In game:
As Krusten successfully finishes picking the last of the locks, the grinding gear sound from over head stops. The sound of clicking and a chain being lifted suggests that the mechanism is resetting. The new sounds are briefly herd before silence refills the room, along with a final unlatching sound from the door as it can now be opened freely.
As she finishes unlocking the door Matt steps foreword saying.
"I don't mind walking 1st if no one rather but, miss since you seem to be good at handling traps perhaps you should lead or be near the front at least."
Out of game:
I would like to know what the marching order will be in to the next part of the dungeon I will be posting a map and the discretion of the area when you move threw the door.
In Character: Krusten listens carefully first to see what might behind the door (d20: 21).
Out of Character: If there is nothing to be heard behind the door she will open it carefully and check all what she sees (she also has trap sense):
Spot: 13
Search: 14
In game:
The door swings open on heavy hedges. The hallway on the other side is short, before it drops off in to steps leading down.
Once you work out the marching order, you start walking.
(You can tell me the walking order but I"m posting the progression now.)
The path taken underfoot is long and endless. Steps leading down and changed directions left or right sharply. After walking for a while it is hard to tell if you"re still heading in the same orientation as before. The feeling of confusion is ever present as you proceed walking down the cold gray hallways for hours. You can only imagine you must have been walking for miles and as each stairwell leads down the air becomes old and the smell of mold lingers.
After you have been walking down an endless set of steps for at least 2 hours the path straightens out into a long hallway. The dim lighting brightens up as the crystals go back from being bracketed on the wall to being a vain along the ceiling, as the stone ceiling is replaced with a more cave like structure overhead.
The 10 foot wide passage seems clear in the distance, in fact you have not noticed a trap or any split offs since passing through that large door hours ago. After walking down the endless hallways for nearly another hour with its periodic flights of steps spaced out by hundreds of yards, it dons on you all that even the path its self is slightly sloped downward. This was discovered when Matt went to take a drink form his water skin and spilled some water. Rather than pooling, it begins to run down the hallway revealing the slope. It is needless to say that the magical healing properties of the water is long gone, and every ones water skin only holds clean water now.
Lunch time approaches and the feeling of hunger slowly set in. You are convinced you have been walking down here for at least 4 hours if not longer, and this is not counting the hour spent in the traps of the 1st part of the dungeon.
Out of game:
As you walk some of you may have begun to talk and convers with each other. If so, post what you may have talked about when you update your marching order.
In game:
You can't imagine why the 1st part of the dungeon would be trapped but this long passage is free of them. Your minds race considering the many questions this place brings up, wondering if you will manage to make I out without falling in to the madness of its solitude.
Were the 1st several floors just a test of skills?
Perhaps it was to slow prisoners down so that groups could be formed.
It could be that that part of the dungeon was designed to weed out the unworthy, but then what's going to come next?
The book suggested spiders was next but you haven't seen a signal web and even odder; how is the air down here breathable down here there's no vents, no wind, not even a variance from the path?
Wait didn't it have a map?
Out of game:
If you each want to roll for search and spot and listen for the long length of time you have been walking you may, roll for each 4 times one time for each hour of travel.
Edited: KittenPunk on 11th Feb, 2013 - 4:14pm
Dungeons & Dragons 3.5 RPG Main Game (Hover)
Out of Character: : STill waiting a bit on the order. By the way, since I said before I have given the dagger to Krusten. And here are the rolls :
Search :1) 3 2) 5 3) 18 4) 10
Listen :1) 9 2) 6 3) 16 4) 17
Spot :1) 12 2) 10 3) 20 4)25
Modifiers are included
Praos
You keep your eyes on a alert but the endless stone hallways seems to become just one long stream of gray, its not till about the 3ed hour your searching reveals much of anything. In that 3ed hour you find a small pile of ashes swept against the wall, you take a moment to examine them and believe they are the remainder of a small fire perhaps some one made camp in this hall way some time ago. You gather the ashes are a bout 3 days old. You also see a small drawing on the wall in chalk near where the ash pile was, the drawing is of setting sun.
Group
When you point it out to the others they agree with out that the ashes look to of been form a fire all be it a small one. And when Izumi see it she reaches one of her hands up to touch where her tattoo is as she recognizing the image to be the symbol of her tattoo. A clear sign her son is down here some where.
The group continues moving foreword.
Praos
The silence of this place is creepy and as you listen your ears reveal nothing but the conversations and chatter of your fellow party mates.
The fist 2 hours go by with out anything catching your eyes as you spot. As the 3ed hour passes you notice near the periodic steps down that there's a small scratched mark on the stone wall at the start of each set of steps leading down. At fist the small carved mark means nothing to you, but now that you are looking for it each time the group moves past another set of steps, you realize its roman numerals, counting each set of steps down.
XXXI, XXXII, XXXIII, XXXIV, XXXV, XXXVI and so on.
In the forth hour you spot that the gray stone is getting darker on color. You wonder what this could mean but feel its nothing of extreme importance. When you rest your hand on the wall you do notice its slightly damp perhaps the added damp is what is affecting its color; after all you are all many miles under the earth now.
In Character: Krusten is giddy from all the walking. She pauses now and again listening to the others talk while trying to figure out if this is not a path to a coffin in the end.
Out of Character: For marching order I do not mind being in the front with maybe someone that is a fighter close behind in case of immediate combat. If not Krusten will be all the way in the back but never anywhere in the middle.
Out Of Game: I couldn't remember the marching order, but I think it was Izumi at the back, Felipe at the front, Elrik behind him, Rudiger used to be behind Elrik but now he is dead, what about Praos and Krusten?
In Game: Felipe becomes to get tired of this strange place, and he says to the others while looking around, "What is this strange place? This is like a world more than just a plain path, don't you all find so?" After saying that Felipe will listen and search for traps. (Spot included)
Listen roll result: 21 (2 + D20)
Spot roll result: 7 (1 + D20)
Search roll result: 17 (2 + D20)
Out of Character: I missed a few things it seems,