The prisoners explain that there are "a sizable amount" of Orcs, at least 8 of them, that inhabit this cave, all whom are led by "a very large Ogre". The orcs are capturing nearby villagers and using them as ransom. All the prisoners want is to escape and return home. They do not look like anything close to adventurers, or people that could assist you all in combat.
This post has potentially manipulated dice roll results.
Bjorn waves to the party and chitters softly from her place out of sight of the prisoners, on the ceiling. Once she has their attention, she gestures first to her sharp mandibles, and then to the wooden posts. She then attempts to perform a shrugging motion with two legs outstretched.
I whisper: "damn, let's clear out the cavern first and then we free these two. Hopefully it won't take us too long. But, next time we should bring lockpicks".
You destroyed the heck out of that lock with a loud smash. Luckily, no one heard you. So you think. The prisoners, grateful for your assistance, beg you to show them the exit, or, at least, the way you guys came in.
"Alright come with me, I'll show you two where the rope is". I quickly guide them to the chimney room, if they successfully climb all the way up I would like to go back with my party.
Nice job caring about the prisoners. You made a family very happy today. Nothing will happen to them. Go ahead and level up and let me know what area is next.
A narrow ledge overlooks a deep, dark crevasse that cuts the room in two. A very dangerous-looking rope bridge, frayed and thin, spans the gap. Water gurgles and rushes somewhere far below. Two copper braziers burn brightly on either side of a door you can see on the other side - leading to AREA 2. When you look at the map, you are on the RIGHT side of the bridge, looking towards AREA 2.
You can see two orcs lazily guarding the area, standing bored-looking by the braziers.
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The prisoners explain that there are "a sizable amount" of Orcs, at least 8 of them, that inhabit this cave, all whom are led by "a very large Ogre". The orcs are capturing nearby villagers and using them as ransom. All the prisoners want is to escape and return home. They do not look like anything close to adventurers, or people that could assist you all in combat.
Bjorn waves to the party and chitters softly from her place out of sight of the prisoners, on the ceiling. Once she has their attention, she gestures first to her sharp mandibles, and then to the wooden posts. She then attempts to perform a shrugging motion with two legs outstretched.
Perform 3
I whisper: "damn, let's clear out the cavern first and then we free these two. Hopefully it won't take us too long. But, next time we should bring lockpicks".
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.
Bjorn, with a roll like that, the party looks at you with a combination of questioning and confusion.
One of you could bash the lock, or there MIGHT be a key somewhere. The prisoners don't care which way you proceed.
Luthien will search through the area, looking for the key.
Perception: 20
Investigation: 9
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Your results yield that the key is not in this area.
Might be in a different area, or you can attempt to break the lock.
'I have to try once before we leave and come back for them..."
With that I get a firm grip on my warhammer and swing at the lock giving it all I have.....
Athletics:11
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
Make an attack roll. AC19, 5HP.
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
Damage: 12
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
You destroyed the heck out of that lock with a loud smash. Luckily, no one heard you. So you think. The prisoners, grateful for your assistance, beg you to show them the exit, or, at least, the way you guys came in.
"Uh oh... Well, we came from the chimney, I hope you guys know how to climb up a rope".
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.
They do. They will need to be led to that area, luckily, which isn't far.
"Alright come with me, I'll show you two where the rope is". I quickly guide them to the chimney room, if they successfully climb all the way up I would like to go back with my party.
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.
Excellent! For all of you showing that you cared about the prisoners, and for Lucan showing them the way, everyone level up to 4, please.
"I'll take them back, it's not far." I motion for them to follow me.
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
(yay)
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.
Nice job caring about the prisoners. You made a family very happy today. Nothing will happen to them. Go ahead and level up and let me know what area is next.
Bjorn quietly skitters to the entrance to area 3 and looks around.
Perception 18
AREA 3 - THE RIFT HALL
A narrow ledge overlooks a deep, dark crevasse that cuts the room in two. A very dangerous-looking rope bridge, frayed and thin, spans the gap. Water gurgles and rushes somewhere far below. Two copper braziers burn brightly on either side of a door you can see on the other side - leading to AREA 2. When you look at the map, you are on the RIGHT side of the bridge, looking towards AREA 2.
You can see two orcs lazily guarding the area, standing bored-looking by the braziers.