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![]() 1d20 - 1 ⇒ (19) - 1 = 18 Noro's Diplomacy check A gruff looking dockhand smiles at Noro. I thought you looked familiar. Sure pull up a chum bucket. Do you throw dice? He hands Noro a strong smelling spirit Drink this slowly lass, this is strong Dwarven ale from Alkenstar, a lot stronger than the stuff 'round here. ![]()
![]() Zadok is able to craft a very nice firework Gurney opens the Door, lifting the large board that is keeping the Iron Double Doors of these ruins sealed. As the Door opens you hear
Dwarven:
Hold your Fire! That is Lord Gurney. You see an entire troop of riflemen outside the door. Sleif is not among them. Where is he, where is that double crossing no good son of a goblin @#ore!? Gurney says angrily scowling at the troop commander who seems to recoil in fear. ![]()
![]() Zadok:
This wasnt that long of a hall, and the runes where sparse so you can get all of them recorded. You do not understand what you have written until you can get them translated, linguisitics or some spell that accomplishes the same idea. I guess I can have a look, but I doubt it is traped, at least from inside. Gurney says as he examines the door.1d20 + 5 ⇒ (19) + 5 = 24
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![]() Ok follow me Gurney goes back into the scene of the original crime. He climbs the stairs to the balcony and pulls on a torch hanging in the room and a door opens below the balcony. The four rifle men advance into the room. The one in front calls back You human types might need some light. We will scout ahead without giving away our position. Gurney looks at the lead riflement Thats a good lad Hodgens, I'll stay with Hana and the rest of 'em. He looks at Miikae, Kera and Zadok This passage is a straight shot. If things get to be more than we can handle you need to return here and protect Hanna, please. He asks sincerly. Give me a marching order and any light sources you have out. This passage is 10' tall and 6' wide, you can travel 2 side by side without squeezing ![]()
![]() Gurney hands Muziel a map. I hope your as good at reading these as you are with explosives. If you follow the route I have labled you will come out in the courtyard behind the Altkin Guild's main hall. We will be coming out a few blocks north of you through a secret passage in the northen wall. With any luck you can get to us and foil any trap Slief has for us. This map reads more like archetect plans and you can use Knowledge engineering to read them ![]()
![]() The second Knowledge Local was only for characters with the Guild Affiliation Traits-Greystone, Watts,Altkin,Niven,Reidford,and Inglis.[b] Seeing you eyeing the supplies and after hearing Pervince's gracious request the Duchess announces[b] Oh, yes of course feel free to outfit yourselves from these supplies should you need anything. It is the least I can do under the circumstances. Any basic non-magical/non-mastercraft gear you need(with in reason, don't take 100x spyglasses)is present here including ammunition. There are no fire arms, but there are Reidford replacement parts for firearms that give a +3 craft firearm bonus to fixing or creating a firearm. Well to be honest, I'm not rightly sure. It is designed to keep things from below from coming up, but I am sure it is still dangerous to us if it were to go off. Gurney says nervously. Muziel is able to disarm the explosive device. Gurney is surprised to see Muziel offering do accept the task and mumbles under his breath Great now I have three of them I have to watch. Gurney opens the trapdoor and the distinctive smell of the sewage below fills the room. Looking at Sands, Mikkae's Companion Gurney says I have no idea how that thing is going to follow us in there. Any idea's? The opening for the trapdoor is 5x5' and there is a 15' drop. There is a ladder to climb down. Oh my, I forgot about that when I suggested we go this way. Gurney this is not just her horse this is her companion. Maybe we should go the other way, but Slief will surley have a trap waiting for us. Hanna says sounding anxious. Reminder, you have an experimental firearm in your party gained from the last encounter currently in Zadok's possession. Will need Craft Firearm check for more information about it. ![]()
