Metropolis IC: Into the Darkness

OoC:i like it to hury up but some encounters before the doungen would be nice. then everybody could see how everybody else played.
 

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"Lets move through this outpost quickly, i don't want any trouble with the paladins before we can get to the dungeon. I have a feeling we will need all our resources"
 


OOC: I got the potions. as described in one of my earlier posts.
Let's get into the cave, but I would like some roleplaying when we're in the caves.
 

ooDM: sorry about the wait.

IDM: from the outpost you can see that the cave doesn't seem to have any defenses posted outside, but it goes in a ways and becomes dark.

BTW, does anyone have darkvision?
 


ivanhoe said:
OOC: Read our characters dimwit, and remember i have scent.

OOC:
IF someone was an @sshole like that to me in one of my games I'ld kick them out.

What's he done to deserve being insulted? And what were you trying to smell with the scent feat besides your own @ss? Just b/c the characters are evil doesn't mean WE have to be jerks.

IC:
Jemal enters the dark cave, and snaps the fingers on his left hand, causing an everburning torch to appear in that hand.
 

Sqill'Mar will follow jemal, hiding and move silently, and then moving in fron tof jemal out of range of the torch so he can use his darkvision. He'll stick close to the walls trying to notice anything out of the ordinary (in the stonework as well as looking for creatures)

OOC: Ivanhoe, jemal is right, but the message you have has some truth in it.

Hide: +26, Move Silently +26, Search +13, Spot +12
 


ooDM: Enworld was messing up and I had trouble getting that post posted, I didn't feel like waiting to get the the rogue's gallery.
Kicking him out seems a bit extreme, but seriously, even if I wouldn't... is it really smart to call the guy controlling the world and your dierolls a dimwit?

IDM: As you walk through the entrance, the stonework just seems like normal caves, but a couple minutes in to the caves, you start to see carved walls instead of just natural rock. Then you see a door, just a well made wooden door looking very out of place in these caves. Seeing the door almost distracts Sqill'Mar from seeing a covered up pit right in front of him, but this pit is so extremelly obvious that everyone sees it. No creatures or traps other than the pit seem to be guarding the door...very strange.

To Rover, the place reeks of goblins. Then when he comes to the door, he smells something else more powerful than the goblin smell, but the smell is strange and unfamiliar.
 
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