Dungeon
Master (GM): Don't forget today is the day that
you are to meet with Horan in his compound at 1:30 pm it's early morning right now Dungeon
Master (GM): 7:00 when you started to explore the
maze more. George: what time is it in game now? Dungeon
Master (GM): say about 10 after 7 am Dungeon
Master (GM): Ok, so the party can either go east
and up or west then south from current position cromth: what character can I use since I dont have one Sheila: Is detect magic and traps still working Dungeon
Master (GM): yes 11 more minutes on each one Sheila: the green x are what on the map Fenwe: We can go East and up or west then south Dungeon
Master (GM): The triple green X’s,
is where the Zap! Trap is! Sheila: lets go up Dungeon
Master (GM): ok you see it goes south then turns
a corner to go north. every 120 ft you move i take 1
minute off the spells Fenwe: Should I scout ahead? Sheila: yeah Fenwe: Can I use move silently? Dungeon
Master (GM): sheila and I thing Xil should
basically be in the lead with their spells you can yes Balen: Its not safe to go ahead unless you can detect traps, you
may get zapped Fenwe: Lead on then Sheila: detect trap spell is still on Balen: Once the spell is gone I guess we can try tossing copper
pieces or weapons hehe Fenwe: Just want to point out that all the zapping traps appear to
block our way to the center of this room Dungeon
Master (GM): at least something you don't mind
disappearing of course Balen: Hoping the maze is just a long way round to the center Fenwe: Should I be moving my own character? Balen: yep Dungeon
Master (GM): you should be able to of course Keep going? Balen: yeah Dungeon
Master (GM): keep going? Sheila: are we on 2 different places on the mao map Dungeon
Master (GM): the small group of 3 are new
characters Not In the Maze Fenwe: Go ahead Xii Dungeon
Master (GM): the rest is the party Xilicien: Go ahead and what? Fenwe: lead on Sheila: did i drop my self in the wrong spot Dungeon
Master (GM): ok up to where i revealed is another
minute go by so 10 minutes left on the spells Sheila: I was use sheila last week after lord t died Balen: your fine Dungeon
Master (GM): Keep on going now? Balen: yeah Dungeon
Master (GM): you turn north now and see a door up
ahead Fenwe: I move silently to approach the door and see if there are
any signs of life/put my ear up top the door to listen Xilicien: AFK for a moment.
Balen the Human Troubador, strains
his/her ears in an attempt to HEAR what he/she should not!
Result Whispered to DM
(From
Balen): HEAR NOISE Roll: 83 %
Needs ≤ 25 % Dungeon
Master (GM): ok nothing is to be heard beyond the
door Balen: Is it locked? Dungeon
Master (GM): no it is not Balen: Balen opens the door Dungeon
Master (GM): In the center of this rectangular
room is the six-foot-tall head of a man, the
same man as that portrayed by the gold
bust from Room 1: hooked nose, short
hair, and so forth. It appears fleshy,
alive, and very real, as if a giant were
imprisoned below the floor. The head's eyes are open, staring at the door through
which you have entered. Xilicien: BTK Balen: Balen moves to the other door do the eyes move to him? Dungeon
Master (GM): no they do not balen Fenwe: I attempt to carefully poke the head to see if it's real
flesh/alive away from it's mouth region
Dungeon
Master (GM): Fenwe's hand goes right through the
head!