Rise of a Regent Campaign Thread

Game Master Illydth

A prince sent into exile returns to his homeland to take back his throne, save the region, and maybe even the world.


551 to 600 of 3,118 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Male Human Fighter 5

"It's the chandelier!"


As Dirk calls out the message and Fyird tries to regain control, a crash from outside the room indicates more company as a trio of mindless zombies, wearing aprons, crashes through the door and enters the room, obviously bent on serving you as dinner.

Round 1 Initiative and Actions please.

Zombie 1 Initiative: 1d20 ⇒ 6
Zombie 2 Initiative: 1d20 ⇒ 16
Zombie 3 Initiative: 1d20 ⇒ 20

Looking at the map it's a 30x20 room (30 east/west, 20 north/south). I'm numbering the room 1 - 6 going across (top 3 blocks: 1, 2 and 3, bottom 3 blocks 4, 5, and 6. The blocks are 10' each and I believe that 5' is the normal so 2 of you can fit in each square. I've got the zombies at 3 and 6 (1 at 3, 2 at 6) Dirk is the closest at 5, Fyird is wandering at 2 as is Armand, Selena/Thantos I have at 1 and Lash at 4. The Dining Room Table runs down the center of the room from just into 1/4 to just into 3/6. The Chandelier is right in the middle (2/5).

-------------
- 1 - 2 - 3 -
-------------
- 4 - 5 - 6 -
-------------

Please give me round 1 actions. Armand and Fyird can act but any attack rolls are at a -4 penalty (blinded).


Male Human Fighter 5

Initiative 1d20 + 6 ⇒ (17) + 6 = 23

Seeing the apron-clad zombie lumbering towards his blinded companions, Dirk spins to attack while doing his best to block the other two zombies from further entering the room!

Elven sword above his head, Dirk shouts, "Blades of Hell!"

Over-hand Chop Attack on Zombie #1 1d20 + 8 ⇒ (6) + 8 = 14
Damage 2d6 + 6 ⇒ (1, 4) + 6 = 11

DM: I'm guessing Zombie-chef #1 is the one closest to Armand and Fyird and that all 3 Zombies are currently adjacent to Dirk. Dirk is attempting to draw the attention away from his two blinded companions and will do so by attacking the one closest to them.

DM2: 10x10 would equal 4 5x5 blocks... so 4 players per block?


Initiative 1d20 + 2 ⇒ (7) + 2 = 9

"Fyird and Armand! Drop to the ground!" Thantos requests as he points a fist with his familiar toward the Zombie at location 3 .


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

Fyird, panicking, and unable to see trusts his companion, and drops to the ground.

1d20 + 2 ⇒ (20) + 2 = 22 Initiative.


Selena are you still with us out here in Cyber-Space? We miss your posts.

Liberty's Edge

Mird will take his cloak and try to make a move throwing it at the Chandelier in order to cover it. He will try doing it without getting out of his Stealth mode, he will try the approach avoid looking at the same stop Armand and Fyird were looking when they were blinded

Last Stealth roll:

"Mird Suttons, Wed, Nov 4, 2009, 07:47 PM

Mird is going Stealth: 1d20+6=21"

Acrobatics : 1d20 + 2 ⇒ (8) + 2 = 10


F Human Rogue 5

Initiative: 1d20 + 4 ⇒ (14) + 4 = 18

Lash surges forward charging past Dirk to strike at the slowerstill flat footed of the two creatures, slipping on the disgusting ichor dripping from the monsters and ruining her strike.

1d20 + 4 ⇒ (1) + 4 = 5 1d6 + 1 ⇒ (2) + 1 = 31d6 ⇒ 5

AAAAAARRRGGGHHH!!!

Liberty's Edge

Sorry I forgot about the Initiative

Initiative: 1d20 + 6 ⇒ (8) + 6 = 14


Armand Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Selena Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

Zombie1 Attack: 1d20 ⇒ 14
Zombie2 Attack: 1d20 ⇒ 8
Zombie3 Attack: 1d20 ⇒ 14


Initiative:
----------------------------
Dirk: 23
Fyird: 22 (Blind)
Zombie3: 20
Lash: 18
Zombie2: 16
Mird: 14
Selena: 13
Thantos: 9
Armand: 7 (Blind)
Zombie1: 6
----------------------------

Notes:

Dirk: Yea, I think you're right: 4 5x5 blocks: 4 players / block. Zombies are on the back blocks of 6 and the first back block of 3 (in a line) and moving forward.

