The Scattered Ones


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dorin said:
[OOOCCC: GENCON ROCKS!!!]

Yeah, yeah ... rub it in why don't you. Oh look why a giant red wyrm suddenly appeared intent on killing the PC's of everyone who got to go to GENCON! ;)

Okay … I rolled everyone who hasn’t posted by now and nobody got more than 18.

Decision time adventurers:
1. Sleep and regain spells at the risk of not fulfilling the mission (if you’d rolled more than 18 you’d know what this risk was)
2. Push on and be more certain of fulfilling the mission but also risk dying

Everyone post what they want to do and I’ll take the majority decision around midday Thursday (UK time).
 
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Okay, I’m assuming the party is going to push on.

Anyone who wishes to heal themself do so now and either cross the potion off or the spell off and let me know how many points you were healed for.

Whilst you are chatting and deciding whether to go on or not and who should be healed, Amaryllis’ dancing lights flicker out and you are left in darkness. The DM being a nice and sweet person doesn’t choose to attack you in this moment but rather reminds you that you may wish to sort out a more permanent source of light.

The stairway (if you could see it) beckons downward. Will you be able this time to progress beyond the third step? Do you wish to send the party into 4 separate areas of the Tower and thus delight your DM? Will you manage to survive and get the secret of making the medicine back to the dwarves before they all die? [cue dramatic music]
 

Once the lights go on, I am going to skull my cure medium wounds potion and move both cure light wounds potions to the belt pouch. [Cure = 7+8+2=17 hp; so I am now on 19 hp]

I will then carefully arrange my wands for easy reaching, and say to the others 'I am still worried about the imp. Should we go downstairs or deal with it first?'

If the others decide to leave the imp aside for the moment, I will summon Mouse back to my pocket. Otherwise, I will go and check the position of the hair.
 


Tomas was going to light his lantern towards the end of the Mr. Friendly encounter.

Assume that it is now lit.

I can't recall how long a flask of oil lasts, but Tomas has another
one in his pack.
 

Tomas lights his lantern and you are all once again able to see.

Seebor slowly descends the stairs checking for traps as he goes. I assume Tomas is close behind him as Tomas has the light. Other than that … marching order please.

You go down the rest of the stairs without incident and emerge into what appears to be a store room, whilst the staircase still continues down. The storeroom contains lots of casks and containers … let me know if you intend to have a good look at them. Since I’m sure you will go into the rooms you will be astonished to know that Room 8 is once again a lovely, modern toilet and Room 9 is the machinery and plumbing. In the corner of the room (17) is a locked stell-bar cage. Through the bars you can see some boxes seemingly packed in straw and two casks.
 

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