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Island Empire Part 2, Mermaid's Rest
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<blockquote data-quote="Scotley" data-source="post: 3988503" data-attributes="member: 11520"><p><strong>And so it begins...</strong></p><p></p><p>Radoon 19</p><p>Anson 19</p><p>Mig19</p><p>Geoffrey 15</p><p>Gnurl 14</p><p>Marienna 12</p><p>Radoon 11</p><p>The enemy 9</p><p></p><p>Your preparations made, the ropes are pulled and the doors slide smoothly open. Thunderstones carefully placed on top of the doors come tumbling down as the doors move. One falls in front of H'Roosh (Z24) while the other one rides the door a little longer and falls between Geoffrey's feet (Z27) and both rumble with a deafening blast. Gnurl and Marienna are just far enough away to find the blast unpleasant but not impairing. Almost immediately after the blast several large barrels come rolling out of the doors and bouncing along. Fortunately, none of you were standing in front of the door. It is dark within the building but you can see that there is a large room beyond the doors that takes up much of the first floor of the building. The chanting continues upstairs and can be heard more clearly with the doors open. Downstairs appears devoid of foes, but in the dimness many crates, barrels and bundles can be seen. There could be foes hidden within. Marienna holds her crossbow, blinking and trying to see into the darkness beyond the open doors. </p><p></p><p>OOC: <s>I need initiative from Geoffrey.</s> Spot checks for all, but -4 for Anson and Mig, -2 for Geoffrey, Gnurl and Marienna, remember if your character is deafened he or she cannot hear warnings given by others. As usual read only the spot result you roll and the lower ones as well. Be sure to read all the one's you roll high enough for as I did not repeat some of the lower information, but don't read the higher ones! <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>[sblock=Gnurl]I'm not sure where featherwind is, but if she isn't lined up with the doors you should be able to figure how much of a penalty to give him on the spot check if any.[/sblock]</p><p></p><p>[sblock=Spot check 0-10]Boy it sure is dark in there.[/sblock]</p><p></p><p>[sblock=Spot check 11-15]Did something move behind one of those crates at the back there? I thought I saw <s>a puddy tat</s> something.[/sblock]</p><p></p><p>[sblock=Spot check 16-20]There is more than one figure lurking behind the crates at the back of the room and maybe behind the crate between the doors.[/sblock]</p><p></p><p>[sblock=Spot check 21-25]Some of the barrels appear to contain bones, but you can't see what might be in the crates.[/sblock]</p><p></p><p>[sblock=Spot check 26-30]The bones in those barrels to the right AD26 and AC27 are moving![/sblock]</p><p></p><p>[sblock=Spot check 31+]All the barrels, including the ones that rolled out, have animate skeletons in them![/sblock]</p><p></p><p>[sblock=Geoffrey, Mingo, Mig, Radoon, & H'Roosh]Please roll a DC: 15 save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.[/sblock]</p><p></p><p>OOC: <a href="http://invisiblecastle.com/roller/view/1459074/" target="_blank">Initiative (1d20+3=12)</a> </p><p><a href="http://invisiblecastle.com/roller/view/1459095/" target="_blank">Spot Check (1d20+5=9)</a></p></blockquote><p></p>
[QUOTE="Scotley, post: 3988503, member: 11520"] [b]And so it begins...[/b] Radoon 19 Anson 19 Mig19 Geoffrey 15 Gnurl 14 Marienna 12 Radoon 11 The enemy 9 Your preparations made, the ropes are pulled and the doors slide smoothly open. Thunderstones carefully placed on top of the doors come tumbling down as the doors move. One falls in front of H'Roosh (Z24) while the other one rides the door a little longer and falls between Geoffrey's feet (Z27) and both rumble with a deafening blast. Gnurl and Marienna are just far enough away to find the blast unpleasant but not impairing. Almost immediately after the blast several large barrels come rolling out of the doors and bouncing along. Fortunately, none of you were standing in front of the door. It is dark within the building but you can see that there is a large room beyond the doors that takes up much of the first floor of the building. The chanting continues upstairs and can be heard more clearly with the doors open. Downstairs appears devoid of foes, but in the dimness many crates, barrels and bundles can be seen. There could be foes hidden within. Marienna holds her crossbow, blinking and trying to see into the darkness beyond the open doors. OOC: [S]I need initiative from Geoffrey.[/S] Spot checks for all, but -4 for Anson and Mig, -2 for Geoffrey, Gnurl and Marienna, remember if your character is deafened he or she cannot hear warnings given by others. As usual read only the spot result you roll and the lower ones as well. Be sure to read all the one's you roll high enough for as I did not repeat some of the lower information, but don't read the higher ones! :] [sblock=Gnurl]I'm not sure where featherwind is, but if she isn't lined up with the doors you should be able to figure how much of a penalty to give him on the spot check if any.[/sblock] [sblock=Spot check 0-10]Boy it sure is dark in there.[/sblock] [sblock=Spot check 11-15]Did something move behind one of those crates at the back there? I thought I saw [S]a puddy tat[/S] something.[/sblock] [sblock=Spot check 16-20]There is more than one figure lurking behind the crates at the back of the room and maybe behind the crate between the doors.[/sblock] [sblock=Spot check 21-25]Some of the barrels appear to contain bones, but you can't see what might be in the crates.[/sblock] [sblock=Spot check 26-30]The bones in those barrels to the right AD26 and AC27 are moving![/sblock] [sblock=Spot check 31+]All the barrels, including the ones that rolled out, have animate skeletons in them![/sblock] [sblock=Geoffrey, Mingo, Mig, Radoon, & H'Roosh]Please roll a DC: 15 save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.[/sblock] OOC: [url=http://invisiblecastle.com/roller/view/1459074/]Initiative (1d20+3=12)[/url] [url=http://invisiblecastle.com/roller/view/1459095/]Spot Check (1d20+5=9)[/url] [/QUOTE]
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