CLOSED! Rhun's Greyhawk ALPHA Game (ToEE)

Boddynock said:
Coraine says quietly, "Well, let's go in - since it's clear that somebody doesn't want us to. Otto, if you could check for traps and then unlock the door, that would be great."

"Most certainly," the halfling replies. Otto carefully sneaks down to the door and checks it for traps. If it does not appear to be trapped, he will check to see if it's locked, and if so, unlock it.
 

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After a quick check, Otto is fairly certain the door is not trapped (search check 22). Looking at the quality of the lock, the halfling realizes it will take some time to pick. Working carefully and slowly, the lock eventually pops open (take 20 open lock).
 

Kurt's right hand regrasps the hilt of his longsword and he settles the shield on his left arm. He nods to the others that he is ready to enter and face any trouble.
 

Ragnok spits upon his hands, rubs them together and hoists Norryjar in both hands. The dwarf then nods, indicating that he is ready.
 


As the door swings open and the light of your sunrod spills into the room, you are greeted with loud shouts and cries! It takes a moment for you to realize that the shouts are shouts of fear, and the cries pleas for mercy.

The dark, filthy room before you obviously serves as a cell of some type. Chained to the far wall are four human males, dressed in dirty rags and all looking somewhat battered. "Please, please don't eat us! Oh, gods protect us!" cries one, the pudgiest of the four.

The maps keeps opening to a weird spot. Your group is near cells J/K 87/88.
 
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Coraine immediately raises his finger to his lips. Speaking quietly but urgently, he advances slowly, saying, "Shh. Keep it down. We're not going to hurt you. Who are you - and what are you doing here?"
 


Dara

“...and how did you end up in this mess?” Dara adds quickly, so that the prisoners won't think too much about Coraine's last question...

“Here, have some food.”

The warrior-woman then shuffles through her pack and produces some of the food she carries for the journey, giving it to the poor souls.
 

Kurt waits until the niceties have been dealt with. He then moves in to briefly examine the prisoners whilst the others look to freeing them. If they are injured, then he'll use a Turn Undead attempt to heal them all (1d8+2).
 

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