To The Steading
- tumblingdice
- Ranger
- Posts: 656
- Joined: Sun Mar 18, 2012 11:57 am
Re: To The Steading
Duvli starts to grumble. "This is too easy. When's the other shoe gonna drop?"
These are ghouls. They hang out in graveyards, they have long tongues, and they eat people.
"Oh, well, that could be helpful!"
--my five-year old daughter
"Oh, well, that could be helpful!"
--my five-year old daughter
- spanningtree
- Ranger Lord
- Posts: 3479
- Joined: Sun Jul 22, 2012 9:35 pm
- Location: Las Vegas, NV
Re: To The Steading
Saphrax and Fergus take a look at the bar. It is a simple metal bar, it has the look of a blank that blacksmiths use for making swords with. Fergus dumps it over the side of the tower to make sure it does not come into contact with the triangle.
Wilryn searches the room and finds an old round of cheese and twenty six rounds of silver. There is not much up here.
The rest of the party returns downstairs. There are three doors to the north to choose from (see the map).
Actions?
Reposting map from earlier, please ignore character positions:
------------------------------------
Cathedra, Elf Thief 11, AC:2 HP:42
Joven, Half Elf Ranger 8, AC:1 HP:71 Rex, Dog HP:6 AC:10
Master of Dragons, Human Monk 8, AC:4 HP:23
Fergus 'the Bear", Human Fighter 9, AC:-5 HP:84
Duvli, Dwarf Cleric 9, AC: 0 HP: 60
Spells: Bless, Command, Cure Light Wounds, Detect Evil, Resist Cold, Sanctuary, Augury, Hold Person
Know Alignment, Resist Fire, Silence 15' Radius, Spiritual Weapon, Continual Light, Dispel Magic, Prayer
Cure Serious Wounds, Neutralize Poison, Protection from Evil 10' Radius, Flame Strike
Vacarxia, Half Elf Magic User/Thief 8/9, AC:-1 HP:36
Spells: Change, Distract, Gnats, Moan, Mute, Scratch, Spider, Unlock, Enlarge, Magic Missle x2,
Sleep, Invisibility, Strength,Web, Blink x2, Fireball x2, Lightning Bolt, Charm Monster, Polymorph Self
Moreeth, Elf Fighter/Magic User 8/8, AC:0 HP:38
Spells: Detect magic, Light, Magic missile x2, Mirror image, Invisibility, Levitate, Fly, Dispel Magic, Melf Meteors, Minor Globe of Inv.
Wilryn, Gnome Illusionist, AC:0 HP:28
Spells: Chromatic Orb, Hypnotism, Phantom Armor, Wall Of Fog, Blindness,Improved Phantasmal Force,
Mirror Image, Paralyzation, Spectral Force
Saphrax, Elf Mage 10, AC:1 HP:59 Zephi, Pseudo Dragon HP:11 AC:2
Spells: Magic missile x 4, stinking cloud x 2, web x 2, fireball, lightning bolt x2, fire shield, polymorph other, cone of cold, hold monster
Wilryn searches the room and finds an old round of cheese and twenty six rounds of silver. There is not much up here.
The rest of the party returns downstairs. There are three doors to the north to choose from (see the map).
Actions?
Reposting map from earlier, please ignore character positions:
------------------------------------
Cathedra, Elf Thief 11, AC:2 HP:42
Joven, Half Elf Ranger 8, AC:1 HP:71 Rex, Dog HP:6 AC:10
Master of Dragons, Human Monk 8, AC:4 HP:23
Fergus 'the Bear", Human Fighter 9, AC:-5 HP:84
Duvli, Dwarf Cleric 9, AC: 0 HP: 60
Spells: Bless, Command, Cure Light Wounds, Detect Evil, Resist Cold, Sanctuary, Augury, Hold Person
Know Alignment, Resist Fire, Silence 15' Radius, Spiritual Weapon, Continual Light, Dispel Magic, Prayer
Cure Serious Wounds, Neutralize Poison, Protection from Evil 10' Radius, Flame Strike
Vacarxia, Half Elf Magic User/Thief 8/9, AC:-1 HP:36
Spells: Change, Distract, Gnats, Moan, Mute, Scratch, Spider, Unlock, Enlarge, Magic Missle x2,
Sleep, Invisibility, Strength,Web, Blink x2, Fireball x2, Lightning Bolt, Charm Monster, Polymorph Self
Moreeth, Elf Fighter/Magic User 8/8, AC:0 HP:38
Spells: Detect magic, Light, Magic missile x2, Mirror image, Invisibility, Levitate, Fly, Dispel Magic, Melf Meteors, Minor Globe of Inv.
