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View Full Version : The Journey Home (Wilem of Weslan)



Relkin
2014-11-15, 09:32 PM
Wilem the Bold was preparing to head to Critwall in order to join in the quests to reclaim his former home. Before setting out from Rel Mord Wilem is approached by what some may call a friend, the King of Nyrond Lynword. He is told that there is a rumor of an old Dwarven stronghold, named Stonefast, that was once prominent in these lands. Within this stronghold his friend tells him that a Shield Lands Relic may now reside there. Knowing that having a Shield Lands symbol would be great to boast the Kingdom Wilem preps himself and joins up once again as mercenary guard to protect a caravan heading through the Flinty Hills towards Spinecastle. Lynword shares all knowledge he has of Stonefast before seeing his friend off.

Stonefast was a bustling dwarven stronghold that acted as a small diplomatic center and as a trading outpost. During the Greyhawk Wars, Stonefast fell under siege and was almost obliterated. The hold did not fall, however, yet only a small handful of dwarves remained. They sealed their stronghold and returned to their kingdom, leaving untold riches behind.

Over the many years since then, Stonefast’s location has been lost and until recently has remained a mystery. Rumors have been circulating that a white dragon named Kamro has found the place, and has made it his lair. It was most recently revealed that the old stronghold was carved out of the southern peaks of the Rakers Mountains many years ago.

After a few days travel north west through the Kingdom of Nyrond and through the Flinty Hills Wilem departs from the caravan to continue on his own. Climbing through the harsh lands he finally begins his ascent into Rakers Mountains. He begins seeing scorch marks and claw marks littered through the peaks. After much search he finally locates the entrance!

Wilam, you see about 50 feet from you an opening in the mountain side as well as a door next to it. The mountain walls seem to rise and close up around it, a great defense point if any were to attack. As you draw near you see two brass doors. The one on your right has been ripped from its hinges and thrown to the floor. There are deep gouges in the metal that look to be claw marks. The door to your left is intact, and covered in dwarven runes. Each door leads into its own separate chamber.

Map of Stonefast (https://docs.google.com/spreadsheet/ccc?key=0AnXR1JWBz1YWdFJ3ZHVHOWVrZ0xOdE1FellzVUhZZ 2c#gid=0)

Dr.Samurai
2014-11-15, 11:38 PM
Wilem bends to one knee as he sees the lord of Nyrond, King Lynwerdt, approaching. The newly crowned monarch pulls Wilem up by the shoulders smiling, Please, rise my friend, rise. Wilem stands and the two friends embrace, Your Highness, Wilem says, with a nod.

When Wilem had washed up on a merchant ship the day after Amundfort fell, the sailors refused to take him anywhere near the northern shores. They made port at a city in the County of Urnst, and despite his attempts, Wilem could not penetrate the lands north of the Artonsamay River to get back home. Resolving to go the long way back, along the southern edge of the Nyr Dyv and up through Furyondy, Wilem came across a mercenary band heading East into Nyrond. From them he learned that the Shield Lands were no more, conquered completely by Iuz and his fiendish armies. The shield landers that remained were refugees in Furyondy now, helping to patrol its northern border against what is now being called the Empire of Iuz.

The news had devastated Wilem, and left him shaken to the core. Having no home to go to, the mercenaries suggested that Wilem join them in Nyrond helping to overthrow the Black Prince.

In Nyrond, Wilem's prowess proved invaluable in the efforts to stop Prince Sewarndt's coup and save the King Archbold. Before long, he was fighting as one of Prince Lynwerdt's royal guard, and helping their crucial missions succeed. At the culmination of their efforts, Wilem stayed behind at the castle gates to fend off two fiends summoned to block their passage. With his experience fighting devils, he was able to occupy the outsiders while Lynwerdt's main force entered the castle and defeated Sewarndt in the throne room.

His courage, and his pivotal role in helping Lynwerdt retake the throne and save his father, earned Wilem a friendship with the prince-turned-king. And now, months later, Wilem is ready to part ways.

Lynwerdt searches Wilem's face, Have you reconsidered on my offer? The people know you here and regard you well. And a position as one of my personal guard will afford you many privileges. Wilem smiles, but then turns and gestures for the king to look out over his capital city, What you have here Your Grace, I long to see in my home once again. I cannot stay here, knowing that we have made little effort in all these years to retake the Shield Lands. So long as his empire remains perched above the Nyr Dyv, Iuz threatens the whole Flaeness. And it is the charge of the Shield Lands to protect the kingdoms below her from threats to the north.