Thantos: Remind me about your familiar again. Generally they aren't overly combat oriented, though I know they can attack.

Mird: There's no way to stay in stealth and throw your cloak: thankfully the zombies look less than intelligent and none seem to notice you. I seem to have forgotten about you in the "where you are" section above. I have you at 5, close to the table and the chandelier.

Dirk runs up to Zombie1 and takes a swing, his blade cleaving from shoulder to sternum and out the side, the zombie crumbling to the floor, quite dead.

Fyird flattens himself to the ground trying to get out of the way of any action that might be happening.

Zombie3 sidles forward toward Dirk and takes a swing with a rusty cleaver, the rending of metal on metal as Dirk swings his shield up to block.

Lash lunges at Zombie2 but slips and trips, actually falling past the zombie and out the door of the room, falling flat on her face just outside the door. A quick tuck and roll and Lash is coming up to her feet. Crit Failures suck! :) You're on the square just outside the door. I'll allow you to rise, move and attack on the next round.

The second Zombie (Zombie2) turns and takes a swipe at Lash but the trip actually helps her as the cleaver whistles just over her head.

Mird throws his cloak over the Chandelier mostly covering it.

From within the cloak a small light winks and Selena cries out and drops prone to the ground.

Armand also drops to the ground at Thantos's call and doesn't move.

Holding the end of this round till I figure out what Thantos's action is about.


Round 2 Initiative:
----------------------------
Dirk: 23
Fyird: 22 (Blind)
Zombie3: 20
Lash: 18
Zombie2: 16
Mird: 14
Selena: 13 (Blind)
Thantos: 9
Armand: 7 (Blind)
Zombie1: (Dead)
----------------------------

Feel free to give me round2 actions, I'll cover Thantos's Round 1 + all Round 2 in the next post.

Liberty's Edge

Mird will take his Earth Breaker (Hammer)and smash the Chandelier while it is covered by the cloak. He will keep an eye on the Zombies to see if any one of them is coming - If Dirk leaves anyone left.

Earth Breaker Attack : 1d20 + 4 ⇒ (20) + 4 = 24
Earth Breaker Damage : 2d6 + 3 ⇒ (2, 3) + 3 = 8

Critical 20/x3


Male Human Fighter 5

As Dirk is rending his ichor-stained sword from the halved zombie, he hears, more than sees, Lash go flying by, skidding and flailing on the slippery muck before disappearing from sight out the door.

"Lash!"

Once again, sights and sounds of the present fall way to the instinctual warrior training. The crashing sound of the chandelier behind Dirk causes only a slight bump in his focus.

Turning toward the Zombie attacking Lash, Dirk launches a powerful overhand chop!

Attack! 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 2d6 + 6 ⇒ (3, 2) + 6 = 11


DM: From the back page of my player sheet..."ARCANE BOND - You have formed an arcane bond with a Ring. You require the Ring to cast (else, make a spellcraft check DC 20 + spell level to avoid losing the spell), but it can be used once per day to cast any one spell that the wizard knows and can cast,. (PFB 49)." When I said "familiar" what I meant was my ring with the ARCANE BOND. Sorry for the confusion.

With his outstretched arm Thantos focus on a zombie Zombie 3. With a crack from his fist a magic missile zooms forth toward his target.

Magic Missile Damage: 1d4 + 1 ⇒ (4) + 1 = 5


F Human Rogue 5

As Dirk strikes the zombie from the front Lash rises with a thrust at the creature, her back foot planted.

Attack1d20 + 4 ⇒ (11) + 4 = 15 1d6 + 1 ⇒ (4) + 1 = 5 Sneak attack1d6 + 1 ⇒ (2) + 1 = 3


Is it Saturday Already? My how time flies...

