Post by Aguila Saber on Mar 3, 2011 18:19:57 GMT -5
Plan is agreed on by all, and you leave one of the Herbwardens and the two craftsmen behind here.
The rest of you move away to the secret exit which was looked at more closely by the squire and knight earlier.
They carefully open the door to reveal an unlit and dank corridor.
You stop for a while listening for sounds, but none of you can discern anything except dropping water from both directions.
The corridor leads to the left and the right.
The Knight suggests that you all start moving towards the left, being reluctant to split the group further at this early state.
2 lantern's are brought out and they are toned down to give a feint light. Enough for finding things before you step onto them and they give a decent guiding light. One lantern is kept near the front, while one near the back.
The Kinght also advices you all to keep your voices down from this point. There is no knowing how far away the cultist's lair is from this point.
Does Beowuuf have anything he wishes to suggest at this point?
Beowuuf nods his agreement at not splitting up, even though he is worried over the right hand direction. The wolf disengages to stay at the rear, looking backwards in to the darkness and straining his ears for anything following.
Put as many activity points as I can in to perception for behind us, and also casting power word: eye. Beowuuf might swap back to the front - where he would be useful - if he seems nothing for a while.
Also, Beowuuf will come back ahead to offer his services to be a stealthy scout if the group encounter a potentially dangerous area up ahead.
Post by Aguila Saber on Mar 6, 2011 17:12:26 GMT -5
Tron, Halon and Damien are detached in the other area while you slowly make yourself along the tunnel.
The front of the group is lead by Tran and the Knight. Beowuuf and Sylvia are at the back,w ith the others taking up the middle area.
You have gone for a little while when Tran in the front of the group discovers something ahead on the ground in the tunnel. Investigation of the find reveals it to be a Trip Wire connected to some alarm system, which you cannot reach. The Trapper deals with disarming the alarm and after a short wait you can continue.
Shortyly afterwards the group stops anew. A secret panel has been found in the tunnel. It contains some strange symbols, which those in the front fail to deceipher.
You want to look yourself, send Sylvia ahead to look, or both of you will go?
Beowuuf will be reasonably happy that nothing is following them, and realise after the trip wire and false wall that he is perhaps better to keep his eyes on the way forward. Beowuuf will suggest they both go to check the symbols, and he will also now stay in front when the group moves again.
I can offer to cast power word: eye on Sylvia to help her translate too, right?
Beowuuf indicates that Sir Randolf might be better to take the amulet. "If you look out for the thigns that would benefit us, Sir Knight, I can come forward and try to look for those things that may harm us."
As said, Beowuuf will come forward. He'll also offer to cast the power word:eye on Randolf. Beowuuf will leave Randolf looking for larger doors, etc, and will bias towards looking for traps if that is going to be of any benefit?
Beowuuf will temporarily let the party move forwards while he applies an additional set of points in to perception on the corpse - if it makes a difference? Any scraps of cloth or signs of initially hidden items that might speak of who the person might have been. and how they died?
Post by Aguila Saber on Apr 9, 2011 7:17:23 GMT -5
Enemy 1. vs Knight Randalf Enemy 1: Misses, Misses, Hits for 5 damage (1 taken self) Knight Randalf: Hits for 5, Hits for 8, Hits for 5
Enemy 2. vs. Herbmaster Tran Enemy 2: Hits for 3, Hits for 3, Misses. Tran: Hits for 3 , Hits for 3, Misses.
Sylvia finished off enemy 1 with a magic attack. Beowuuf tries to get a better poisition. People give way to let him come forward.
Round 2: Sylvia casts Protection spell on Tran Enemy 3 moves forwards and attacks Randalf.
Enemy 3. vs Knight Randalf Enemy 3: Hits for 5 (1 taken self), Misses, Misses Knight Randalf: Misses, Hits for 10, Hits for 10. Second hit kills this enemy.
Enemy 2. vs. Herbmaster Tran Enemy 2: Misses, Misses, Hits (deflected by Shield). Tran: Misses , Hits for 2, Hits for 3.
Sylvia attacks Enemy 2: Hits for for 7 damage
Beowuuf: You have now reached a position where you can can target either friends or enemies. You notice that the remaining enemies have prepared by using protective spells so they will not be as easy to defeat as the first one.
Enemy 4 is already moving forward to take Enemy 3's place. Enemy 2 is mostly spent at this time.
Behind them there are two more people. One of them is preparing to take the place of the person Tran is fighting, the last remaining appears to be a spell caster.
It would seem that you have caught them mostly off guard but the sound of this combat will soon alert more of them unless you can finish them off quickly.