Wilryn, Gnome Illusionist, AC:0 HP:28
Spells: Chromatic Orb, Hypnotism, Phantom Armor, Wall Of Fog, Blindness,Improved Phantasmal Force,
Mirror Image, Paralyzation, Spectral Force
Saphrax, Elf Mage 10, AC:1 HP:59 Zephi, Pseudo Dragon HP:11 AC:2
Spells: Magic missile x 4, stinking cloud x 2, web x 2, fireball, lightning bolt x2, fire shield, polymorph other, cone of cold, hold monster
Anall nathrack uthos bethos doss yell yenva. -Merlin
Re: To The Steading
Cathedra listens to the door on the far side of the room, the one to the west.
Re: To The Steading
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- Craigers07
- Pathfinder
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Re: To The Steading
Wilryn - Gnome Illusionist
Wilryn pockets the silver and heads downstairs.
Wilryn pockets the silver and heads downstairs.
- GreyWolfVT
- Wants a special title like Scott
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Re: To The Steading
Joven and his dog await which door the party opens Joven switches back to his crossbow to back the door checkers up show one open a door.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- tumblingdice
- Ranger
- Posts: 656
- Joined: Sun Mar 18, 2012 11:57 am
Re: To The Steading
Duvli, hammer at the ready, heads for the easternmost door.
These are ghouls. They hang out in graveyards, they have long tongues, and they eat people.
"Oh, well, that could be helpful!"
--my five-year old daughter
"Oh, well, that could be helpful!"
--my five-year old daughter
Re: To The Steading
Fergus - Fighter
Fergus follows the stealthier members downstairs, waiting till a door is chosen. He says "if there is noise, I say we poke around where it's quiet. We can eliminate small groups or individuals before we are discovered. With luck we can get this place emptied of trash quickly."
OOC: Hey - did we secure the big door behind us (The one leading to the outside?) Obviously someone will find this mess eventually, but better for us if we secure the door and do what we can to isolate this room.
No particular preference for doors, We could check the big doors, then maybe take the one to the right? Whatever.
Fergus follows the stealthier members downstairs, waiting till a door is chosen. He says "if there is noise, I say we poke around where it's quiet. We can eliminate small groups or individuals before we are discovered. With luck we can get this place emptied of trash quickly."
OOC: Hey - did we secure the big door behind us (The one leading to the outside?) Obviously someone will find this mess eventually, but better for us if we secure the door and do what we can to isolate this room.
No particular preference for doors, We could check the big doors, then maybe take the one to the right? Whatever.
- connivingsumo
- Ranger
- Posts: 557
- Joined: Thu Jan 23, 2014 3:01 am
Re: To The Steading
SAPHRAX: MU
Looks for another blank, or some other item to secure the large doors.
OOC: Old School D&D Elves could hear noise, but it was on a d6 rather than the Thief's d100. Is that the case with the system we're using? I wanted Saphrax to listen for noise at the door, but wasn't sure if A) he was allowed based on his race alone, and B) which macro to use.
Looks for another blank, or some other item to secure the large doors.
OOC: Old School D&D Elves could hear noise, but it was on a d6 rather than the Thief's d100. Is that the case with the system we're using? I wanted Saphrax to listen for noise at the door, but wasn't sure if A) he was allowed based on his race alone, and B) which macro to use.
- spanningtree
- Ranger Lord
- Posts: 3479
- Joined: Sun Jul 22, 2012 9:35 pm
- Location: Las Vegas, NV
Re: To The Steading
All of the doors are listened at. A party seems to be emanating from the center double doors. Even through the thick doors a lot of voices can be heard and there is some form of merriment at play behind them. Listening to the smaller doors to either side yields no noise from them. None of the doors have locking mechanisms.
Actions?
------------------------------------
Cathedra, Elf Thief 11, AC:2 HP:42
Joven, Half Elf Ranger 8, AC:1 HP:71 Rex, Dog HP:6 AC:10
Master of Dragons, Human Monk 8, AC:4 HP:23
Fergus 'the Bear", Human Fighter 9, AC:-5 HP:84
Duvli, Dwarf Cleric 9, AC: 0 HP: 60
Spells: Bless, Command, Cure Light Wounds, Detect Evil, Resist Cold, Sanctuary, Augury, Hold Person
Know Alignment, Resist Fire, Silence 15' Radius, Spiritual Weapon, Continual Light, Dispel Magic, Prayer
Cure Serious Wounds, Neutralize Poison, Protection from Evil 10' Radius, Flame Strike
Vacarxia, Half Elf Magic User/Thief 8/9, AC:-1 HP:36
Spells: Change, Distract, Gnats, Moan, Mute, Scratch, Spider, Unlock, Enlarge, Magic Missle x2,
Sleep, Invisibility, Strength,Web, Blink x2, Fireball x2, Lightning Bolt, Charm Monster, Polymorph Self
Moreeth, Elf Fighter/Magic User 8/8, AC:0 HP:38
Spells: Detect magic, Light, Magic missile x2, Mirror image, Invisibility, Levitate, Fly, Dispel Magic, Melf Meteors, Minor Globe of Inv.
