Sol'drins hook sails up and clanks against the torch holder. Catching securely, you manage to make it up to the landing with ease. After that it's merely a simple game of unhooking and tossing the hook up to the next landing.
Adran's choice to climb the crumbling stairs proves to be far more precarious. Each step you take is met with a creak and shift in the stone stairs. Several rocks fall loose and clatter to the ground. On a few occasions the stairwell buckles and detachs from the wall dangerousely. Adran barely makes it to the top landing, but make it you do!
As both rouges reach the top landing, a pair of beady red eyes peer out of the gloom. With a shrill screech, a pair of cat sized bats flit out of the darkness and attack! Prepare for battle!
Sol'drin: The bat swoops in for an attack and nicks your shoulder, dealing 2DMG to you. (You now have 4 HP. Roll a d20 for an attack roll, you will gain a +5 bonus due to your dagger and dexterity mod. Then roll a d4 for damage, you will gain a +1 bonus due to your dagger)
Adran: The bat swoops in for an attack smacks you in the forehead with a wing, dealing 1DMG to you. (You now have 5 HP. Roll a d20 for an attack roll, you will gain a +5 bonus due to your dagger and dexterity mod. Then roll a d4 for damage, you will gain a +1 bonus due to your dagger)
Laurenthiel's inspection of the fireplace led to a series of small oddities being noted. For starters, though this was a fireplace there was no flue to let the smoke out. The ash dusting the floor had a darker colour to it than what burnt wood ash would look like, perhaps it had been scattered there on purpose? On one of the stones in the back of the 'dragons mouth' a small carving of a flame was set. Simply touching the stone causes it to click, and one of the large stones in the floor slides away to reveal a dark passageway.
Laurenthiel has the following choices:
1) Venture into the passageway.
2) Eh, it's probably full of spiders. Just leave it (This will result in a End Game)
3) Let's go back and pick another door to investigate.
(Unfortunatly Kelina's journey has come to an end as you have failed to reply by the cut off time. However you still get to keep your little warrior Pockettu. Please take her to the certing thread within 1 week if you have not done so already. Thank you for playing!)
Romsca's excitement would sadly be denied. As you work on the trap, you quickly will realize it is far more complicated than you first may have expected. Something clicks inside the trophy head and a small blade darts out, stabbing your hand. (You take 1 HP of damage, you now have 5HP)
Romsca has the following choices:
1) You may attempt to disable the trap once again. (Roll a d20. A bonus will be added from your Dex Mod)
2) Leave the Trap alone and Sample the Minibar instead (Roll a d20)
3) Leave the trap alone and Check out the fireplace. (Roll a d20. You will receive a +4 bonus due to your Intel Mod and the Search skill)
(Please include in your post the Number you are picking, just to make certain there are no accidental mix ups on my part. You all have until 10PM EST tomorrow to have made your selection and post it in this thread. Failure to post by the stated time will result in your Adventurer being dropped from the game.
Just a reminder: For those of you who are in rooms with another individual, feel free to comment or talk to each other, but no more than 2 posts please per person for interactions. Just to keep the game running quickly and smoothly.)
(NOTE: I have plans tomorrow night, so there will be a late update Friday. Meaning the due time will likely be Sunday )