The king offers up a sad smile at Wilem's words, but his eyes give away a little twinkle, You and your people have much work to be done to retake the whole of the Shield Lands, Wilem. You are a skilled swordmaster, one of the best I have ever seen. But I don't think one swordarm, even one so mighty as yours, can tip the scales in Katarina's favor.

Wilem nods with a frown, Your Grace, I appreciate your counsel, but... I cannot be swayed from returning to my home. The fight must continue and will be won.

With a laugh, King Lynwerdt says, I would not dream of changing your mind, so stubborn as you are Wilem. I know you must return. But... the king turns and takes a few steps, thinking on his next words, The changes that we have made since my brother was defeated would not have been so great had my father remained on the throne. He is old and withered, and was nearly robbed of his seat.

Your father is a good man Lynwerdt, the Shield Lander interjects.

You misunderstand Wilem, I make no moral judgments of him. But the people do. When he stepped down and I took the throne, it was more than a simple change in leadership, it was a symbol to the people that things are going to change. And that difference in their morale proved to boost their hope and efforts into rebuilding this kingdom.

Here, he says, handing Wilem a couple of sketches, These were brought to me by friends. They come out of a dwarven stronghold rumored to be the great lost Stonefast in the Rakers. Several attempts have been made to retake the place, but each expedition has failed. Some have made it farther than others though, and that is where these sketches come from. I am a little rusty on the history of the Shield Lands but, if I'm not mistaken these are relics of its glorious past.

Wilem looks at the various sketches, recognizing the artifacts from stories known to all Shield Landers. I... how is it they would appear in Stonefast?

I do not know Wilem. But imagine were you to retrieve them, before returning to Critwall, and presenting them to the Knight Commander Katarina, or even donning them yourself and pledging yourself to her and to your country once again. The power of such a symbol could impact your efforts more than a simple swordarm, however skilled it may be.

Wilem looked from the sketches in his hand to Lynwerdt, and the king's eyes were smiling, I've already made arrangements for you to arrive in Womtham.

Dr.Samurai
2014-11-16, 12:00 AM
Wilem did not stay in Womtham long, signing up for guard duty on a caravan leaving over the Flinty Hills within two days of his arrival. The trip through the Hills proves uneventful, and once past them, the caravan heads straight to the Harp River and turns north, traveling along her banks on the Trade Road. After a week's travel, Wilem departs the caravan at the river ford, heading into the foothills of the Rakers. The trip into the mountains is not easy, but Wilem is used to rugged terrain. He powers through and within a fortnight, using directions given to him by the King, has little trouble finding the ruins thought to be Stonefast.

Before him are two doors, one torn open, the other still intact. Wilem glances briefly into the open doorway then, after inspecting the intact one, pushes it open and enters the stronghold.

Relkin
2014-11-16, 12:34 AM
Upon taking steps closer to the entrance Wilem notices evidence of recent goblin and orc activity.

He opens the door on his left. The strong pull of the door only adds to the strength of dwarven craftsmanship. A nice tight seal on the door, one would only expect on an entrance. The room dimly lights up with the noon sun beating on Wilem's back. He is able to see a small 10 by 10 room with 10 foot tall ceilings. Being one of with his surroundings Wilem is easily able to discern in which direction he is facing. In the northeast corner is a three foot tall stone pedestal, upon which sits a large tome. At the southeast corner of the room another door is set into the fine stonework. Closed with not a lick of light going through the bottom. Wall sconces line the walls at regular intervals but lack the torches.

What would Wilem like to do?

Map (https://docs.google.com/spreadsheet/ccc?key=0AnXR1JWBz1YWdFJ3ZHVHOWVrZ0xOdE1FellzVUhZZ 2c#gid=0)

Dr.Samurai
2014-11-16, 12:38 AM
Wilem steps into the room, pulling his mule behind him. Once in, he lets go of the bridle and lights his hooded lantern. He sets that on the floor and closes the door behind him. With lantern in hand, he moves to the statue to inspect it and the book.

Relkin
2014-11-16, 12:48 AM
Once he closed the door behind him the only light to be seen was the illumination coming from his lantern. Wilem walks over and examines the tome discerning that is seems to be a giant guest book. The dwarves had kept strict records of every non-dwarf who visited Stonefast. It seems rather old and could potentially fetch some gold to the right collector.

You can roll an intelligence check to determine the value of the tome if you would like.

Dr.Samurai
2014-11-16, 12:55 AM
Wilem peers through the old guestbook, being careful not to damage it. He gently places the book into his pack and reshoulders his gear. He peers at the next door leading in and then opens it slowly. With bridle and lantern in one hand, and shield strapped to the other, he steps into the stronghold proper.

