Loren Silverleaf |
let us check out the doors to the south east (3c and 20)
loren will cover Bengal (staying 10ft behind) if she is willing to check out the doors
just to say, i am enjoying this and untill the last few weeks (when it has slowed down a bit) it was the fastest moving pbp i was in
Tarlane |
Moving down to the southeast, you find that when you get closer to the doorway to area 20 it isn't just a normal door, but is in fact made out of some sort of metal that has a blueish tint to it. There is no obvious way of opening the door.
Checking the other door, Bengal is able to quickly determine that it is not trapped and opens it with Loren covering her. The room inside is mostly empty, but for wrecked and moldy furniture around the outer edge of the room and several small puddles of water on the floor.
Tarlane |
Bengal takes a search around the room, picking through the cluttered and ruined bits of furniture. She turns up a fine bronze key that seems to be masterfully crafted, but doesn't find anything else that looks to be of value.
If you then proceed to the door to room 20, the Tibbet looks over the metallic door and can't seem to find any way to open it. Its sides are set into the wall as if it slides rather then pushes open and that keeps her from getting to the latch as she was able to on the doors the creatures were behind.
With this close of an inspection, the door itself seems to be made of some sort of composite steel.
Tarlane |
Thel, you snuck down to room 3 when you first came in and then went straight ahead after the goblins. I don't think you have actually gone into room 2 before to get a description.
You come down the stairs from the entry way into a long room. This hall runs north and south, the walls adorned with painted frescoes of humans riding, running along with, or chasing horses. A few ride winged horses high in the sky.
A skeletal corpse lies near the bottom of the stairs.
When entering the room, even in the dim light Kolgun easily spots a trapdoor along the north-western wall.
The corridor to the southeast slopes down as it goes.
I'm going to need each of you to make stealth checks as you enter the room. Also you can make perception checks(sound based) and if you hit the DC below you may look at the spoiler.
Perception DC 15
Loren Silverleaf |
got a bit confused there!
sorry my post from a few days ago should have read go west and check room 2, not 20!
(we had already checked the door to room 20 by then)
stealth clunk clunk clunk goes the elf!
1d20+3=5
perception i hear all!
1d20+2=16
comrades, there is a growl coming from the southwest corridor
Thel Menderovian |
Coming into the room, Thel snaps one of the bones of the skeleton.
Stealth Roll (1d20+4=5)
Thel hears the growling...and gets his daggers ready.
Perception Check (1d20+1=19)
Aldrin Beackerbreacker |
I just saw nothing was going on that warranted my guy talking, and figured you all were just taking a short hiatus with the 4th of july weekend and summer break on us.
Wow, we all heard them, and I'm pretty sure they all heard us.
"I hear it too. Maybe it's something living, so I can use some of my spells. I'm getting tired of the blasted living!"
Thel Menderovian |
Again with the weird silence....Figure Bengal would be out in front checking out the door, and getting it open. Moved her into position, with Thel behind.
"Another slavering creature," Thel remarks, pulling out his twin daggers, nodding to Bengal to open the door when she's ready.
Initiative (1d20+3=20) (if needed)