously before going to take it. ...
He Feint's... Kicking at the Halfling like a Mule, You hear the first Orkish Words come out of our Friends Mouth...
In Orkish
QuoteI come all the way to Breland to get the three shady dirty cyrians that Doria says are the ONLY ones who can save her and this is how I get treated. I'm the SHADY one , How did you spitlicks even get a GIRL, How many Insults must one ork tolerate... First the House, Then Doria, and then You. Your gonna find a House Tharashk Tracker, I laugh at ignorance you rude rude little man
14 vs Ac, 6
Nonlethal Damage if it hits
You all can roll some initiative, Hastur has 8.
Hastur is obviously not using lethal force.
Clash was rarely caught off guard, but he did not see this coming.
Getting lazy! He mental scolds himself before he moves into action.
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OOC: Initiative Check = Roll(1d20)+2: 13,+2 Total:15
Ini: 6+3= 9
"Can't handle a little bit of pressure, Hastur? "
Hamrick dodges and follows by throwing a punch of his own towards Hastur. "Come get some!"
AC 17. Hastur doesn't hit.
Init 15.
Assuming Hamrick acts first during next round, Hamrick attacks Hastur for non-lethal damage, throwing a punch at him, and gets a ... 5 total on his attack roll (sucks).
The Halfling, unharmed, throws a punch, poorly.
It doesn't look like Hastur is going to stop on his own. Girly is cowering in the background.
Its's Clash => Fargrim => Hastur
"Abrasive as he is, I cannot allow this," Clash says as tries to grab Hastur in a bear hug.
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OOC: As a Standard Action, Clash attempts to Grab Hastur. Clash's attack hit Reflex 14 (http://invisiblecastle.com/roller/view/2198193/).
Clash gets hastur and pulls him away some, Hastur almost throwing a punch at the warforged before getting his bearing and thinking better of it. Quite Obviously not intent on fighting anymore, Hastur stands there for a minute catching his breath.
"Stand down, both of you!" Clash yells in his best command voice, standing between Hamrick and Hastur.
Looking at Hamrick and Fargrim, Clash says to his companions, "I am not comfortable with bringing the girl along."
Turning to Hastur, he says to the half-orc, "will you give us your oath on your House and Dragonmark that you will see the girl safely to an orphanage? I will give you some coin to give the orphanage as an donation with the girl."
Returning his gaze to his friends, especially Hamrick, Clash says, "will this suffice for you, his oath on House Tharashk and his Dragonmark?"
Hamrick tries to get a grip.
He looks at Hastur with the utmost disdain, and seems for a moment ready to throw another punch at him. Then his eyes turn slightly in their sockets to have a look at the girl. His disgust at the half orcs' temper disappears for a split second. There is something... some... concern? Affection? Nah, that can't be. Not Hamrick. The look disappears as quickly as it came to the halfling's face.
"FINE."
He walks away without throwing another look to either Hastur or the girl.
Well, again, I could find a temple that'd likely take 'er in, if it comes te that.
Fargrim relaxes slightly, seeing the situation defused somewhat.
Hastur stops a moment, looking at the warforged in the eye, before undoing his collar and showing his dragon mark. Closing his eyes, and fumbling for a grey bag off his mount and looking almost like he's praying, Hastur keeps mumming a soft refrain of some sort. Eventually his dragon mark seems to detach and come floating in between Hastur and Clash.
" By my house and my dragonmark, I swear to do right by this girl, to the best of my ability, may my dragonmark be struck useless if I do not "
Arcana or History Check DC 10, This is a kind of unbreakable promise per say, a ritual not used very often due to the fact that it is actually unbreakable. The Vow will leave a mark between those who make it that will flash and alert everyone that the vow is broken if it is broken, before ruining the oath bearer's dragon mark.
The Ritual Stops with the mark resettling around the hand that Hastur is offering to Clash. If you accept it clash the mark will settle around both of your hands before fading into your flesh leaving behind a light etching in the shape of a dragon mark, that is barely noticeable.
perception check DC 20, Hastur already has a vow in place...
Hastur leaves with the girl shortly after. As the three of you solemnly head out on the road, it does not take long for your Cyre sharpened instincts to kick in and realise you are being followed...
