"I think we have all learned I am not quiet nor stealthy by any means, so if one of you stealthy types would be willing could you pick an area and scout it out?"
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Halfer Niblefingers lvl 5 Rogue - A War with No End
Started in 82 and played until the early 90's. Migrated to dial up BBS and played pbp.
Played: D&D, Gamma World, MERP, Star Wars, Star Trek
This post has potentially manipulated dice roll results.
Luthien will hide in shadows (stealth: 23) and make her way to the door outside of room #11. She'll put her ear to the door, and see if she can hear anything going on inside the room (perception: 8).
The door is wide open. Barrels, crates, and sacks line the walls of this chamber. Among the loot, four oversized straw pallets and other simple furnishings show that it now serves as a bunk room. This is probably where the orcs and Great Ulfe came from, because the room is completely lifeless.
This post has potentially manipulated dice roll results.
Luthien will quietly sneak down the hallway towards the other end of the hall. As she nears the turnoff for room 12, she'll quickly poke her head around the corner first, to see what's down that little hallway leading to 12. If nothing, she'll walk down to the door of 12, and try to listen in through the door (without opening it).
This is, unfortunately, another empty barracks room where the orcs would rest or sleep. You're almost positive this place should contain more orcs, but..where have they gone?
Luthien, there is nothing really of value in AREA 12.
AREA 13 - THE DWARVEN STATUE
At the end of the passage stands a statue of a fierce-looking dwarf in heavy mail armor. The stone warrior hold a sword in one hand and a smith's hammer in the other. The statue is about seven feel tall and stands on a large stone pedestal.
As you approach the door on the left, you notice on the floor that there is a large pressure plate that you were about to step on near the door and the statue. You guys can hear noises coming from behind you from AREA 8. It sounds like a group of large gruff humanoids have discovered a mess you all left behind, their voices sounding angered and surprised.
OOC: I don't see any reason to mess with the statue unless you all want to. I think we should get through this door before they all come down this hall
Rollback Post to RevisionRollBack
Halfer Niblefingers lvl 5 Rogue - A War with No End
Started in 82 and played until the early 90's. Migrated to dial up BBS and played pbp.
Played: D&D, Gamma World, MERP, Star Wars, Star Trek
This post has potentially manipulated dice roll results.
Luthien suddenly appears out of the shadows behind you, and brings you up to speed as to what she found in rooms 11 and 12. After hearing about the trap on the dwarven statue, she agrees that the group should move into area 14. But first, Luthien will inspect the door for traps, and listen through it without opening it, to see if she can hear anything in the room: (Perception 23)
Ok. So, AREAS 9, 11, 12, 13, and 14 are left to explore, OR you can go down to the next level.
"I think we have all learned I am not quiet nor stealthy by any means, so if one of you stealthy types would be willing could you pick an area and scout it out?"
Halfer Niblefingers lvl 5 Rogue - A War with No End
Started in 82 and played until the early 90's. Migrated to dial up BBS and played pbp.
Played: D&D, Gamma World, MERP, Star Wars, Star Trek
Luthien will hide in shadows (stealth: 23) and make her way to the door outside of room #11. She'll put her ear to the door, and see if she can hear anything going on inside the room (perception: 8).
OOC: Craaaaaaaaaaaap. I'm a deaf shadow.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
AREA 11 - ORC QUARTERS
The door is wide open. Barrels, crates, and sacks line the walls of this chamber. Among the loot, four oversized straw pallets and other simple furnishings show that it now serves as a bunk room. This is probably where the orcs and Great Ulfe came from, because the room is completely lifeless.
Luthien will quietly check out the sacks. Contents?
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Basic goods and staples. Staples meaning wheat, flour, and the like, not those things that keep papers together.
I'm waiting patiently for the report from my sneaky fellow members....
Halfer Niblefingers lvl 5 Rogue - A War with No End
Started in 82 and played until the early 90's. Migrated to dial up BBS and played pbp.
Played: D&D, Gamma World, MERP, Star Wars, Star Trek
Luthien will quietly sneak down the hallway towards the other end of the hall. As she nears the turnoff for room 12, she'll quickly poke her head around the corner first, to see what's down that little hallway leading to 12. If nothing, she'll walk down to the door of 12, and try to listen in through the door (without opening it).
Perception: 10
Last to know and first to be blamed...
As a free action, can I regret my life choices?
This is, unfortunately, another empty barracks room where the orcs would rest or sleep. You're almost positive this place should contain more orcs, but..where have they gone?
Bjorn skitters across the ceilings to Area 13 to look around.
Stealth 27
Perception 11
I'll head over to the corner of the hall leading to area 13.
Halfer Niblefingers lvl 5 Rogue - A War with No End
Started in 82 and played until the early 90's. Migrated to dial up BBS and played pbp.
Played: D&D, Gamma World, MERP, Star Wars, Star Trek
PbP Games in which this Venezuelan is at:
DM: Eliorien, Dark Eras. Adventures in Tal'Dorei.
PLAYER: Meeting at Deepnight as Aeryn Grandlost, Dunes and Dragons as Arelia Lathalas, The Forge of Fury as Lucan Strongheart.
Luthien will search around room 12, through the orcs bedding, etc, to see if she can find anything work “appropriating”. Perception: 17
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Luthien, there is nothing really of value in AREA 12.
AREA 13 - THE DWARVEN STATUE
At the end of the passage stands a statue of a fierce-looking dwarf in heavy mail armor. The stone warrior hold a sword in one hand and a smith's hammer in the other. The statue is about seven feel tall and stands on a large stone pedestal.
I'll take a listen at the door to the left....hopefully I can actually do this lol
Perception: 4
Halfer Niblefingers lvl 5 Rogue - A War with No End
Started in 82 and played until the early 90's. Migrated to dial up BBS and played pbp.
Played: D&D, Gamma World, MERP, Star Wars, Star Trek
As you approach the door on the left, you notice on the floor that there is a large pressure plate that you were about to step on near the door and the statue. You guys can hear noises coming from behind you from AREA 8. It sounds like a group of large gruff humanoids have discovered a mess you all left behind, their voices sounding angered and surprised.
Is the pressure plate more in front of the door or statue?
Halfer Niblefingers lvl 5 Rogue - A War with No End
Started in 82 and played until the early 90's. Migrated to dial up BBS and played pbp.
Played: D&D, Gamma World, MERP, Star Wars, Star Trek
Statue
OOC: I don't see any reason to mess with the statue unless you all want to. I think we should get through this door before they all come down this hall
Halfer Niblefingers lvl 5 Rogue - A War with No End
Started in 82 and played until the early 90's. Migrated to dial up BBS and played pbp.
Played: D&D, Gamma World, MERP, Star Wars, Star Trek
Luthien suddenly appears out of the shadows behind you, and brings you up to speed as to what she found in rooms 11 and 12. After hearing about the trap on the dwarven statue, she agrees that the group should move into area 14. But first, Luthien will inspect the door for traps, and listen through it without opening it, to see if she can hear anything in the room: (Perception 23)
Last to know and first to be blamed...
As a free action, can I regret my life choices?