D&D: Palace of the Silver Princess Level 2

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train

Guest
(I don't have a spellbook with me - but won't it dmg an inanimate object - )
 
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Guest
(Well - I was thinking that if they were trying to ambush us and we tried getting through, that it would throw them off also... and we could possibly get through the door... It works for SWAT teams...)
 
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BigBlue

Guest
Patrick

what if the strongest of you (two of you I'm guessing is all that can effectively do it) charge it to break it down, I'll lag behind and be prepared to cast a sleep spell if there's an army in there... (After relooking at the map, I see there is truly no other exit (short of a secret/concealed door)... Everyone else can be ready w/ missile fire.
 
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DarthFerret

Guest
Volunteers to help break the door, since he has no missile weapons....
 

TomB

Administrator
Staff member
Rondo attempts to simply walk up and open the door normally. If turning the knob fails to open it, he suggests the thief try to pick the lock...:)
 

Spiderman

Administrator
Staff member
** I never really thought about knobs or locks... I always thought they were handles or something. I'm not familiar with how doors were made in medieval times :) ) I guess there's a handle on both sides of the door.

Rondo walks up and opens the door and sees and empty room beyond (where you fought the chanter)
 
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Guest
Si'Nat

"All that fuss for nothing... let's see if we can find our way around to that other side before buddy goes and gets help..."

(Leads on...)
 
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Guest
Si'Nat

(Out into the hallway we met our other friends in... then continue heading East I think it was...)

"C'mon guys... we want to get the jump on them..."
 

Spiderman

Administrator
Staff member
** Gotcha

You head back on out and head east for 40' before coming to an archway intersection. Corridors lead north, east, and south. Your torchlight shows the northern way goes at least 30', the eastern way goes at least 30' with two doors in the north wall at 20' and 30', and the southern way goes at least 30' with a door in the east wall at 20'. No sign of the hobgoblin.
 

Attachments

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train

Guest
Si'Nat

(Well... The hobgoblin was South... let's go that way to see if we can catch him...)

"C'mon guys..."
 

Spiderman

Administrator
Staff member
** South? Where do you get that?

You head 60' south - this corridor doesn't seem to end! You're prevented from going any further though when you stumble upon a group of gray-colored, red-eyed small humanoid, similiar to ones you encountered on the first level of the palace. Rondo roars "Goblins" and charges!

Round 1 - Party has initiative.
 
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Guest
Si'Nat

According to the map, we went bac Notrh to get out of the area we were in... turned East... coming to the intersection - the only way to get back towards the hobgoblin is South... unless what I just logic-ed isn't really right...

(Releases an arrow...)

"Such sweet sorrow..."
 

Spiderman

Administrator
Staff member
** As far as you know, the hobgoblin shut the door back at the chanter's room. When you opened it, he was gone. You have no idea where he went. He could have gone west for all you know. Or north, or east at that last intersection.
 
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BigBlue

Guest
(Or he could have hid in that bedroom... :) )

Patrick

Throw daggers when able unless the tide turns and I feel we need to sleep them.
 
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