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Kulan: Knightfall's Heroes of Carnell Game [IC]
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<blockquote data-quote="Knightfall" data-source="post: 9161334" data-attributes="member: 2012"><p>Phar doesn't hear anything coming up through the hole. All he can hear is the wind.</p><p></p><p>Featar's keen senses are able to pick the sound of scurrying from somewhere beyond the hole. The sound is muffled.</p><p></p><p>When Phar pokes his head through the door, he doesn't see anything scurrying in the chamber beneath the hole. Directly beneath him is an old privy that has not been magically protected. There is sand and grime everywhere in the 20 feet by 20 feet chamber directly below the hole in the roof. There are two other smaller holes in the roof directly above the rotting 'seats' of the privy. A large drainage grate sits in the centre of the chamber but it is choked with plants growing up through it including a scraggly tree. The walls of the chamber have begun to crumble.</p><p></p><p>Beyond the chamber, a corridor extends 20 feet south and 40 feet north. At the southern end there isn't a wall and it doesn't appear that there ever was a wall built there. There are scraggly trees by the southern opening and many other scraggly trees spread outward around the opening. At the northern end of the corridor is a small stone door that faces north. It is set into the northeast corner of the corridor.</p><p></p><p>Featar is certain the scurrying is coming from behind the door.</p><p></p><p>Aureus takes note of Phar's curiosity and she flies to where he a Featar are exploring. She hovers in the air near them but stays higher in the air to keep away from the smell. She stays silent until Phar speaks.</p><p></p><p>[OOC][Spoiler="DM Only"]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=284007" target="_blank">??? - Move Silently check: 1D20+8 = [19]+8 = 27</a><span style="color: rgb(204, 204, 204)"> +5 = 32</span></p><p>[/Spoiler][/OOC]</p><p></p><p><strong>OOC:</strong> <em>Detect magic</em> didn't detect anything magical in the ghoul lair.</p><p></p><p></p><p>Maur doesn't detect any sign of disease or poison in the gladiator-knight's wounds. Yes, they should be cleaned. All of their wounds should be completely cleaned.</p><p></p><p>Caerth takes it upon himself to move towards the corridor northeast of the great hall. It is still choked with webs and appears to zig-zags north, east, and the north again. Caerth looks back towards Angus.</p><p></p><p><span style="color: rgb(65, 168, 95)">"We need to cut through or go around,"</span> he says to the northlander centaur. <span style="color: rgb(65, 168, 95)">"You cut, I'll try to go around."</span></p><p></p><p>He turns toward Litrix, Maur, and Quinn. <span style="color: rgb(65, 168, 95)">"You all okay to keep exploring? We should try to explore everywhere before night falls."</span></p><p></p><p>He moves out of the ruins through the gaping hole in the wall. He is mindful of the stonework above his head. It doesn't look like it will fall on him. Regardless, his curiosity about the ruins and Bogphin pushes him on. He makes his way around the exterior of the wall until he finds another break in the wall. The webs that had been holding up the walls have crumbled to the ground. The half-orc druid manages to find his way into the northern part of the corridor. There is tons of rubble and an old round wooden table lying broken on the floor. He steps around the broken table into the ruined room beyond.</p><p></p><p>Caerth is soon standing on the other side of the 10-foot long table that spiders crawled across to enter the old, empty armoury. He stops just inside the room and studies everything around him. There is another room to the east and the half-orc druid can see through an open doorway. If it once had a door, it was either removed or destroyed. He can see an old fireplace against an eastern wall 40 feet away. In the northeastern corner of the room, he can see that there is another corridor or room to the north. There is another 10-foot long table standing near the opening. The room contains old debris and crumbled stonework, but there is a wooden shelf in the room's northwest corner. It doesn't look damaged but appears empty.</p><p></p><p>Caerth stands and waits. He listens silently and looks for any signs of danger as he waits for the others. He can hear his own heart beating but not much else. He doesn't see anything that might be hiding. All there is is wooden debris of ruined furniture, old drying webs, and scattered rubble. He continues to wait, then he calls out to Angus.</p><p></p><p><span style="color: rgb(65, 168, 95)">"Angus! I need Aureus' expertise in here. I don't want to step on a trap."</span></p><p></p><p>[OOC]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=284008" target="_blank">Caerth - Listen and Spot check: 1D20+9 = [6]+9 = 15</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=284008" target="_blank">1D20+9 = [12]+9 = 21</a></p><p>[/OOC]</p></blockquote><p></p>
