Warriors Of The Coast

Velmont said:
Jango draw the longsword Ari has given him, keeping his wand in his off-hand and walk beside Khalia, continuing to scan the surroudning to make sure that no one arrive. "Where is everyone? Were they really the only two here? They were more than that when they first captured me."

"Ari, could you speak to this fellow?" Khalia said. "I'm afraid he may expect a noblewoman sworn to the Flame would be inclined to be merciful and forgiving, and that might lead him to do something foolish. Is there anything you'd like me to take a look at in there?"

OOC: And Khalia has no ranks in Diplomacy or Intimidate. She also has none in Heal; she can't do anything for the wounded when she's out of spells, and she's not about to give the prisoner their only potion.
 

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"I'm not sure what more I can do." tells Jango. He remember once after a fight against the lizard, he had to take care of the wound of her sister. He has been lucky and she had hidden this to there parents, and they didn't had gone to adventure for at least two month... but could he reapeat that. (Heal: 15)

"It should do... I hope for him." he tells once he finish padding the pirate. He then search the man for any hidden weapon before he decide to do something bad for his health. Once he finish to search the man Jango tells Khalia. "Take alook at the other one. The spell must have kill him, but if he is tough enough, he might have survived. If not, search him, he might have something that will allow us to identify these pirates or what they are doing here precisely... Ari, you might want to interrogate him." he asks, looking at the creature hunter.
 


Having finished making sure his pirate was dead and searched, Ari makes his way to the other pirate. The one still alive. He turns to Jango. "Yeah, there is a cave beneath. The half-orc's looking into it. Let me know what you found on him." Then, turning back to the prisoner, he takes his time tieing the unconscious man. Looking down, a disconcerned look comes over his face. "Can one of you get him conscious? Can't really interrogate the man like this." He says the last with a gleam in his eye as he draws his silver dagger.
 

[sblock=Nelson: ]The wooden door out of the room is locked, but you suspect that several minutes of attacking it with the pickaxe would eventually break the door open. However, if the rememberence of how far the sound of the stonepicking travelled... hacking away at the wood might be heard. This is not guaranteed by any stretch, since you were a ways past the side tunnel that had light coming down it and thus the person would have to be in the darkness walking the tunnels to start to hear pick on wood. Take the chance or not?

Looking at the stone door, you see several runes written on it in draconic. Translated, they say things like "Herein is locked the fiends", "Khyber awaits", "Secure", "Move away", "Do not release", etc. etc. The stone has several chunks taken out of it where the pickaxe has done it's job, but there still is much stone left to dig through. There is also a strange arcane symbol in the center of the door that has been circled with chalk, and the pick marks have avoided that spot.

Inspect the room, you find there is a table with a number of papers on it. These include travel papers and itineraries for several sailors and other people (whose paths or destinations include Seawell), several maps of various tunnels (of which you suspect this room is one of them). There is a bit of food and some fresh water for when you get thirsty. There are several other picks and pieces of stoneworking equipment to use (including a broken one or two).

In one of the small chests is something odd... there is a rod about a foot and a half long with arcane markings on it and a crystal at the end-- quite possibly a dragonshard. When you take a careful look at the chest itself, you find a piece of parchment that says "Khalia, here is the Sargarso Unlocker you asked for. Hopefully the rod will get you past a couple of the inner seals in the ruins. Please keep it safe and ship it back to me when you are done with it. Good hunting! I await your results! Love, Father." You seem to recall Khalia ir'Indari mentioning that she was awaiting a ship to arrive that had some equipment she needed, and that it never did. Perhaps one of the ships run aground?

This whole thing strikes you as odd, and you go back to one of the maps on the table. Upon a further inspection, you see a series of tunnels... one of which ends in a room with a blank door and "Shard opened!" scribbled in next to it. When you take a closer look at the map, you try to remember the directions you walked while in the dark, and you think you find a place on the map where your room is drawn in (as well as the closed stone portal door). In this place on the map, a broad 'X' crosses out the stone door. Why is the shard rod just left in the chest in this room? Was it tried on this portal and it didn't work? Did it work on another portal down here? Very odd indeed. [/sblock]
 

DEFCON 1 said:
[sblock=Nelson: ]The wooden door out of the room is locked, but you suspect that several minutes of attacking it with the pickaxe would eventually break the door open. However, if the rememberence of how far the sound of the stonepicking travelled... hacking away at the wood might be heard. This is not guaranteed by any stretch, since you were a ways past the side tunnel that had light coming down it and thus the person would have to be in the darkness walking the tunnels to start to hear pick on wood. Take the chance or not?

