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  #61  
Old Nov 4th, 2010, 07:23 PM
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"Gone. Trap detector gone."

Jort shrugs, more eloquently than he speaks, and ambles off into the mine.
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  #62  
Old Nov 4th, 2010, 09:27 PM
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Onward then, into the mine. Surely nothing bad could come of this! Reginald follows reluctantly in the middle of the group.

Last edited by Shen; Nov 11th, 2010 at 01:53 PM.
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  #63  
Old Nov 10th, 2010, 03:03 PM
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Looking at everyone just standing around, including myself. Well any thoughts on some kind of marching order? I dont suppose any of you took a level of ranger? Cause it would be usefull right now in checking and making sure we dont walk into trouble.
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  #64  
Old Nov 11th, 2010, 01:54 PM
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Let the walking speech impediment lead the way. Reginald follows Jort into the mine.
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  #65  
Old Nov 16th, 2010, 01:18 PM
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Descending into the darkness, it isn't too long before the tunnel levels off and opens into a small, roughly rectangular chamber. Scattered chunks of silver ore surround an overturned pair of wooden carts. The lower half of what appears to be a human body juts out from beneath one of the cart’s edges. It shows no signs of movement. Dried blood is smeared across the northern wall in several places. Exits lead to the west and the east.

OOCI'm just assuming you guys cast light somewhere.
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  #66  
Old Nov 16th, 2010, 06:43 PM
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"Dead thing. Blood. Check traps, you."

Jort gesticulates at the one he thinks most likely to be able to perform the required task: it's not quite clear who he means, just that it should not be him.
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  #67  
Old Nov 16th, 2010, 08:24 PM
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Hearing the shout for someone to check for traps Kegan moves ahead of the group. You know an occasional please does work wonders.
Dice Roll:
1d20+8 (4)+8 Total = 12
Examing the area for any signs of traps left by either the owners of the blood or those that caused it to spill.
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  #68  
Old Nov 17th, 2010, 12:08 PM
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OOCYou can't see any traps, but you do notice a bunch of broken arrows and some puncture wounds on the corpse. You can make another perception check to take a closer look. Also, anyone can make a heal check on the body to get some more info.
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  #69  
Old Nov 17th, 2010, 02:55 PM
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Broken arrows and strange puncture wounds on the bodies. Assuming that all of these bodies belong to the miners Kegan
Dice Roll:
1d20+8 (1)+8 Total = 9
takes a close look at things
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  #70  
Old Nov 17th, 2010, 03:48 PM
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OOCNote: there's just one body, the one under the cart. A further search reveals absolutely nothing interesting, but you did roll a natural 1! Immediately add 100xp for being so blind. (Note: I'm gonna keep track of other XP, but the 1s and 20s you guys have to keep track of yourselves.
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  #71  
Old Dec 1st, 2010, 01:40 PM
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Looking at their two options for travel, Kegan
Dice Roll:
1d20+8 (6)+8 Total = 14
looks to see whick of the two seem to be more recently used, thinking that any sign of blood or damage would show which way to go.

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  #72  
Old Dec 4th, 2010, 08:24 PM
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It is not what the eyes can see, but what the nose knows. You see Kegan walk to one entrance, then to the other, then back, then to the other.
OOCKegan: You notice a faint bad odor coming from the northern tunnel, while there doesn't seem to be any discernible smell to the south.

Last edited by HughtheHand; Dec 4th, 2010 at 08:25 PM.
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  #73  
Old Dec 5th, 2010, 03:15 AM
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"No-one deciding? We go north."

Jort doesn't wait for discussion; he's waited long enough. He simply wanders off.
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  #74  
Old Dec 5th, 2010, 06:25 AM
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You begin trudging up the northern tunnel, the ceiling a comfortable 8 feet from the ground, the walls 10 feet from each other. This tunnel may have been made with dwarven supervision, but the dimensions are definitely for humans. Your footsteps echo lightly from the walls as the group follows the dwarf. Not far ahead, 60 feet or so, you can see a large wooden door set into the stone. It's simple, brown, and heavy looking. There doesn't seem to be any lock or bolt, just a handle on the right side. As you approach, you can definitely all notice a very unappetizing odor coming from beyond.


OOCI am guessing that the marching order is Jort, Kegan, Reginald, Stamos.
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  #75  
Old Dec 5th, 2010, 06:31 PM
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"Bad smell. Someone check traps."

Jort steps aside to let someone with the patience to pay attention to detail step up.
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