Clenching your light-coin and map tightly you kneel, cl;ose your eyes and leap!
The ceiling above the plate comes down in a solid block of stone, heavy enough to crush a house! And more of the ceiling follows it!
oh ok next trump is we get to roll our choice Halfling burglar Need 10 (4d6) or fun-loving mercenary difficult 15 (3d6). We succeed onto (100) fail onto (23)
Given the options I used Halfling Burglar since the 15 out of a possible 18 seemed well deathly poor.
*Get his lady to blow on the dice* We spring forward and clear the debris as only a halfling could in such tight quarters. Indiana eat your heart out! (rolled 17)
We have been very lucky so far I hope we can continue at this rate!
You hit the floor painfully as a spray of rock and earth flies over your head!
You wait, frightened out of your wits, with the thunder of crashing stone still echoing in your mind. You lie still for a while, catching your breath. After the echoes fade, you rise, brush your self off, and asses the damage.
You can be certain the the Grey-suits, or indeed anyone with living memory, did not place a trap of such destructive power in these ancient halls. You've heard rumors of large tunnel networks beneath the city, but you have no idea why the early Hultog mayors would care to build them. You would reflect further on this issue, but you have a partner to rescue!
Another half-hour of slow walking, you pass many symbols on the map with no incident. Seeing you are still not even half way to the mark of the Red Djinn, you begin to feel slightly depressed.
Cold and Tried you collapse realizing you have not eaten this day. Pulling rations from your pouch you eat and tend to any wounds. Having done so some hope returns.(rest restores any lost cliche points)
Standing you resume your journey with determination. Soon the tunnel opens up into a large chamber, covered in a thick, almost shaggy mold. Ugh!
Covering your coin you confirm that the glow in the room is provided by the strang growth. You pocket the coin and draw your sword instead.
The room is full of skeletons. they aren't human - they are closer to your own height! They could be goblin, you decide or perhaps dwarves. To you morbid romantic imagination, they are slave-workers of some ancient king, the builders of the tunnel. perhaps who died here together singing songs of their dwarvish ancestors while dieing beneath this palaces of humanity.
You've always had a taste for that sort of irony. Patricia finds it disturbing. You sigh, missing her.
The problem is not the skeletons or the mold, however. the problem is that the skeletons and the mold cover the only doorway, a large iron door, black with rust, opposite the room. Two skeletons are slumped against it, and the strange phosphoresce makes your vision blur. You get a distinct feeling of dread at the thought of moving them. You know, somehow, that they don't want to be moved.
So do we move these two skeletons and try that Iron door (109), or head back and try a different passage(109)? Looks like jumping forward was the right choice after all.
Well thanks for waiting for my vote. Now worries, even if I voted we already had two for going forward and that was the right choice. How come we are so lucky in this adventure?
Move the skelentons I'm sure it's protecting something valuable.
DarkScribe I believe Krakyn just wants the game moving at a certain pace that's all.
I will vote for the skeletons as well.
Rather off topic, but... Krakyn, can't remember if I asked, but does this adventure have images? If it is the same locked document issue you may wish to capture at least the front and I will place it in the first Post. |
Hunter, no girl here. No worries like I said, I know I was a bit late. Let's carry on.
Here is the link to it if you like it is the only art I could get from the site. He really locked things down.
https://i29.photobucket.com/albums/c252/Maglsy/untitled-2.jpg
DarkScribe sorry if you felt left behind but yes I do intend to keep the scene moving and with 2 of three votes in being the same I just pressed on. If you all wish me to wait for all three votes I can do so, just let me know. oops that is 127 we head to move the skeletons.
Those skeletons are dead, and that door is an obstacle to be overcome. Foolish notions otherwise are simply a side effect of fatigue and hunger, and your stomach growls angrily to confirm this.
You swat the skeletons aside with your sword and the strangle mold falls away with them. No problem you touch the door and the sunlight surrounds you!
You are standing on the banks of a grassy hill, with huge, towering clouds filled with battling gryphon's above you. All around is a party of dwarves. They do not look happy to see you!
THE END (and a strange one)
Well so much for that door! Seems dwarves are not so kind or gentle to halflings.
One live down that leaves two and one luck point. so back down the corridor we go!
You leave the chamber and pull out your coin again. You examine the map and note that you are very near your goal, and there seems to be a corridor at the last symbol along the way.
You shake your head in confusion. You checked that area as you passed it and you found nothing. But this time, you think, you have more incentive to look closely ...
The walls here are rough, and you believe they could conceal a secret door fairly well. What you didn't expect is for the door to reveal its self to you, sliding open on silently on age-old hinges in - or perhaps made from the rock walls.
Creepy!
Beyond the door is a narrower, smoother tunnel and the sound of flowing water. Your mind wanders back to the empty eyed dwarven skulls.
You pass though several tunnels, some of which are so small that you crawl to navigate them. You know that you're closer to Patricia and that keeps you going, ignoring the pains in you knees.
After a time, you come to a corridor, with the connecting tunnel drawn on your map in decidedly recent red ink! You've found the mark of the Red Djinnn! More then that the odd tunnel is lit by a sorcerers radiance, and has been swept clean. You draw your weapon, and walk noting the masonry here seems to be less than two years old.
In you pocket the magic ring is trembling with anticipation. You aren't what to expect from Xim's presence and feel slight concern.
You travel 30 or 40 feet and come to a large oak door. It is extremely heavy and has a grate in it about five feet from the ground. You see a guards leaning against it but hear no sounds. The guards cloak is Grey!
A quick back stab seems obvious but what if there are others near that come to the rescue!
You put your ear to the door ... Halfing Burglar cliche must roll a 10 for success. Do we use the last luck point? we roll 3d6 for this so not bad odds. go to 46 if successful or 66 if we fail. We must be very close now.
Edited: krakyn on 21st Jan, 2008 - 9:46pm
No worries GM I understand, just continue as you need, but give it at least a day for me to get here. Now where did we start from in the story? I agree with Hunter.