To The Steading

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tumblingdice
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Re: To The Steading

#241 Post by tumblingdice »

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

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spanningtree
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Re: To The Steading

#242 Post by spanningtree »

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:

Image

------------------------------------
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

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Re: To The Steading

#243 Post by greyarea »

Master of Dragons listens at the large double doors.

Hear Noise 25% [1d100] = 25

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Mant72
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Re: To The Steading

#244 Post by Mant72 »

Cathedra listens to the door on the far side of the room, the one to the west.

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Re: To The Steading

#245 Post by Dram »

Vacarxia- Listens at the first door.

Hear Noise 30% [1d100] = 36
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Re: To The Steading

#246 Post by Craigers07 »

Wilryn - Gnome Illusionist

Wilryn pockets the silver and heads downstairs.

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GreyWolfVT
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Re: To The Steading

#247 Post by GreyWolfVT »

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

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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tumblingdice
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Re: To The Steading

#248 Post by tumblingdice »

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

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badams30
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Re: To The Steading

#249 Post by badams30 »

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.

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Mant72
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Re: To The Steading

#250 Post by Mant72 »

Yes, spiking closed the doors we entered through is a great idea.

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Re: To The Steading

#251 Post by connivingsumo »

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.

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Re: To The Steading

#252 Post by spanningtree »

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
Anall nathrack uthos bethos doss yell yenva. -Merlin

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Re: To The Steading

#253 Post by Mant72 »

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.
I didn't know if you would prefer to roll Find Traps or me, but I went ahead and included one anyway. Let me know if you prefer to do the checks. I know different DMs do differnt things.

Find/Remove Traps (75%): [1d100] = 76

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Re: To The Steading

#254 Post by GreyWolfVT »

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

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: To The Steading

#255 Post by Dram »

Vacarxia- Move with the others to the single door. He will stay alert for any of the other opening.
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Re: To The Steading

#256 Post by spanningtree »

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

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Re: To The Steading

#257 Post by Mant72 »

Cathedra cracked open the one to the left after searching for traps.

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Re: To The Steading

#258 Post by badams30 »

Fergus - Fighter

Fergus will stand close by Cathedra with his sword ready.

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Re: To The Steading

#259 Post by GreyWolfVT »

As stated above

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

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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tumblingdice
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Re: To The Steading

#260 Post by tumblingdice »

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

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