2. The First Delve

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Starbeard
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Re: The Adventure Begins

#61 Post by Starbeard »

(Sorry for the delay)

Day 1, Afternoon (turn 1, round 2)

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Weeba moves into the hall and checks all around. Satisfied that he is alone in the corridor, he moves up toward the bag but stops short, peeking around the corner: from the light of Digsby's torch he can see that the corridor continues another 40 feet in to the west before opening into a big room occupied by what looks like a dishevelled mass of ratty camping gear. He cautiously pokes the bag with his sword to find that it is in fact empty save some dried and stale bread crumbs.

Digsby moves up behind Weeba and the two of them are now peering down the hall into this makeshift bedroom. Neither of them see any bodies or movement within.

Behind the party, Doughty Doughball holds his torch aloft and keeps his eye on the large foyer. Presently he hears the soft tapping of footsteps echoing through the halls. At the very edge of the torchlight he can barely see the doorway opposite them, the one leading eastward, creak open and two figures appear. They snort in amazement and then bark a challenge in some strange language full of grotesque grunts and slavering slurs. The figures begin to move quickly toward Doughty!

Actions? (more Friday morning)

Image

Light sources: Digsby's torch (burning for 6 turns), Doughty's torch (burning for 5 turns)

Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 9/12 LK 14 DEX 10 — Adds: +2/+2) CON: 11/11
Digsby Mudfoot, Halfling Gardener (War, ST 7 LK 12 DEX 15 — Adds: +1/+4) CON: 20
Doughty Doughball, Halfling Cook (Rog, ST 5 LK 7 DEX 15 — Adds: -3/+0) CON: 4/16
Garrick the Fortunate, Elven Archaeologist (Wiz, ST 7 LK 17 DEX 12 — Adds: +3/+3) CON: 9/9
Weeba Zortz, Warrior in Triplet (War, ST 13 LK 10 DEX 17 — Adds: +6/+11) CON: 9/10

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Khaboom
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Re: The Adventure Begins

#62 Post by Khaboom »

Biddle lines the closest up and casts Oh Go Away.

"Take the other one down quickly so when the one I hit comes back it'll see it's on its own!'

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Re: The Adventure Begins

#63 Post by Rusty Tincanne »

Wishing he had gone ahead to investigate the sorry sack, Doughty whimpers, Eek! It is the closest thing he has to a battle cry. He throws a knives at the man still charging.

Okay. How does this work? Can he throw multiple knives?

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Re: The Adventure Begins

#64 Post by Khaboom »

No fixed rules in T&T - it's the GM's call! Often it's a SPD check but who knows what our GM has in store for us :D

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Re: The Adventure Begins

#65 Post by Starbeard »

The starting distance is roughly 60 feet, so I'll give Doughty 1 plus another on a successful level 1 Speed Save.

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Re: The Adventure Begins

#66 Post by ClockworkPoltergeist »

Digsby peers into the flickering shadows of the room at the end of the hall, "I don't see anyone in there. Let's take a look. Carefully now..." The gardener suits words to action and slowly creeps forward, torch in one hand, shovel in the other.

I'm assuming Digsby and Weeba don't hear the creature's startled grunt out in the main chamber.

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Re: The Adventure Begins

#67 Post by Rusty Tincanne »

I think this what you meant:
Throw 1: SPD 13, [1d6] = 6, [1d6] = 1 =20
Throw 2:SPD 13, [1d6] = 3, [1d6] = 2 =18

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Re: The Adventure Begins

#68 Post by Starbeard »

Day 1, Afternoon (turn 1, round 3)

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Digsby creeps into the room, Weeba close behind. It is a large room, extending forty fight to the left and fifty feet back. The two quickly discover that the room is abandoned; they find two bed piles of filthy rags and blankets, some cooking gear scattered around a tiny makeshift firepit scored into the ground, and many useless and baffling odds and ends. Along the north wall is a wooden door, closed and fixed with a large and rusted padlock. Moving further in they spy a northbound corridor disappearing down the northwestern corner of the room.

Image

Meanwhile: back in the foyer, unbeknownst to the explorers farther ahead, the rest of the party is charged by two great figures. The torchlight reveals sickly pale faces with large, disfigured noses and stained teeth protruding from their underbites. Both carry heavy falchions.

Doughty hurls two daggers at the nearest and wonders if these might be the fabled orcs of the Eastlands. The two orcish brutes continue to shout in their gutteral language as they crash forward, blades swinging!

Doughty, please make 1 ranged attack vs 35, and another vs 25; roll damage if either are successful (the first was free, the second was due to your passed SPD save). After that, please state your intentions and make any combat rolls for the next round of melee. Doughty must spend this next round fighting with a torch only if he chooses to stay in melee.

Biddle and Garrick, please give your intentions and make any necessary combat rolls for this upcoming round.

(I don't have any of the books with me at the moment: can anyone quote the rule, if any, on fighting with a torch?)


