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Adventure: The Power of Knowledge (DM: Fragsie, Judge: TwoHeadsBarking)
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<blockquote data-quote="Fragsie" data-source="post: 5052367" data-attributes="member: 83065"><p>[sblock=Ceryx's Rolls]<a href="http://www.hwx.it/wizards.com/dice.php?sid=3654#124886" target="_blank">1d20+2=22</a>[/sblock]</p><p></p><p>Moving swiftly, Mikara strikes out from the group and heads in to the Overgrowth alone to scout out the area. Sliding unseen from shadow to shadow she stalks the dirty streets and alleyways, every so often the rubble of derelict buildings litter the streets providing extra cover.</p><p> The district is by no means empty, but the adults that walk the streets seem to be determined to get to their destination quickly, without looking anyone in the eyes unnecessarily Mikara notes. Though gangs of grubby urchins run from place to place playing at war, or chasing stray cats. From the general health and the clothing of the people about it is plain that this is the poorest area of Daunton.</p><p> Mikara pays attention to the places that people seem the most scared to walk; the places where groups of youths and young men and woman of a certain predatory demeanour gather at street corners or back alleys, and memorises a general route that should hopefully allow the party to avoid any dangerous liaisons.</p><p></p><p>The drow girl regroups with the other adventurers just as they reach the courtyard containing the decrepit hydra shaped fountain. When Growl recognises it as one of Gellon's landmarks he seems proud that his ranging abilities are no worse in this forest of crumbling stone than they are in the natural woodlands. </p><p> A pair of young girls who had been watching the group from a distance with wide eyes and the occasional titter, scream with surprise and run into a nearby building when the warforged dons his ursine form and begins to scale one of the more secure looking walls to get a firmer idea of the route Mikara suggests to the group.</p><p></p><p>Brother Shane takes the lead, but even with Skalisss' aid and knowledge from Mikara's earlier visit the group makes a wrong turn and ends up facing down a band of thieves. One tries to snatch the coin-purse from Ceryx's belt but the vigilant deva is too quick for the rogue and grabs his hand, holding it firm and stopping the lad from leaving. </p><p>The other two youths quickly turn and run when Skalisss roars with anger and draws his weapon; the fearsome dragonite closes on the captured thief with anger in his eyes but is held back by Shane's soft words. The two godly men ply the criminal for information, playing the 'good cop - bad cop' superbly.</p><p>Under such a psychological assault, the thief tells how he saw a group of minotaurs heading to the north along Old Rams Lane a couple of nights ago. With a destination to head for the group decides to let the thief go, but not without first instilling in him a realistic idea of how stupid it is to try to steal from a group of adventurers.</p><p></p><p>Ceryx remembers having once visited Old Rams Lane to meet with a... missionary... from his church. Under his guidance the group are soon back on track. On the journey from the back streets to Old Rams Lane, the party passes through an area filled with the stench of effluence and waste; the detour unfortunately takes them past an enrtrance to the sewers.</p><p></p><p>[sblock=Results]<strong><span style="color: Gray">Skill Challenge S1: Find the Shrine of Maros</span></strong> - <span style="color: Lime">Total Victory(8 successes)</span>, The party navigate the slums like pros; spotting the shrine from a distance after only two hours of scouting and searching, they are able to approach from a hidden alley. The party gains surprise for encounter A1: The Forgotten Shrine</p><p></p><p>You all have an extra action point too! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />[/sblock]</p><p></p><p>Just as the sky turns from blue to the vivid oranges and pinks of dusk, the party notices the entrance to the shrine within a small ruined courtyard; they circle round and approach the stone edifice cautiously. </p><p>A wide open entrance that once sheltered impressive, heavy doors, stands empty (the wood most likely burnt for heat long ago). A slight flicker of light can be seen emanating from within. Directly through the archway steps lead downward into the ground. Sounds of activity and talking can be heard from below, but the ancient architecture seems to dull and mute the sound, making it impossible to discern the amount of people within, or understand what they are saying.</p><p></p><p>[sblock=OOC]Is there anything you guys want to do/prepare before you head into the shrine? The entrance is four squares wide, what is your marching order/formation?[/sblock]</p></blockquote><p></p>
