Dungeon Adventure Path: Life's Bazaar

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Sando: The lock mechanism seems impossible to work, but somehow you get the door to unlock [Open Lock check, roll of 20 on d20, automatic success]. The gear-shaped door rolls to the left, revealing the room beyond. When the door stops rolling, you hear a click, followed by a buzz. Bright blue energy crackles in the doorway. It does not, by any stretch of the imagination, look safe to cross. The trap aside, you're pretty sure that it'll be very hard to continue operating these locks without the keys.

Everyone: Looking beyond the electrical field, you can see that the room is bare, save for four decrepit cots, four small wooden chests, and a wooden dresser with four drawers. A heavy layer of cobwebs covers the entire room.
 
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OOC: Isn't noticing such stuff based on perception (thus Wisdom, not Intelligence, or perhaps the spot skill)?

Cassandra turns to Carrach, yelling at him while ignoring anything coming from his mouth: "So? You don't listen very well, do you? I told you that you could either take us along, or take someone from the Last Laugh. Now since I see no Last Laugh members, I assume that you decided to take us along instead. That does not mean in any way that you can just order us around. If you want traps deactivated, go step on them yourself. We're here to help, not to get ourselves killed!" She turns around and walks away, looking at what the others are doing, while completely ignoring Carrach.
 

OOC: Yeah, that probably should have been Wisdom, but it wouldn't really have mattered. I made three obscenely high rolls and three staggeringly low rolls.
 

With his anger spent, Carrach's fury is gone as fast as it came and somehow he seems tired and a bit resigned/subdued. Without a second glance at Cassandra (who seems to feel the same way) he walks up to Sando:

"So, did you stuff something into your ears? I've asked you twice about the runes, but I'll take your silence as an answer: 'You don't have the slightest idea about them.'

While the discovery of these 'locks' is certainly worth something, it poses yet another dilemma for us.
Obviously we need keys to get around down here. Now, did the original owners keep them when they vanished or are they to be found here?

If these doors dominate the complex, which seems most likely, depending on the original size of the gnomish community a large number of keys is bound to have existed. Did they all get taken away? I don't think so. Something always get left behind on a move, even moreso if it was a flight.

Though I still don't like the idea, it might be useful to search everything around here on the off-chance we might actually find such a key."
 

rangerjohn said:
"Maybe they are identifying marks of the previous gnome owners." Rothgar therorizes.

"I don't think so, brother. Did you notice the exact letters? J, Z, A and D. Sounds like the beginning of Jzadirune, the very name of this complex, doesn't it?"

[OoC: Thanks for the hint on this, KL! :) ]
 

"W..Well, I didn´t no..no..noticed." says Tekk. "Th..though I don´t kn..know how that helps us. Do w..we have to open th..th..the door in order?"
 

Someone said:
"W..Well, I didn´t no..no..noticed." says Tekk. "Th..though I don´t kn..know how that helps us. Do w..we have to open th..th..the door in order?"
"That would be the most logical thing." Sando says. "Someone tell Carrach that when I wish to address him I will and no ammount of bullying will deter me from this."
 

Carrach: Before you can continue your conversation with Sando, you hear something moving in the corridor to the south. Turning, you see a pair of tall humanoids with greyish skin. Both of them are completely naked and are armed with light crossbows. The two of them grit their teeth and point their weapons at you.

Rothgar, Sando, Qoll: You notice the pair as well.

Initiative
Carrach 19 (roll of 18 on d20, +1 Init, total 19)
Tekk 19 (roll of 19 on d20, +0 Init, total 19)
Creatures 17
Cassandra 16 (roll of 14 on d20, +2 Init, total 16)
Qoll 16 (roll of 16 on d20, +0 Init, total 16)
Sando 13 (roll of 11 on d20, +2 Init, total 13)
Rothgar 11 (roll of 10 on d20, +1 Init, total 11)
Vorik 8 (roll of 7 on d20, +1 Init, total 8)

OOC: Please post actions for the next three rounds; try to consider what you'll do if certain things happen. See the last combat to get an idea of how I'd like this to work. PCs and NPCs listed in italics will not act until the 1st full round of combat (round 2). I will post a response as soon after everyone replies as I can.
 

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