[roll0]

Relkin
2014-11-16, 01:16 AM
Upon further inspection of the book Wilem discerns that this book could be worth up to 500gp to the right buyer. After putting it into his pack he moves towards the next door in front of him. It is built just as strongly as the last. Once he opens it and steps through his lantern reveals that he is now in a long 5 ft wide hallway. With it's 30 ft bright illumination he can see almost from end to end of the hallway. Wilem can definitely see the end to his east but to his west it is hard to tell if the hallway goes any further. On the west end he notices a two doors, one just at the end of his lanterns sight and another 35 feet from where he is standing on the south wall. To he east he notices a door 15 ft from his location and some openings at the end of the hallway on either said. To the south he begins to see another hallway, this one being 15 feet wide with one doorway on the west side strongly lit by his lantern.

Which direction shall Wilem the Bold take?

Dr.Samurai
2014-11-16, 01:23 AM
Wilem moves east down the corridor, feeling the need to see the edges of the hall. As he moves toward it, he glances down the southbound hall. Once at the door, he checks it for any traps or hazards.

[roll0]

Relkin
2014-11-16, 01:30 AM
Glancing to the south Wilem sees the end of the hallway with two doors on either side. It seems that the corridor connects with another smaller hallway like the one he is currently in. Continuing forward Wilem reaches the end of the hallway. To the south again he see's the end hallway as well as two doors on either side of the corridor, but this time the corridor is 10 ft wide. Both corridors are 30 ft long.

Looking at the door in front of him Wilem is careful not to spring a trap. Nothing is to be found on the door though and it seems as safe as the one he entered through. They all seem to have a sturdiness to them and no sound is gleaned from the other side.

Shall the Shield lander enter?

Dr.Samurai
2014-11-16, 01:31 AM
Wilem opens the door before him and enters the room.

Relkin
2014-11-16, 01:35 AM
Wilem steps into another 10 by 10 room and illuminates it with his lantern. The room appears to have at one time been an office. It has long since been ransacked, and the furniture has been broken. Nothing stands out in this room but Wilem does notice a strange tint to the wall on the north east side of the room.

The furniture is difficult terrain

Dr.Samurai
2014-11-16, 01:42 AM
Wilem comforts the mule, Wait right here. He steps in and inspects the strange detail he noticed on the wall.

[roll0]

Relkin
2014-11-16, 01:44 AM
Wilem steps closer to inspect the strange look of the wall. Upon initial inspection he notices nothing out of the ordinary but something sticks out and he notices that this wall isn't just a wall but is actually a secret door! Feeling around the edges he learns of how to open it and all of its secrets.

[roll0]

Dr.Samurai
2014-11-16, 01:47 AM
Feeling the edges of a hidden door, Wilem opens it and peers into the hidden passage.

Relkin
2014-11-16, 01:49 AM
Wilem opens the door as dust falls off of it and all around him. This room is dustier than the other parts of the dungeon; it has obviously been sealed for longer than the rest. There is an iron chest along the eastern wall. Nothing else short of a few cob webs is to be spotted in the room.

Dr.Samurai
2014-11-16, 01:52 AM
Wilem approaches the chest and checks it for traps before attempting to open it.

[roll0]

Relkin
2014-11-16, 01:54 AM
Taking a closer look at the chest Wilem sees that it is both locked and most definitely trapped. He follows the wire trigger up to a tinted plate in the ceiling. Who knows what may have come out of there if he had just opened the chest.

Two dexterity checks needed. One to disarm and one to unlock

Dr.Samurai
2014-11-16, 01:57 AM
Wilem pulls out his thieves' tools and attempts to disarm the trap and disable the lock.

Disarm Trap: [roll0]
Disable Lock: [roll1]

Relkin
2014-11-16, 02:00 AM
Wilem is able to safely disarm the trap. Unfortunately the chest remains locked but Wilem takes the time to unlock it. Within he finds 100sp!

How shall he continue?

Dr.Samurai
2014-11-16, 02:06 AM
Wilem steps back out into the main corridor and leads his mule into the secret chamber. There, he loads up one of the sacks with the coins from the chest. He unloads the feed from the beast and sets the sacks on the floor, opening them up, Don't eat it all at once, he says, stroking the mule's neck. I'll be back. He leaves the mule there, closes the secret door, and walks back into the corridor, closing the door to the room behind him.

In the corridor, he walks south to the end of the hall.

Relkin
2014-11-16, 02:16 AM
Upon exiting to the south Wilem heads through the corridor passing two doors and enters into the southern hallway. He can see back to the other corridor to his east as well as another door and to his west he notices two 5 ft hallways one 15 ft from him and another 35 ft from him with another door north of it. It has been about a half hour since he has entered.

