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Chapter 2.1 Aldronard's Grave.

Posted by DM VentrikelFor group 0
DM Ventrikel
GM, 387 posts
Tue 14 Aug 2018
at 20:38
  • msg #1

Chapter 2.1 Aldronard's Grave

After a night spent in the wilds, and some overland hiking, the group finally spots the fort where they will be able to safely rest on the way to Scrapwall. Aldronard's Grave. But there are thick smoke pillars rising from it! Scouting around a bit on the approach, it seems that several parts of the fort has long been quite damaged... But two buildings - both buildings are part of the walls - to the south seem to be burning, or to have been burning... Either way, there's smoke from fire rising from both of them. Atop the western watchtower, two guards stand watching out over the grounds in the dusky evening light of the soon setting sun. Their helmets shine and reflect the few sun rays that reach them.

OOC: Map uploaded! Features:
The North-Eastern part is the most ruined, the walls are crumbling, but the rubble and pieces of wall which are still standing do pose an obstacle to invaders.
To the north is the barbican, the entrance. An iron portcullis blocks the passage.
West stands the square-shaped 30 foot high tower upon which two crusader's helmets can be spotted - as can the crusaders wearing them.
South and South-East are the two buildings from which thick smoke is rising.

This message was last updated by the GM at 17:18, Wed 30 Sept 2020.
Ren Ulyms
player, 106 posts
HP: 23/23 AC: 19
+1 Init +3F +3R +4W
Wed 22 Aug 2018
at 22:03
  • msg #2

Chapter 2.1 Aldronard's Grave

Ren held up her hand to bring the party to a halt. So far their journey had been without incident and they had been filled with nervous and excited energy to be on the road again as they had all gone a bit stircrazy after their grand adventure. Now however the reality of their danger was starting to press in on Ren and of course the voices in her head were only feeding that paranoia even more.

"Let's be cautious. If there has been an attack those might not be friendly crusaders up in the tower. Keep your eyes open until we can figure out what happened."

She pointed the party towards the West tower where the crusaders were standing watch.
DM Ventrikel
GM, 392 posts
Thu 23 Aug 2018
at 20:03
  • msg #3

Chapter 2.1 Aldronard's Grave

The crusaders standing guard in the tower spot the group approaching, and wave. As Ren and her allies get closer, they notice that the wave is a sign to stop rather than a greeting. The crusaders stand between the crenelations, quite hidden from view from below, and shout to the group.
"Ho there! Stott! This thort has tin struck thy the thhh... thlague!"
The other guard takes over the shouting. "Keet heading uttrither, crusaders. To athoid the illness!"
There's something odd about their voices, many of the consonants can't be heard properly when they speak.
This message was last updated by the GM at 14:47, Mon 27 Aug 2018.
Ren Ulyms
player, 107 posts
HP: 23/23 AC: 19
+1 Init +3F +3R +4W
Wed 29 Aug 2018
at 20:08
  • msg #4

Chapter 2.1 Aldronard's Grave

Ren glanced at the others before calling up.

"Well it is a good thing for you that I am a healer! What are the symptoms? Has it been diagnosed yet?"

OOC: 15:05, Today: Ren Ulyms rolled 13 using 1d20+5.  sense motive.
DM Ventrikel
GM, 393 posts
Fri 7 Sep 2018
at 11:01
  • msg #5

Chapter 2.1 Aldronard's Grave

The tone of the guard's voice is somewhat annoyed as he replies. "Yes, it has teen diagnused, it is the thh.. tlague! Nakes us talk dithicult. Okay, conne on in."
The other guard remains, watching you, as the first descends into the tower and walks over the wall into the building just west of the entrance, yelling to others inside the keep area that crusaders have arrived. Soon, the portcullis is raised to allow entry. As the group approaches the entrance, they see no-one inside. On the couryard lies scattered remains of tents and broken wagons. The building straight ahead appears to be a large stable, but the roof has partially collapsed. The doors to the stable are closed, but barely hang on to their hinges - they would be blown open by a soft breeze.


OOC: New map is up! I'll make sure to add letters and numbers later. I'll also need marching order/position relative to group.
DM Ventrikel
GM, 394 posts
Tue 11 Sep 2018
at 20:30
  • msg #6

Chapter 2.1 Aldronard's Grave

As the group marches towards the entrance of the fort, they see humans moving into the courtyard. They're all turned against each other, chattering about something... They seem to have anticipated something though, as when the group walks through the portcullis, they all turn to watch them. The face of each one is fiendishly marked: their cheeks along with their lips are cut up forming their face into a permanent, wicked smile. Rotten, foul teeth are bared. Each of these thugs look weary and in fact injured, they've recently been in a fight. Three of them draw weapons not entirely unlike the one Meyanda used, although without that red glow - pistols. The fourth holds an axe in one hand, but the other arm ends at the wrist with a dark, meaty clump into which an axe has been inserted. He looks at the group with that wicked, permanent smile, unable to form proper words without his lips. "Thith... ith thniler land now."

Then from above, the portcullis falls. Ren and Chakha have made their way through, but Daken and Nameless stand on the outside. They hear the sound of the portcullis moving, and can try to throw themselves under it to get inside.

See map! Anyone or several of the party members can make a reflex check to try and throw themselves under the portcullis to the other side, landing prone... obviously adding the risk of getting struck by it.
If you want to keep Nameless and Daken on the outside, you can begin combat rounds. If you want to try any reflex saves, do that first and we'll start combat with the next post!


InitNameACHPWeaponTo-HitDamageStatus
21Chakha1713/33Greatsword+82d6+6 
19Nameless1714/23Rapier+61d6+3 
17Daken119/16Longspear+11d8 
13Ren1916/23Morningstar+51d8+2 
10Hatchet-hand?-18/?Twin axes?? 
10Smiler?-7/?Pistol?? 
10Smiler?-7/?Pistol?? 
10Smiler?-7/?Pistol?? 

Chakha
player, 50 posts
HP: 26/33 AC: 19
+2 Init +5F +3R +1W
Sat 15 Sep 2018
at 20:14
  • msg #7

Chapter 2.1 Aldronard's Grave

Chakha roars and charges at the twin axe bandit. The iron cords in her arms flex and ripple as she chops the sword down right onto the creature's head with tremendous force.

OOC: Charging to H10? I think? Right in the middle so she is threatening both pistoleers.

Free Action: Rage (AC is now 15)
Full-Round: Charge twin-axe guy.

Chakha hits AC 29 for 23 pts of magical slashing damage

Nameless
player, 54 posts
HP: 23/23 AC: 17
+3 Init +2F +6R +1W
Sat 15 Sep 2018
at 20:17
  • msg #8

Chapter 2.1 Aldronard's Grave

Nameless dives under the portcullisis. The lines on his body glow brightly as nanites surge to increase his speed. He rolls underneath the gate just as it crashes closed. He picks himself up and then advances towards the group with Chakha.

OOC: Using Nanite Surge for additional +7.
Move Action: Stand Up
Move Action: Move to G9

Reflex save: 34
15:15, Today: Nameless rolled 34 using 1d20+14.  reflex save.

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