Clash accepts the offering by Hastur and bows while keeping eye contact with Hastur. Clash reaches into his belt pouch and takes out 50 gold pieces and hands them to Hastur.
"Please give this to her new caretakers," Clash says to Hastur.
=======================================
OOC: Clash's Arcana check = 9 (http://invisiblecastle.com/roller/view/2202469/) and his Perception check = 22 (http://invisiblecastle.com/roller/view/2202467/). Gold pieces marked off character sheet.
You continue on your path, being followed, until roughly half way to Blackroot, you encounter an interesting fellow.
A giant lion looking fellow. His Hair/Mane scraggly, his features humanoid. This shifter carries a large stick.
Looking mournfully up at you three, He says "You three should turn back now, Blackroot is a dangerous place to be "
He wont try to stop you, but obviously he considered the warning important to give. Both you and him make a reaction as your 'follower' bursts into the road. (I guess now is as good a time as any to introduce the new character, so lets here it. If you don't have everything written up yet, fake it til you make it ;D)
Hamrick looks at the fellow for a split second, inventoring his gear and demeanor to himself, just in case. He then answers outloud: "I didn't know there were any dangerous places left in this world for me to see after the War. Guess it's my lucky day..."
The Shifter looks with annoyance as a scraggly shifter lion bursts through the underbrush. "By Kyber's Bounds, Rawr you gave me a fright, come let us leave these ... adventurer's to their fate"
The pair leave walking slowly up the road.
After seemingly an eternity of walking, you arrive in Blackroot. Your clothes and armour are covered in a slight slime of mud from the dust and the humidity. The Air is warm and wet and insects buzz in clouds around you are you get closer to the sill water of the marches. The sun is begining to set when the settlement appeared.
Blackroot draws its name from the Darkwood trees that thrive in the region around it. Their tangled roots rising up from the soil and the muck on all sides. The ground here is relatively solid for the marches and the village sits atop a rocky rise. You can see marshland surrounds it on all sides making the road you came in on the only exit.
This village is home to a hundred families, and the dirt streets are well trodden. Orks, Humans, and half-breeds are the only races you see working either in small workshops or walking the streets, obviously in from the swamp for whatever reason. None of them seem particularly pleased to see you.
Within moments , you are approached by a lean and muscular ork. His Skin is weathered, streaks of grey can be seen in his long black hair, and he carries himself with confidence. "Greetings" , he says in heavily accented common. "I am Toraash'Doorm. The Reeve of Blackroot. I don't know what brought you here , but we have no Inn , no tavern, and no time for strangers. I suggest you leave."
With that Toraash makes as if to leave and go back to whatever duties he was about before you came.
The sun is rapidly descending, sounds of night creatures can be heard.
"Please, wait a moment Reeve Doorm. We've come to visit an old war friend here in Blackroot. Do you know where we can find the family of Doria?" Clash asks of the older orc.
The Halfling bides his time and lets Clash handle the situation.
He still pays attention, ready to jump in the conversation if it gets out of hand.
Fargrim absent-mindedly clutches his holy symbol while carefully not looking directly at the Reeve. Somethin's not right, lads - I ken feel it. he mumbles under his breath.
"Doria and her boy moved out, going to sharn I believe, I don't expect them back again. "
Her boy? Has it been that long already? Clash thinks to himself as his mind raced.
"When did she leave? Where is her family here in Blackroot?" Clash asks the Reeve quickly, seeing that he's anxious to leave.
Hamrick looks intensely at the Reeve's demeanor, trying to figure out if he is telling the truth about Doria and her boy (!).
Insight roll = 17 (http://invisiblecastle.com/roller/view/2217143/)
You definitely get the idea that the reeve is uncomfortable with all these armed hooligans in the village, and that he may be being ... evasive ...
"Doria left weeks ago, just up and packed everything and left. Her house is over there," says the reeve, pointing to a ramshackle hut looking thing near the end of this street. "She had no family here and ain't left anything You can go see for yourself, and stop wasting my time now. If that is all Good Day"
"Yes, thank you for your help," Clash says to the orc in a dismissive tone.