[roll0]
If success
[roll1]

Dr.Samurai
2014-11-16, 02:22 AM
Wilem looks down each hall branching off the corridor he is in and takes note of what he sees. He then moves to the door he had passed on what appears to be a central room, and checks it for traps before entering.

[roll0]

Relkin
2014-11-16, 02:28 AM
Wilem notices nothing out of the norm on the door and proceeds to enter. Entering into the room Wilem sees a large, sturdy oak table dominating the center of this room, roughly five feet wide and fifteen feet long. It is surrounded by broken chairs. There are tapestries hung on the wall, but age and who knows what else have damaged them beyond recognition. He sees that the room has a door on each side and that it spans 15 by 25. There are regularly placed wall sconces but none have torches. He faintly sees something not part of the furniture beneath an upturned broken chair.

Dr.Samurai
2014-11-16, 02:30 AM
Wilem enters the room and notices nothing unusual until he searches below a broken chair.

Relkin
2014-11-16, 02:32 AM
Underneath the broken chair Wilem notices a small purple pouch. Inside it contains 5gp in it!

Dr.Samurai
2014-11-16, 02:34 AM
Wilem loops the pouch around his belt and crosses the room to the opposite door, exiting through it and across the hall to the door opposite him. He checks it for traps before entering.

[roll0]

Relkin
2014-11-16, 02:39 AM
Wilem opens the door and steps in, A large, sturdy oak table dominates the center of this room, roughly five feet wide and fifteen feet long. It is surrounded by broken chairs. There are tapestries hung on the wall, but age and who knows what else have damaged them beyond recognition.

Dr.Samurai
2014-11-16, 02:48 AM
Wilem inspects the room, checking the tapestries and the furniture before checking the door on the far side.

Perception: [roll0]
Investigation: [roll1]

Relkin
2014-11-16, 02:55 AM
Wilem begins looking into the room and searches through the furniture stiring up a nest of Giant Centipedes! Out scuttles 3 small sized giant centipedes reeling up to face Wilem!!

Initiatives:
[roll0] = W
[roll1] = C1
[roll2] = C2
[roll3] = C3
W HP: 31 AC: 17
C2 HP: 5 AC: 13
C1 HP: 6 AC: 13
C3 HP: 4 AC: 13

Dr.Samurai
2014-11-16, 03:11 AM
Wilem begins to search the room when three giant centipedes scuttle out from the scattered debris. Their pincers clacking, the insects startle the shield lander. But Wilem is hard to keep off guard. He quickly sets the lantern down, knocks the table over, and draws his sword, moving to the centipede by the northern door and attacking it.

Free Action: Set lantern down.
Bonus Action (Fast Hands): Use an Object - Attempt to flip table over onto C2 and C3 - Strength Check [roll0]
Move: Draw sword. Move to AC-23.
Action: Attack C1 - [roll1] Damage [roll2]

Relkin
2014-11-16, 03:21 AM
Wilem lifts the table over as he steps forward to face the centipede to the north. He easily slays it and turns to face the other two. The centipede in front of the southern door slinkers over to Wilem and attempts to bite at him.

The other centipede crawls struggles to get up and break free from between the wall and upturned table.

C3 moves to AD 24 and attacks Wilem:
Attack: [roll0] (If success make a CON save)
Damage: [roll1]

Dr.Samurai
2014-11-16, 03:29 AM
Dispatching the first centipede, Wilem turns and raises his foot in time to dodge a snapping bite from the second centipede. He then hacks at it with his sword and steps to the overturned table, giving it a swift and powerful kick to crush the centipede behind it.

Action - Attack C3 - Attack [roll0] Damage [roll1]
Move - Move to AC-24.
Bonus Action - Use an Object - Kick table against wall. Like, really hard.

Relkin
2014-11-16, 03:36 AM
Wilem slashes down at the second centipede and slices it in half. He then kicks the table in an attempt to crush the last centipede between the wall and the table. Unfortunately he feels a strong resistance back.

[roll0]
[roll1]

Relkin
2014-11-16, 03:54 PM
The last centipede alive crawls out from around the table and lurches forward with its pincers to bite at Wilem!

Attack: [roll0] (If success roll a CON save)
Damage: [roll1]

Wilem gets his shield up just in time to deflect back the insects poisonous bite!

Dr.Samurai
2014-11-16, 04:00 PM
Wilem lets the centipede continue snapping at him, falling into a cadence of shieldwork and footwork that keep the creature's pincers at bay. When he sees an opening, he strikes!

Attack: [roll0]
Damage: [roll1]

Dr.Samurai
2014-11-16, 04:03 PM
Superiority Die :[roll0]
Effect: Die roll gets added to the attack roll.

