AP - Shackled City by Shadowwalker
(Inactive)
Game Master
Balacertar
Current map
Party stats:
Perception: 20 (Beauregard)
Stealth: 6 (Engineer #3)
Sense motives: 20 (Beauregard)
Female Duskblade 4
Keeping her sword drawn Lumen joins the others, tense in the dangerous setting.
EVERYONE As Beauregard checks around and finds nothing,Zevon listens for signs of danger,Lumen keeps her sword at the ready.
Halfling Rogue 3/Sorcerer 1 30/39 HP, AC 16/t14/ff14, F 4, R 6, W 6, Init +3, Listen +10, Spot +3
Is the door locked, or do I need to make another Search check?
EVERYONE As you all walk in four stone pillars support the cob-web ceiling of this square room. Half of the southwest pillar has broken away and collapsed into a heap of rubble. Rows of one-inch diameter holes are bored into the walls, and a few contains splinters of wood.
Halfling Rogue 3/Sorcerer 1 30/39 HP, AC 16/t14/ff14, F 4, R 6, W 6, Init +3, Listen +10, Spot +3
"No-one move!" Beauregard hisses as he takes in the room before them before immediately kneeling down to examine the floor just past the doorway.
Search: 1d20 + 12 ⇒ (16) + 12 = 28, may I use that total for the entire room, or should I make more?
Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3
Daxur freezes , one foot in mid-air. Looking at Beauregard, he whispers "Can I put my foot down?". At Beauregards annoyed nod, he stands and waits for the Halfling's observations.
Beauregard As you examine the flooring you find no traps. yes you can use the roll for entire room
male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)
"It seems this room is deserted and was not used by the goblins. Let's check what's behind the door further down the corridor"
EVERYONE the other closed door in the library leads to a collapsed hallway. As howling is heard echoing through the complex
Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3
Daxur stands with hands on his hips, looking about the empty room and collapsed stairway.
"Well, back the way we came, I guess.....or..." he pauses in the middle of his thought, then begins checking the walls for secret doors.
Search 1d20 + 7 ⇒ (16) + 7 = 23
daxur you find no secert doors
EVERYONE You all back track to where you fought the goblins, as distant howling is heard. the main hallway continues east where the shaman back deeper into the complex. the other hallway also continues east, to the south (your right) a 10 ft. by 15 ft. corridor that leads down 10 ft into a cavern. the howling echoes hear.
what are you doing
Halfling Rogue 3/Sorcerer 1 30/39 HP, AC 16/t14/ff14, F 4, R 6, W 6, Init +3, Listen +10, Spot +3
Looking at the map, we came down the stairs to the point marked 1, yes? We have also explored the rooms showing 5, 6 & 4; I think...
What else have we checked out down at this level?
Does the howling seem to be coming from beyond the location marked 16A?
"That is going to set my teeth on edge if it keeps up much longer..." Beauregard mutters to himself as he contemplates their progress.
Yes you have come down the stairs and checked areas 5,4,and 6 2 and 3 the howling does come from area 16a
Halfling Rogue 3/Sorcerer 1 30/39 HP, AC 16/t14/ff14, F 4, R 6, W 6, Init +3, Listen +10, Spot +3
"I see little hope for it. We're going to have to follow the raiders." Beauregard sighs, checking his crossbow to be certain it is ready should violence once more ensue.
male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)
"with the rooms in the west deserted & the goblins having retreated in the east, it seems we have to head deeper into the complex. Let's go silence this howling."
Zevon takes a quick glance in room 16A and if there are no enemies present carefully advances into the room, weapons ready.
does the howling resembles the howling of the worgs?
Zevon yes the howling does resemble the worg'g howling
Halfling Rogue 3/Sorcerer 1 30/39 HP, AC 16/t14/ff14, F 4, R 6, W 6, Init +3, Listen +10, Spot +3
Nodding agreement, Beauregard slips ahead of Zevon & begins his customary check for environmental hazards.
Search: 1d20 + 12 ⇒ (10) + 12 = 22
Beaurgard you find no hazards
Halfling Rogue 3/Sorcerer 1 30/39 HP, AC 16/t14/ff14, F 4, R 6, W 6, Init +3, Listen +10, Spot +3
By this point, Zevon &/or I should be at 16A. Would you update the map so we can see a bit more of what we would see looking down either direction?
Once in the farthest chamber, Bearegard cautiously looks around.
Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3
Sorry, thought I'd posted last week.....
Still looking for telltale sign of secret passages, Daxur looks up and see the other leaving the room. Daxur hurries to catch up, as Beauregard examines the new chamber.
EVERYONE You see this area has rough hewn walls and mansonary walls. A natural passage continues west and east.
Halfling Rogue 3/Sorcerer 1 30/39 HP, AC 16/t14/ff14, F 4, R 6, W 6, Init +3, Listen +10, Spot +3
"Something tells me the howls didn't come from above..." Beauregard mutters, almost to himself. Carefully, he determines the way is clear.
Search: 1d20 + 12 ⇒ (19) + 12 = 31
Beauregard you find nothing in your way
male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)
Zevon carefully peeks into the passage and he whispers to his companions:
"The goblins should be somewhere on our left. It seems we have to go rigth, further down. Although I don't like having these goblins in our back."
@DM: standing at the corner of 16A, what can we see in area 16B and 17? Is the howling coming from further down?
Halfling Rogue 3/Sorcerer 1 30/39 HP, AC 16/t14/ff14, F 4, R 6, W 6, Init +3, Listen +10, Spot +3
"Left?" Beauregard replies, cocking his head to the side.
Listen: 1d20 + 10 ⇒ (15) + 10 = 25, trying to differentiate the location the howls are coming from.
Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3
Daxur looks about, sniffing the air, muttering to himself.
At Beaureagards question, he says "That is to the north I believe, the direction our goblin friends retreated. "
Zevon to the area (area 17) against the east wall rest two large straw pallets hopping with lice. Gnawed animal bones litter the floor, and more bones fill two crude alcloves in the northeast corner. as the howling closes in your area (area 16) the natural passage continue into darkness
Beaurgard you know that the howling is coming from area 17 and getting closer
EVERYONE give me listen checks
Halfling Rogue 3/Sorcerer 1 30/39 HP, AC 16/t14/ff14, F 4, R 6, W 6, Init +3, Listen +10, Spot +3
Listen: 1d20 + 10 ⇒ (12) + 10 = 22
Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3
Listen 1d20 + 2 ⇒ (1) + 2 = 3
male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)
listen: 1d20 + 3 ⇒ (2) + 3 = 5
As Zevon readies his weapons and positions himself close to the wall (ready to intercept the enemy), he warns his companions:
"The howling seems to come closer. Prepare yourself - we'll be soon under attack!"
EVERYYONE All the howling stops and as a loud scraping on stone is heard. A gurgling raspy voice says " Your fate is to be my slaves kneel and give your life blood to me and the master!" As a pair of red glowing eyes stare at you from the darkness. Goblin voices echo on the other side from the where the lice infested pallets
Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3
"Well before I kneel and give my life blood to someone living in a dark , dank cave, I like to be introduced" Daxur says, readying in his mind the proper incanations for his next spell.
Halfling Rogue 3/Sorcerer 1 30/39 HP, AC 16/t14/ff14, F 4, R 6, W 6, Init +3, Listen +10, Spot +3
Not bothering to comment, Beauregard checks his crossbow, confirming it is loaded & ready to fire when necessary.
EVERYONE all of you get get one partial action before regular rounds
male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)
"I only kneel for my king, my gods and my father! You'll soon find out that our blood doesn't come cheap!"
Zevon pulls out a new animal from his bag of tricks and throws it in front of him (1d100 ⇒ 92 --> a black bear)
Female Duskblade 4
"You're not even close to man enough for me to consider it." Lumen utters sarcastically before drinking a potion. 3d8 ⇒ (8, 2, 7) = 17
EVERYONE A gruff laughter echos in the cavern passage
roll initiative
Halfling Rogue 3/Sorcerer 1 30/39 HP, AC 16/t14/ff14, F 4, R 6, W 6, Init +3, Listen +10, Spot +3
Initiative: 1d20 + 3 ⇒ (1) + 3 = 4... I was wondering when that would finally happen. Seems like I always roll rediculously high & then have to immediately figure out what I'm going to do...
Female Duskblade 4
male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)
initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3
init 1d20 + 4 ⇒ (15) + 4 = 19
Zevon and Daxur what is your actions
Male Warforged Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3
Surprise Round: Manifest Force Screen (AC 23, PP 25 remaining)
Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
"When will these natives realize hostility will only yield them destruction and pain?" Engineer muses as he readies himself for battle.
Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3
With a flourish, Daxurs hands weave a skien of glowing traces that settle over his body, for a moment appearing as a translucent suit of armour.
Mage Armor (AC:+4)
Lumen, Beauregard, and #3 your actions please
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