[LPF] The Inheritance

With her dagger she quickly scratches an accusatory 'yOu LEft mE' onto the locked door. A nice little sign for the patrol when they return. "Ah... the hatred of a scorned female ghost" she chuckles "This will make them think twice before exploring the other side. Let's go"

She quickly follows the rest through the door.
 

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With the door open the five adventurers can pass through and into the restricted inner city. The chain will make it impossible to lock the door back the way it was but hopefully Damaris' precautions with the ghostly sounds and scratched message will prevent the guard from investigating.

The city on the other side of the door is desolate. The group comes out onto a small courtyard dimly lit by sickly, green-glowing fungus and surrounded by decayed buildings, broken walls, and scattered bricks and timbers. Angling away from the courtyard is a cobbled street that was probably once a major thoroughfare and looks like it leads to the center of the city where Sumbru's ancient gate once resided. According to the old map provided by Petru Angroza the Angroza townhouse is two blocks down and just off the main thoroughfare.
 

"Phew, we made it this far. Alright, we are close but better keep our eyes open..." Damaris will advance carefully with the rest towards the townhouse. She will follow the instructions of the map to get there.

[sblock]
Stealth check 1d20+8=16
Perception 1d20+5=17
[/sblock]

[sblock=Ministats]
Damaris.jpg


Damaris - Bard lvl 3
HP 20/20
Init +3
AC 16 | Touch 13 | FF 13
CMB+4 | CMD 17
Saves: F+2 | R+7 | W+3


Perception +5 | Sense Motive -1/8* (Versatile Performance) | Bluff 2/8* (Ver.Per) (+1 vs Males)
Diplomacy +8 (+1 vs males)


Masterwork Shortbow +6 (1d6)
Longsword +4 (1d8+3) (Two-handed)
Sling +5 (1d4+2)


Bardic Performance: 10/10 day


Cantrips: Dancing Lights, Detect Magic, Read Magic, Ghost Sound, Jolt, Mending, Mage Hand
Spells: Lvl1 Grease, Sleep, Timely Inspiration, Silent Image 4/day.
Spell-like ability: Message 1/day.


Combat Feats: Point Blank Shot, Rapid Shot, Arcane Strike


Consumables: Oil, Perfume, Firework Paper Candle (2), Vermin Repellent, Trial Rations (4), Normal Arrows (16).[/sblock]
 


Before closing the door, Tasanto casts and the end of the chain rises like a cobra. Closing the door, he tries to thread the chain back into the holes where it belongs. Try as he might, he cannot find the hole to stick the chain through where he cannot see.

[sblock=actions]Std: cast mage hand and grab chain, move: close door; 2nd rd: wiggle and thread chain back into place until he hears the guards enter the room, then pull partway through the other side as if a ghost is unlocking the door. Failed. results: Floating snake chain clanking against door.
Longshot attempt at looking really scary: Perception to hear chain clank against door holes and to hear guards enter shack (1d20+13=19) Dex check to thread chain back in place (1d20-2=1)
[/sblock]
 


As the others ready to move down the thoroughfare Tasanto attempts to add to Damaris' work of covering their passage. The scholarly half-elf hears the guards enter the room moments after the adventurers have left it. His magical attempts to relock the chain result in a rattling against the door. There is a crash, as if someone stumbled or fell over a chair or another piece of furniture then muted muttering, probably cursing or invoking protection. The voices from the guard post fall to faint murmuring then go silent.
 

Damaris waves at Tasanto to follow them quickly and give him a thumbs up for his good work.

[sblock] Do we have a visual map for this or should we just follow "the directions".[/sblock]
 

Tasanto proverbially, since he doesn't have his at the moment, hightails it and runs. The chain falls in a clanking pile.

[sblock=actions]full action quad move run down the street for 120'.[/sblock]
 

Cavernous Hode gestures to Mister Dickens and then hustles away into the shadows. The giant rat remains behind, growling softly, apparently hoping that the guardsmen open the door.

[sblock=OOC]Leaving Mister Dickens about ten feet from the door. If the guards investigate, he will hiss and snarl at them and then scurry off. Hopefully, a dire rat isn't all that suspicious, and not worth the guards' time to attack.[/sblock]
 

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