Dr.Samurai
2014-11-16, 04:15 PM
As the centipede predictably lunges forward for another bite, Wilem sidesteps the monstrous vermin with his sword raised, and brings his blade down, cleaving the thing in two. The halves whip and writhe on the floor for a few moments before the legs finally stop twitching the thing dies. Wilem pivots on his foot, looking around the room for any other threats. Seeing nothing, he takes a moment to catch his breath and wipe the blood from his blade. He then listens briefly for any indication that the encounter alerted anything else nearby to his presence.

Perception [roll0]

Do I keep the other rolls for inspecting the room or roll new ones?

Relkin
2014-11-16, 04:20 PM
After making sure nothing heard his recent encounter Wilem proceeds to search the room as prior. Unfortunately despite the work out to look in the room nothing turns up and it's just an empty room with some broken furniture. The room is very similar to the one across the hall.

Previous rolls kept

Dr.Samurai
2014-11-16, 04:24 PM
Finding nothing of note in the room, Wilem sheathes his sword, recovers his lantern, and moves through the eastern door into what he suspects is another hallway.

Relkin
2014-11-16, 10:41 PM
Through the eastern door Wilem finds another corridor. In front of him he see's another door. To the south the hallway he was in prior and to the north an open room. Wilem advances north to the doorway of the open room. The door to this room is busted off its hinges. The room appears to have been an office, but all valuables appear to have been long since taken, and the furniture has all be smashed. Wilem notices a secret door in the north west corner of the room as well as some strange buzzing in the southeast corner to his right. Arrising from the furniture are a group of horrid flying creature that looks like a cross between a large bat and an oversized mosquito. Their legs end in sharp pincers, and their long, needle-like proboscis slashes the air as it seeks to feed on the blood of Wilem!

Relkin
2014-11-17, 08:08 PM
[roll0] Wilem
[roll1] S1
[roll2] S2
[roll3] S3
[roll4] S4

S4
Wilem
S3
S1
S2

Relkin
2014-11-17, 08:11 PM
The Stirge closest to the south races forward with it's proboscis and tries to attack Wilem!

Attack: [roll0]
Damage: [roll1]

The Stirge latches onto Wilem draining the blood from him. It continues sucking and not letting go from his right shoulder!

Dr.Samurai
2014-11-17, 08:27 PM
Wilem enters another alcove at the northern end of the hallway and begins to search through the broken furniture there. A small swarm of stirges take flight out of the debris and suddenly attack. Wilem swings his lantern at the nearest one but misses. The stirge lands on him, stabbing him with its stinger. He grunts in pain but does not panic. Setting the lantern down, Wilem draws his sword and swings at the nearest stirge that looks ready to attack.

Free Action - Set lantern down.
Action - Draw sword and attack Stirge 3 - Attack - [roll0] Damage - [roll1]
Action Surge - Attack Stirge 2 - Attack - [roll2] Damage [roll3]
Bonus Action - Disengage to AI-21.

Dr.Samurai
2014-11-17, 08:30 PM
Result of roll gets added to attack roll of Action Surge attack - [roll0]

Wilem slices through the air, instantly killing the two closest stirges. He then raises his shield before him and retreats out into the entrance to the alcove, gritting his teeth against the pain of the stirge's stinger still attacked to him.

Relkin
2014-11-17, 08:38 PM
The last remaining stirge advances towards Wilem and reaches out to attach on while The stirge still attached to Wilems shoulder continues sucking blood from him.

S1 Attack: [roll0]
S1 Damage: [roll1]

S4 Damage: [roll2]

Dr.Samurai
2014-11-17, 08:42 PM
Wilem takes the advancing stirge's attack on his shield and retaliates.

Action - Attack Stirge 1 - Attack [roll0] Damage [roll1]

Dr.Samurai
2014-11-17, 08:44 PM
Add result to attack roll vs. Stirge 1 - [roll0]

Relkin
2014-11-17, 08:47 PM
The last stirge flying is struck down by the sword of Wilem. The one on his shoulder takes in another deep slurp of blood from the bold warrior.

[roll0]

Dr.Samurai
2014-11-17, 08:54 PM
Wilem growls at the painful sensation of blood being drawn through his shoulder through the stirge's stinger. He puts his sword blade between him and the creature and pries it off with a shout.

Action - Remove stirge.

Dr.Samurai
2014-11-17, 08:55 PM
Bonus Action - Second Wind - [roll0]

Relkin
2014-11-17, 09:00 PM
The stirge races forward again to feast on more fresh blood. It can sense the increased blood flow in it's opponent.

S4 Attack: [roll0]
S4 Damage: [roll1]

Dr.Samurai
2014-11-17, 09:03 PM
The stirge comes forward to attack again but Wilem backhands it with his shield arm.

