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

    ******** South Harbour - Thieves' Guild The masked priest stares at you for a while. "I care not where you received your injuries my young initiate of the green teeth. I care only for the delightful clink of golden coins that I will hear once you pay me for accessing my vast and terrible...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    On to round 2, actions are reset. Those readying will have to declare that they are continuing to do so, or may take other actions. ******** Initiative 1 - Kirio 2 - Arnir 3 - Bannock 4 - Hrimr 5 - DM 6 - Alric ******** Spider Lair Redux - Round 2
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    Hrimr, even with your darkvision, you do not see anything beyond what is plainly visible to you.
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    Hrimr hauls the heavy stone door open. It scrapes noisily against the floor and a fresh layer of webbing on the other side rips away as the door slides inward. The weird phosphorescent light paints the area purple and the bodies of the dead spiders still litter the area. Of the giant vermin...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    I will post if someone declares that they are either going down the shaft, or trying to open the door to the lair.
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    ******** Caves - Northern Chamber Arnir, you do not manage to find any secret compartments or doors on the way up from the shrine to the Northern Chamber. Hrimr, you can see the bottom of the shaft, which is another 10 feet beyond the edge of the light. The bottom is covered in webbing and it...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    ******** Caves - Northern Chamber Kirio, the effigy is nothing more than a creepy collection of odds and ends that have been thrown together in the shape of a spider. The large pool dried blood in front of it is a macabre indication that evil deeds may have taken place. The bound human reeks...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    ******** Caves - Northern Chamber You don't see/hear anything beyond the obvious.
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    ******** Caves - Northern Chamber This large stone room is a curious sight. Over half of the room (the north most portion) has fallen away in a large sinkhole similar to the burial chamber to the west. The hole is probably thirty feet by thirty feet and the walls and ceiling around the hole...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    ******** Caves - Northern Hallway The only sounds you hear are a soft clicking and clacking, similar to a scattering of pebbles across a stone floor, gently muted through the door. You do not find any traps on the door.
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

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

    Day 4 - 17 days to Wayfarer Performance ******** Caves - Shrine You manage to cobble together enough rest to mend some wounds and settle your minds for the preparation of spells. Nothing interrupts your rest, but for a few hours you can hear scratching along the stone door that leads into the...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    ******** Seaquen - Under the Warehouse Lars, you successfully leap to the next beam. Pulling yourself up again, you see that you will require one additional jump to reach the edge of the boardwalk. Given that the walk is so close to the warehouse above you, you will then need to climb under...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    ******** Seaquen - Under the Warehouse Lars, over the next hour or so, you can hear Lowduke's men moving about inside the warehouse and along the boardwalk which skirts the building. One of them, likely the spell caster, moves around the building while shining a magical light down into the...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    Alric (DC 11), Bannock (DC 16) and Hrimr (DC 11) require additional Fort saves against the poison in your systems. Hrimr grants +4 to Bannock and Alric as per his Heal check. Please make your checks on your next post as they take effect while you're in this room
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    ******** Caves - Spider Lair The heavy stone door closes with a dusty thud, strands of webbing still dancing in the air. The massive spider scratches at the door and drives its fangs against the stone, giving off an awful scraping sound that echoes into the shrine you now stand in. Finally...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    ******** Seaquen (Under the Warehouse) Lars, you can barely see anything underneath the warehouse. Perhaps out of fear from your pursuers, or just plain craziness, you use the momentum from your jump to swing your body forward like a pendulum and you release. You feel a momentary...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    Driven wild by spilled blood and the prospect of a warm meal, the huge spider lunges forward again, eager to fill Bannock's body with venom. Its vicious blood-stained fangs drive down seeking flesh. They dash past his glaive and you hear the fangs punch through plate. Bannock screams in pain...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    Way too many actions for one round Lars. Opening the trap door is a move action, moving into the hole is another move action, closing the door behind you is yet another move action. Using the wand is a standard action. Please refer here for how certain actions are considered during the...
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    Six From Gate Pass - Chapter 3: Shelter From The Storm

    ******** Caves (Spider Lair) Alric, you drive your blade into the head of the nearby spider. Your keen new blade cleaves through its carapace and splatters ooze, ichor, internal brain matter and many eyes on the stones before you. The spider squeals a strange sound, vomits ooze from the...
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