Wilryn, Gnome Illusionist, AC:0 HP:28
Spells: Chromatic Orb, Hypnotism, Phantom Armor, Wall Of Fog, Blindness,Improved Phantasmal Force,
Mirror Image, Paralyzation, Spectral Force
Saphrax, Elf Mage 10, AC:1 HP:59 Zephi, Pseudo Dragon HP:11 AC:2
Spells: Magic missile x 4, stinking cloud x 2, web x 2, fireball, lightning bolt x2, fire shield, polymorph other, cone of cold, hold monster
Actions?
------------------------------------
Cathedra, Elf Thief 11, AC:2 HP:42
Joven, Half Elf Ranger 8, AC:1 HP:71 Rex, Dog HP:6 AC:10
Master of Dragons, Human Monk 8, AC:4 HP:23
Fergus 'the Bear", Human Fighter 9, AC:-5 HP:84
Duvli, Dwarf Cleric 9, AC: 0 HP: 60
Spells: Bless, Command, Cure Light Wounds, Detect Evil, Resist Cold, Sanctuary, Augury, Hold Person
Know Alignment, Resist Fire, Silence 15' Radius, Spiritual Weapon, Continual Light, Dispel Magic, Prayer
Cure Serious Wounds, Neutralize Poison, Protection from Evil 10' Radius, Flame Strike
Vacarxia, Half Elf Magic User/Thief 8/9, AC:-1 HP:36
Spells: Change, Distract, Gnats, Moan, Mute, Scratch, Spider, Unlock, Enlarge, Magic Missle x2,
Sleep, Invisibility, Strength,Web, Blink x2, Fireball x2, Lightning Bolt, Charm Monster, Polymorph Self
Moreeth, Elf Fighter/Magic User 8/8, AC:0 HP:38
Spells: Detect magic, Light, Magic missile x2, Mirror image, Invisibility, Levitate, Fly, Dispel Magic, Melf Meteors, Minor Globe of Inv.
Wilryn, Gnome Illusionist, AC:0 HP:28
Spells: Chromatic Orb, Hypnotism, Phantom Armor, Wall Of Fog, Blindness,Improved Phantasmal Force,
Mirror Image, Paralyzation, Spectral Force
Saphrax, Elf Mage 10, AC:1 HP:59 Zephi, Pseudo Dragon HP:11 AC:2
Spells: Magic missile x 4, stinking cloud x 2, web x 2, fireball, lightning bolt x2, fire shield, polymorph other, cone of cold, hold monster
Anall nathrack uthos bethos doss yell yenva. -Merlin
Re: To The Steading
Cathedra:
After listening to the door, Cathedra steps away and whispers to the others, "My vote is to avoid the double doors. I suggest we try one of these side doors." She then returns to the single door to the left, checks it for traps, and if she finds none, she will crack it open to peer within.
After listening to the door, Cathedra steps away and whispers to the others, "My vote is to avoid the double doors. I suggest we try one of these side doors." She then returns to the single door to the left, checks it for traps, and if she finds none, she will crack it open to peer within.
- GreyWolfVT
- Wants a special title like Scott
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Re: To The Steading
Joven nods "Very well lets check the side doors first then." loading a bolt into his crossbow "Rex and I will back you up."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: To The Steading
Vacarxia- Move with the others to the single door. He will stay alert for any of the other opening.
Current Characters/Games
- spanningtree
- Ranger Lord
- Posts: 3479
- Joined: Sun Jul 22, 2012 9:35 pm
- Location: Las Vegas, NV
Re: To The Steading
There are two single doors, one to the left of the double doors and one to the right. Which one is being opened and by whom?
Anall nathrack uthos bethos doss yell yenva. -Merlin
Re: To The Steading
Cathedra cracked open the one to the left after searching for traps.
Re: To The Steading
Fergus - Fighter
Fergus will stand close by Cathedra with his sword ready.
Fergus will stand close by Cathedra with his sword ready.
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33022
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: To The Steading
As stated above
Joven and Rex back up by the door to the left. Covering whomever opens it with crossbow and "teeth".
Joven and Rex back up by the door to the left. Covering whomever opens it with crossbow and "teeth".
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- tumblingdice
- Ranger
- Posts: 656
- Joined: Sun Mar 18, 2012 11:57 am
Re: To The Steading
Duvli readies his hammer, prepared to head through the door. "I'm too old for parties, anyway," he grumbles.
These are ghouls. They hang out in graveyards, they have long tongues, and they eat people.
"Oh, well, that could be helpful!"
--my five-year old daughter
"Oh, well, that could be helpful!"
--my five-year old daughter