Mird's hammer strike on the chandelier causes a chain reaction of sound. First, the hammer hitting the hanging light source causes crystal and glass to shatter and break in the distinctive tinkle of broken glass. The strike hits the chandelier so hard, however, that it is knocked loose from it's bindings on the ceiling and comes crashing to the tabletop. The crash of metal on wood is followed by more broken glass and shards splintering and flying in all directions to further break and shatter against walls, chairs, and armor. This sound is quickly followed by the sounds of pewter and silver plates, knives, forks, spoons, and goblets scattering off the tabletop and onto the floor with all the various clatters, clanks, and crashes that would accompany half a set table crashing to a stone floor. The cacophony of all this had to have been heard all the way up and down the hallway. All that is left is a twisted metal frame and several thousand glass and crystal shards scattered literally throughout the room, along with at least six full place-settings laying in some kind of disarray scattered all along the back half of the room.

Your momentary surprise is quickly overcome as each of you go back on the attack.

Dirk's overhand swing again takes the nearest of the two remaining zombies and almost cuts it in half as well, the remaining part simply falling limply to the ground oozing some colorless ichor from what was left of it's rotting body.

Lash's thrust sends her blade straight through the zombie's chest ahead of her, while Thantos's magic missile takes the zombie in the face, dropping it to the floor as well.

As the last zombie falls to the ground and the last sounds of the shattered and completely destroyed chandelier fade away in echos down the hall ways outside, each of you takes stock and stops to listen to the sounds around you, determining if anything else is coming your way or not.

Several moments pass as the prior silence of the laboratory descends upon you as if nothing happened. The chandelier was obviously the cause of the blindness as the strange attacks have now stopped.

Fyird/Armand: Your blindness has worn off by the time all this has ended.

Ok, what would you guys like to accomplish in this room?


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

Fyird stands shaking his head to clear out any slivers of glass "Boy! I wouldn't want that to happen again". "It's amazing how we take our senses for granted".

Fyird will then step to the zombies, and try to determine anything unusual about them or their possessions. Take 20 for a total of 20


Male Human Fighter 5

Stepping back from the gory mess, Dirk turns to scan the scene behind him. Noting that everyone seems unscathed and that no other attacks seem pressing, his intensity subsides with a grin.

Noting Mird covered in glass and still wielding his hammer, Dirk says,
"Mird gets credit for slaying the chandelier."

Walking over to Armand he sees his friend look up and follow his approach - indicating his vision has returned. Sighing with relief, Dirk says, "Paralyzed then blinded... you always were starved for attention." Clapping his friend on the shoulder, Dirk will move back towards the door and take up guard once again as his friends continue their search.

As he passes the ichor covered Lash, Dirk smiles and whispers, "Nice footwork."


Each zombie is carrying what looks like a well used (and shiny) butchers cleaver and is wearing a (now ragged) apron and very think leather gloves (assumeably to keep at least SOME hygiene).

You shudder to think about it but the evidence seems clear to lead you to believe that these zombies were cooks for Kavorquian. The whole concept of rotting mindless zombies cooking food for Kavorquian's guests which would then be served in this very room makes you all just slightly Ill.

At least half of the place settings are either bent or somewhat broken and lay scattered around the floor. What's left (4 settings), while tarnished and a bit under utilized could be polished up and sold for somewhere around 25 gold each (100g total, but they weigh in at 12 lbs encumberance, 3 lbs / place setting...they are made of pewter, copper and other heavy metals, are significant in size, and each place setting has MANY pieces to it).

Not much else of value is in the room that is immediately visible.

I'll take some time here to update XP values as well in the next post. Anyone else have anything else they want to check on?


F Human Rogue 5

Lash gives Dirk a good natured dirty look as she mutters, "Oh shut up."

Liberty's Edge

"This old wizard was just crazy, how he could eat food made by this monsters..."

"Let's see if he had some more tricks here in this room"

Perception check (Hidden doors): 1d20 + 6 ⇒ (15) + 6 = 21

If he finds nothing Mird is ready to continue the search


You're relatively certain your search was thorough and turned up no secret doors, niches or areas.


Experience Award: Conversation with Kaerin and Dungeon Till now.

Dirk:
400 XP - Good Leadership and good advice to the DM, thanks for it!

Lash:
400 XP - Good RP and Use of skills, you're bringing some good cohesion to the group.

Selena:
730 XP - You made off like a bandit in the conversation with Kaerin, great initiative for looking at the body and questions.

Mird:
Welcome to the Team! 500 XP - Good play and good use of skills.

Fyird:
Good use of ability, good RP of character so far. 400 XP

Thantos:
400 XP - Good Job with stepping up and handling directions and such, very helpful.