[QUOTE="Knightfall, post: 9161334, member: 2012"] Phar doesn't hear anything coming up through the hole. All he can hear is the wind. Featar's keen senses are able to pick the sound of scurrying from somewhere beyond the hole. The sound is muffled. When Phar pokes his head through the door, he doesn't see anything scurrying in the chamber beneath the hole. Directly beneath him is an old privy that has not been magically protected. There is sand and grime everywhere in the 20 feet by 20 feet chamber directly below the hole in the roof. There are two other smaller holes in the roof directly above the rotting 'seats' of the privy. A large drainage grate sits in the centre of the chamber but it is choked with plants growing up through it including a scraggly tree. The walls of the chamber have begun to crumble. Beyond the chamber, a corridor extends 20 feet south and 40 feet north. At the southern end there isn't a wall and it doesn't appear that there ever was a wall built there. There are scraggly trees by the southern opening and many other scraggly trees spread outward around the opening. At the northern end of the corridor is a small stone door that faces north. It is set into the northeast corner of the corridor. Featar is certain the scurrying is coming from behind the door. Aureus takes note of Phar's curiosity and she flies to where he a Featar are exploring. She hovers in the air near them but stays higher in the air to keep away from the smell. She stays silent until Phar speaks. [OOC][Spoiler="DM Only"] [URL='http://roll.coyotecode.net/lookup.php?rollid=284007']??? - Move Silently check: 1D20+8 = [19]+8 = 27[/URL][COLOR=rgb(204, 204, 204)] +5 = 32[/COLOR] [/Spoiler][/OOC] [B]OOC:[/B] [I]Detect magic[/I] didn't detect anything magical in the ghoul lair. Maur doesn't detect any sign of disease or poison in the gladiator-knight's wounds. Yes, they should be cleaned. All of their wounds should be completely cleaned. Caerth takes it upon himself to move towards the corridor northeast of the great hall. It is still choked with webs and appears to zig-zags north, east, and the north again. Caerth looks back towards Angus. [COLOR=rgb(65, 168, 95)]"We need to cut through or go around,"[/COLOR] he says to the northlander centaur. [COLOR=rgb(65, 168, 95)]"You cut, I'll try to go around."[/COLOR] He turns toward Litrix, Maur, and Quinn. [COLOR=rgb(65, 168, 95)]"You all okay to keep exploring? We should try to explore everywhere before night falls."[/COLOR] He moves out of the ruins through the gaping hole in the wall. He is mindful of the stonework above his head. It doesn't look like it will fall on him. Regardless, his curiosity about the ruins and Bogphin pushes him on. He makes his way around the exterior of the wall until he finds another break in the wall. The webs that had been holding up the walls have crumbled to the ground. The half-orc druid manages to find his way into the northern part of the corridor. There is tons of rubble and an old round wooden table lying broken on the floor. He steps around the broken table into the ruined room beyond. Caerth is soon standing on the other side of the 10-foot long table that spiders crawled across to enter the old, empty armoury. He stops just inside the room and studies everything around him. There is another room to the east and the half-orc druid can see through an open doorway. If it once had a door, it was either removed or destroyed. He can see an old fireplace against an eastern wall 40 feet away. In the northeastern corner of the room, he can see that there is another corridor or room to the north. There is another 10-foot long table standing near the opening. The room contains old debris and crumbled stonework, but there is a wooden shelf in the room's northwest corner. It doesn't look damaged but appears empty. Caerth stands and waits. He listens silently and looks for any signs of danger as he waits for the others. He can hear his own heart beating but not much else. He doesn't see anything that might be hiding. All there is is wooden debris of ruined furniture, old drying webs, and scattered rubble. He continues to wait, then he calls out to Angus. [COLOR=rgb(65, 168, 95)]"Angus! I need Aureus' expertise in here. I don't want to step on a trap."[/COLOR] [OOC] [URL='http://roll.coyotecode.net/lookup.php?rollid=284008']Caerth - Listen and Spot check: 1D20+9 = [6]+9 = 15[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=284008']1D20+9 = [12]+9 = 21[/URL] [/OOC] [/QUOTE]
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