The door with the melted lock leads to a new section of Devlehaven. The first room we encounter has some weird magical trap that creeps us out, and the second room looks like it will have a second, similar effect. But, being adventurers, we can't just ignore it. In we go. I sense the trap […]
Archive for August, 2012
'Before you open the door, you notice...' 'It's closed?' 'That it's already open?' 'No, it can't be that. We didn't notice the front door was ajar when we spent five minutes trying to open it, even with the GM pointing this out to us.' '...that the lock has been melted by acid.'
The baying mastiffs have split the party, and the two of us that remained may have been unaffected by the fearful howl but we were still nearly split by the dogs' bites. Thanks to a bit of cunning combat, we beat a tactical withdrawal and manage to heal up and wait for the other party […]
'Can I make a knowledge (engineering) check to see what the effects would be of smashing the tank of water?'
'Perception checks, please.' Dice skitter across the table to land on a variety of numbers, such is the random nature inherent in the process. 'Those of you with good rolls hear the sound of tables breaking, and then you see this', says the GM, as he places a rather large miniature on to the map. […]
In exploring our way around the Pathfinder lodge of Delvehaven we come across a wooden bridge. Naturally, it's rickety. 'I'll try crossing the bridge', I say, knowing that my acrobatic qualities, agility, and ability to fall moderate distances safely may well come in useful. 'I can probably cope with it even if it's actually as […]
We couldn't harm the swarm directly, nor the sphere of force, but dispelling the sphere released the cleric and bats, and a deft use of the calm emotions spell removed the aggressive tendencies of the swarm so that it dispersed harmlessly. We need to be more aware of traps. More traps are avoided on our […]
We deftly enter the grounds of Delvehaven by vaulting the meagre wall surrounding it, avoiding any wards or traps placed on the long-barred gate. We're not so lucky in avoiding a trap on the path leading to the main door, though. A spark of light alerts our paladin as he steps on a flagstone, letting […]
Delvehaven. Our current destination is the Pathfinder lodge that has been sealed by the local government and protected by wards. But our party has found information about those wards and the dangers within, and we are ready to enter the lodge and discover the secrets of the shadowbeasts. But something feels different. Of course, 'we've […]