![]() Gurney beats down the eastern wall with a sledge. This false wall collapses to reveal a 10x10 storage room of basic supplies, including ammunition. He walks to the center of the room and moves a box to the side, under which is a trap door. Oh, I almost forgot about the explosive trap. He tosses a quick glance to the two "criminals" of the group, Cpt Oliver and Karrick. I don't suppose there is anyone here familar with getting around certain security devices is there? ![]()
![]() Craft Firearms for information on the Experimental Firearm. The grapple devices seems to detach and recoil with the push of a button and is no longer lodged in the ceiling. That son of mutant ain't one of my men! He turns to Duchess Hana. With respect my lady I told you not to trust that Watts guild scum! Greysov you are no longer blind Gurney turns to Cpt Oliver And YOU! Trying to grab my keys during all that is a good way to get shot! THAT'S ENOUGH GURNEY! RELEASE HIM AT ONCE AND GIVE HIM BACK HIS WEAPON NOW! Hanna retorts regaining her notorious "matter of fact" yet regal demenor. This isn't the first time I have recovered from an attack. The important thing is that you let him get away with my seal. Once we are topside we need to head to Martel befor he has a chance to use it Gurney regretfully obeys and unlocks Cpt Oliver's chains. Knowledge Local DC 15:
Martel is a small town to the south. It does have a large contingent of guards for such a small town and there is much speculation as to why. Guild Affiliates w/Knowledge Local DC 10: You know that Martel is Vault of all of the Mana Wastes wealth. The Duchess seal is one part required to open the vault ![]()
![]() Since you successfully shot him earlier, I will allow you to keep track of him through the chaos in the door way. Ref Save 1d20 + 7 ⇒ (4) + 7 = 11
Yeeeeow! The Gnome exclaims before he drops the intriguing weapon. Karrick, Miikae and Urdahna can smell charred flesh, some of which appears to remain on the weapon. Which will make a nice consolation prize The Gnome withdrawls up the stairs. He screams in dwarven from atop the stairs Speak Dwarf:
Come Quickly the Duchess has been kidnapped by Cpt Oliver and his crew of misfits! They ran down the emergency exit. Seal the passage so they can not escape and we will head them off. Those who follow up the stairs make it to the top just in time to see the bunker sealed by a thick lead slab. Frustrated and confused your concern now turns to aiding the Duchess and finding this emergency exit. That son of a... Ok look we need to get the Duchess to the topside and fast. There is a way that Slief may not be familar with, but it takes us through the Alkenstar Sewers. Gurney says with a look of disgust. The other Reidford Guards Total of 4 have a genuine look of horror at hearing the word sewers. Knowledge Local DC 10:
The Sewers of Alkenstar are home to many horrors, including large packs of mutated rats. Engineers usually work in groups of 4 with an entire platoon of riflemen as protection. End Encounter 1. Post any questions or concerns in the disscussion thread.I hope you enjoy it so far. ![]()
![]() Round 1 so far Zadok- 22 Fires and hits assailant Good thing you have percise shot
Damm you Shlief ! ![]()
![]() Zadok/Miikae/Kera:
You hear a slight breaking of glass. It sounds like it came from behind the Duchess in the balcony area. Just befor the room fills with smoke you see one of the Guards, that looks like a Gnome, use some sort of Grapple hook to scale the balcony. The room begins to fill with Red Smoke. The room is 30x30' there is a balcony in front of you aprox 10' up. There is a small set of stairs that lead to the balcony. There are torches all around the room. What the devil is this!? The gruff gaurdsmen exclaims as he begins to cough. GIVE ME A FORT SAVE DC 6 AND THEN AN INITATIVE CHECK. ZADOK,Kera AND MIIKAE CAN ACT IN THE SURPRISE ROUND. IF YOU FAIL YOUR FORT SAVE YOU ARE BLINDED(-2 AC and loose your Dex enemys have concealment ect.Pg 565 refferance) Gurney's Fort Save 1d20 + 10 ⇒ (8) + 10 = 18
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