Clash quietly watches the orc walk away before turning to address his companions.
With a puzzled tone, Clash says to them, "no family here? Something is not right here. I say we go and check out her hut first."
"I agree. It's a tad too early to bully people around. Let's go search her lodgings. If that doesn't shed any light on what's going on, we can always revert to a tougher approach later on..."
As you move to investigate Doria's former cottage and the town itself, you find yourself in a very unwelcoming village. None of the villagers moves out of their way to speak or interact with you.
Doing a cursury scan of the single room cottage, everything looks fine but abandoned, to first inspection.
Please Describe what how or where you searching/investigating in the town/hut.
Being a dwarf, I'll be looking for any kind of hidden trap doors or things of that nature - hopefully if there are any I might be more inclined ot notice them.
Some perception checks from everyone please.
Perception check total = 11 (http://invisiblecastle.com/roller/view/2224286/)
15+5= 20 Perception check
Clash searches Doria's former cottage thoroughly. He looks for signs of a struggle, weapon marks in the walls or floor, drops of blood, or signs of blood splatter. If nothing obvious stands out, he'll start searching through containers, under and behind furniture, looking for documents or papers that might give some clue to Doria's whereabouts or what happened to her.
===============================
OOC: Clash's Perception check = 19 (http://invisiblecastle.com/roller/view/2224440/).
Fargrim and the rest of you start searching the hut.
Fargrim finds a tiny obsidian shard, smooth and pointy on one end and broken off roughly on the far end. Your pretty sure it was either a dagger or an arrow tip.
Clash and Hamrick search the rest of the place and find other signs of a struggle. Some of the furniture has been broken and just placed back together as apposed to repaired, There are some signs of a bloody patch being brushed over (not huge but noticible) as well as a pendant that appears to have been ripped off in a struggle. The leather cord is snapped. It is made from strands of vulcanic glass wrapped arround what looks like a mummified eye
There are also several items that are useful , that it seems unlikely anyone would leave behind if they were moving, including a backpack, 2 bedrolls, a handful of silver (17 silver) a Machete (stats as short sword) and something that brings back a memories.
A House Sivis Regimental Picture. You can see yourself's from 5 or 6 years ago and young Doria along with the rest of your regiment. Over a hundred people are in the picture, but today aside from yourself's and doria you can count the other survivors on one hand (even the warforged)
Hamrick is pretty sure the reeve is lying about Doria leaving of her own accord. You notice a small crowd is begining to form outside of Doria's house. They are not sure how to take your presence, and your rifling through Doria's possessions.
Clash gently picks up the regimental picture runs his metallics fingers across it gently as memories fuel emotion in his heart. Clash walks outside onto the porch in front of the gathering villagers.
He holds up the picture over his head and says to the crowd, "Come forward and Look! All of you look at this picture! You will see the three of us, Hamrick, Fargrimm, and myself, Clash, all standing tall with Doria years ago. We were all soldiers together in the Great War, we are among the few survivor of the Great Disaster. I can count the surviving members of our regiment on my hands."
Clash pauses a moment as he searches for words and then continues, "we are Doria's brothers! Bathed in blood together, forged in the crucible of death and fire, we are her brothers! Doria has called us here to aid her, asked help of her soldier brothers. We have heard the call of our sister! We have come to her aid!"
Clash's demeanor changes as he continues to speak, now fire and passion are coursing through his words to the people of Blackroot village.
"We three are killers, murderers, and soldiers! Help us find our sister Doria, or suffer our wrath! Cross us and we will kill everyone of you, burn your village to the ground, and erase all traces of Blackroot village forever!"
The small smattering of people quickly becomes a mob in response to Clash's speech. Howls of hatred and insult start coming from the mob and all three of you can see the women and children being discretely moved away from the crazy warforged.
The Mob starts pelting you with rotten fruit and chanting 'Leave, Leave, Leave'.
Everyone notices a few armed men, not joining the mob but leaving discretely as if they have something more important to protect...
The reeve is no where to be seen .
Oh, loveleh Fargrim mutters. I forgot why we doan let th' big guy do th' talkin'.