Male Human Fighter 5

Noticing that the search seems to be wrapping up, Dirk says, "Shall we move on? Our host is on a bit of a schedule."

Looking over at Thantos, Dirk asks, "Where to?".


DM: Are you concerned about the apparent lose of Selena?


"There is a door connecting this room to the next. I suggest we go through it. Any objections?"

The map shows a door connecting room 7 to room 8. I am suggesting that we move through that door into room 8.


Re: Selena. I've sent a message to his personal e-mail address asking, in essence, what's up? That was a couple days ago and have not yet heard anything back from him. We'll keep Selena idle for a bit to give him a chance to write back and identify any issues or problems that he might be experiencing before I make any decisions on what to do with the character in the campaign.

On a broader note, this is the second "loss" we've had to the player base. I'm not trying to read anything into that but I hope that the campaign as it's playing out is interesting enough to everyone to keep their attention. I am ALWAYS willing to try new things and incorporate new ideas (ask Dirk, he's sent me several e-mails with suggestions) and I'm more than willing to work with any of you if you're not feeling the connection to the story.

I would also like to ask a favor of all of you. If, at some point, you do feel the need to drop out of the campaign, regardless of reason, I would appreciate a quick email. I take constructive criticism very well and will hold no hard feelings to anyone if they feel the need to pass on the rest of the campaign. It is helpful to me, however, to know that you've not "died in your sleep" so to speak and to keep the campaign flowing.

It would be even MORE helpful if you could let me know of your flagging interests prior to you feeling the need to drop out, if that's the problem. Obviously real life takes its toll on people and there's nothing to help that...but if I'm doing something wrong, and it's causing you to feel that the campaign isn't suiting you, PLEASE don't hesitate to let me know and help me work with you to make this an enjoyable pass time for you.


Moving on to the next room - #8 on the numbered Map

The door in the north wall is hinged to swing both inward and outward, allowing obvious ease of access to the largish room beyond the dining room.

As you enter the room you see many wooden work tables, some covered with dried blood, others rotting food and finally others utensils, knives, cleavers, and all sorts of cooking implements. Copper Utensils, Pots, and bowls are strewn all over the room including hanging from overhead racks Some of the cooking implements are clean, others covered in grime, mold and other unsanitary stuff.

A stove sits against one wall and is still producing heat: another of the ever-burning fires like the one in the lounge lit inside it, allowing the stove to be used for cooking (even still). The room is MUCH warmer than the rest of the complex.

Surprisingly, for a kitchen that looks in a bit of disrepair, it is not COMPLETELY unsanitary: particularly considering the obvious evidence of the zombies you just destroyed having been the cooks for the complex. Most of the surfaces seem clean, and those unused recently are fairly spotless. The mold and grime all seem "fresh" to your inspection and could easily have come from a few days to a couple weeks of Kavorquian's absence. All indications are that, while Kavorquian was in control down here, the kitchen here may not have been as "unclean" as you would think. While you are all still somewhat nauseated by the thought of undead rotting corpses cooking food for guests, you can also see where, perhaps, ingesting that food wouldn't be a fast trip to a shallow grave either.

The door leading east stands closed.

Ok, searches? Checking for things?


"Is it just me or does this place look nothing like a laboratory or work shop? This guy must have been living down here. Not much of an existence if you ask me."


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

"I have heard stories of such wizards", Fyird states. "They get so involved with their research they don't want to leave it...still it is unusual to have such formal arrangements". "Usually in the stories I have heard, the living conditions were much more...well...subtle". "These arrangements, look like he never left the sub levels". "Maybe there is more here than meets the eye".

Fyird walks around the room peering into various pots, and opening drawers.

1d20 ⇒ 11 perception.


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1
Illydth wrote:

Re: Selena. I've sent a message to his personal e-mail address asking, in essence, what's up? That was a couple days ago and have not yet heard anything back from him. We'll keep Selena idle for a bit to give him a chance to write back and identify any issues or problems that he might be experiencing before I make any decisions on what to do with the character in the campaign.

On a broader note, this is the second "loss" we've had to the player base. I'm not trying to read anything into that but I hope that the campaign as it's playing out is interesting enough to everyone to keep their attention. I am ALWAYS willing to try new things and incorporate new ideas (ask Dirk, he's sent me several e-mails with suggestions) and I'm more than willing to work with any of you if you're not feeling the connection to the story.

