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Old 05-02-2010, 01:09 PM   #150
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Alzar awakes to find himself in the jail cell of an unknown place. He took some damage from beatings and kicks. They actually missed the Ring of Protection, and Alzar is still wearing it.

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There is flickering torchlight from the hallway illuminating the cell. Alzar does not know where he is, or why he is. Torture? Information? Conversion? He still has all of his spells – Blastbones, Sleep, Charm, ESP, Ray of Ondovir and Animate Dead Animals. He checks the spell components. Charm and Ray don’t need any, so that’s good. Sleep requires sand, and there’s some on the floor on the cell – that’s good. Animate Dead Animals needs a bone chip from the species of animals to animate, and that is usually obtained from the corpses itself, so thats a check. Blastbones needs the bones to be destroyed, and anything else to be used like debris and nails. ESP on the other hand, needs a copper piece – and unless Alzar can find a few, that will not be castable.

Alzar awakens Megala to get a look. Megala followed, and Alzar sees an outpost where he is. He orders Megala to hold tight. Lastion is outside of the one mile radius and must be going stir-crazy. It is before noon, so about mid-morning by the sun.

There are double doors going out to the hallway. Alzar’s feet are in shackles, and they go through a ring in the floor. His hands are tied in front of him. Alzar tries to come with a way out. If his hands are untied, he can go with Charm Person. He could gather sand and cast Sleep. So there are options there. Alzar does not have the Rope Use proficiencies which would help him here. Therefore he will have to make a Dex Check at 50%. His Dex is 12, so he needs a 6 or less to free his hands. He rolls a 2. The rope slides off. He tests the ring and it is not bending or coming off the ground. Alzar tries the chain to see if it will come off, and then ties to see if maybe the hoop is screwed into the metal plate on the floor, but it’s not – it appears to be heavily welded. (Forge welded, the other forms do not exist)

He tries to find the edge of the metal plate. Perhaps it can come up. While he is doing that, he hears footsteps come up to the room, turn a key in the door, and in steps a gnoll.



It has a plate of food and water, and harshly tells Alzar to sit up. As he comes in, Alzar casts Charm Person and…it works! The gnoll is now Alzar’s good and dear friend. Of course it will unlock Alzar’s chains! This is a bandit outpost of men and goblinoids, and was funded in part by House Radu, and now House Radu uses it as a temporary base. Alzar was to be tortured, interrogated, and then killed. There is a hallway right outside, and Alzar’s things are in a room down to the left, turn left, and enter the door on the left. However, the door is locked and the gnoll does not have the key, nor does he know where one is. The gnoll happily gives Alzar his only weapon, a dagger. Alzar will be at -4 to use it. The gnoll does not know many of the rooms in this area of the outpost, but he quickly outlines the outpost on the wall with a fighter to give a rough showing of where things are.

Alzar convinces the gnoll to leave, and it agrees and does so.

XP 50
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