Assume a defensive stance, but only try to avoid the thrown foods until we make our move. I'm thinking we should follow those shady characters.
The Halfling laughs cynically. To the dwarf he says: "I'm impressed, though. Clash managed to make pariahs out of us way quicker than I would have thought possible."
He adds a bit louder, towards the warforged this time: "I think we should leave before this gets out of hand."
OOC: I think we should indeed follow these armed guys leaving the scene so quickly.
Ignoring the pelting, Clash turns his back to the crowd and places the picture in his backpack. Standing as he slings his backpack on his back, Clash turns to his friends and shrugs in acknowledgment of their words, and as is saying "let's go."
The Halfling gets back inside and quickly grabs the mummified eye and the other pieces of evidence (machette etc) left behind, then gets back outside to leave with the others in pursuit of the guys who left the scene with seemingly "better" things to do.
Leaving town amid a pelting of Fruit and the occassional stone, you quickly work to double back and follow those people, who had better things to do. You eventually find a well worn but hidden path. As you continue forward you hear the sounds of whispered conversation including "... outsiders...".
You come to the end of the path. A gigantic Cave opens up with a few trees making a bleak existence on its black stone outcropping.
You don't see anyone.
Clash removes his backpack and starts fishing for a torch and his flint and steel.
Once he lights his torch, he turns to his friends and says, "let's what scurried into the dank dark!"
Ah, good, finally - be glad te get out of the open and back inte more natural confines.
Fargrim also readies a torch and hefts his weapon.
Hamrick does the same: takes a hold of a torch in one hand, his short sword in the other, and he follows his companions as they get swallowed by darkness.
You push forward into the cave, when suddenly behind you , you hear the rustling of leaves and stones as three carefully hidden adversaries come out of their hidey holes.
Warden Charges! 13 to hit Ac on Hamrick, 6 damage if it hits.
Cultist Charges! 17 to hit Ac on Fargrim, 10damage if it hits.
The Warden is a strong burly looking ork with a wood cutting axe that looks stained with blood.
The Cultist has nefarious dark leather and cloth robes on and is wielding a short sword.
Everyone is clustered at the mouth of the Caves. Fargrim, Hamrick, and Clash are all adjacent in a line with the Cultist and warden directly below Farmgrim and Hamrick respectively. If you want to get out of the cave into the open wilderness behind the Orks you will probably provoke Opportunity Attacks from one of the orks.
Inside the cave is a bit of an open area, big enough to fit a melee of this size, before a narrow passage continues. Buckets of Pitch sit here, obviously used in torch making.
Initiative Warden 21
Initiative Cultist 14
( throw down your actions or requests for more discriptions as you please, if you post out of order , I will do my best but things may get changed. Use your best judgement.)
The Warden doesn't hit Hamrick.
The halfling swirls around and gives the Warden a piece of his mind, or rather, his blade.
Initiative 24.
25 to hit on the Warden. 7 damage if it hits.
I'm using the At-Will power "Riposte Strike", which allows me an instant, interrupt riposte attack on the Warden if he attacks me before my next turn.
If such an additional attack occurs, it's another 22 to hit, and 7 damage.
Clash turns at the first sign of trouble to meet the oncoming rush. Quickly assessing the situation, Clash takes a step backwards into the open chamber which should give them some room to fight.
Clash calls forth spectral thorns that sprout from his attached longsword and reach out to grab the warden and pull him closer to Clash. The warden, wary of such tricks, avoids the grasping and spectral thorns and vines.
==================================
OOC: Clash's Initiative Check = 14 (http://invisiblecastle.com/roller/view/2230802/)
Move Action- Take a 5-foot step backwards.
Standard Action- Thorn Strike attack missed (rolled a 1) = 11 (http://invisiblecastle.com/roller/view/2230812/)
(Sorry for the delay - had some banning issues to wait out)
The attack on Fargrim misses (AC18) - he takes a half-step back, growls deeply in his chest "That's more LIKE it!" and swings his warhammer at the cultist who had the audacity to think he could engage a Priest of Pelor and a survivor of the disaster at Cyre!
