1. The Adventure Begins
Re: The Adventure Begins
Skinklob's Luck [1d6] = 3 [1d6] = 4 +7 = 14
Skinklob squawks in panic and scrabbles madly at the crumbling wood.
Skinklob squawks in panic and scrabbles madly at the crumbling wood.
Re: The Adventure Begins
Skinklob crashes tumbles over and bursts the railing, plummeting to the ground with a loud *thump!*Pulpatoon wrote:Skinklob's Luck [1d6] = 3 [1d6] = 4 +7 = 14
Skinklob squawks in panic and scrabbles madly at the crumbling wood.
As a level 1 saving roll, he needed a 20 to pass. Take (Skinklob fall [1d6] = 6) points off CON, and you may continue your turn from the ground floor.
Skinklob gets 14 adventuring points for making a Level 1 saving throw.
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Re: The Adventure Begins
Doughty pulls out the robin's eggs and holds them up, smiling, for Digsby to see. When he hears the crashing, he will peek his head out the doorway to see if anyone needs help. Oh dear, Skinklob. Let me help you up. I've found some eggs and was thinking of making dumplings with the flour in there, if it is serviceable. A few meal worms wouldn't be too bad, I suppose. Extra protein, as they say.
Once Skinklob is up and moving, Doughty returns to the kitchen and tries the water pump at the sink assuming there is one. If it is serviceable, he will try scrubbing the knife clean, mumbling about how difficult it is to believe someone would keep such an untidy kitchen. Once clean, he packs the knife away.
Once Skinklob is up and moving, Doughty returns to the kitchen and tries the water pump at the sink assuming there is one. If it is serviceable, he will try scrubbing the knife clean, mumbling about how difficult it is to believe someone would keep such an untidy kitchen. Once clean, he packs the knife away.
Re: The Adventure Begins
Skinklob swears, "Lampblack and soul slag! The damned stairs are haunted! Did you see them attack me?"
Creakily rising from his fall, the dwarf calls up to Biddle, "You're on yer own. Watch yer rumpus—them stairs are treacherous!"
To Doughty: "Dumplings? Fine, fine, I could take a bite. But I got dust and splinters in my mouth, so a drink'd be my first order of business."
Skinklob follows Doughty back to the kitchen, also looking for the water pump.
Creakily rising from his fall, the dwarf calls up to Biddle, "You're on yer own. Watch yer rumpus—them stairs are treacherous!"
To Doughty: "Dumplings? Fine, fine, I could take a bite. But I got dust and splinters in my mouth, so a drink'd be my first order of business."
Skinklob follows Doughty back to the kitchen, also looking for the water pump.
Re: The Adventure Begins
A question
Why is Skinlob's LK based on a 1d6 roll? With 5.5 rules, you would roll 3d6 and then apply any kindred modifier. There is no LK modifier for dwarves. Maybe he didn't fail and has only imagined the damage?
Why is Skinlob's LK based on a 1d6 roll? With 5.5 rules, you would roll 3d6 and then apply any kindred modifier. There is no LK modifier for dwarves. Maybe he didn't fail and has only imagined the damage?
Re: The Adventure Begins
He rolled 2D6 separately (1d6 + 1d6), so that he could roll again if he got doubles.Khaboom wrote:A question
Why is Skinlob's LK based on a 1d6 roll? With 5.5 rules, you would roll 3d6 and then apply any kindred modifier. There is no LK modifier for dwarves. Maybe he didn't fail and has only imagined the damage?
My book says 2d6 for saving throws, not 3d6. That's what you meant to say, right?Pulpatoon wrote:Skinklob's Luck [1d6] = 3 [1d6] = 4 +7[/url] = 14
Skinklob squawks in panic and scrabbles madly at the crumbling wood.
Re: The Adventure Begins
Sorry - my misread. 2d6 for SRs, yes.
I thought the first roll was his LK attribute. I see that I misread that. I couldn't see what Skinlob LK was for the 2d6 roll to be added on to.
What I (mis) understood was a roll of 1d6 to give LK of 3 then the 2d6 roll on top of that.
I thought the first roll was his LK attribute. I see that I misread that. I couldn't see what Skinlob LK was for the 2d6 roll to be added on to.
What I (mis) understood was a roll of 1d6 to give LK of 3 then the 2d6 roll on top of that.