I would also like to ask a favor of all of you. If, at some point, you do feel the need to drop out of the campaign, regardless of reason, I would appreciate a quick email. I take constructive criticism very well and will hold no hard feelings to anyone if they feel the need to pass on the rest of the campaign. It is helpful to me, however, to know that you've not "died in your sleep" so to speak and to keep the campaign flowing.

It would be even MORE helpful if you could let me know of your flagging interests prior to you feeling the need to drop out, if that's the problem. Obviously real life takes its toll on people and there's nothing to help that...but if I'm doing something wrong, and it's causing you to feel that the campaign isn't suiting you, PLEASE don't hesitate to let me know and help me work with you to make this an enjoyable pass time for you.

I like the story, but we have a few characters not pulling their weight post count wise. Fyird excels at social situations, and is a support character for all other situations...War...Dungeon exploring etc, Fyird would never take the lead in these situations, as he is not suited to do so skillwise. Still the game is a blast, just drags due to some of the post lag (I have been guilty of a little of this, but mainly due to playing a "support" type character).

If I have one gripe it's that we're playing an outdated version of the rules. While they are free which is good, all my other games in real life and in cyberspace use the final rules, which means I don't have to go back to the beta to see how things are handled. I don't know if everyone has the Pathfinder rules, but I would certainly love to convert/upgrade...In addition I can use my Hero Lab software for character creation, and running.


Male Human Fighter 5

Dirk enters this room like the others. Wary eyes moving to areas of possible attacks. He will position himself near the door on the east wall.

Perception: 1d20 ⇒ 8

I like the story and the game. You've been great about discussing anything I've brought up.

I agree with Fyird, I would like to see more frequent posting as well. I usually check several times a day on weekdays.


"This place is a bit disgusting!"

Thantos starts going through all the drawers and cabinets in the Kitchen.

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

Liberty's Edge

"That Oven gives me the creeps, it seems something that I will have to use my little fellow against" Says Mird looking at his Earth Breaker.

"Let's do something different this time" - He says taking his Bow off his back - "While you do the search I will shoot the next, freaking aberration that will come in our way"

Mird is with and arrow in his bow ready shoot, if anything moves he wants to notice first and shoot if needed.

Perception Check: 1d20 + 6 ⇒ (16) + 6 = 22

Attack (if needed): 1d20 + 6 ⇒ (1) + 6 = 7


"Good thinking, Mird", says Thantos with a complementing tone. Thantos jokes, "Watch out for all these flying pots and pans."


Quote:
While they are free which is good, all my other games in real life and in cyberspace use the final rules, which means I don't have to go back to the beta to see how things are handled. I don't know if everyone has the Pathfinder rules, but I would certainly love to convert/upgrade...In addition I can use my Hero Lab software for character creation, and running.

I like the idea of using the final rules and the Hero Lab software looks cool.


I've opened a discussion in our discussion thread related to the rules upgrade suggestion, since I know most people aren't checking it regularly (I'm sure not) I thought I'd go ahead and re-link the post:

Rise of a Regent Discussion Thread

Please do me a favor and quickly comment to the discussion thread topic if you can.


Male Human Fighter 5

Dirk adjusts his armor and looks amused as Mird threatens yet another appliance.


I'm adding a statement on "play pace" to the discussion thread in a few minutes. We'll continue with story here. :)

The room search takes several minutes.

The pots and pans are all copper or iron, and are in a somewhat state of disrepair...many are dented, some are warped, and you see many scratches and burn marks. You're pretty sure even if you managed to carry all of these things out (each of the larger pots and pans weighs in at several pounds) you wouldn't get more than a few silver for the entire lot.

However, as Fyird is searching around the back of the room he finds on a peg in the wall behind where several blood stained aprons are hanging, a ring of keys (some 20 in all).

None of the keys are marked specifically, most of the keys are pretty evenly shaped (the "tines" on the keys obviously are different but the keys themselves are mostly the same shape/size and manufacture), and there are no markings on any of them to indicate one from the other.

The most interesting feature of the room, however, is the fact that there are obviously footprints in the dust settled on the floor of the room.