Action - Attack Stirge 4 - Attack [roll0] Damage [roll1]

Dr.Samurai
2014-11-17, 09:05 PM
Add result to attack vs. Stirge 4 - [roll0]

Relkin
2014-11-17, 09:07 PM
Coming in for another attack the stirge attempts to latch onto Wilem

S4 Attack: 1d20+3
S4 Damage: [roll0]

Relkin
2014-11-17, 09:08 PM
S4 Attack: [roll0]

Dr.Samurai
2014-11-17, 09:11 PM
Wilem steps to the side and swings his sword, forcing the stirge to redirect itself and miss stabbing him with its stinger. He counterattacks quickly, trying to hack the thing it two while its flight is unbalanced.

Action - Attack Stirge - [roll0] Damage [roll1]

Relkin
2014-11-17, 09:12 PM
Sensing defeat the Stirge attempts to latch again!

S4 Attack: [roll0]
S4 Damage: [roll1]

Dr.Samurai
2014-11-17, 09:14 PM
The stirge flies in again but this time Wilem shoves into it with his shield and slams against the wall with all of his weight and strength. The stirge lets out an oozing noise and falls dead to the ground.

Action - Attack Stirge - [roll0] Damage [roll1]

Relkin
2014-11-17, 09:19 PM
Wilem heads over to open the secret door he noticed. He walks into another room which is, as its counterpart, dustier than other parts of the dungeon; it has obviously been sealed for longer than the rest. There is an iron chest along the western wall. At first glance Wilem can already tell this chest is trapped just as the one where is faithful pony rests.

150 Exp from the centipedes
100 Exp from the Stirges

Dr.Samurai
2014-11-17, 09:31 PM
Wilem kicks the stirge corpses out of his way and retrieves his lantern, switching it to his shield hand so he can have his sword out at all times. He activates the secret door, as he did with the other, and swipes the old cobwebs down before him with his sword. The air is dusty in this small secret chamber, and he gives it a moment for the air and dust to settle after being disturbed by his intrusion. As in the other room, there is a chest here, with a similar wire trap attached to a ceiling tile. Wilem doffs his shield and sheathes his sword, pulling out his set of thieves' tools to begin the careful work of disarming the trap.

Disarm Trap - [roll0]

Relkin
2014-11-17, 09:34 PM
The trap is disarmed but in doing so Wilem also notices that the trap is locked. Spending enough time on it he is able to unlock the chest, revealing 150sp!

Dr.Samurai
2014-11-17, 09:42 PM
Wilem finesses the lock open on the chest and opens it to reveal a similar cache of silver coins to the other. He pulls out another sack and fills it up with the coins. Satisfied with the loot, but disappointed that the relics were not in the chests, he exits the secret chamber and closes it again. He closes the sack and loops it around a strap on his backpack, then carries on exploring the rest of the stronghold, entering a door to the left of him as he heads south down the hallway.

Relkin
2014-11-17, 09:44 PM
Wilem steps into the larger room and illuminates it in its entirety. All along the northern, western, and southern walls of this room are the remains of vendor stands. They have all been either smashed or have succumbed to the ravages of time. There is random rubble and refuse scattered about the floor. In the south east corner lies another solid door.

Dr.Samurai
2014-11-17, 09:47 PM
Not finding any signs of the relics or other items in the vendor rubble, Wilem opens the southern door.

Relkin
2014-11-17, 09:52 PM
Upon exiting the south door Wilem illuminates the hallway around him. He sees that around the corner to the east another hallway descends south. To his west about 15 feet from him is another hallway.

Dr.Samurai
2014-11-17, 09:57 PM
Wanting to deposit the sack of silver coins back at the mule, Wilem heads west down the southern corridor, toward the secret chamber he found first.

Relkin
2014-11-17, 09:59 PM
As Wilem walks along the south hallway he see's that one of the smaller hallways end about 10 feet to the south to a door. He makes a note of it and continues. At the end of the room in which he fought the centipedes he notices a secret door. Wilem tries to find a way to open it up unfortunately out of luck. He continues on and returns to his mule.

Dr.Samurai
2014-11-17, 10:04 PM
Confounded by that secret door, Wilem gives up after several attempts and continues back to the mule. Once inside the secret chamber, he moves the silver coins from the sack on his backpack to the sack he left with the mule. Closing the door, Wilem pulls out some jerky, and sits for lunch, dimming the light of the lantern and napping for some time when he finishes his snack.

Close door into room. Block with furniture. Enter secret chamber. Close door behind me. Exchange silver coins into other sack. Take a short rest.