Re: The Adventure Begins
An understandable misread. The way the rolls print out isn't exactly eye catching when multiple rolls are involved.
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Re: The Adventure Begins
Hearing the squawk-thump-groan of Skinklob's death-defying stairobatics, Digsby turns from his perusal of the less-than-sanitary cutting surface and implement to check on the commotion. Seeing the shaken dwarf climb to his feet and move under his own power, the gardener-come-sapper steps back from the doorway to allow the dwarf and his escort through. As they pass, "I'm going to take a look in that front room where the fox was. Call me if you manage those dumplings?"
Digsby heads back in the direction of the hallway and the front room they passed earlier.
Digsby heads back in the direction of the hallway and the front room they passed earlier.
Re: The Adventure Begins
Day 1, Midday (still turn 2)
Biddle Spratt continues up to the attic door, now out of sight of Weeba on the ground floor. He listens for a moment, and hears nothing. He attempts to push the door inward, but it is locked. "Knock knock!" he whispers with a flurry of the hand (2 STR spent); he hears the bolt slips from its catch behind the door with a gratifying clank. He pushes again, and this time the door swings wide open, revealing stairs leading up into utter darkness. Biddle springs back down the steps to the upper floor landing, just in case, but nothing comes out of the attic.
Actions?
In the kitchen, Doughty carefully pockets the eggs, and is pleased to find that one of the sacks of flour is still sturdy and tied shut (consider the sack of flour to be 150 weight units heavy, for bulk and mass). A quick peek inside doesn't reveal any bugs crawling around on top. He also takes the heavy cleaver (2 + 3, requires 6 ST and 6 DX, 30 weight), hoping to wash it off somewhere.
Skinklob nurses his funny bone as he hobbles into the kitchen to join Doughty. The two head over to the water duct in the corner. It is an antiquated contraption by modern Antharian standards, serviced by a chain water pump outside of the house, which draws up water and sends it down a wooden chute into the kitchen, where an iron-plated wood board is removed to allow the water to be dispensed into a large basin. The basin is empty, but from here there is nothing to suggest that the water pump outside is broken; there is also a small stone well next to the water pump, in either case.
Actions?
Digsby heads to the front room, where the fox is still absent. Most of the wood floor is covered by a very ornate Kashmir rug, chain-stitched with a dazzling array of floral designs in burgundy and amber hues. Much of the colour in the rug and the sitting furniture has faded, and animal stains are everywhere. The room smells potently of the fox: a bit like skunk without the nasal burn, with hints of boiled cabbage.
The settee and chair are both in a sorry state, with upholstery and wire springs spewing out of the cushions. The reclining couch, on the other hand, seems largely intact, if a little worse for wear. On the back wall Digsby sees the wooden sword mounting, minus the sword. Perhaps four feet wide, it is adorned with silver and inlays of vines and swirls. A brass plaque at the bottom says, "Beastiebane, Personal Sidearm of Hoobarox Nordo during the Elf Wars."
Actions?
Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 10/12 LK 14 DEX 10 — Adds: +1/+1) CON: 11
Digsby Mudfoot, Halfling Gardener (War, ST 7 LK 12 DEX 15 — Adds: +1/+2) CON: 20
Doughty Doughball, Halfling Cook (Rog, ST 5 LK 7 DEX 15 — Adds: -3/+0) CON: 16
Skinklob Nurl, Dwarven Dealer in Back Alley Hexes (Wiz, ST 12 LK 7 DEX 13 — Adds: -1/+0) CON: 17/23
Weeba Zortz, Warrior in Triplet (War, ST 13 LK 10 DEX 17 — Adds: +6/+11) CON: 10[/quote][/quote]
Biddle Spratt continues up to the attic door, now out of sight of Weeba on the ground floor. He listens for a moment, and hears nothing. He attempts to push the door inward, but it is locked. "Knock knock!" he whispers with a flurry of the hand (2 STR spent); he hears the bolt slips from its catch behind the door with a gratifying clank. He pushes again, and this time the door swings wide open, revealing stairs leading up into utter darkness. Biddle springs back down the steps to the upper floor landing, just in case, but nothing comes out of the attic.
Actions?
