Phyrric Legacy - Shackled City IC Thread

Dowlee shakes her head at Flannad's new friend and goes to Remen to bring more strength to him. As the group progresses onward, she readies her bow, trying to be prepared for anything that might jump out at them.

ooc: 1d8+2! Woo!
 

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As the party walks towards the hall with the light, Liracor remarks to Flaanad "A bag of tricks! Thats a rather odd item.....theories about its creation range from a bard using it to entertain at children parties to a group of guild wizards who got drunk one night and swore up and down that they would make a bag that one could pull animals out of. The latter seems to be the most popular theory........"

"Hmm as for the light......seems odd.......i cant tell if its magical or mundane, but it doesnt look like a torch or lantern's light at least."
 

Legildur said:
"Wonderful!" exclaims Flannad with a smile on his face that has been absent for some time now. He scoops the little fellow up and places him on his shoulder before setting out.
The rat willingly climbs onto Flannad's shoulder and seems content to remain there. However, after about ten minutes, the little fellow disappears into thin air! Strange magic...
 
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Jdvn1 said:
Dowlee shakes her head at Flannad's new friend and goes to Remen to bring more strength to him. As the group progresses onward, she readies her bow, trying to be prepared for anything that might jump out at them.

ooc: 1d8+2! Woo!
(OOC: Dowlee casts CLW on Remen, restoring 8 hp to him, bringing him to 15/18.)
 

Flannad leads the way east into the large room, and he takes it all in before waving his comrades forward to join him.

Eight black marble pillars support the thirty-foot-high ceiling of this majestic hall. The pillars are carved to resemble gnomish artisans and warriors standing on each other's shoulders, bracing the vaulted roof with their collective strength. The walls are adorned with faded murals depicting gnomes in reverie - playing pipes, dancing, performing acrobatic stunts, drinking wine, and so forth. the forty-foot-wide hall widens to sixty feet at the south end, where a large circular pool is enclosed by a semicircular, one-foot-high veined marble wall. Carved into the wall above the pool is a gnome visage with water spilling from its wide grin. Four bright lights illuminate the hall from end to end, corner to corner. They flicker and dance like like torchlight and drift aimlessly about the hall, changing altitude and direction on a whim. Two piles of rubble marking yet more tunnels (one in the northwest corner and another in the southwest corner) add elements of imperfection to this grand hall.

Three gear doors lead off from the hall, marked with the gnomish glyphs 'E', 'U', and 'R'. Passages lead off in the northeast, southeast, and southwest.

What next? Explore the hall further, or keep moving?
 

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Flannad scans the area carefully. The wall murals brings a jaded smile to face. He remembers a time when he was as carefree and happy. But that was some months ago now. With the basics of Ghelve's map in his head, Flannad pads across to the stairs and looks up them.
 

Jon glances about nervously, his crossbow in one hand a a torch in the other. The Voices have been low recently, but he is still jittery from his night visitation and from the oddness of this place. Jon moves towards the pool to have a look, and to ensure there is nothing sneaking up on them from the lower tunnels.
 

"Thanks, feel better now" Little words and a smile, but sincerely grateful for the healing.

---------------------

The many columns and doors make him feel uneasy, as tough something would spring upon them at any moment, his emerald eyes scan the hall...
"Hum... don't quite like this" Remen keeps his hand on the pommel of a dagger, ready to throw it at anything moving in the shadows. So, he approaches the pool with Jon...
 

Flannad cautiously moves over to look up the stairs to the east. He sees that the stairs ascend for about 20 feet, before they continue on. With his darkvision, he can see that the passage branches off to the north and south before ending in another gear door.

Jon heads south to take a closer look at the pool, with Remen closely in tow. The others follow behind at a distance, while Flannad scurries to catch up, not wanting to be isolated in this huge hall.

(Remen Spot Check: 6+4=10, failed.)
(Jon Spot Check: 5+1=6, failed.)

Jon passes between the large black pillars, with the dancing lights throwing eerie shadows all around. Too late, he sees two skulks emerge from behind the pillars! Remen's worst fears are confirmed! Before either can react, the skulks are on either side of Jon, thrusting with their rapiers as they hiss malevolently!

SURPRISE COMBAT ROUND

Jon cannot react quickly enough, and both of the skulks' rapiers stab into his midsection, despite his psionic armor's protection. The elan pitches forward in pain, barely able to manifest his psionic resilience in time to keep from collapsing to the stone ground. Though wounded, Jon keeps his feet as he and his companions leap to the counteroffensive!

END SURPRISE ROUND

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Key: x=Wall, P=Pool, D=Door

ROUND 1 INITIATIVE

1. Remen
2. Dowlee
3. Liracor
4. Flannad
5. Arak
6. Jon
? Skulks

STATUS UPDATE

Remen 15/18 hp; Dowlee 11/14 hp; Liracor 16/16 hp; Flannad 13/13 hp; Arak 19/19 hp; Jon 2/10 hp.
Skulk #1 unharmed; Skulk #2 unharmed.

ACTIONS FOR ROUND 1?

SURPRISE ROUND SUMMARY
[sblock]
1. Skulk #1 attacks Jon with rapier (Flanking); Rolls 9, Hits! Damage roll is 5 (Resilience used to reduce damage to 3). Jon reduced to 3/10 hp.

2. Skulk #2 attacks Jon with rapier (Flanking); Rolls 13, Hits! Damage roll is 3 (reduced by Resilience to 1), Jon reduced to 2/10 hp. [/sblock]
 
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OOC: Oh, Jon, you pincushion! BTW: I assume Jon's damage includes his immediate spending of 2pp to absorb 4 damage (upgraded resilience w/ new level).
 

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