Relkin
2014-11-17, 10:08 PM
Wilem takes a short rest.

Regain Superiority dice, Action Surge, and Second Wind

Dr.Samurai
2014-11-17, 10:10 PM
After his short nap, Wilem lifts the hood on his lantern, reassures his mule and heads back into the greater corridor, closing the doors behind him. He then heads partway down the corridor leading south to enter through the door on his right.

Relkin
2014-11-17, 10:13 PM
Wilem continues his descent into the stronghold. He enters into the far room to the west only to find a small, collapsed stage at the center of the northern wall. Old, broken chairs are scattered about the rest of the room. It appears that this chamber was once used for presentations, or meetings of some sort. There is a door in the south west corner of the room.

[roll0]
[roll1]

Relkin
2014-11-17, 10:15 PM
Just before Wilem is able to close the door behind him when entering the room he hears the scuttling of creatures behind him. Upon turning around he sees the hallway he was once in becoming illuminated with a bright red hue.

[roll0]

Wilem gets an action before combat starts.

Dr.Samurai
2014-11-17, 10:33 PM
Upon opening the door to the room, without warning a bright light and the sound of scuttling beetles appears just around the corner. Wilem quickly throws himself into the room, lowering the hood of his lantern and making his way to the door on the far side. There, he quietly opens the door and peeks into the hall. He sees a handful of large glowing beetles making their way down the hall.

Relkin
2014-11-17, 10:40 PM
Some of the beetles branch off towards the open door where light was just coming from while the others continue onward down the hallway. As they become closer to Wilems currently location the light from their glands show his position and they real up to attack!

Wilem: [roll0]
GFB 1: [roll1]
GFB 2: [roll2]
GFB 3: [roll3]
GFB 4: [roll4]
GFB 5: [roll5]
GFB 6: [roll6]

Order of Combat
GFB 1
Wilem
GFB 2
GFB 3
GFB 5
GFB 4
GFB 6


The first beetle moves to the newly lit Wilem. It attempts to get as close to him as possible.

Dr.Samurai
2014-11-17, 10:50 PM
Wilem turns to see the beetles scuttling through the door he had entered. One rushes forward rather quickly and nearly reaches him. With no time to waste, he leaves the room, pulling the door shut behind him and advances on the beetle nearest him in the hallway.

Move - Move to I-27 and shut door behind me.
Action - Attack G6 - [roll0] Damage [roll1]

Relkin
2014-11-17, 10:59 PM
Wilem crushes the beetle in front of him with his sword. It's gland breaks open and spills onto the floor letting out a glowing red ooze. The next beetle steps forward to attack Wilem while the others come towards the sound and sight of this foe.

GFB 5 Attack: [roll0]
Damage: [roll1]

Dr.Samurai
2014-11-18, 10:09 PM
Wilem holds his ground, content to keep the beetles confined to the narrow tunnel and fight them one by one. He blocks the attack of the next in line and gives it its due.

Action - Attack Beetle 5 - [roll0] Damage [roll1]

Relkin
2014-11-28, 08:17 PM
The beetles move closer and wait in anticipation to attack. The hallway fills with light from their glands. The beetle in front of Wilem dodges his attack and moves in to bite him!

B2: Ready it's action.
B3: Move to L27
B5: Attack [roll0]
Damage [roll1]

B1: Move to M27

Dr.Samurai
2014-11-28, 09:15 PM
Wilem keeps up the offensive against the beetles, slashing at the one still before him.

Action - Attack Beetle 5 [roll0] Damage [roll1]

Relkin
2014-12-01, 09:17 PM
Wilem misses again and prepares to defend from the next attack


B5: Attack [roll0]
B5: Damage [roll1]

All other Beetles ready themselves.

The beetle slashes at Wilems leg cutting it open. The light from the beetles glands pulsate in response.

Dr.Samurai
2014-12-02, 11:17 PM
Wilem can feel the beetle's pincer through his shinguard, but grunts through the pain and keeps up the attack.

The beetle dies. Wilem steps back.

Action - Attack - [roll0] Damage - [roll1]

If the beetle dies after the Precision Attack, move to H27.

Dr.Samurai
2014-12-02, 11:19 PM
[roll0] Add result to attack roll.

Relkin
2014-12-04, 11:05 PM
Another Beetle advances on Wilem and moves in front of him to attack

Move: I27
Attack: [roll0] vs. 17
Damage: [roll1]


The others get closer and wait for their turn.

