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12 months ago ::
Jun 28, 2012 - 9:05AM
#41
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Date Joined:
Jan 28, 2012
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Ana has Sun's Glow going on her shield which is Light by another name, so the front of the party has some free light as well.
Seeing the other's reaction to listening through the door, Ana is confident that nothing seems to be on the other side of the door, or isn't moving at least. Confident that her own clumsy movements would not alert anything to her presence, she moves to join the stealthier warriors.
Little above a whisper, she communicates, "Through the door then? Looks like the others were dragged through here."
Assuming it is fine with the others, she would then move to open the door, or attempt to.
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12 months ago ::
Jun 28, 2012 - 11:12AM
#42
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Date Joined:
Dec 21, 2010
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Alain moves to the middle of the party holding the coin up. "Sounds good then. We can't just expect them to drag the wounded back here while we wait."
But I, being poor, have only my dreams; I have spread my dreams under your feet; Tread softly because you tread on my dreams. W.B. Yeats Rolen Knifedge
Show
http://iplay4e.appspot.com/characters/agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjmpIoGDA
Rolen Knifedge, level 2 Human Ranger (Hunter Ranger) Languages: Common, Elven Background: Farmer (+2 Endurance) Alignment: Good
VITALS AC: 15 Fort: 14 Ref: 17 Will: 14 HP: 30/30 Current Status:
Surges: 6/7 Surge Value: 7
Initiative: +7 Speed: 6
CURRENT ABILITY SCORES STR 12, CON 13, DEX 18, INT 11, WIS 14, CHA 10
[] Action Point [] Second Wind
TRAINED SKILLS Acrobatics +10, Endurance +9, Heal +8, Nature +8, Perception +8, Stealth +10, Thievery +10
UNTRAINED SKILLS Arcana +1, Athletics +2, Bluff +1, Diplomacy +1 Dungeoneering +3, History +1, Insight +3, Intimidate +1, Religion +1, Streetwise +1
POWERS
Standard Action Melee Basic Attack Longsword: +8 vs. AC, 1d8+2 damage Light war pick: +7 vs AD, 1d6+2 damage Ranged Basic Attack Longbow: +7 v. AC, 1d10+4 damage Sling: +7 v. AC, 1d6+4 damage Human At-Will Attack: Fading Strike At-Will Attack: Twin Strike [] Encounter Attack: Skirmish Shot
Minor Action At-Will Action: Hunter’s Quarry
[X] Daily Action: Skirmishing Stance
No Action [] Encounter Utility: Heroic Effort
[]Daily Utility: Begin the Hunt
FEATS Bonus Feat: Quick Draw Human bonus Feat: Swift Footwork Level 1: Melee Training (Dexterity) Level 2: Sneak of Shadows
ITEMS Adventurer’s Kit Arrows (60) Longbow Leather Armor Sling Sling Bullets Thieves’ Tools Potion of Cure Light Wounds (3) Hunter’s Kit Light war pick Camouflaged Clothing
1pp 44gp Alain the Masked
Show
http://iplay4e.appspot.com/characters/agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPnrEGDA Alain the Masked, level 1 Human Mage, (Illusionist) Languages: Common, Elven Theme: Wizard’s apprentice Background: Circus Performer (+2 Thievery) Alignment: Good
VITALS AC: 14 Fort: 12 Ref: 15 Will: 15 Per: 10 Ins: 15 HP: 21/21 Current Status:
Surges: 6/6 Surge Value: 5
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 12, CON 11, DEX 13, INT 18, WIS 10, CHA 14
[] Action Point [] Second Wind
TRAINED SKILLS Arcana +9, Bluff +7, Diplomacy +7, Insight +5, Thievery +8
UNTRAINED SKILLS Acrobatics +1, Athletics +1, Dungeoneering 0, Endurance 0, Heal 0, History +4, Intimidate +2, Nature 0, Perception 0, Religion +4, Stealth +1, Streetwise +2 POWERS
Standard Action Melee Basic Attack Dagger: =4 vs. AC, 1d4+1 damage Quarterstaff: +3 vs. AC, 1d8+1 damage Ranged Basic Attack Dagger: +4 vs. AC, 1d4+1 damage Human At-Will Utility: Ghost Sound Human At-Will Utility: Prestidigation Human At-Will Attack: Phantasmal Assault At-Will Attack: Freezing Burst At-Will Attack: Magic Missile [] Encounter Attack: Color Orb Prepared [] [] Encounter Attack: Illusory Obstacles Prepared [] [] Encounter Attack: Burning Hands Prepared [] [] Daily Attack: Phantom Chasm Prepared [] [] Daily Attack: Fountain of Flame Prepared []
Minor Action At-Will Action: Light
No Action [] Encounter Utility: Heroic Effort
FEATS Level 1: Phantom Echoes Human bonus Feat: Arcane Familiar Familiar: Least Air Elemental
ITEMS Adventurer’s Kit Dagger Quarterstaff Cloth Armor Spellbook Orb Implement Faerie Puppet Bell and Whistle Chalk and Slate Gambler’s gear Fine Clothing Journeybread Candle 23 GP 4 SP 5 CP/sblock]
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12 months ago ::
Jul 01, 2012 - 3:11AM
#43
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Date Joined:
Aug 18, 2007
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The drag marks go past the door first door, continuing to the end of this hall.
