D&D: Palace of the Silver Princess

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BigBlue

Guest
Patrick

**Agrees as well, however we do rest at the furthest room we can (the howling room) for 2 turns based on movement before continuing... I don't want to be suffering fatigue during any combat situations...**
 
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Prince RXI

Guest
*Alive alive alive^_^ Karnage is feeling a bit more pissed than usual due to his "weakness in battle", for only the powerless fall in battle while the strong prey apon the fallen... grrrr kill kill kill! **this has been brought to you by savages incorporated^_^** *

Karnage seems a bit more angry than usual, his blade quick to be turned apon an unknown sound... He also seems a bit restless...
 

Spiderman

Administrator
Staff member
The skeletons were carrying a variety of weapons like short swords, war hammers, and maces (weapons that deal 1d6 damage) and scraps of armor (pieces of chain, leather, a shield here and there) for the equivalent of AC 7.
 
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BigBlue

Guest
Patrick

**Assuming we made it out and back with no problems.... after resting in the room as mentioned we will proceed back to where we left off and continue from there. **
 

Spiderman

Administrator
Staff member
Crap, I forgot to check for wandering monsters... let's see... yep, you're okay and rested in the howling room.
 
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BigBlue

Guest
Patrick

**In among those skeleton D6 weapons... are there any a Mage can wield? in case I get involved in melee sometime?**

What's it look like around that corner?
 

Spiderman

Administrator
Staff member
(Nope, a mage can only wield daggers)

You see the passage continuing east for 30' before turning south.
 

TomB

Administrator
Staff member
*Well, if everyone's ready I say we proceed carefully down the eastbound passage, combat ready, checking for traps as we go...:)*
 
T

train

Guest
Si'Nat

(I am combat ready... arrow in hand with bow, but not engaged to string...)

"Okay guys... let's not take our time with them anymore..."
 

Spiderman

Administrator
Staff member
You travel east and turn south for 40' when you come to a two doors, one in the west wall and one in the east wall. Your torches show the corridor continues south for at least another 30'
 

Attachments

B

BigBlue

Guest
Patrick

"Once we've checked both doors... if no noise emerges from either door, we'll open the eastern. (left is the holy direction after all)..."
 

Spiderman

Administrator
Staff member
The party doesn't find any traps or hear any noises behind the door. Opening the east door, you see a passage going east for 20' and then it ends.
 
T

train

Guest
Si'Nat
(it ends...)

(Goes and spends 2 turns checking for doors, etc...)

"Doesn't make sense for this to lead nowhere..."
 

Spiderman

Administrator
Staff member
Your elven expertise in locating hidden doors pays off. You find on the east wall a door that was cleverly made to look as if it were part of the wall.
 
T

train

Guest
Si'Nat

(bow still ready, waiting on group to see how we proceed...)

"Hah, I knew something wasn't right... but recently it's been my aim... got to work on that... so are we going this way or that?"
 
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