In the kitchen, Doughty carefully pockets the eggs, and is pleased to find that one of the sacks of flour is still sturdy and tied shut (consider the sack of flour to be 150 weight units heavy, for bulk and mass). A quick peek inside doesn't reveal any bugs crawling around on top. He also takes the heavy cleaver (2 + 3, requires 6 ST and 6 DX, 30 weight), hoping to wash it off somewhere.
Skinklob nurses his funny bone as he hobbles into the kitchen to join Doughty. The two head over to the water duct in the corner. It is an antiquated contraption by modern Antharian standards, serviced by a chain water pump outside of the house, which draws up water and sends it down a wooden chute into the kitchen, where an iron-plated wood board is removed to allow the water to be dispensed into a large basin. The basin is empty, but from here there is nothing to suggest that the water pump outside is broken; there is also a small stone well next to the water pump, in either case.
Actions?
Digsby heads to the front room, where the fox is still absent. Most of the wood floor is covered by a very ornate Kashmir rug, chain-stitched with a dazzling array of floral designs in burgundy and amber hues. Much of the colour in the rug and the sitting furniture has faded, and animal stains are everywhere. The room smells potently of the fox: a bit like skunk without the nasal burn, with hints of boiled cabbage.
The settee and chair are both in a sorry state, with upholstery and wire springs spewing out of the cushions. The reclining couch, on the other hand, seems largely intact, if a little worse for wear. On the back wall Digsby sees the wooden sword mounting, minus the sword. Perhaps four feet wide, it is adorned with silver and inlays of vines and swirls. A brass plaque at the bottom says, "Beastiebane, Personal Sidearm of Hoobarox Nordo during the Elf Wars."
Actions?
Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 10/12 LK 14 DEX 10 — Adds: +1/+1) CON: 11
Digsby Mudfoot, Halfling Gardener (War, ST 7 LK 12 DEX 15 — Adds: +1/+2) CON: 20
Doughty Doughball, Halfling Cook (Rog, ST 5 LK 7 DEX 15 — Adds: -3/+0) CON: 16
Skinklob Nurl, Dwarven Dealer in Back Alley Hexes (Wiz, ST 12 LK 7 DEX 13 — Adds: -1/+0) CON: 17/23
Weeba Zortz, Warrior in Triplet (War, ST 13 LK 10 DEX 17 — Adds: +6/+11) CON: 10[/quote][/quote]
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Re: The Adventure Begins
That would have been a nice trophy... Digsby thinks looking at the empty sword mount. On a hunch he attempts to move the mount, perhaps take it down to examine more closely ...Is that silver removable....?, and look behind it for any hidden compartments or alcoves.
Finished with his examinations of the sword mount Digsby slowly traverses the room, careful to avoid any of the animal mess, looking for the side door that the fox had disappeared through.
Finished with his examinations of the sword mount Digsby slowly traverses the room, careful to avoid any of the animal mess, looking for the side door that the fox had disappeared through.
Re: The Adventure Begins
Biddle will shut the door quietly and ask someone to come take a look with him. If he has a companion he will go back, open the door, listen again and then advance with his companion with a lit torch to see what is up there.
If no one wants to go up, he will think again...
If no one wants to go up, he will think again...
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Re: The Adventure Begins
Hearing the invitation, Doughty pauses. Well I was just about to start some dumplings, you see... The he sighs. If someone wouldn't mind stating a fire, I'll be back in a moment. He repacks his apron, then heads up the stairs, being careful to avoid the broken step. Out of the kitchen again, he realizes how creepy the house is and immediately yearns to return his project.
Up the stairs he goes!
Up the stairs he goes!
Re: The Adventure Begins
Skinklob mutters, absentmindedly, "Sure, sure, I'll get the fire." He grabs a mug from the kitchen and goes to investigate the well.
Re: The Adventure Begins
Weeba watches the others who go up the stairs, covering each in turn with his bow.
While doing so, he keeps his ears open for any potential threats.
While doing so, he keeps his ears open for any potential threats.
Re: The Adventure Begins
Biddle follows the hobbit ready to cast a spell if necessary.
"I appreciate the way you all want to lend a hand. I feel very comfortable with you already. I'm looking for to sharing a nice bottle of wine and getting to know you better over a good roast dinner. Who knows? We might even find something or someone who will foot the bill up here!"