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11 months ago ::
Jul 08, 2012 - 1:47PM
#44
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Date Joined:
Dec 26, 2001
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Kildrak/Nornan shrugs his shoulders when asked if he wants to take the lead with Rolen. He moves in quietly past the door as Rolen checks it. Perception and Stealth checks: 4(1d20) +8 = 12; 12(1d20) +8 = 20Link says perception and thievery, but it was supposed to be stealth.
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh god oh god we're all gonna die?"
Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
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11 months ago ::
Jul 11, 2012 - 8:30AM
#45
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Date Joined:
Aug 21, 2007
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Beiro shrugs his shoulders at Rolen on the comment regarding his apparent lack of stealth. He doesn't respond to Ana or Alain's queries but will follow a few steps behind whoever pushes on ahead.
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11 months ago ::
Jul 14, 2012 - 4:38AM
#46
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Date Joined:
Aug 18, 2007
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You follow the trail until at last you come to another door, passing a couple of other doors (each checked) and even a small room. After a few moments of careful consideration and listening you open the door to be greated by the sight of many gray granite statues of human warriors standing atop pedestals in two rows, facing across a hall towards each other. Their numbers stretch the length of this long hall which you have entered slightly left of centre. The statues' nameplates have been severely chipped or defaced, as have many of the statues' features.
One blood trail leads to double doors set in the left hand end of the hall; the other heads in the opposite direction and without entering the hall and following it you cannot be sure where it ends, but it passes a cross intersection in the hall.
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11 months ago ::
Jul 17, 2012 - 7:32AM
#47
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Date Joined:
Dec 26, 2001
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Kildrak/Nornan tries to quietly move forward into the rooms, hiding behind statues and anything else he can find to try to get the full view of the room and see where the other trail leads to. Stealth and Perception: 16(1d20) +8 = 24; 14(1d20) +8 = 22
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh god oh god we're all gonna die?"
Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
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11 months ago ::
Jul 17, 2012 - 11:21PM
#48
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Date Joined:
Aug 18, 2007
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(Note the double doors are closer and to the right not left as indicated above)
Kildrak moves into the hall, darting across into the shadow of the statue on the far side he makes himself quite scarce while he studies the hall. Looking in the direction of the longer trail he cannot determine the final end of the trail, but he does notice something else of interest; 3 statues are trapped, their crossbows are entirely functional! Looking in the other direction he notices 2 more of these statues.
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11 months ago ::
Jul 24, 2012 - 7:50PM
#49
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Date Joined:
Aug 21, 2007
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Beiro follows carefully behind Kildrak, trying to stay to the shadows wondering at what his new companion has found. stealth, perception (1d20+8=27, 1d20+3=12)
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11 months ago ::
Aug 02, 2012 - 12:04PM
#50
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Date Joined:
May 14, 2012
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Rolen paused, shaking his head slightly, his eyes twinkling again. So the heavily-armoured elf and the dwarf were actually quite stealthy. He considered entering the chamber after them, but instead chose to remain by the door through which he had entered. Having three of them creeping around might be pushing their luck.
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