Player Quest: Scavenging The Alum-berghul Hold

MonMarty

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A party of five led by William Coen ventured to the southern coastlines of Ellador in a Quest to reach the forgotten hold of Alum-Berghul. William was supported by his cousin Alistair Coen, and his friends Alea Ash, Arend Alder and Naushe Kearney. The group arrived at a small Hedryll town, from which they trekked further north until they reached an old Dwarven outpost. William managed to purchase some directions from the local dwarves in exchange for killing any Dakkar around. Finally after a few days of looking through the barren mountains, they stumbled upon the half broken gates of Alum-Berghul. Alum-Berghul was one of the earliest Dwarven holds to fall to the Dakkar, eventually becoming a base of operations for them due to its close proximity to the surface and as a node to other holds. The Dwarves had long abandoned the place, but it was still armed to the teeth with defences to keep out would be scavengers, promising many hidden treasures inside.

The hold looked menacing. Some dead Dwarves lay around outside, Dwarves who had gone back to the hold in attempts to retake it, no doubt all had failed. The group entered, where they were met with warm air as opposed to the cold snow outside. Dwarves were known for using steam and thermal heat to warm their holds, a good sign as this meant that most of the Dwarven systems were still functional several hundreds of years later, or a bad sign, in case the Dakkar were the ones to keep them running. Before long, the group was under attack by Dakkar. These were more feral than the civilized ones, crawling over the walls they came through the tunnels. William counted an odd fourteen or sixteen of them before the group drew their weapons and threw out their torches to illuminate the room they were in. The Dakkar circled around for some moment snarling at them in foreign tongues, before combat started.

Arend and William shouldered up with their shields in front while Naushe stood in front of them swinging his halberd around. Alistair and Alea were besides them holding off the Dakkar that came from the sides. As Naushe swung his halberd around, the undercut threw the Dakkar off their feet as he sliced at the least defended spot on their bodies. As the Dakkar fell, Arend and William moved forward like some boulder rolling over them with their shields in front, stabbing them as they moved over them. The Dakkar quite literally were steam rolled by this formation, Naushe cutting them down and the others delivering the final blows. Before long, two Dakkar ran off as the rest were killed. The group scavenged what they could find on the Dakkar, but they had nothing of particular value on them. William found a few ancient Dwarven coins in gold, though not worth much in weight and badly damaged from scraping and eating by the Dakkar.

The group then progressed to the first defences of the inner sanctum halls. Scratch marks of the Dakkar were all over the place, and William paced forward not expecting the floor of pressure plates in front of them. As he stood on the first one, stone began moving and liquid streams of fire spewed down on the room. Alea panicked then and there, screaming out at the sudden bursts of fire in the room. Luckily Naushe managed to grab hold of her before she ran off into some dark tunnel where she would have surely perished to the Dakkar that were still watching from afar. Naushe held Alea to calm her down while William and Alistair sat down to figure out the puzzle. The puzzle itself was some elaborate stone pressure system where the correct order of plates had to be entered in order to pass safely. Several Dwarven wall carvings showed scenes of the construction of this hall, Alistair taking time to figure out the connection between all of them. Eventually he discovered that the wall carvings were in fact a mathematical formula, given that the Dwarves increased in each tablet by an exponential interval. When counting the pressure plates from the front, he was thus able to cross the puzzle without being burned. The others followed in suit towards the inner sanctum where the Dwarven catacombs were.

Once inside the catacombs, the Dakkar came again and this time in larger numbers yet. Thirty or so Dakkar stood between them and the catacombs, the group resumed the same formation as before, though the Dakkar had already devised a way to beat this formation. Naushe was the first one to go down. When he started swinging his halberd, a Dakkar came from above crashing down on him, knocking him to the ground straight away. It started clawing at him, though he was able to fend off most of the damage with his armor, though obviously he was knocked out of the battle as more Dakkar piled onto him. William attempted to pull Naushe up, but Dakkar surrounded him as well as he broke formation with Arend, pushing him into a corner where the only thing protecting him from their krisses plunging at him was his armor and shield. The only one to truly distinguish in this fight was Arend who protected both Alistair and Alea as they plowed through the Dakkar. When about half the Dakkar were dead, the rest retreated, leaving William and Naushe alone. They were pulled back to the group before they engaged the next puzzle.

The last puzzle was some sort of Dwarven mechanism used to open the Catacomb doors with the Graves inside. The group attempted to solve this puzzle for several hours, but no solution came as it eventually appeared that some part of the mechanism had been sabotaged. A crucial piece connecting two cogs had been severed, causing the entire machine to jam when turned on correctly. The group was getting anxious as the Dakkar were seen closer and closer again, until Alistair had a fairly unorthodox solution to their problem. It appeared Naushe's pegleg was in fact just large enough to fit through the holes in the two cogs, connecting them. When Naushe pushed his leg in there, the machine turned and opened the stone doors. William and Alistair quickly entered while Arend and Alea stood with Naushe, who was now stuck in the machine.

Inside, William and Alistair started pushing over the gravestones and moving around the delicate hundreds years old Dwarven tablets in search for anything useful. Naushe outside became incredibly conflicted about this. There was something very wrong about them crashing into the undisturbed graves of centuries dead people, disturbing the dead for greed. These graves were part of the lasting legacy of the Dwarven race that was slowly facing extinction, and in a way this desecration was very typical for the Human race's attitude towards the Dwarven people. Unfortunately Naushe was stuck in the machine, so he just crossed his arms and brooded until they came out.