Initiative: 9; First attack roll: 18 + 5 (inescapable warhammer +1) = 21; Damage: 10 + 2 = 12 (woot, rolled a 10!)
Hamrick and the Warden furiously trade blows.
(Hamrick's Attack Hits 7dmg, Warden Attacks, 17 to hit Ac, 7 damage, Hamrick's Reposite hit's 7 damage.)
The Warden furious that his enemy has the audacity to fight back, redoubles his effort. ( Clash and Hamrick are marked)
Clash steps back and attempts to use his Thorn Strike, which the crafty warden avoids.
The Cultist unable to hit the Priest initially, Tries Again, Stabbing out with its Short Sword again.
(Natural 1, fail)
Fargrim, more than a little annoyed, strikes out with his Divine Hammer, Smashing the Cultist. for 12 damage.)
Warden @ 14 dmg
Cultist @ 12 dmg
Top of the round.
Clash steps back into line with Fargrim and Hamrick. He calls forth the spirit of the thunder ram as he attacks the warden, and also the warden's allies.
==================================
Move Action- 5-foot step
Standard Action- Use the Thunder Ram Assault encounter power.
Clash's attack hit AC 28 (http://invisiblecastle.com/roller/view/2232033/) for 12 thunder damage (http://invisiblecastle.com/roller/view/2232041/), and pushes the warden 3 squares.
Secondary attacks hit Fortitudes 20 & 15 (http://invisiblecastle.com/roller/view/2232046/) for 2 thunder damage each (http://invisiblecastle.com/roller/view/2232047/), and pushes both secondary targets 1 square each.
Hamrick laughs excitedly as he watches his opponent lose its cool during the fight. He feints, moves his blade from side to side, and taunts his target, all this time searching to divert its attention to his taunts and body movements until he finds the right opening and strikes like a snake.
The halfling seems to be taking too much pleasure in this.
OOC: I try to get Combat Advantage on the Warden opponent by making a Bluff check opposed to his Insight. Bluff Roll total: 22.
I then attack the Warden using a Piercing Strike. Natural 20 on the attack. Total: 33, with the +2 bonus from Combat Advantage, against Reflex.
If Combat Advantage is gained, this is a Sneak Attack and a Crit, for a total of 25 points of damage (1d4+5+2d8, maxed out). 9 points of damage without Combat Advantage (still a crit).
The Warden Colapses under the furious assault of Hamrick and Clash, his body going flying at the warforged smashes into him.
The Cultist is knocked back, Shifting back in attempting to skewer the warforged while he is vulnerable!
25 vs Ac on Warforged, 16 damage.
The Cultist (@14 damage) calls in vain for reinforcements.
Fargrim's Turn and then top of the round.
Fargrim sets his feet and takes another swing (16+5= 21 to hit. 3+2=5 Damage)
The Cultist looks taken aback and bloodied (@19 damage)
Top of the Round. (Hamrick>Clash> Cultist>Fargrim)
Hamrick tries to maneuver around the Cultist's back to Flanking position with Fargrim (even if it provokes an Opportunity attack on the Cultist's part). Hamrick then attacks (using Riposte Attack).
Attack roll: 16 total against AC. If it hits, 7 damage, plus another 7 of Sneak attack damage if in Flanking position, for a total of 14 points of damage.
If the Cultist attacks Hamrick, Riposte Attack roll total is 15, with 9 damage from the blade, 8 damage from the Sneak attack/flanking, for a total of 17 damage.
Clash calls upon the might of the earth itself in his attack on the cultist, using the strength of stone and earth to carve through his opponent with ease.
==================================
OOC: Clash's Earth Shield Strike hit AC 12 (http://invisiblecastle.com/roller/view/2237166/) for 8 damage (http://invisiblecastle.com/roller/view/2237169/). If the attack hits, then Clash gets a +1 power bonus to AC until the end of his next turn.
The Cultist frantically dodges Clash's Hamrick's attacks (those would be misses, and also please remember that you can only add your sneak attack damage once per round ).
Seeing that, the battle is lost, the lone cultist, attempts to flee deeper into the cave. (Opportunity Attacks from Everyone, and then Fargrim's Turn)
"No you don't! You're not going any where without our leave now!" Clash yells at the cultist as he lands a vicious blow to the cultist.
