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Scales of War #1 Rescue at Rivenroar IC
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<blockquote data-quote="Goonalan" data-source="post: 5617822" data-attributes="member: 16069"><p>And so... the intrepid adventurers head on, across the first pit.</p><p></p><p>With the right precautions, and Freggo manages to make things safe (I take it the safety rope is attached to whoever is crossing the pit) then you all make it across without any great struggle, a few wobbles here and there but... you're between the pits- you stop look and listen some more...</p><p></p><p>Across the other side the passage continues on, another pit- likewise kitted out with a dangling rope to swing across. However there's also a passage that heads west.</p><p></p><p>Velani, towards the front is certain she can hear voices ahead- across the second pit, the passage turns hard right, there's also the trace of a light coming from that direction- perhaps it's Deadeye and his friends, you may have to be quiet as you get over the next pit then.</p><p></p><p>Kali sees a short corridor to the west, it ends in a pair of doors (same type as seen previously), one of the doors is ajar, and there's the faintest hint of a light- although no sound at all- Viator concurs with Kali's observations.</p><p></p><p>Spizz has now been healed, the Goblin scuttles around Viator, getting as close as he can without touching- always watching Viator- Spizz looks suitably cowed, and perhaps a little in awe of the mentalist.</p><p></p><p>Tixter's body reveals a few more coins- 18cp and 18sp, 3 serviceable daggers (hidden away in various places), a suit of leather armour, a light shield and a short sword; all of the creatuire's kit seem of mundane manufacture.</p><p></p><p>And so the new questions are...</p><p></p><p>1. Do you head north, towards where Spizz indicated Deadeye lurks, if so you need to come up with a plan to cross the second pit that is safe and is silent- and I will require skill checks to get across, failures may also generate Stealth checks. Obviously if your method is safe then no-one is going to fall in the pit, but it may tie a few PCs up- busy keeping you out of the pit.</p><p></p><p>Or,</p><p></p><p>2. Do you head west to the open door- Eggnog the Goblin who ran away must have headed off in this direction, after watching the Gimp fall in to the first pit it's doubtful he decided to try to jump, swing across the second pit.</p><p></p><p>And,</p><p></p><p>3. What do you do with Tixter's body?</p><p></p><p>You are not limited to these questions, if there's something else you want to do then- go for it.</p><p></p><p>New Map-</p><p></p><p><a href="http://gallery.rptools.net/v/contrib/goonalan/Scales+of+War+%231+Rescue+at+Rivenroar/071+Castle+Rivenroar-+Over+the+first+pit.jpg.html" target="_blank">http://gallery.rptools.net/v/contrib/goonalan/Scales+of+War+#1+Rescue+at+Rivenroar/071+Castle+Rivenroar-+Over+the+first+pit.jpg.html</a></p></blockquote><p></p>
[QUOTE="Goonalan, post: 5617822, member: 16069"] And so... the intrepid adventurers head on, across the first pit. With the right precautions, and Freggo manages to make things safe (I take it the safety rope is attached to whoever is crossing the pit) then you all make it across without any great struggle, a few wobbles here and there but... you're between the pits- you stop look and listen some more... Across the other side the passage continues on, another pit- likewise kitted out with a dangling rope to swing across. However there's also a passage that heads west. Velani, towards the front is certain she can hear voices ahead- across the second pit, the passage turns hard right, there's also the trace of a light coming from that direction- perhaps it's Deadeye and his friends, you may have to be quiet as you get over the next pit then. Kali sees a short corridor to the west, it ends in a pair of doors (same type as seen previously), one of the doors is ajar, and there's the faintest hint of a light- although no sound at all- Viator concurs with Kali's observations. Spizz has now been healed, the Goblin scuttles around Viator, getting as close as he can without touching- always watching Viator- Spizz looks suitably cowed, and perhaps a little in awe of the mentalist. Tixter's body reveals a few more coins- 18cp and 18sp, 3 serviceable daggers (hidden away in various places), a suit of leather armour, a light shield and a short sword; all of the creatuire's kit seem of mundane manufacture. And so the new questions are... 1. Do you head north, towards where Spizz indicated Deadeye lurks, if so you need to come up with a plan to cross the second pit that is safe and is silent- and I will require skill checks to get across, failures may also generate Stealth checks. Obviously if your method is safe then no-one is going to fall in the pit, but it may tie a few PCs up- busy keeping you out of the pit. Or, 2. Do you head west to the open door- Eggnog the Goblin who ran away must have headed off in this direction, after watching the Gimp fall in to the first pit it's doubtful he decided to try to jump, swing across the second pit. And, 3. What do you do with Tixter's body? You are not limited to these questions, if there's something else you want to do then- go for it. New Map- [url]http://gallery.rptools.net/v/contrib/goonalan/Scales+of+War+%231+Rescue+at+Rivenroar/071+Castle+Rivenroar-+Over+the+first+pit.jpg.html[/url] [/QUOTE]
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