Unfortunately for the group, they came out empty handed. The crypts were old and damp, meaning water had seeped in through the stone and destroyed any scriptures inside. Alistair managed to salvage some badly damaged and rusted ancient Dwarven armor with a fairly low street value. Luckily for the group, Alea had been looking through the corpses of the Dakkar and found a very crudely drawn map of some of the tunnels connecting the nearby holds. They reasoned that one of the connected holds actually had a larger chance of yielding something more useful as those had been in Dwarven hands for longer, meaning less destruction by the Dakkar and a higher chance for intact equipment. The group however decided to travel back to Regalia, as such a journey deeper into the tunnels and holds was an adventure for another day.

Rolls:
Scavenge the Dwarven Hold


Naushe Kearney

  • Lawful behavior - Potential conflict

  • Pegleg - Potential detractor

  • Fighter +10

  • Halberd versus Dakkar +10

  • Rated 3

Arend Alder

  • Fighter +10

  • Rated 3

William Coen

  • Fighter +10

  • Rated 2

  • Protective of kin - Potential conflict

Alistair Coen

  • Fighter +10

  • Rated 3

  • Over confident - Potential detractor

  • Cunning/Witty - Potential puzzle help

  • Dislikes greed - Potential conflict

Alea Ash

  • Fighter +10

  • Rated 2

  • Hates fire and heat - Potential detractor

Stage One

Entry, combat along the way? Maybe they can sneak in. Get past all the Dwarven defences? Requires puzzle rolls? Maybe something hilarious with Naushe's peg leg.


Enemy roll:

  • 20 Dakkar

  • 40 Dwarves

  • 60 Undead Dwarves

  • 80 Vampire scums

  • 100 Human Bandits

Roll result: 10: Dakkar foes (luckyyyy)


Let's assume the road to the Dwarven place was fine. Let's assume the gates are open.


The group enters the ruins, makes their way past all the collapsed tunnel ways before they enter the first hold levels. Do they manage to sneak past the Dakkar roaming there?


Base Chance: 50

-10 Naushe has a fucking peg leg ticking on the stone

-20 all party members are imposing and terrible at stealth

-10 all party members are armed to the teeth with armor and weapons and probably need light in the dark tunnels

= 90 = 57 ZOING discovered.


Combat roll, starting for a size roll:

  • 20 4

  • 40 8

  • 60 16

  • 80 32

  • 100 64 (sucks 2 b u)

Performance rolls:

  • William 85 excellent

  • Alistair 83 excellent

  • Arend 59 average

  • Alea 89 excellent

  • Naushe 60 above average


Roll result: 69 = 16 enemies


16 versus 5 16-5=11*2=22 Battle advantage

50 Base chance -22 = 28


Battle chance 28

+ 10 Naushe's advantage against Dakkar (HIT THE LEGS)

+ 10 William and Arend are shield protectors

+ 10 Alistair and Alea are agile fighters

+13 Party combat skill

= 61


Roll result= 24 VICTORY


Loot rolls:

  • 20 No loot

  • 40 Junk loot

  • 60 Average loot

  • 80 Good loot

  • 100 Legendary loot
= 41 Junk loot. Something like a few old dwarven coins?


Stage Two

Dwarven defences puzzles


Something like pressure plate room which deactivates lava and fire traps?


Base solving chance 25

+10 5 minds is better than one

+10 Alistair wit

= 45 = 32 SUCCESS


Stage Three


Combat roll, starting for a size roll:

  • 20 4

  • 40 8

  • 60 16

  • 80 32

  • 100 64 (sucks 2 b u)

= 87 = 32


32 versus 5 32-5=27*2=54 Battle advantage

50 Base chance -54 = -4


Battle chance -4

+ 10 Naushe's advantage against Dakkar (HIT THE LEGS)

+ 10 William and Arend are shield protectors

+ 10 Alistair and Alea are agile fighters

+13 Party combat skill

= 39 = 19 VICTORY


Performance rolls:

  • William 3 completely sucked.

  • Alistair 43 below average

  • Arend 87 excellent

  • Alea 55 average

  • Naushe 2 completely sucked

removing wounded rolls. These aren't combat battles but quest battles. Wounded rolls will only be performed on a combat loss.


Loot roll

  • 20 No loot

  • 40 Junk loot

  • 60 Average loot

  • 80 Good loot

  • 100 Legendary loot
= 78 = Average loot. Something like. Directions to a new Dwarf hold to a follow up quest?



Dwarven Crypt Puzzle part

Base solving chance 25

+10 5 minds is better than one

+10 Alistair wit

= 45 = 80 FAIL


Alistair unorthodox roll

50 yes 100 NO

48 YES


Loot roll

  • 20 No loot

  • 40 Junk loot

  • 60 Average loot

  • 80 Good loot

  • 100 Legendary loot

roll result: 37 junk

something like ancient rusted dwarven armor


STORY DONE
 
GIF-applause-Christoph-Waltz-clap-clapping-Golf-Clap-good-job-polite-GIF.gif

Good job everyone!​
 
Luckily for the group, Alea had been looking through the corpses of the Dakkar and found a very crudely drawn map of some of the tunnels connecting the nearby holds.

Nyyess-..
Alea panicked then and there, screaming out at the sudden bursts of fire in the room. Luckily Naushe managed to grab hold of her before she ran off into some dark tunnel where she would have surely perished to the Dakkar that were still watching from afar.

oh. thanks bud. @Kelpsy