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Post by Aguila Saber on Jan 15, 2011 14:43:00 GMT -5
Seren Chuvedro, Necropolis Investigator
Strength 1; Speed 3; Eye 2; Mind 0 Health: 30 Activity per round: 8 Defence: 8, Psychic defence: 2.
Specials: Alertness to undead: +2 to Perception and Stealth when facing Undead. Manipulate mechanism: Disarm Traps cost 2 activity. Also affects other mechanisms such as Locks and similar to some extent. Rapid reload: First ranged attack in each round cost 1 activity.
Weapons: 1 Warhammer (d5) (Bludgeoning damage) 1 Hatchet (d5) (slashing damage) 1 Dagger (d3, fast, brittle, 1 activity) (piercing damage)
Worn: 1 Leather Armour 1 Pair of Sandals 1 Jewelled Brooch (Psychic defence: 2.)
Satchel. 1 Gold Bracelet (Charm: 1/day) 1 Jewelled Diadem (Unknown) 1 Vial with Potion of Domination (1 Dose)
Backpack. 4 Vials (Unknown contents) 4 Daggers
Pouch -
You are all healed up before continuing, so I've removed the 3 damage you took.
There is all in all 12 soldiers in this group. One is detached to lead the Kloon and Dwarf to the chapel, while the remaining 11, you, and the two male humans follow them.
You have orders to cover your back while observing for secret passages branching off the small tunnel you are following.
The soldiers progresses cautiously until the column halts. One of the soldiers have detected a secret passage and the group quickly opens it. Tracks are discovered within this secret tunnel and it is determined that the cultists use it. It is laso determined that the tracks are old so the group that fled from you have not passed this way.
The soldier calls for 3 volunteers to set up a trap and ambush along this tunnel and try to stop anyone escaping through the secret passage.
One of the soldiers volunteers to handle setting the traps.
Do you volunteer to be in this group, or do you want to stay in main group?
Also: check the equipment list above for correctness.
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Post by Simey on Jan 16, 2011 9:49:00 GMT -5
Dismantling traps set to guard various treasures is Seren's more typical task, but as a consequence he understands the setting of traps – both in terms of the surprise elements and possible mechanisms involved – fairly well, and the opportunity to assist the soldiers whilst more than likely staying out of harm's way feels almost too good to be true.
Seren nods at the lead soldier. “I can set a trap,” he says. “But make sure you let one or two escape, so we're not too bored back here, won't you?” He grins casually, whilst hoping that they are in fact left to get very bored until the fighting is over.
Equipment list looks fine – I'd forgotten about the hatchet actually.
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Post by Aguila Saber on Jan 22, 2011 12:23:28 GMT -5
You are left with one of the human prisoners and the voluntering soldier to set up a trap and secure this area.
The soldier starts taking up props for rigging the traps and asks that one of you help him while the other carefully scouts the nearest area and keeps guard.
You want to scout the nearest area or help setting the trap?
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Post by Simey on Jan 22, 2011 18:26:56 GMT -5
Help set the trap. I imagine I know more about that than the other prisoner. Not that I know anything about him. I'll talk to the soldier while we work.
"So who are these cultists? How did you get involved in pursuing them?"
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Post by Aguila Saber on Jan 30, 2011 3:47:16 GMT -5
"We don't know. They are occupying the lower levels of this tomb. Have been here for ages by the looks of it. Lately they have started kidnapping people from the outside to use them in rituals."
"When the tomb was discovered many mercenary regiments headed to it to explore and secure it for their cause. Many agents of evil did the same. One of the librarians hired us to retrieve some things from this cult and for purging this hideout itself."
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Post by Simey on Feb 1, 2011 9:20:22 GMT -5
”Did you say 'the lower levels of this tomb'?” says Seren, eyebrows raised, though he'd had a feeling for some time that he was a good way underground. “How deep down are we? And whose tomb is it?”
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Post by Aguila Saber on Feb 5, 2011 10:27:27 GMT -5
"It is called the Tomb of the Elements. Guarded by elementals on the higher levels. There are plenty down here as well. This tomb was constructed by the old vaderians. Some traces of a culture which left this area 2,000 years ago can be found here."
"How deep? Don't know. Travel is by a teleportation system."
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Post by Simey on Feb 9, 2011 12:00:10 GMT -5
Seren is silent for a moment as the thought of two thousand year old treasures pushes all other matters from his mind. It is with an effort that he confines his next question to more practical matters.
“So what do these cultists want down here?” he says, trying to sound as though the hazards that might obstruct his path out of here are still his main concern.
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Post by Aguila Saber on Feb 12, 2011 4:24:50 GMT -5
"From what I gather they are trouble makers. Human sacrifices, necromancy. You name it and these guys do it."
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Post by Simey on Feb 19, 2011 11:48:36 GMT -5
”Nice,” says Seren, his lip curling. “Well, they sound like they really do deserve to be driven out and have all their stuff taken.”
How are we doing with the trap?
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Post by Aguila Saber on Feb 20, 2011 5:27:11 GMT -5
Trap is progressing. You have time to ask plenty more if you want, or you can just help in silence and I'll advance time accordingly.
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Post by Simey on Feb 23, 2011 11:41:02 GMT -5
Okay, to speed things along a bit, Seren won't work in silence, but will try and find out any general information about the tomb that this mercenary knows: where is this tomb (near what city); what's been found here (particularly treasure); how easy is it to get out via these teleportation things; are the cultists the only danger down here; what organisations are involved in sending people down here; and so on.
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Post by Aguila Saber on Feb 23, 2011 12:54:31 GMT -5
You get following information:
The Tomb is in the Cener Mountains, close to the border between Lyris and Salony.
There are many different things here. Most of the treasure here have owners, because there are people living in this vaste subterranean complex, but after the tomb was found there is a lot of treasure to be found on dead people who ventured here.
If you make it to the large and well kept main thorughfares then it is easy to find the exit. Just ask in one of the main hubs which are connected by the throughfares.
As long as you keep to the main throughfares the largest risks seems to be the cultist and people who ventured here. If you leave the beaten track, there is a large amount of environmental hazards.
There is a large amount of organizations here. Anyone and everyone within several hundred miles of the Stornlands are prone to have sent people here since the location of the tomb became known.
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Post by Aguila Saber on Feb 27, 2011 18:43:23 GMT -5
You are nearing completion of the trap when the other human captive returns.
"I've found a concealed panel yonder" he says. "Appears to give access into a secret area."
"Anything in the tunnel?"
"There are the tracks we discovered before. None seem recent though. Seems the tracks end close to the secret area."
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Post by Simey on Mar 2, 2011 16:38:05 GMT -5
“Let's have a look,” says Seren. “Might as well be doing something while we wait, so long as one of us keeps a look out – these cultists sound bad enough without them wasting our time as well.”
Seren will want to investigate the panel, see if it is trapped or anything and whether any breeze or smell or anything notable is coming from the secret area before considering trying to open it.
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