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Six From Gate Pass - Chapter 3: Shelter From The Storm

funkmamagoat

First Post
Kirio sighs... "Just so we are clear on where I stand, I vote we go upstairs and continue exploring. If you want to kill that thing, I will only entertain this if we lure it out of that cave into here... I will not fight it in its nest. Seems to me that is what you are suggesting though Alric...? No?"

Kirio looks at Bannock and then Alric and shakes his head... "Regardless of what we do you two will have to take the brunt of it if we get in a fight... we seriously need to consider making friends with a Cleric if we're going to continue doing this type of thing, I'm no healer."

He kneels next to bannock and again applies some healing magic, then does the same for Alric, but for a shorter amount of time.

OOC: CLW twice on Bannock, once on Alric
 
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digimattic

First Post
"Is there a chance we can trap it in the door frame? If I can get within 10 feet of it, I may be able to put it to sleep, allowing one of you to go for a Coupe de Grace...lop its disgusting head clean off. As I see it, we can either try and kill it, or wait for it to try and kill us. I prefer the former, and then we can hopefully get on with our original task. Once we look in that golden sarcophagus of course."
 

Adjuntive

First Post
Alric considers Kirio and Arnir's words further, once again impressed by their wisdom, even if it at times it comes at him in disparate flurries.

"You are quite perceptive Arnir, that is what I had hoped to do as well. It would proclude having us go into it's lair and contain it enough to use the sorcery you suggest. Although, 10ft seems to be the distance this creature is capable of attacking. You would put yourself at risk by coming that close."

Alric pauses a moment, nodding his head in thanks for the curiously soothing tune, then, "You speak wisely Kirio. If we can retrieve the decanter without facing that spider, it is my vote to explore those options first. Although if we find we must kill it, Arnir's plan seems most prudent."
 


fromage67

First Post
Lars wakes around noon. His body is one throbbing ball of pain. There were a LOT of dreams, lots of frightening dreams, but none of them were like THOSE dreams.

He splashes water on his face and this time takes the time to wear his armor. He feels quite naked with only a dagger at his belt. He is still kicking himself for dropping his beautiful sword in the warehouse.

He heads out and stops only for a loaf of bread. In his belt pouch are 150gp he took from his hiding place in his room. He assumes his Romeo aspect, and enters the Thieve's Guild making sure his iron ring is visible.

He makes his way to the shopping area and he starts making inquiries about potions of healing, asking about a Father Dusk whose name he had overheard last time.
 

Gregor

First Post
********
South Harbour - Thieves' Guild

Lars, after resting and eating, it is probably 4 in the afternoon by the time you make it back to the guild.

Not too many members are around right now, but the market stalls appear to always be manned. You learn that magical healing potions are not readily available in the market and you are pointed to the small dark chapel that sits off of the main guild lounge. You are also informed that the small laboratory run by the "Three Delinquents" that sits off of the market can also prepare non-healing potions and other interesting alchemical goods.

The small chapel off the lounge is accessed by an arched stone portal. Inside is a dark circular room that is lit only by ten or fifteen fat black wax candles spread around the room. The walls have been painted black and a thick stone altar stands in the centre of the space. Atop the altar is a bust of a harlequin's mask carved from black basalt or marble.

The only other door in the room, a black iron door, swings open slowly a few moments after you arrive and a figure steps out. The humanoid stands about five feet tall and is covered, from head to toe, in a plush black cowled robe tied around the waist with a grey ribbon. Facial features are obscured by a dark grey mask and you can only make out the whites of two eyes underneath.

"Well, what is it? Why are you here?" says the figure in a gravely voice.


GM: Thieves' Guild members get 10% off the cost of items (from the prices marked in the rules).
 

funkmamagoat

First Post
Arnir's plan seems most prudent

Kirio scratches his head and stretches further after ministering to Bannock and Alric "Stop brooding Bannock, we'll find you a Cleric and get you healed, one way or another. OK, well if we're going to do this let's do it; don't count on that thing being anything but slowed down by the door though. At most we will have a slight advantage as it squeezed through, but it will get through, and quickly. I have a few spells that may be useful, but I will concentrate on boosting your skills with my music to begin with.

Kirio brings out his flute then briefly touches Bannock on the shoulder and hums (casting resistance) "That will help you resist the thing's venom if it should bite you again. Hrimr, you haven't weighed in, any objections before we do this?" He walks walks over to the exit of the shrine leading upstairs having said his peace, ready to begin playing as soon as someone opens the door (readied action).

OOC: resistance on Bannock +1 on saving throws for 1 minute. Bannock, you should maybe see if your HP is correct... by my calculations, based on you being at -6 after the fight, you should be either at 34 or 37 with the healing I gave you. Not a big difference, but every little helps when you are a suckier meatshield ;)
 

The Bashar

First Post
Hrimr would rather not face that unnatural spider again.

"We should have a look upstairs and see if we can find the decanter. If not then we'll have to brave the spider's lair. Drawing it out or trapping it sounds prudent. I can shape the unworked stone in here so we could potentially hem it in. I've also prepared a spell to deal with its poison if someone is bitten again."
 

funkmamagoat

First Post
"We should have a look upstairs and see if we can find the decanter. If not then we'll have to brave the spider's lair.

Kirio begins muttering under his breath at the groups obvious lack of decision making skills as he puts away his flute and readies his bow "Oh for the love of all the gods... c'mon you lot, let's go..." Kirio begins heading upstairs and hums yet another tune (detect magic). Assuming the other follow and they encounter nothing hostile he heads to the northern most door on the top floor.

Once there he turns to Hrimr "you're best suited to scouting in here, mind checking this door out?"

OOC: oh illustrious DM, unless you have any objections, can we assume that Kirio keeps detect magic going until we are out of these caves...?
 


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