[QUOTE="Fragsie, post: 5052367, member: 83065"] [sblock=Ceryx's Rolls][URL=http://www.hwx.it/wizards.com/dice.php?sid=3654#124886]1d20+2=22[/URL][/sblock] Moving swiftly, Mikara strikes out from the group and heads in to the Overgrowth alone to scout out the area. Sliding unseen from shadow to shadow she stalks the dirty streets and alleyways, every so often the rubble of derelict buildings litter the streets providing extra cover. The district is by no means empty, but the adults that walk the streets seem to be determined to get to their destination quickly, without looking anyone in the eyes unnecessarily Mikara notes. Though gangs of grubby urchins run from place to place playing at war, or chasing stray cats. From the general health and the clothing of the people about it is plain that this is the poorest area of Daunton. Mikara pays attention to the places that people seem the most scared to walk; the places where groups of youths and young men and woman of a certain predatory demeanour gather at street corners or back alleys, and memorises a general route that should hopefully allow the party to avoid any dangerous liaisons. The drow girl regroups with the other adventurers just as they reach the courtyard containing the decrepit hydra shaped fountain. When Growl recognises it as one of Gellon's landmarks he seems proud that his ranging abilities are no worse in this forest of crumbling stone than they are in the natural woodlands. A pair of young girls who had been watching the group from a distance with wide eyes and the occasional titter, scream with surprise and run into a nearby building when the warforged dons his ursine form and begins to scale one of the more secure looking walls to get a firmer idea of the route Mikara suggests to the group. Brother Shane takes the lead, but even with Skalisss' aid and knowledge from Mikara's earlier visit the group makes a wrong turn and ends up facing down a band of thieves. One tries to snatch the coin-purse from Ceryx's belt but the vigilant deva is too quick for the rogue and grabs his hand, holding it firm and stopping the lad from leaving. The other two youths quickly turn and run when Skalisss roars with anger and draws his weapon; the fearsome dragonite closes on the captured thief with anger in his eyes but is held back by Shane's soft words. The two godly men ply the criminal for information, playing the 'good cop - bad cop' superbly. Under such a psychological assault, the thief tells how he saw a group of minotaurs heading to the north along Old Rams Lane a couple of nights ago. With a destination to head for the group decides to let the thief go, but not without first instilling in him a realistic idea of how stupid it is to try to steal from a group of adventurers. Ceryx remembers having once visited Old Rams Lane to meet with a... missionary... from his church. Under his guidance the group are soon back on track. On the journey from the back streets to Old Rams Lane, the party passes through an area filled with the stench of effluence and waste; the detour unfortunately takes them past an enrtrance to the sewers. [sblock=Results][B][COLOR="Gray"]Skill Challenge S1: Find the Shrine of Maros[/COLOR][/B] - [COLOR="Lime"]Total Victory(8 successes)[/COLOR], The party navigate the slums like pros; spotting the shrine from a distance after only two hours of scouting and searching, they are able to approach from a hidden alley. The party gains surprise for encounter A1: The Forgotten Shrine You all have an extra action point too! :)[/sblock] Just as the sky turns from blue to the vivid oranges and pinks of dusk, the party notices the entrance to the shrine within a small ruined courtyard; they circle round and approach the stone edifice cautiously. A wide open entrance that once sheltered impressive, heavy doors, stands empty (the wood most likely burnt for heat long ago). A slight flicker of light can be seen emanating from within. Directly through the archway steps lead downward into the ground. Sounds of activity and talking can be heard from below, but the ancient architecture seems to dull and mute the sound, making it impossible to discern the amount of people within, or understand what they are saying. [sblock=OOC]Is there anything you guys want to do/prepare before you head into the shrine? The entrance is four squares wide, what is your marching order/formation?[/sblock] [/QUOTE]
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