Chapter One - The Adventure Begins

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Oct 19, 2018 6:42 pm
Fhenryl, you see that the eastern extends in a straight line for at least as far as your vision allows. You can't see or sense any enemies coming from that direction or any other at the moment.
Oct 19, 2018 7:45 pm
Toe carefully enters the southern tunnel and looks around.
Oct 21, 2018 12:39 pm
After the creature is tied, Dracone picks up his Flail and steps back. He looks around at the various tunnels and stands in a position to rush to either one for help if something is found.
Oct 22, 2018 10:33 am
Rand picks up his mace from the floor and slips it into his belt. Waking into the room he sees the skulk laying beside the entryway, checks to see if they're dead or dying.

" Should I revive him? If I can recover him from these wounds."

Rolls

Heal - (1d20+8)

(13) + 8 = 21

Oct 23, 2018 5:54 am
Toe, weapon drawn, tiptoes into the southern tunnel to see where it leads. About 10 feet from the entrance, it forks to the left and to the right, and both directions extend for a ways before turning to the south. There is no light in the tunnels; without the glow from the sunrod in the barracks, you wouldn't be able to see a thing.

Rand places a hand on the neck of the skulk by the door, feeling for a pulse. There is a weak pulse, and it's bleeding pretty badly from a head wound. Rand manages to stop the bleeding using some bandages made from the sheets on one of the nearby bunks. The skulk is stable now, but still unconscious. Without some kind of magical healing, it will be a while before it comes around. This would be a good time to tie this one up like the other.

https://image.ibb.co/cKKJdA/Jzadirune008.png
OOC:
At this point, would you guys like to wait until the skulks come around, or would you like to press on into the dungeon?
Oct 23, 2018 9:41 am
Rand makes a motion toward Dracone.

" Please Dracone, hand me a bit of rope."

Tying the skulks hands hand and feet. Rand begins to hold his hand above the skulks forehead.

" Pelor please help heal this humanoid, for they deserve a second chance to make what's right."

A ghostly white light wraps around Rands extended hand and transfers to the skulk.

Rolls

Rebuke death - (1d4)

(2) = 2

Oct 23, 2018 1:35 pm
Jaqir holds his tongue, keeping his magic in check as the others decide to bind the skulk rather than end its existence.

I apologize for not helping more in that fight friends. I didn't want to risk my magic going awry and burning any of you. he says, not quite chagrined, but wanting to explain why he didn't do anything to support the team during the fight.
Oct 23, 2018 2:07 pm
Toe realizing he's useless without a light in the tunnel comes back out. "Well, gentlemen, it looks like the southern tunnel forks to the east and west. But, it's completely dark in there. Perhaps someone who can see in the dark can scout it out."
Oct 23, 2018 3:28 pm
Fhenryl nods: "I'll handle it. Someone takes watch on that eastern entrance."
And with that he slips into the tunnel, going east then south.
Oct 23, 2018 4:38 pm
Fhenryl has keen eyes, but he still needs *some* light in order to see. He makes his way east into the tunnel, but when he gets to the bend, he can no longer see. You'll have to bring a light, or recruit somebody with darkvision (such as Jaqir) to scout the tunnels. That sunrod in the barracks should burn for another hour or so, or you could light a torch to see by.
OOC:
Fhenryl and Toe both have low-light vision, which means they can see twice as far as humans can in dim light, but they still need a light source to see. Unless I missed something on Fhen's character sheet indicating he has darkvision. Feel free to correct me if I'm mistaken. Or does anybody have a light spell?
Oct 23, 2018 8:28 pm
OOC:
Yep, a light spell is currently cast on Dracones shield from me. Also, a sunrod is brighter and emits light to 30 ft instead of 20 in case we need to know that. Also, work in water!
Oct 24, 2018 7:56 am
" That's ok Jaqir you don't need to give an excuse. I'd prefer to keep my beard if possible."

Rand gives Jaqir a sarcastic smile. Kneeling down next to the unconscious skulk he begins looking for any weapons and start taking them.

" This one will live but won't be conscious for some time. Please, can someone check the other one for anything they may cut the ropes with?"

After Rand will go to retrieve his javelin and be ready to move with the group.

Rolls

Perception - (1d20+4)

(5) + 4 = 9

Oct 25, 2018 12:45 pm
Dracone moves to the south tunnel behind Fhenryl. He keeps his shield up halfway shining light behind him to assist in his vision down the tunnel and to protect against a sudden attack if it comes.
Oct 25, 2018 12:45 pm
Dracone moves to the south tunnel behind Fhenryl. He keeps his shield up halfway shining light behind him to assist in his vision down the tunnel and to protect against a sudden attack if it comes.
Oct 25, 2018 11:33 pm
Rand picks up the sunrod making his way to the south tunnel entrance.

" Ah hello darkness, my old friend.... Anyways I can take a position near the end here in case anyone was to follow us ."

With a great yawn, Rand waits for the others to enter the tunnel unless told otherwise. Whistling a somber tune.
Oct 26, 2018 12:16 am
Crawling down the tunnel and with the help of the shield's magical beacon, Fhenryl squints as he tries to detect anything out of the ordinary along the dark, tight passageway.

Rolls

Stealth - (1d20+7)

(5) + 7 = 12

Perception - (1d20+7)

(18) + 7 = 25

Oct 26, 2018 3:41 pm
I can see well enough in the dark, if you need me to scout some as well. I may not be as silent, but I can be terrifying enough. Jaq says, smiling a wicked smile.
Oct 28, 2018 1:02 am
Look of concern shows on Rands' face as he addresses Toe.

" Hey, Toe you took a nasty trip on those stairs. You still ok to walk?
Oct 28, 2018 6:08 pm
Fhenryl crouches into the tunnel with Dracone and his lighted shield just behind, leaving the others to watch over the bound skulks. They head east into the tunnel and around two bends before the tunnel turns straight up. About seven feet up, the tunnel opens up into some kind of larger area.

Meanwhile, in the barracks, the skulk that Rand aided stirs and groans as he comes to consciousness and feels the heavy thundering in his head. He quickly realizes that he is tied up, and his eyes snap open, cold and sharp.

https://image.ibb.co/b4nBBV/Jzadirune009.png
Oct 28, 2018 9:40 pm
Fhenryl turns back towards the knight behind him, his jagged features glowing eerily in the white, magic light. The half-elven ranger lifts a finger to his lips and signals for Dracone to hold back a little ways behind, in fear of having the holy warrior's heavy armor constant scratching and creaking raising unwanted attention from any enemies who may be lurking ahead.

Turning his head about, pointy ears bristling and nostrils flaring, he takes a look around the room he finds himself in, trying to get his bearings and standing stock still, all senses in alert for eventual dangers.
OOC:
Will scan the room looking for anything of interest, objects, strange cavities, signs of passage, tracks, hidden skulks, etc... Sofar he only uses sight, hearing - and smell, why not ? - but he won't move or touch anything.
Last edited October 28, 2018 9:54 pm
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