The footprints in this room are clearly visible in the dust and do, in fact, seem to come into and out of the room by the east door (not the door leading into the dining room). Looking into the hallway in the east, you see some dust settled on the floor just outside the room, but there are no "tracks". You assume the air movement in the main hall of the complex is enough to scatter any conglomeration of dust on the floor making tracking someone like that hard to follow. However, it is very clear that someone has been in this room, and "recently" (though there is a scattering of fallen dust in the footprints, we're not talking "within the hour" kind of recently...somewhere maybe within the last couple days).

Ok, were do we want to move next?


Male Human Fighter 5

Dirk says, "The footprints stop right at the threshold... odd...", pausing in thought he continues, "Can any of you determine if there is an enchantment on this doorway? If not, I suggest we exit the way we entered - back through the dining room. I've about had enough of this wizard's tricks."

Finishing, Dirk looks expectantly at the magic users in the group.

Liberty's Edge

Mird will investigate the footprints trying to determine the specific size and type for creature who left them:

Tracking 1/2 Speed: 1d20 + 6 ⇒ (3) + 6 = 9

I say we investigate the door where the footprints end, we need to search every corner of this cursed place.


"I think we just go back through the door by which we came and avoid any dangers with this one."

Liberty's Edge

"!?"

"Thantos, come on! If we wanted to avoid danger we should have never came down here."


Close examination seems to identify two different sets of footprints: both are somewhat human sized, but there is a distinct difference between the two different sets of prints: The first have been made by what looks like a bare foot, a couple of the tracks even seem to be missing toes. The movement of these tracks indicates that the creature was moving more by dragging his or her feet than by actually "walking". The second set of footprints are obviously of a booted/shod person, somewhat smaller than your average adventuring man. These footsteps start just inside the threshold of the door in the east wall (the one leading back out into the exterior hallway) and continue into the room. From there they go all over the place, to the stove, to the tables and work areas, to some of the pots and pans, even to some of the dry goods areas. They are very hard to track, however, as they are continually criss-crossed by the other set of prints.

However, you can make out two things about the second set of prints: first, the footsteps never get close to the back corner of the room where Fyird found the aprons and the keys...this leads you to suspect that the person moving through this room was not or was unable to actively search it (as you had done). Secondly the footsteps never lead to the door into the dining room.

You also realize that the reason the footsteps probably stop at the door to the east exit is because the main hall way is not overly dust lined. It's possible the simple answer is the footsteps stop at the door because beyond it, there's nothing to make footprints in, unlike this room.

Don't spend too much time on this one folks, the explanation is actually rather simple. It looks like you have 2 recommendations at this point: exit the room back the way you came or open the door and exit that way. Either way we need a destination to move to.


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

"I say we see what's in here", Fyird states standing near the unopened door. "It would be our luck that what we are seeking is in here".


Male Human Fighter 5

Dirk looks curiously at Fyird, "This doorway can only lead to the hallway...". Noticing that Fyird is fingering a set of keys he says, "Maybe we should bring those with us..."

Swiveling his gaze over to Mird, Dirk comments with a smile, "Your victory over the chandelier has you feeling bold. But to some degree, I agree with you. Anyway, the door seems innocent enough. Let's keep moving."

Dirk will open the door (if it is not already open) and step out into the hallway.

"Thantos?", Dirk asks looking up and down hallway while awaiting a direction.


"Let's move out this door and down the hall to the left toward room 10."


Good morning folks, hopefully the weekend treated you well. I'll be checking posts later this afternoon also, I'd like to try to get through a couple things today if you all have time.

As you exit the kitchen door, a darkness looms up in front of you, as the passage across the hall from you descends down a set of stairs to a "lower" level, looking down the side hall/stairwell, you see a closed door at the bottom.

Forming up and moving farther down the north/south hallway, you pass another closed door on the right and continue, carefully, down the hallway to the west. The sounds of your echoing footsteps and clanking armor increase as you enter the short west/east hallway and come to the end of it, the door leading into the small room here is cracked partially open.

A small, fresh, scrape mark in the dirt and rock of the floor shows you that the door here was, in fact, closed at one point and has "recently" been opened.

You hear nothing coming from the room beyond and a quick glance through the crack between the door and the door frame reveals nothing.

Actions?


F Human Rogue 5

Lasciel studies the door searching for any indication of a trap.

Perception1d20 + 4 ⇒ (18) + 4 = 22

551 to 600 of 3,118 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Rise of a Regent Campaign Thread All Messageboards

Want to post a reply? Sign in.