================================
OOC: Clash's opportunity attack hit AC 27 (http://invisiblecastle.com/roller/view/2237958/) for 7 damage (http://invisiblecastle.com/roller/view/2237973/). If Clash's attack brings the cultist to zero or less hit points, then he'll choose to knock the cultist unconscious rather than killing him.
"You stop right there."
The Cultist, Struck Heavily by Clash's Blow, is still lurching deeper into the cave...
Hamrick gives him the chase, paying attention to his surroundings (i.e. he tries to go as fast as he possibly can, and yet, keeps checking the ground, ceiling, etc for potential harm). Yeah, running Halfling!
Hamrick and the others chase the fleeing cultist, deeper into the cave, into a natural tunnel. You can tell that this path has been worn smooth by the feet of countless generations. A lurid red glow outlines the cultist for a second and stops all of you dead in your tracks.
You watch in amazement as the walls of the tunnel come to life with Lurid Red Spiderlike Lines covering the entirety of the tunnel, obscuring the running cultists.
You are just inside the tunnel which continues for 70 feet. It is irregular but about 10 feet across and high for the most part.
You find no traps or hazards...
"What trickery is this?!" Clash yells as they are chasing the fleeing cultist.
The Halfling slows down and signals to Clash to do the same. He follows his gut instinct and tells him:
"We are not going to catch up with them, and might fall into a much greater trap down this path. Let's be cautious, from now on."
Hamrick then starts to examine the lights. Is there any movement towards a precise point in the cave forward? Are these lines really looking like spiderwebs? Are they part of the wall, or floating in the air?
As the party slows, the cultist disappears from sight arround the corner and you are left along in the cavern.
Chapter 3: Descent
Head like a hole.
Black as your soul.
Id rather die than give you control.
~nin
The walls of the cavern are covered with lines of red light - scrawls and scribbles painted in what looks like glowing blood. The Symbols resemble some sort of writing, but althought this is no language that you know, the pseudo-text is infuriatingly familiar. Suddenly you realize that the symbols are moving - crawling slowly along the walls and the floor. Whether you stare or avert your eyes you are overcome with the feeling that you might be able to force the wall to reveal its secrets to you, if only you put your mind to it.
Hamrick's curiosity overwhelms him. He always had a passion for secrets and symbols. Part of what led him to his life of petty theft and trickery. Back before the War started.
Before the World changed.
"I have a bad feeling about this."
His heart pounding in his chest, he steps closer to the lights and concentrates on them. If only he could understand, if only he could find out the meaning of it all...
OOC: Star Wars reference FTW. ;)
Clash places his large metallic hand on Hamrick's shoulder gently and says, "I don't think it's wise to stare at it, my friend. I don't like this place."
"Yes. For sure. We really shouldn't look at them."
"For too long, anyway..."
He keeps staring at the writings. ;)
Can I get a Arcana, Religion, or just plain Wisdom check from Hamrick (whichever is highest)
OOC: 1d20+2, Total 11. :hmm:
Hamrick continues to stare at the words, and quitely his nose begins to drip blood. He absendmindly wipes it away, leaving a long red smear on his face as he continues to stare at the writing (7 psychic damage to Hamrick)
Hamrick stares at the writings, his mind sucked into the arabesques... (OOC ouch!)
Fargrim leans forward, looking up at Hamrick...
Er, lad, ye got a wee bit 'o somthin'... no, it's... yeah, there, ya got it.
(cast healing word on him to restore the points)
Clash steps in front of Hamrick's vision to block his view of the wall in front of him.
The Three of you huddle , facing each other, in the glowing red passage way. You all realize you are about halfway threw the tunnel which is a bit more than you thought you were. Equidistant from either exit, you consider your options...
We've got to move! Clash thinks to himself quickly, assessing the situation.
Clash starts to move forward, pulling at Hamrick, and says, "keep moving forward! Let's go!"
Hamrick follows, reluctantly at first, but he comes to his senses, and holds on to Clash's arm. "We should be careful. If our "friend" joined with some people down there, and assuming these lights are warnings of some kind, we might be walking right into an ambush."
