The Shackled City - Golarion Prelude


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"De worst ting to do is stay here," Nia opines. "De danger is no less or more eidder way we go, as far as we know. So we go east...but be wary of de counterstrike."

She goes and collects the javelin she missed with before and nods.

"I be ready."

(OOC - I tried the Diablo 3 beta, and it's hilarious how well the Witch Doctor female fits my mental image of Nia...voice especially.)
 

Caytis Maggerin, half-elf magus

Caytis shrugs.

"East it is," he says.

[sblock=mini-stats]Caytis Maggerin
HP: 10/10 AC: 15(19) AC(T): 12 AC(FF): 13(17)
(values in parenthesis with Shield active)
Init: +02
BAB: 00 CMB/CMD: 00/12 ACP: -1 ASF: 00 Spot: +05

Conditions: none
In Hand: Quadrens

Saving Throw Total Base Mod Misc Special
Fort: 03 2 +1
Ref: 01 0 +2 -1*
Will: 03 2 +1

* -1 Reflex (Wyrm Blooded trait)
** Conditional: Immune sleep, +2 vs enchantments, +4 vs acid

Weapon Attack Damage Critical Special
Quadrens +2 1d6 19-20/x2 1 pt bleed on crit
Quadrens, Spell Combat +0 1d6 19-20/x2 1 pt bleed on crit
Composite Shortbow +2 1d6 20/x3 Range 70 ft.

* Conditional: +1 attack with Arcane Pool enhancement.

Arcane Pool: 3/5 remaining

Spells Prepared:
* 0 Level (3): Prestidigitation, Detect Magic, Light
* 1st Level (2, DC 15): Shield, Shield[/sblock]
 

The decision is made. The group decides to pursue the escaped skulks down the eastern tunnel. You proceed cautiously, ever aware for the ambush you know is coming. You hope that the narrow confines will make it as difficult for the skulks as it is for you...but you are still nervous about fighting on your enemy’s home turf.

The passage gets more and more claustrophobics as it weaves through the earth. Eventually, you come to another fork in the circular passage. There is little loose dirt here to check for tracks. The floor is bare stone. It seems to be a gamble. Which way do you proceed from here?

[sblock=ooc]
This could get a little tiresome if I stop at every intersection to vote for direction. In situations like this, I will try and update a little more frequently so that we don’t get bogged down crawling through the dungeon...unless someone has a better suggestion for how to handle this.[/sblock]

jzadirune5.png
 

Wilbur

"We should choose one wall and always follow it. This way we cannot get lost... unless there are moving walls."
Wilbur suggests.

[sblock=OOC]


----

AC: 15
HP: 10 / 11

Spells: Bane, Murderous Command
1: 4/5

Gift of Madness: 5 / 6

Wilbur 2
Wilbur Warrington

[/sblock]
 

Caytis Maggerin, half-elf magus

"If we can't find any tracks, it seems as sensible a plan as any," Caytis agrees

[sblock=ooc]As WD suggests, in the absence of evidence to the contrary, in situations like this I think it'd be fine to just have the party choose their preferred direction and stick with it. In this case I'll throw out: left at any forks.[/sblock]

[sblock=mini-stats]Caytis Maggerin
HP: 10/10 AC: 15(19) AC(T): 12 AC(FF): 13(17)
(values in parenthesis with Shield active)
Init: +02
BAB: 00 CMB/CMD: 00/12 ACP: -1 ASF: 00 Spot: +05

Conditions: none
In Hand: Quadrens

Saving Throw Total Base Mod Misc Special
Fort: 03 2 +1
Ref: 01 0 +2 -1*
Will: 03 2 +1

* -1 Reflex (Wyrm Blooded trait)
** Conditional: Immune sleep, +2 vs enchantments, +4 vs acid

Weapon Attack Damage Critical Special
Quadrens +2 1d6 19-20/x2 1 pt bleed on crit
Quadrens, Spell Combat +0 1d6 19-20/x2 1 pt bleed on crit
Composite Shortbow +2 1d6 20/x3 Range 70 ft.

* Conditional: +1 attack with Arcane Pool enhancement.

Arcane Pool: 3/5 remaining

Spells Prepared:
* 0 Level (3): Prestidigitation, Detect Magic, Light
* 1st Level (2, DC 15): Shield, Shield[/sblock]
 


The group takes the left fork in the tunnel, hoping that they have chosen the path the skulks took in their flight. Eventually, light into the tunnel at the end of a bend. As you round the bend, the tunnel breaks back into the artisan construction you recognize from earlier. A now familiar crystal shines light on what was likely once a meticulously kept workshop of some kind.

A large, moth eaten rug covers most of the stone floor. Several ruined desks and bookshelves lie in tatters along the edges of the room. The most interesting feature of the room, are two violet crystals that appear to be cracked and sputtering slightly on the floor. A few motes of light drift up lazily from each crystal.

Three exits are visible from your current location. A hallway leads away north and south. Additionally, a rough tunnel similar to the one you are currently in burrows away to the west.

jzadirune6.png
[sblock=Exits]
Passage: North
Passage: South
Tunnel: West
Tunnel: East[/sblock]
 

Caytis Maggerin

[sblock=ooc]The following assumes everyone moves into the room, since Caytis is at the back of the line.[/sblock]

Caytis' eyes take on the serpentine appearance that indicates he's activated his magical sight, and he studies the crystals as best he can, trying to discern their purpose.

[sblock=ooc]Cast Detect Magic. Will roll Know: Arcana and Spellcraft checks after posting[/sblock]

[sblock=mini-stats]Caytis Maggerin
HP: 10/10 AC: 15(19) AC(T): 12 AC(FF): 13(17)
(values in parenthesis with Shield active)
Init: +02
BAB: 00 CMB/CMD: 00/12 ACP: -1 ASF: 00 Spot: +05

Conditions: none
In Hand: Quadrens

Saving Throw Total Base Mod Misc Special
Fort: 03 2 +1
Ref: 01 0 +2 -1*
Will: 03 2 +1

* -1 Reflex (Wyrm Blooded trait)
** Conditional: Immune sleep, +2 vs enchantments, +4 vs acid

Weapon Attack Damage Critical Special
Quadrens +2 1d6 19-20/x2 1 pt bleed on crit
Quadrens, Spell Combat +0 1d6 19-20/x2 1 pt bleed on crit
Composite Shortbow +2 1d6 20/x3 Range 70 ft.

* Conditional: +1 attack with Arcane Pool enhancement.

Arcane Pool: 3/5 remaining

Spells Prepared:
* 0 Level (3): Prestidigitation, Detect Magic, Light
* 1st Level (2, DC 15): Shield, Shield[/sblock]
 


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