[[ Bern perception yet again MikeD rolled d20+3 and got 19 ... is it just me ... or does the dice roller seem to be having a conscience of late <chucle> ]]
[[ ooc: It's just teasing us with great rolls on rolls that are less important than attacks and death saves. Let's see how the dice roller behaves when it matters...although it's been working nicely for me as a DM ]]
Bern opens the door and as he steps through to the room beyond he thinks he hears the scraping of hurrying footsteps coming from off in the distance to the south. (OOC - It sounds like from the area of the southern bridge in room 8, but that's too far for you to see from here.)
[[ if Bern assumes that the 'south' exit from the current room hooks up to 8, does it sound like the footsteps are 'leaving' out the way they had initially entered? Also is that a door across from where he just entered? ]]
It's heard to tell. The footsteps echo a bit in the natural chamber, but they do seem to be on the right hand side of the bridge (i.e. the same side you are on).
As for the room, there are no obvious exits other than the opening to the south.
Lingo He didn't answer verbally. Instead, he sprinted at a speed that was startling for someone with such short legs. He's going to catch up if it's the last thing he does, which it might be.
Moves 75. Move, dash, cunning action: dash as a bonus action
(OOC - MikeD - Just a note that if you "Dash" (i.e. double-move) you forgo careful movement or Perception checks to detect Traps or Ambushes)
DM
Not stopping to examine the room and the crates and barrels it contains right now, the party runs towards the sound Bern heard. Lingo, small as he is and with the shortest legs in the group, outpaces the others.
The party runs through the cavern in which they fought the Nothic earlier, and heads towards a corridor in the Southeast corner that heads towards the East.
Lingo has just turned to the East when he hears the sound of a closing door from up ahead, just out of view, around a corner.
It is obvious, from the sound and the shape of the hallway, that there must be a Secret Door at it's end. Lingo finds it easily. Opening it with Mage Hand takes an action, which allows the others to catch up. The party, led by Lingo, passes through the door into the area beyond.
The Secret Door open into a large cellar room. On the far side are two sets of landings with stairs leading up to each. At the top of the uppermost landing is a door heading East. Behind the lower set of stairs on the Northern wall is a door leading North.
The room appears to be a large storage cellar filled with barrels. It also contains a large pool of fresh, clear water. The pool is surrounded by a rim of worked stone about 2 feet high and the water appears to be fairly deep (approx 10 feet).
Also in the room are 5 foes. Four of them appear to be Red Cloaked men, ruffians similar to those you fought earlier. Two have swords and block your way while two others, on the other side of the pool from you, hold light crossbows.
At the top of the upper landing, right in front of the door, is a fifth figure. He is a short, dark bearded human male. In one hand he holds a staff that appears to be made of glass. In the other hand he holds a satchel that looks as if it is dripping wet.
(OK. I have decided that neither side has Surprise. The others did not have enough time to set up anything other than moving to these positions as you entered. So we will begin with everyone rolling initiative and go on from there. Note that you really cannot see into Area 2 on the map yet, but it wasn't worth blocking it out.)
[[ right, that was what I was trying to 'imply' by not using the 'D' word <g> ... that I was =NOT= dashing. Guess I will need to be less 'subtle' next time <chuckle>
[[ OOOoooooohhhhhhh ... I thought that dash was different than just a double move. Duly noted ... but why didn't they call it a double move then? <weg> ]]
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