Move: L27
Move: J27


*Turn 5*

Move: K27
All GFB have AC 13 and HP 4

*Map* (https://docs.google.com/spreadsheet/ccc?key=0AnXR1JWBz1YWdFJ3ZHVHOWVrZ0xOdE1FellzVUhZZ 2c#gid=0)

Wilem is up

Dr.Samurai
2014-12-06, 04:38 PM
Wilem backs up to the wall, with another hallway to his right and the doorway to his left as avenues of retreat if need be. The beetles advance down the hall, pressing against each other to reach him. Luckily, they are too large to easily climb over or around each other, and they continue to face him one at a time. He checks the bite of the front one with his shield and retaliates with another sword stroke.

Action - Attack Beetle 2 - [roll0] Damage - [roll1]

Relkin
2014-12-06, 05:04 PM
Taking in his surroundings Wilem steps back from the Beetles clawing closer. As they stumble over each other to attack him Wilem see's a clear opening to attack. He drives his blade into the beetle closest to him and drives it forward into the beetle behind it. Dealing a quick death blow to the one in front and slaying the one behind it as well.

[roll0]

Wilem is left facing two others and brings his shield up in time to block the next advancing beetle.

Move: I27
Attack: [roll1] vs. 17
Damage: [roll2]


*Turn 6*

Move: J27

*Map* (https://docs.google.com/spreadsheet/ccc?key=0AnXR1JWBz1YWdFJ3ZHVHOWVrZ0xOdE1FellzVUhZZ 2c#gid=0)

Dr.Samurai
2014-12-07, 02:38 AM
Wilem dodges another bite attempt and kicks the beetle, hoping to throw it off guard before he lashes out with his sword.

Action - Attack GFB4 - [roll0] Damage - [roll1]

Relkin
2014-12-07, 09:28 PM
The beetle just barely dodges Wilem's thrust, in comes back to bite him

Attack: [roll0] vs. 17
Damage: [roll1]

The next beetle waits to attack, almost climbing over the one in front.


*Turn 7*

Ready: If space clears move to I27

Dr.Samurai
2014-12-14, 11:18 AM
Wilem curses in frustration as the beetle bites him, but he tries to take advantage of its limited mobility while its pincers are clamped on his leg. He jams the edge of his shield between the chitinous plates on the beetles head and abdomen, and pushes down to keep it from moving away. He then thrusts his sword right through its shell, spilling its blood and killing it. Its pincers stay shut on his leg though, so Wilem knocks the dead beetle off with his shield. The last remaining beetle chitters at him, preparing to attack. Wilem opens the door beside him and moves into the room, running through it and out the other door back into the halls. He can see the glow of the beetles from around the corner, and raps the flat of his blade against the stone wall to get its attention.

Action - Attack [roll0] Damage [roll1]

Move - Move to L-25 (opening door as part of move).
Bonus - Dash to P-23.

Relkin
2014-12-29, 09:38 AM
*Round 8*

The last beetle rears its head up and turns around looking for the source of the scraping. It turns the corner and begins its approach onto Wilem. Its glands glowing brighter and brighter as the insectoid draws closer

Move: O25

Dr.Samurai
2014-12-29, 09:06 PM
Wilem darts in, shield at the ready, and stabs at the last remaining beetle.

Bonus Action - Cunning Action (Disengage)
Move Action - Move to P-24 before Attack, and move to R-24 after attack (if Beetle is not dead) and close door behind me as a free action.
Action - Attack Beetle [roll0] Damage [roll1]

Relkin
2015-01-04, 05:18 AM
The beetle lets out a screech as its dying breath. Wilem has finished off the last of them and the halls of Stonefast quickly fall quiet. Dim light can be seen from around the corner where all the other beetles died and the one at Wilem's feet still remains lit. No signs of movement from any direction alert Wilem and it finally feels safe once again, as safe as Stonefast has been so far.

Dr.Samurai
2015-01-25, 12:59 AM
Wilem catches his breath, leaning against the wall of the room and listening for more threats. He hears nothing. He wipes the blood from his blade and checks his wounds. The injuries are mostly superficial. He sets about to gathering the luminescent remains of the beetles, wondering if he can make use of them.

Relkin
2015-02-05, 09:09 PM
Wilem collects the beetles glands and collects himself in the room that began this whole situation. He is able to salvage all 6 glands from the beetles and they seem to have a nice glow to them. They are not too large in size either, roughly about the size of the warriors hand. The glands look hardy enough and could most likely be tossed without too much damage to them depending on how far and how high. Wilem is now faced with the decision to continue forward or rest a bit. Which way shall he go?

The glands will remain a source of light for [roll0] days

*Map* (https://docs.google.com/spreadsheet/ccc?key=0AnXR1JWBz1YWdFJ3ZHVHOWVrZ0xOdE1FellzVUhZZ 2c&pli=1#gid=0)