Deepwater's Despair


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Isida Kep'Tukari

Adventurer
Supporter
The door proves to have a heavy and crude-looking lock on it. While made of heavy iron, it's not a simple affair. As for traps, there's a very clever tripwire running from the door, up the frame, to a carefully balanced slab of rock that would fall upon the heads of the unwary intruder (or escapee). By opening the door, one trips the wire and causes the slab to fall. Fluke can snip the wire carefully, then work on the lock. It becomes clear that the lock is quite difficult to pick, probably made by a master trapsmith. But there are other ways to open a door...
 

Erekose13

Explorer
*Thinking quickly, Fluke pulls out one of this vials of acid and pours it gingerly onto the thinnest part of the lock. He is careful to try and hold the bottom of the lock so he doesn't get any acid on himself nor does he let it fall heavily to the floor.*
 

Isida Kep'Tukari

Adventurer
Supporter
With a hiss, the acid eats through the lock, and within a few moments, the lock comes free of the door. Finally Fluke can gently set the lock down out of the way, sweat starting to trickle down everyone's faces. It's bloody hot in here! The door is now free to be opened. Assuming that the party wishes to proceed inside, everyone prepares themselves for battle, and Fluke cracks the door just a tiny hair to peek inside. A small fire at the far end of the room illuminates the space reasonably well. It's a long, narrow room, with three barred doors on either side. As the doors are barred from the outside, you're guessing this place is a prison of some sort. Four kobolds squat near the fire, one sharpening a dagger while the other three are bending over something on the floor. Their bodies obscure what they're doing or what they're working on, but there's faint sounds of metal on wood.
 

Manzanita

First Post
Sargon the Barbarian

Sargon, being twice as tall as Fluke, peers through the cracked door as well, one hand comiong to rest on the halfling's shoulder, indicated job well done with the lock. Seeing the kobolts unaware, Sargon springs into action. Picking locks is all well and good, but when it comes to killing, Sargon doesn't need a halfling to take the lead.

He shoves open the door, and wordlessly charges the kobolts, both of his hands taking hold of his glaive as he runs. He would like to strike the closest kobolt, leaving him a little room to maneuver (read: take AoOs) if the rest move to attack him.

OOC: Happy to be moving again! With his reach weapon and barbarian speed, his charge can reach opponents 90 feet away, at +6 1d10 +4 AC 15
 
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Erekose13

Explorer
*Fluke follows Sargon through the door and steps to the side to let the rest of his companions through, as he moves he draws his crossbow, loads and fires it.*

[ooc: yays! Welcome back Isida.

+5 ranged 1d6, 80' range]
 

dead_radish

Explorer
Tyralis shakes his head, and prepares to follow after the crazy barbarian. Seeing as how Sargon blocked the door until very recently, it's unlikely he'll make it to the kobolds any time soon, so he simply steps in to the room, drawing his longbow as he does, and fires at the kobold with the dagger.

OOC: Init: 14 (11+3), Attack 20 (17+3), damage 3.
 
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