You pull out of the passageway and take an abrupt turn. Quickly finding yourself in a finished corner. You can begin to make out the chanting in the distance.
The Square corners of the finished room are roughly 50' apart and you can see that another exit , on the far wall, creating a sort of u-turn with this room forming the bottom of the room. in the middle of the two exits a sinister looking rune sits ominously, humming quitely with magical energy. Beyond it another a small alcove sits, apparently abandoned.
All the exits face the same direction. The Ominous Rune sits infront of the alcove in such a way that you must pass over the rune to enter the alcove.
Clash enters the room cautiously, watchful for any sort of ambush. He briefly looks at the glowing rune as he steps over it to view the alcove. He holds his torch high to get as much light as possible shinning in the alcove.
Same thing on Hamrick's part. He checks out his surrounding and proceeds with Clash carefully.
The Rune Flares to life as Hamrick and Clash step over it. Inside the alcove the ruins of what appears to be a shrine...or three... can be seen
Natural 20 on Hamrick. You are dominated and you attack your closest ally. (Save Ends) Hamrick the lingering psychic damage from the wall, means you take -2 on saves vs this attack.
25 vs Will on Clash. You are dominated and you attack your closest ally. (Save Ends)
Dominated
The Dominating Creature Chooses your action. The only powers it can make you use are at-will powers.
You Grant Combat Advantage.
You can take either a standard action, a move action , or a minor action on your turn (you can also take free actions). You can't take immediate actions or opportunity actions.
You can't flank an enemy.
So guys please attack each other using your best at will. If you can't attack each other, please charge fargrim.
OOC: LOL! I wasn't expecting that!
Alright. Hamrick seizes his dagger and tries to stab Clash, preparing to riposte at the appropriate moment.
OOC: Using Riposte Strike.
15 Total vs. Clash's AC. 8 damage if it hits.
When Clash attacks, Riposte as an interrupt:
16 Total vs. Clash's AC. 4 damage if it hits.
Save for next turn: 13 - 2 = 11 total.
Clash wants to destroy the hateful halfling! He calls forth the power of the very ground itself to cover himself with an earthen shield and lend the weight of stone to his brutal attack.
===================================
OOC: Earth Shield Strike hits AC 27 (18+9) for 8 (3+5) damage. On a hit, Clash gains a +1 power bounus to AC until the end of his next turn.
Clash's saving throw = 20.
Not so fast Hamrick! :) He only gets the immediate interrupt Riposte Strike if the attack hit the target. Also, being dominated prohibits you from making immediate actions.
OOC: Thanks for pointing out, Drohem. I'm not always familiar with 4e's subtleties, so I'm always grateful for the pointers. I think I'm going to stay with that move, unless Logos wants me to change my course of action, of course. :)
Your attacks hits, by the way. OUCH!
Fargrim watches with some concern as the halfling and the warforged do their best to annihilate each other, the warforged with more success.
Both warriors come to their senses, and look sheepishly at each other and then fargrim.
The Rune is humming and the marks writhing on the flour in malevolence....
What do you do....
Clash looks at his old friend Hamrick with deep concern and says, "I... I don't know what came over me... please forgive me old friend. This place has deep and dark magic. Let's get away from this rune now."
Clash quickly moves to exit out of this chamber and go deeper into these rune infested caverns.
Hamrick feels the same concern for his friend. He doesn't peep a word, but his composition reveals this simple fact quite clearly.
He follows Clash, this time making sure they don't step over any rune. If he sees one, he will stop immediately and grab Clash's arm for him to do the same. They will then improvise, come up with... something. The halfling clearly wants to make sure they won't be fooled again.
Turning past the rune room, you find yourself in a short tunnel, that quickly opens into a wide cavern chamber. The Sound of quite chanting is coming from here and you can see at least 8 cultists being lead in chants by some monstrosity...
The Natural Cavern Walls have been painted with pictures of eyes and savage acts of sacrifice in deep reds and yellows. Above the chanting cultists, embeded in the wall directly across from you, a massive living eye, a great golden orb set with twin pupils and a cold alien gaze.
