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Airwalkrr's Shackled City IC

airwalkrr

Adventurer
[sblock=Rhun]Each of the glyphs appears to be depressed within the door. You suspect fitting something with the same shape as the glyph within the depression might do the trick, but you are not sure if there is magic to it or not. So a mundane key shaped like the glyph may not work.[/sblock]
 

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Rhun

First Post
Baelor steps away from the door, shaking his head. He turns to look at Simon. "We'll not be opening that door, at least not without finding the key that opens it." The one-eyed dwarf indicates the glyph with his hand. "Something in the same shape as that glyph is needed; whether it is a mundane or magical lock, though...I'm not quite sure."
 

Floch

I suggest some take a look at the far corridor and secure the area over there. Others can watch my back as I enter into this room.
The Half Orc steps into the room (To R23) to check the chests and cots but he first eyes the shadowy corners to see if someone his hiding
 
Last edited:

Oni

First Post
Keth carefully loosed the sling from his belt and dropped a bullet into it, just in case, as the Floch stepped into the room. He studied the room, eye darting from the shadows of the ceiling and the other passages looking for any kind of strange movement. Noting all the spiders crawling around and the cobwebs he thought back over all the things Old Karst had taught him.

[sblock=airwalkrr]Are the spiders or the environment anything that might be indicate anything other than your average run of the mill spiders?

Knowledge:Nature check if it's needed.
Knowledge: Nature check regarding spiders for airwalkrr's Shackled City campaign. (1d20+6=7)

I guess this is a self-answering question...
[/sblock]
 

airwalkrr

Adventurer
[sblock=Oni "Keth"]You don't notice anything unusual about the spiders.[/sblock]Floch steps into the room and moves carefully towards the corner, however he is stopped as he suddenly senses a thrusting of blades through the air. Though he cannot see his attackers, he ducks and weaves, luckily avoiding their strikes.[sblock=Spot DC 17]Floch is currently flanked by two creatures like the one in Ghelve's shop (P22 and R22). They are using the shadows and terrain quite effectively to hide. Their ability to remain virtually hidden while attacking is nothing short of extraordinary.[/sblock]

Initiative
22 Baelor
21 Fellian
20 Fario
18 Fang
18 Goran
17 Simon
17 Hidden Menace
15 Keth
11 Floch
4 Alexi
 

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Thanee

First Post
Alexi

Unsure of what is going on in the room, yet, Alexi waits to see where she can help.


OOC: Delay to beginning of next round.
 


With a hissed curse, Simon darts forward. "Back, damn you! Begone from this place!" The light that's been flickering about his hand grows suddenly more intense as he reaches out to grasp one of Floch's attackers.....

[Sblock=OOC]
1d20+1=18 Spot check.

5' to P22, make a touch attack on the attacker at Q23. Almost certainly a miss -- 1d20+1=10, but just in case the damage is 4 points.

If there's someone in that space by the time he moves, Simon will attempt to flank with one of his allies; if there's no room to enter, he stands back and shouta encouragement.[/sblock]
 

Oni

First Post
Keth watched Floch moving about like he was trying to avoid a blow from some unseen assailant. This he hadn't been expecting.

Damn it.

The scruffy halfling couldn't tell what, or where it was for that matter. Simon had moved in the way anyway. Keth shoved the sling back in his belt pouch and yanked the cudgel from his belt.

Come back in here!

[sblock=ooc]

HP: 10/10
AC: 15, Touch: 13, FF: 13
Fort: +5, Ref: +5, Will: +5 (additional +2 vs. fear effects)
Spot: +5
Listen: +8

spot check (1d20+5=11)

[/sblock]
 

Rhun

First Post
Though he cannot see any assailants, Baelor rushes to aid Floch. The dwarf raises his waraxe to strike, but with no target he can do little but glance about in confusion as he assumes a defensive stance.


AC: 22 (normally 18), HP 9/9

Spot: 15
Move to P22
Use Total Defense
 

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