This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
"This must be the spa Khazrae mentioned, which means there is a water elemental trapped in here."
[dice=Knowledge panes on water elemental]1d20+12
"Ohhhhhh, he listens too. Bet my voice rings in his helm." She giggles, "This is where the water elemental lived when I was here. He was friendly then but by looks of things he hasn't had company in the water for a few years."
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
"You interested in keeping him company", Truk asks with a laugh.
"If there's nothing else in here, lets keep moving."
Grimm you realize that the runes on the pool’s edge are those of a permanent magical seal.
The runes are a permanent magic seal. Most like that's how they keep the elemental bound. Or they could be a trigger to wake im up. Wouldn't touch them or the pool. Check anywhere else ye like. I'll look fer magic again.
"The elemental will ok for another day while we make sure this place is secure. We wouldn't want to be busy dealing with it and having something else sneak up and bite us on our asses."
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
.Shadow. wrote:
"A pity we are not in a position to offer it the freedom it now probably craves." Shadow says quietly.
"Mz Khazrae? Would you be able to communicate with the creature?" She asks.
'Better the free'd friend behind you than the trapped terror, yes?"
baldwin the merciful wrote:
Fluer you don't notice bringing up the rear.
I was hoping more to notice things coming up to attack the behind the party. Not to notice things in front of the party. (^_~)
There are spells that can dismiss creatures from other planes but it is beyond me right now. So we can deal with it once we have checked out the areas, we still don'tknow if the Shadowbeasts can enter this place.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Shadow walks cautiously, gracefully and unafraid out across the rope bridge.
Assuming she makes it to the other side.
She stops and secures her 'anchor rope' to the far side and returns.
"If we add a few more of our own ropes to this bridge it should become safe enough for every one to cross." She glances to the fully armored Knight in their ranks.
Will Shadow's 'Escape Artist" skill be useful in securing ropes? Or some one else' skills, perhaps?
Fluer the wooden rope bridge creaks and when you are nearly two-thirds across M17 you hear the telltale sound of snapping ropes providing you 6 seconds to make a decision and take 1 action.
You land hard in in weed choked inner courtyard. Your safely rope is tied to you but it served no assistance since you lacked the arc to swing back safely. You swing forced you into the ground.
Dozens of pillars support a wooden terrace that surrounds a weed-choked inner courtyard. Underneath the terrace, a variety of weapon racks rest against an outer stone wall, protected from the outdoor weather. In the center of the open courtyard sits a raised dais composed of a mysterious blue metal. The strange circular stage is fifty feet across.
Make a perception check.
The other members:
Only two people can view out the doorway with the collapsed bridge. Only one if they taking a position to use a bow. It's only a 5ft doorway. The weeds have choked out Fluer's image but the rope is there. You can see a raised dais composed of a mysterious blue metal.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Fluer you feel a second massive thug that pulls you three more feet as you try to regain your footing. It feels as if you are being dragged over gravel.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
"What's down there? Do you see her?" Truk bellows as he puts his back into the effort.
Lucrezia tries to peek past Truk's straining frame. You can see the rope is taut. Fluer is trying to get back up on her feet but is being dragged by Truk.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Truk glances at Lucrezia in confusion but does as he's asked and stops pulling on the length of rope.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Feeling the struggling become more controlled, Truk resumes pulling.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51