Beneath the living idol a foul creature leads a group of human and ork villagers in a dark rite. Long tentacles rise from the shoulders of this gaunt figure, and its eyes are hollow sockets filled with writhing cilia. Flowing red sigils carry across its skin, the same as in the previous corridor.
Where the kneeling villagers clothes have been stripped off, you can clearly see that they bear an extra, inhuman, eye embedded into their flesh. As the cultists moan and chant, each waves a curved, glittering, vulcanic glass blade.
You see no sign of Doria or any other exit from the cavern.
They do not appear to have noticed you yet. you may take 1 standard action as a surprise round.
The Cavern is nearly 30 feet across (Diameter) and mostly round. The Monstrosity is in the perfect center and surrounded on all sides by the 8 cultists. The Baleful Eye in the wall is opposite your entrance.
"What is this madness?!?" Clash yells in shock and anger as he moves like quicksliver and crashes into the center cultist that is directly in front of the abomination.
================================
Edit- oops, my bad. D'oh! He can't do Thunder Ram as part of a charge, so I'll have to change his actions.
Surprise Round Actions:
Standard Action: Clash charges cultist #2 and hits AC 23 for 12 damage (http://invisiblecastle.com/roller/view/2266161/).
Free Action: Clash marks cultists 1-3 with the class feature Nature's Wrath.
Initiative check = 20 (http://invisiblecastle.com/roller/view/2266167/)
Remember the one starndard action bit however,
if you can use Earth Ram's Assault during a charge your golden, otherwise you must either charge or move or mark adjacent foes. You don't get a whole turn.
I will also be needing initiatives sooner than later...
and lets just label the guys while we are at it.
678
4M5
123
You guys
The M, is for Monstersama
the number is for the cultists
So please clarify if you can still do that during the surprise round, or change your action accordingly...
Hamrick is determined not to commit the same mistake again. He does NOT rush into the cavern. Since he is too late to stop Clash from charging to melee, the halfling seizes his hand crossbow instead, and shoots Cultist #1 (hits AC 23 (http://invisiblecastle.com/roller/view/2266268/), 8 damage (http://invisiblecastle.com/roller/view/2266269/), with another 6 Sneak Attack damage (http://invisiblecastle.com/roller/view/2266279/), assuming they are surprised, for a grand total of 14 damage).
Hamrick and Clash pick out their opponents and soon they drop as only professional pain bringer's can make them. You have killed two of them even before they can react. (1 and 2 dead, 3 marked.)
The Cultist still reeling, attempt to react before you can savagly attack again but fail.
everyone won initiative by virtue of me rolling amazingly low.
Also this is a stat check for werekoala, where are you dude, we need some posts or some info or something.
Clash steps forward in the midst of his enemies to engage the abomination in the center. Clash draws strength from the very ground itself and his skin takes on the appearance of smooth bark as he attacks the abomination.
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OCC: Clash's Round 1 actions...
Minor Action- Clash's uses his daily power Form of the Willow Sentinel.
Standard Action- Clash uses his encounter power Thunder Ram Assault with the abomination as the primary target.
Primary attack hit AC 15 for 11 thunder damage (http://invisiblecastle.com/roller/view/2272508/). If the attack hit, Clash pushes the abomination 3 squares, and makes a secondary attack (close blast 3).
Secondary attacks (http://invisiblecastle.com/roller/view/2272512/):
Cultist #4 hit Fortitude 16
Cultist #5 hit Fortitude 14
Cultist #6 hit Fortitude 21
Cultist #7 hit Fortitude 14
Cultist #8 hit Fortitude 29 (critical; max damage of 6 + 6 damage for bonus critical damage (http://invisiblecastle.com/roller/view/2272523/) for a total of 12 damage)
Secondary attack damage roll is 4 points (http://invisiblecastle.com/roller/view/2272514/) to cultists #4-7. If the secondary attack hits, then the target is pushed 1 square.
Hamrick shoots Monstersama with his hand crossbow.
Hits AC 14 (http://invisiblecastle.com/roller/view/2272541/) for 5 damage (http://invisiblecastle.com/roller/view/2272542/).
:banghead: