D&D: Palace of the Silver Princess

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train

Guest
Si'Nat

(Pulls his sword and begins slicing throats...)

"I ain't chancing nothing..."

(executes them... once done... checks on Karnage...)
 

Spiderman

Administrator
Staff member
All five expire in their sleep with hardly a gurgle... Si'Nat is pretty red with blood though.

Karnage looks to be in bad shape - his breath is hollowingly raspy and he's very pale.
 
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train

Guest
Si'Nat

(does what he can to bandage Karnage... then searches the dead beings for anything of value...)
 

Spiderman

Administrator
Staff member
Karnage is as stablized as best as you can, but he's really in no condition to fight anymore.

The beings have what you've encountered in the past: plate, maces, hoods with the 100 eyes, and shields with a large red eye on it.
 
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train

Guest
Si'Nat

(Prepares his bow and checks to see if there is a door nearby that maybe the group can take temporary refuge in...)
 

Spiderman

Administrator
Staff member
As it so happens, 10 more feet to the west brings you to a door in the south wall (and the passage continuing to the west)...
 
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train

Guest
Si'Nat

(Checks the door for traps, and listens for anything behind it... if nothing is heard and no traps found, opens the door...)
 
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DarthFerret

Guest
Do y'all think we can call on the powers that be, and slip out to allow us to rest up? I think it would be best to have our big powerhouse fully recovered and rested so that we can proceed without as much danger to the rest of us.....
 
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Prince RXI

Guest
"... Slowing... is a sign... of weak... weakness... just... just let me catch... my breath and... and we can move on..."

Karnage seems to be struggling badly with his balance, speech, and sight... it seems as though his motor-skills have become suddenly exhausted... as well, he seems to be just fighting to stay contious...
 
T

train

Guest
I can't take his place... you all have seen my sword skills...

I can make sure my sleep spell is ready to go...
 

TomB

Administrator
Staff member
"I'll take point fer now, I reckon...Ye all wantin t' go outside an' rest agin? Or will ye be wantin to go on?"
 
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DarthFerret

Guest
Saving up our "times to get out" is good, but not at the expense of the health of one of our group here. I say lets get out and let karnage heal up... I also could use a bit of healing myself.
 
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train

Guest
Si'Nat

"Then let's head out..."

(Begins leading out... will rest up and head back in...)
 
B

BigBlue

Guest
Patrick

**Spidey said we now had unlimited trips out... rather than the original "few" trips... But each trip offers a lot of wandering monster potential...**
 
T

train

Guest
**Well... needing Karnage healthy... we probably want to do it...

As for the remaining number of these characters that we just encountered... I don't recall too many bunks - that we have found so far...

Makes sense to get Karnage healthy and then charge in again...**
 

Spiderman

Administrator
Staff member
** BB is correct - seeing as you guys are first level AND no starter Healing spells, I gave you unlimited trips out... but there's always wandering monsters :)

I take it you don't open the door Si'Nat... so it remains closed
**

From your map at moving at 60' a turn (you move twice the rate for moving through "known" areas - a little bonus), you see it'll take about 9 turns to get to the exit... so you start the long trek back.

Amazingly, you don't encounter anything.

Once out of the palace, you rest up and study for spells. Heading back in is another 9 turns...

And you make it back without any problems. You are now back at the door which Si'Nat had found (no traps or sounds behind the door).
 
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