B1.1 - Beginnings

Exploring the elder, esoteric Lands and Environs of the D&D Wilderness. When we have time.

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greyarea
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Re: B1.1 - Beginnings

Post by greyarea »

Fauk kicks the door hard, using the full force of his boot and his prodigious strength. The door pushes in a few inches and then is flung back hard at Fauk, since it opens outward (as all code-abiding entrances to buildings should).

The door slams hard onto the wall and dust falls from the ceiling. You swear that you briefly saw letters (or were they runes) on the door flash in silver.

The tunnel beyond is the same rough width, although it is made of stone rather than looking like a natural cave. The way beyond is dark and straight, as far as your torchlight can see. The torches themselves (I assume you have torches) flicker forward and back as the breeze shifts from flowing into and out of the tunnel. It's as if the structure itself breathes...

Perhaps ten feet in there appear to be halls branching off, although the corridor continues on as well.

ACTIONS?

Code: Select all

| Player |  HP  |
|--------|------|
| Fauk   |  9/9 |
| Slip   |  5/5 |
| Tor    |  9/9 |
| Bert   |  6/6 |

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connivingsumo
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Re: B1.1 - Beginnings

Post by connivingsumo »

Slip
Image

Slip sighs, "OK, let's be noisy." as she follows the door-kickers.


Scout, Tinkerer, and Cartographer
+ Arrows = 20
+ HP: 5
+ AC: 5
Target priority: imminent danger (self or companion), then the target most injured.
When possible, Slip will always try to retrieve previously fired arrows.


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badams30
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Re: B1.1 - Beginnings

Post by badams30 »

Bert - Priest

Bert offers to carry a torch or lantern.

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connivingsumo
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Re: B1.1 - Beginnings

Post by connivingsumo »

badams30 wrote:
Thu Apr 27, 2023 1:55 am
Bert - Priest

Bert offers to carry a torch or lantern.
Slip's Human eyes truly appreciates that.

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jcftao
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Re: B1.1 - Beginnings

Post by jcftao »

Fauk laughs, "Ruins on the door. Door in ruins!"
He readies his two-handed sword and moves down the hallway.

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greyarea
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Re: B1.1 - Beginnings

Post by greyarea »

You move down the hallway, coming to the intersection.

Image

The two areas to the sides are not hallways but alcoves or niches. They are unoccupied, but there are old, rickety chairs and weapon racks in each one. A pile of bones is in the corner of one: likely chicken or some other small creature that was a meal. The other has a small piece of metal that, upon further inspection, was likely used as a mirror once, as it was shiny you can tell, beneath the scratches and dents.

The hall continues to the north.

Actions?

Code: Select all

| Player |  HP  |
|--------|------|
| Fauk   |  9/9 |
| Slip   |  5/5 |
| Tor    |  9/9 |
| Bert   |  6/6 |

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jcftao
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Re: B1.1 - Beginnings

Post by jcftao »

Fauk grabs the mirror and polishes it a little on his tunic. He will also look for anything left behind in the weapon racks and alcoves.

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greyarea
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Re: B1.1 - Beginnings

Post by greyarea »

The racks are in the alcoves. They are bereft of weapons so I suppose they are merely racks.

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jcftao
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Re: B1.1 - Beginnings

Post by jcftao »

Fauk is bereft of ideas, so he looks at himself in the scratched mirror.

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connivingsumo
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Re: B1.1 - Beginnings

Post by connivingsumo »

Slip
Image

Slip searches the alcoves for more detail; if none, then moves stealthily down the hall.


Scout, Tinkerer, and Cartographer
+ Arrows = 20
+ HP: 5
+ AC: 5
Target priority: imminent danger (self or companion), then the target most injured.
When possible, Slip will always try to retrieve previously fired arrows.


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