Save the luck point and roll really well.
Darckscribe, he starts from leaving the last chamber where we died:
QUOTE (Story) |
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. |
Will doey DarkScribe....Yes when we I I just am going back to the last spot where we had a choice to make and hope it will lead us further to the end goal. So we found the chamber with the skeletons but the nasty door lead to some sort of Dwarven haven which we apparently were not welcome to join.
So we left back down the tunnel to a spot on the map that indicated a second passage that was concealed and we missed in our first passing through the area.
So now we hope to hear if there be any other guards on the other side of this door other then the one we see and might have a shot at back stabbing. So lets hope lady luck hold out on our rolls! Patricia has to be on the other side of that door!
Luck prevails we rolled a 12 woo hoo! This means we succeed in sneaking up to the door. Sorry this was a 4d6 roll
You inch closer to the door, and the guard doesn't move, Good. You lay an ear carefully against the wood and listen to what is beyond.
Roll against Halfling Burglar cliche difficulty 10.(4d6)
We roll a 9 good grief
You strain but do not hear anything. You have no idea if there is anyone else beyond that door. You have no real choice but to take the guard out and hope is is alone.
You raise your blade to strike, and plunge it into the back of the guard.
Roll against Halfling Burglar cliche difficulty 5 (on a 4d6 roll) or fun loving mercenary difficulty 10 (on a 3d6).
Success go to 135 fail go to 123
Using the Halfling Burglar we roll a 20, The blade sinks deep into the bottom of his neck !
The guard gurgles and something a lot like "Gluftit" before slumping to the floor. You clean your blade, replace it carefully in its scabbard. As silently as possible, you open the door and enter the chamber.
The guard has nothing of value except a dagger. you take this if you whish. He wears a pretty silly expression, and you catch yourself hoping that , when your number is up you go out with a little more dignity. Succumbing to a brief flash of sympathy, you lift your jaw a bit; he still looks stupid, but he looks serious at least.
The chamber you are in is smallish, stone, cold, and dark - save for a torch mounted on a wall. There are two exists, but on you can hear the voices of more guards through the one to your left. Opting for the other one, peering under the door, you can see more flagstones, black iron bars, and feet tapping listlessly. A voice humming. You listen to it. You know it. Thats Tricia!
You can barely contain your excitement. You are freezing, exhausted and have not had a hot meal all day, but you feel better then you have in years, Tricia is alive!
But ... How do you get to here without her making noise? You know her pretty well, and she's just the sort to start shouting derisive comments to any guard who opens the door. Perhaps though since she has not been able to escape, she is expecting you to show up any minute. She's smart (smarter then you, as she often points out), so you can probably can count on this.
Now we have to options we can march right in there and hope she is silent (go 136), or we can whisper to her that we are here (go 130).
Let's whisper and hope that she is as smart as she claims. Thanks for the explanation.
"Psst!"
You wait for an instant, and the feet stop tapping. Trisha's shadow moves a bit.
"Psst!"
After a second or two, she kneels to the floor, and lays down, parallel to you. You can see here staring, puzzled, at the door, but she can probably only see a shadow where you are. She whispers "Lucas?"
"Shh!"
She nods, indicating that her hands are chained. That makes sens. You have no doubt that she tried to escape at least once! She's pretty mean when she's upset. too.
You stand and press gently on the door, and you poke your head through the door. Patricia smiles a weary smile, holding up her chained hands.
You stand and press gently on the door, and you poke your Head through the door. Patricia smiles a weary smile, holding up her chained hands.
You slip into the room and close the door behind you; you find the keys, and free her of her bonds.
"Lucas I knew you would be here sooner or later!" she says, hugging you so hard you have to free yourself to breath.
"Yeah," you say. "Its good to see you. I hand one heck of a time getting here," you begin, and pull the ring from your pocket, "you see this is Xim ..." But before you can catch up on the events of the day, a noise like the sound of a mountain being cracked in two shakes the tunnels. You hear distance screams and feel a hot wind on your face.
Handing Patrica her sword you both stand in readiness as the stone ceiling begins to crack . . .
Patricia grips her weapon with confidence, but you have a better idea what might be going on, and your a little shaky. As if to confirm your fears, the screams of several men rip through the air, freezing your blood. A roar follows them and the wind grows hotter ad more swift. The ring in your hand is shinning like a hellish beacon, and the form of Xim is growing to the size of a man!
The Red Djinni no doubt.
"LUCAS! the voice of Xim thunders through the room, WEAR THE RING! TOGETHER WE ARE INVINCIBLE!"
You are frozen with fear. You haven't the slightest idea what to do, or whether you can move, or anything. Light seems to be filtering through the cracks in the ceiling, and Patrica is yelling something, but you can't hear her.
LUCAS WEAR THE RING!"
The Shadowy, purple form of Xim is now pulsing with black, his eyes are a deep crimson. He towers six feet above you, crackling with power, but his eyes are pleading. Make your choice!
So do we wear the ring go to 81 or let good old Xim fight the red Djinni by his lonesome and make a break for it go to 92?(beep beep road runner)
Without wearing the ring Xim does not have much power, if he did then he would have done something to us by now, so lets wear it and hope he is good for his word.