[HARP] Back to the Dungeon: The Moathouse

Tutkia looks Gamon up and down and steps aside with a quiet harrumph. He then watches over the halfling's shoulder, arms crossed over his massive chest and frowning critically.

[OOC: KL, I still want to roll if that's OK, so I can harass the halfling. :D ]
 

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Gunnar Ullersson, Human Ranger 1

*Gunnar continues to scan the wall, drawbridge, and sky for anything hostile while the others work on the door. When the door is un(locked/trapped) he will turn to shoot anything hostile on the other side.*
 

Gallen Spillage : Elf Mage 1

Gallen follows the others and waits for his arcane knowledge to be of use.
 

OOC: Sorry for the delay, all. Wicked busy at the moment. Perception governs searching for things, such as traps, secret doors, etc. And, apparently, whenever you use it to search for something in particular, you gain a +20 on the roll to find that thing, but a -20 on the roll to find anything else.

Tutkia:
[Perception/traps & lock, +25 skilled, +20 traps, roll/results hidden] You find no traps on the door. It is not locked.

Gamon:
[Perception/traps, +39 skilled, +20 traps, roll/results hidden] You don't think there are any traps on the door, but you aren't sure. It is not locked.

Gunnar:
[Perception, +35 skilled, 87 on dice, 122 yields 110%] You don't spot anything so far.

Gallen:
[Lore, local region, +27 skilled, 83 on dice, 110 total, success] As you wait, you remember that Carlamon, the wizard that lived in this tower long ago, was supposedly a disciple of some foul god or demon, with the three most commonly mentioned being the Spider Queen, the Lady of Fungus, or the Rotting Man. How and why the keep was abandoned has been lost to time, but most people stay away from the area, believing it to be bad luck.
 

Gamon Gumwhistle - halfling thief level 1

Gamon looks over the door for a little while, examining the seems and the floor, and the door knob, all the while going "hmmm". Ultimately, however, he turns and says, "it seems ok as far as I can tell. It's not even locked."

Gamon will open the door quietly.
 


The door opens into what was once a great audience chamber, as shown by the tattered banners and tapestries on the walls, the destroyed furniture, and the heaps of rotten cloth thrown into corners. Once richly appointed, it has been thoroughly searched, sacked, and despoiled. Leaves and dirt cover the floor, and cobwebs hang from the walls and ceiling. Looking up, you can see chunks of beams and stone poking through holes in the floor above, and, at times, you even catch a glimmer of the mid-day sun.

Hallways branch off to the right and left, and you can see a door in the corner directly opposite your party's position.
 

Tutkia moves through the door and steps to the side to let the others through. While they enter, he grimaces at the crumbling stonework and beams above. Quietly he says "Watch yourselves in here. Shoddy workmanship there."

[sblock]Taking a Perception Maneuver to look for dangerous spots where the floor or ceiling might give way (per the Dwarf racial description in the HARP lite rules I have).[/sblock]
 

OOC: Based on where the this room is in relation to the outside environment, would I conclude that this is a ground floor, or could there be floors beneath this one?

Gamon will take in a quick glance of the room to see if he notices anything out of the ordinary. "Perhaps we should look to see if we can find evidence of tracks here, amidst this dust. That should tell us where the goblins have gone."
 

Gunnar Ullersson Human Ranger 1

*Gunnar slides into the room and off to the side, bow ready. After he is satisfied that there are no immediate threats he begins searching for tracks.*

Gamon said:
"Perhaps we should look to see if we can find evidence of tracks here, amidst this dust. That should tell us where the goblins have gone."

"Good idea. I'll look over here." pointing to the left.
 

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