Phyrric Legacy - Shackled City IC Thread

Flannad nods his head. "Yes, I'd be very concerned if it were gnomes or dwarves that held this place should we try and re-enter after leaving."
 

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Jdvn1 said:
Dowlee wipes Flannad's spit off of her as best as she can, "... You're welcome... I think." She shakes her head and goes to Liracor, pulling out her own potion as she does, to bring the last unconscious party member conscious.

Dowlee pours her own healing potion down Liracor's gullet, and within moments the young duskblade is awake and alert, happy to be alive.

(OOC: Healing roll is 13, bringing Liracor back to full strength...10/10 hp. No more Curative potions left, though.)
 
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As Dowlee tends to Liracor, and Remen falls into a slumber, Jon and Flannad begin making a thorough search through the lab, paying special attention to the upright table and broken cabinet.

The table holds all the trappings of a quality alchemical laboratory, and would probably be of considerable value to someone with an interest in such matters. The search turns up several empty glass flasks, as well as a few that contain some harmless powder or hardened sludge. More interestingly, the pair turn up quite an assembly of useful alchemical items, inventoried as follows:

-2 flasks of acid
-20 tindertwigs
-3 flasks of alchemist's fire
-4 vials of antitoxin
-2 smokesticks
-8 sunrods
-1 thunderstone

The search also turns up another vial whose contents are not immediately known. The liquid within has a strong chemical smell, like a solvent.

What's more, Flannad spots on the table a 5-inch steel rod with an engraved rune on the end and notches at the other...another gear door key! This one is engraved with the gnomish letter 'U'.

Turning his attention to the fan on the ceiling, Jon notes only that the gears and rope belt look like they must turn the fan somehow, but its power source cannot be seen here.

Convinced that there must be another entrance to the room (other than the tunnel dug in the wall), the pair scan all of the walls carefully...and find not one but three secret doors! There is one on the north wall, and one on the south, as well as one leading east in the southeast corner. The one on the south wall seems as though it must lead back into the long hallway the party traversed earlier.

What now?

OOC: Go ahead and divvy up the treasure found, and let me know what you want to do to safeguard yourselves for a night's stay in the lovely accomodations of Jzadirune! :)

And hey, don't forget as you find stuff, that your duskblade can use Detect Magic a few times each day. That's a handy ability, you should take advantage of it. ;)
 
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Flannad listens at each secret door for sounds beyond. If the rickety cabinet (with glass) is still an object of interest, Flannad will take similar precautions as he did previously where they found the 'Z' key, and move it.

With the group deciding to stay, Flannad sees if he can find a way to jam or lock the secret doors so that there are no surprises. And to rig some trip wires connected to warning devices just in case.

[sblock=ooc]Flannad is happy to accept some of the alchemical items as he can use all of them. But probably the antitoxin is the obvious one.[/sblock]
 

Legildur said:
Flannad nods his head. "Yes, I'd be very concerned if it were gnomes or dwarves that held this place should we try and re-enter after leaving."
"Given how the current inhabitants have almost done for us, is this really the time for bravado? Would you give them the chance to improve on their previous attempts?"
[sblock=ooc]Arak would like a pair of sunrods and an anti-toxin. It's certainly possible he'd be the last one standing after a fight and would need to administer an antidote to someone. And, well, he's blind as a bat. The unknown liquid should probably be hit with a detect magic, along with any other items in the room and anything we've picked up along the way (have we picked up anything along the way?).[/sblock]
 
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"Yes, I suppose that's true. But staying here isn't safe, with so many entrances." Dowlee shakes her head and thinks.

[sblock]I suppose some Acid or Alchemist's Fire would be most useful to me, to use from a distance. I don't really care too much, though.

Mal, now that we have the U key, can you mark any such doors we've found? And, don't forget, I still have all my 0th level spells. Plenty of Detect Magics! :)[/sblock]
 

As Liracor wakes up, fully healed, he mutters "This needs to stop becoming a habit......". Taking a quick look around the room, he continues "Barely a few hours in and we used up almost all the potions the church gave us.....doesnt look good."
 

Whizbang Dustyboots said:
...The unknown liquid should probably be hit with a detect magic, along with any other items in the room and anything we've picked up along the way (have we picked up anything along the way?)...

OOC: Flannad grabbed that gray bag from the chest a couple of rooms back...
 


Legildur said:
Flannad listens at each secret door for sounds beyond. If the rickety cabinet (with glass) is still an object of interest, Flannad will take similar precautions as he did previously where they found the 'Z' key, and move it.

With the group deciding to stay, Flannad sees if he can find a way to jam or lock the secret doors so that there are no surprises. And to rig some trip wires connected to warning devices just in case.
Flannad listens carefully at each of the secret doors, but hears nothing from beyond any of them. There doesn't seem to be any way to lock the secret doors, but they could probably be jammed. (My suggestion...use the rapier of the dead skulk, and the two short swords Remen is carrying from the thugs in the alley). And, if Flannad wants to cannibalize the alchemy lab, he could probably set up something that would cause the breaking of glassware to alert the group if one of the doors was opened.

Flannad moves the cabinet safely (it isn't rigged to fall like the one in the kitchen), but doesn't find anything behind it. All of its goodies have already been cleaned out in Flannad/Jon's thorough search of the room.
 

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