"I appreciate the way you all want to lend a hand. I feel very comfortable with you already. I'm looking for to sharing a nice bottle of wine and getting to know you better over a good roast dinner. Who knows? We might even find something or someone who will foot the bill up here!"
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Re: The Adventure Begins
Wait... What!? How did he sneak that in there?Khaboom wrote:Biddle follows the hobbit...
Pleased to be helpful, Doughty gladly leads the way, asking questions such as, "Was it to the left or right at the top of the stairs?" When they get to the door in question, Doughty pauses and listens a moment before going up. What was it we were expecting to find up here? He knocks, then carefully enters if it is unlocked.
Re: The Adventure Begins
Day 1, Midday (turn 3)*
Skinklob throws a few logs into the kitchen's hearth and starts a fire. Grabbing a chipped ceramic mug, he tries the kitchen's back door, but it's locked. He throws the latch, but it's rusted shut. In the end he slips out through one of the kitchen's large, low windows. Walking through tufts of tall grass he reaches the well and water pump. The pump is rusty, but a few hearty turns of the wheel gets the machine working: spinning the wheel causes a chain to tumble around a pulley. Thick wooden blocks are attached to the chain like the troughs of a waterwheel, forcing up water from the wellspring below. Soon fresh spring water is sliding down the chute to the kitchen. Skinklob admires the field's view to the east, overlooking a distant, rainbow-crowned waterfall that disappears into a rocky canyon.
Presently, he hears commotion within the house.
Action?
In the living room, Digsby carefully removes the sword mount from the wall. The wallpaper behind it is peeled a little, and pulling it back further he discovers a hole with a bronze ring studded with pieces of enamel, a stack of old love letters, and a small pocket-sized painting of a young woman wearing a strange outfit indeed. Turning his attention to the mount, he finds it to be solid and without any secret compartments. The silver inlay is very well wrought, without any seams, and too thin to be able to scrape off any worthwhile shavings.
Setting the mount to the side for the moment, Digsby carefully steps over to the far door, floorboards creaking beneath the rug as he walks. At the door he peers into the darkness of the hallway beyond, and sees three pairs of yellow eyes staring at him from the darkness. There is a growl, and then three identical and very large foxes come dashing into the room, yipping and baring sharpened teeth!
Action?
Doughty Doughball joins Biddle Spratt at the top of the stairs, being careful to avoid the missing and shaky steps. Biddle lights a torch and follows Doughty up to the attic door, spellcasting fingers extended. The hobbitling pushes open the door and leads them up a flight of dusty steps and into a stale, cobwebbed attic, full of useless junk and mementos tossed into crates and covered in moth-eaten sheets of undyed cloth. Very tiny pinpricks of light trickle in through some loose roof shingles and boarded up windows. The steps continue up to a hatch that no doubt leads to the widow's walk on the roof of the house.
The pair step onto the floor carefully and look around, spotting a very large and peculiar chest in the back, separate from the rest of the junk. A tiny bat flutters away. The floor is spongy and sticky, and Biddle uses the light of the torch to find out why: guano is everywhere! Another bat flutters by, and then another. Soon, the entire ceiling begins to crawl with noisy commotion, and scores of bats begin to swarm the torch that disturbed their slumber!
Actions?
From the rotunda, Weeba Zortz hears booming and shouting upstairs coming from the attic, and the snarls of several foxes in the living room.
Action?
*Strength lost from spellcasting is regained at a rate of 1 per turn, which I think means 1 full turn. However, I don't want to worry about keeping track of who lost ST last turn, or when during the turn it was lost; so I'm just going to rule that at the start of every turn, everyone regains 1 ST, regardless of when/if they cast spells during the last turn.
Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 11/12 LK 14 DEX 10 — Adds: +1/+1) CON: 11
Digsby Mudfoot, Halfling Gardener (War, ST 7 LK 12 DEX 15 — Adds: +1/+2) CON: 20
Doughty Doughball, Halfling Cook (Rog, ST 5 LK 7 DEX 15 — Adds: -3/+0) CON: 16
Skinklob Nurl, Dwarven Dealer in Back Alley Hexes (Wiz, ST 12 LK 7 DEX 13 — Adds: -1/+0) CON: 17/23
Weeba Zortz, Warrior in Triplet (War, ST 13 LK 10 DEX 17 — Adds: +6/+11) CON: 10[/quote][/quote][/quote]
Skinklob throws a few logs into the kitchen's hearth and starts a fire. Grabbing a chipped ceramic mug, he tries the kitchen's back door, but it's locked. He throws the latch, but it's rusted shut. In the end he slips out through one of the kitchen's large, low windows. Walking through tufts of tall grass he reaches the well and water pump. The pump is rusty, but a few hearty turns of the wheel gets the machine working: spinning the wheel causes a chain to tumble around a pulley. Thick wooden blocks are attached to the chain like the troughs of a waterwheel, forcing up water from the wellspring below. Soon fresh spring water is sliding down the chute to the kitchen. Skinklob admires the field's view to the east, overlooking a distant, rainbow-crowned waterfall that disappears into a rocky canyon.
Presently, he hears commotion within the house.
Action?
In the living room, Digsby carefully removes the sword mount from the wall. The wallpaper behind it is peeled a little, and pulling it back further he discovers a hole with a bronze ring studded with pieces of enamel, a stack of old love letters, and a small pocket-sized painting of a young woman wearing a strange outfit indeed. Turning his attention to the mount, he finds it to be solid and without any secret compartments. The silver inlay is very well wrought, without any seams, and too thin to be able to scrape off any worthwhile shavings.
Setting the mount to the side for the moment, Digsby carefully steps over to the far door, floorboards creaking beneath the rug as he walks. At the door he peers into the darkness of the hallway beyond, and sees three pairs of yellow eyes staring at him from the darkness. There is a growl, and then three identical and very large foxes come dashing into the room, yipping and baring sharpened teeth!
Action?
Doughty Doughball joins Biddle Spratt at the top of the stairs, being careful to avoid the missing and shaky steps. Biddle lights a torch and follows Doughty up to the attic door, spellcasting fingers extended. The hobbitling pushes open the door and leads them up a flight of dusty steps and into a stale, cobwebbed attic, full of useless junk and mementos tossed into crates and covered in moth-eaten sheets of undyed cloth. Very tiny pinpricks of light trickle in through some loose roof shingles and boarded up windows. The steps continue up to a hatch that no doubt leads to the widow's walk on the roof of the house.
The pair step onto the floor carefully and look around, spotting a very large and peculiar chest in the back, separate from the rest of the junk. A tiny bat flutters away. The floor is spongy and sticky, and Biddle uses the light of the torch to find out why: guano is everywhere! Another bat flutters by, and then another. Soon, the entire ceiling begins to crawl with noisy commotion, and scores of bats begin to swarm the torch that disturbed their slumber!
Actions?
From the rotunda, Weeba Zortz hears booming and shouting upstairs coming from the attic, and the snarls of several foxes in the living room.
Action?
*Strength lost from spellcasting is regained at a rate of 1 per turn, which I think means 1 full turn. However, I don't want to worry about keeping track of who lost ST last turn, or when during the turn it was lost; so I'm just going to rule that at the start of every turn, everyone regains 1 ST, regardless of when/if they cast spells during the last turn.
Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 11/12 LK 14 DEX 10 — Adds: +1/+1) CON: 11
Digsby Mudfoot, Halfling Gardener (War, ST 7 LK 12 DEX 15 — Adds: +1/+2) CON: 20
Doughty Doughball, Halfling Cook (Rog, ST 5 LK 7 DEX 15 — Adds: -3/+0) CON: 16
Skinklob Nurl, Dwarven Dealer in Back Alley Hexes (Wiz, ST 12 LK 7 DEX 13 — Adds: -1/+0) CON: 17/23
Weeba Zortz, Warrior in Triplet (War, ST 13 LK 10 DEX 17 — Adds: +6/+11) CON: 10[/quote][/quote][/quote]
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Re: The Adventure Begins
Do the bats seem to be attacking the characters, or merely swarming at the torch?
Re: The Adventure Begins
At the moment you can't tell. They are a massive flurry of fuzzy, flying rats, fluttering every which way, beating their wings against every inch of your bodies and squeaking their horrific little squeaks! It is quite uncomfortable and painful having them swarm you with their sharp claws and leathery wings beating at rapid speed, but you have a chance to react before you discover whether they are intent on wholehearted attack. That said, they seem to be swarming about Biddle in particular.