Looking at the stone door, you see several runes written on it in draconic. Translated, they say things like "Herein is locked the fiends", "Khyber awaits", "Secure", "Move away", "Do not release", etc. etc. The stone has several chunks taken out of it where the pickaxe has done it's job, but there still is much stone left to dig through. There is also a strange arcane symbol in the center of the door that has been circled with chalk, and the pick marks have avoided that spot.

Inspect the room, you find there is a table with a number of papers on it. These include travel papers and itineraries for several sailors and other people (whose paths or destinations include Seawell), several maps of various tunnels (of which you suspect this room is one of them). There is a bit of food and some fresh water for when you get thirsty. There are several other picks and pieces of stoneworking equipment to use (including a broken one or two).

In one of the small chests is something odd... there is a rod about a foot and a half long with arcane markings on it and a crystal at the end-- quite possibly a dragonshard. When you take a careful look at the chest itself, you find a piece of parchment that says "Khalia, here is the Sargarso Unlocker you asked for. Hopefully the rod will get you past a couple of the inner seals in the ruins. Please keep it safe and ship it back to me when you are done with it. Good hunting! I await your results! Love, Father." You seem to recall Khalia ir'Indari mentioning that she was awaiting a ship to arrive that had some equipment she needed, and that it never did. Perhaps one of the ships run aground?

This whole thing strikes you as odd, and you go back to one of the maps on the table. Upon a further inspection, you see a series of tunnels... one of which ends in a room with a blank door and "Shard opened!" scribbled in next to it. When you take a closer look at the map, you try to remember the directions you walked while in the dark, and you think you find a place on the map where your room is drawn in (as well as the closed stone portal door). In this place on the map, a broad 'X' crosses out the stone door. Why is the shard rod just left in the chest in this room? Was it tried on this portal and it didn't work? Did it work on another portal down here? Very odd indeed. [/sblock]
[sblock=DM: ]Frowning, Nelson tucked the rod and the rest of what he found amongst his belongings carefully. When things didn't add up, they didn't add up - and Nelson was fairly confident that even a beautiful, strapping young pirate recruit such as himself wouldn't be entrusted with something critical to a Captain's endeavors. No, it must mean a trap of some kind...but what?

OOC: Spellcraft & Decipher Script on the circled arcane symbol, along with Bardic knowledge for relevance if Nelson somehow figures it out. He'll also check out that crystal and see if he can't figure out what sort of shard it might be, or what sort item the rod might be, because it would be pretty hard to justify using UMD on the thing recklessly in a room that might unleash something dangerous until he knows exactly what he's about to do. On the other hand, even if he doesn't figure it out, unless his inspection of the arcane symbol is incredibly conclusive, he's going to do it anyways. Nelson is known unjustly for many things, but the impatience bit is probably the truest test of his character. :D

After considering the symbol and the rod, Nelson simply shrugged helplessly. What the hell, I suppose if I had boobs and long hair like Khalia I'd stand like so and say something like this, and must'n't forget the smirking sense of self-righteousness and religious fervor... Nelson tried to be the sort of person that the magic in the rod would respond to, waving it at the somewhat broken stone door.

Why do I have the feeling that this will end badly? Nelson thought.[/sblock]
 

OOC: It looks like the only PC who actually has ranks in Heal is Taviss.

"I'll be inside." Khalia says, ducking into the tent. There might be some use for her in there; there certainly was not outside.

If I remember correctly, Brelish scouts usually had a basic first aid course. Father had me reading up on the militaries of the Five Nations for some reason a few years ago. Khalia thought.

"One of the pirate's guards is likely not going to make it unless one of you can do something for him, or we use the potion we recovered earlier." She mentions to Taviss and Skarg as she takes a look around.
 

The ranger drops his bow and arrows to the side and kneels down next to the body Jango is crouched beside. He examines the wounds and quickly works to stauch the bleeding. Taviss' rage at the deaths of the lighthouse-keeper's family had not vanished, but neither did he care to let other men die. "Int'rrogate if yeh want, but don' push 'im back t' death."
 

Skarg remains in the tent while the others look to the injured pirate.

Man's going to die anyways. If not by our hands, he'll surely hang once we get him back to town. Ah well. I guess this is the part that makes us the good guys instead of common thugs. Or some such philosophical crap. Skarg snickers to himself while he keeps an eye out on the hole in the ground.

Taking a quick look around, he thinks Hmmm... some cover would be good. and works on getting behind a crate, moving it a bit if he has to.
 

Ari looked at Taviss. Sometimes the ranger was inscruitable. "I have not plans on killing him. Fear is usually a good enough motivator, and he's already been near death once. That should suffice." Turning back to the captive, he asks, "Now we have to get him awake."

[OOC: How damaged is the pirate? ENough that we would have to actually heal him?]
 

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