Actions? (More Monday morning)

Image

Light sources: Digsby's torch (burning for 6 turns), Doughty's torch (burning for 5 turns)

Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 9/12 LK 14 DEX 10 — Adds: +2/+2) CON: 11/11
Digsby Mudfoot, Halfling Gardener (War, ST 7 LK 12 DEX 15 — Adds: +1/+4) CON: 20
Doughty Doughball, Halfling Cook (Rog, ST 5 LK 7 DEX 15 — Adds: -3/+0) CON: 4/16
Garrick the Fortunate, Elven Archaeologist (Wiz, ST 7 LK 17 DEX 12 — Adds: +3/+3) CON: 9/9
Weeba Zortz, Warrior in Triplet (War, ST 13 LK 10 DEX 17 — Adds: +6/+11) CON: 9/10

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Re: The Adventure Begins

#69 Post by coffee »

Do those of us in the other room hear shouting? Or are we still oblivious?

Either way, Weeba doesn't want to get too far ahead of the rest of the party.

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Re: The Adventure Begins

#70 Post by Starbeard »

You can hear shouting from where you are. Running back from the room will put you into melee combat not this upcoming round, but the one after.

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Re: The Adventure Begins

#71 Post by Rusty Tincanne »

Throwing Knife [1d6] = 2, [1d6] = 3
Throwing Knife [1d6] = 6, [1d6] = 2
Dex is 15. So that is 20 and 23, respectively. Both miss.

Seeing his knives fly past the orcs, Doughty begins to run away down the hallway. If his magician companions do the same, Doughty will slam the door behind them, closing the orcs out. Hate losing my knives like that...

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Re: The Adventure Begins

#72 Post by ClockworkPoltergeist »

Nothing I'm aware of re: fighting with a torch. I'd probably rule it as a baton, 2d+0, - it's lighter in weight than a bludgeon - with the addition of lighting your opponent up if you score Spite.

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Re: The Adventure Begins

#73 Post by Khaboom »

No specific rules. I'd agree on 2d6. If there's anything easily flammable...

Come on, Garrick - let's cast spells from the door.

Running, Biddle casts Oh Go Away at the closest creature once he can see the door can be shut after him.

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Re: The Adventure Begins

#74 Post by ClockworkPoltergeist »

Digsby trades glances with Weeba and hastens back down the hallway towards the others.

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Re: The Adventure Begins

#75 Post by coffee »

Yeah, back toward the others.

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Re: The Adventure Begins

#76 Post by Starbeard »

Day 1, Afternoon (turn 1, round 4)

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Weeba and Digsby rush back down the hall toward the others, who are busy holing themselves up at the door against a pair of hulking beasties waving heavy blades.

The orcs, now fully in the torchlight, do not seem to have features quite so strongly grotesque as everyone had expected: their ears look rounded and human, for example, rather than sharply pointed like those seen in the picture books.

Biddle throws out his hands and recites The Magic Word in his most perturbed and stentorian voice: "Wigro! Oh, go away!" The not-quite-orcs stop suddenly and glare at the wizard with menacing red eyes. Shaking with uncontrollable rage they begin to charge directly at him!

Doughty, cursing his aim, pulls the door shut just before the huge orcish brutes arrive. One begins to hack at the door with his great falchion while the other attempts to pull the door open from the other side. The half-orc clearly has the upper hand on the diminutive halfling, but Doughty plants both feet against the doorframe and pulls with all his might; the half-orc can't quite get the door open enough to squeeze through.
(I used a straight combat roll between Doughty & the half-orc, giving D. an 'MR' of LK, DX and 2x ST; winning by twice as much will end the test. The half-orc scored 61 against D.'s 34: D. is reduced to 27 'MR'.)

The party notes that there is a wooden plank against the wall that can be slotted in to bar the door from this side.

Actions? (More by Friday)

Rolls Image

Light sources: Digsby's torch (burning for 6 turns), Doughty's torch (on ground, burning for 5 turns)

Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 4/12 LK 14 DEX 10 — Adds: -3/-3) CON: 11/11
Digsby Mudfoot, Halfling Gardener (War, ST 7 LK 12 DEX 15 — Adds: +1/+4) CON: 20
Doughty Doughball, Halfling Cook (Rog, ST 5 LK 7 DEX 15 — Adds: -3/+0) CON: 4/16
Garrick the Fortunate, Elven Archaeologist (Wiz, ST 7 LK 17 DEX 12 — Adds: +3/+3) CON: 9/9
Weeba Zortz, Warrior in Triplet (War, ST 13 LK 10 DEX 17 — Adds: +6/+11) CON: 9/10

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Re: The Adventure Begins

#77 Post by Khaboom »

Oh dear! I thnk they're rather annoyed at something I did...Quick -please! - let's shut and bolt this door - now!

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Re: The Adventure Begins

#78 Post by Rusty Tincanne »

Doughty continues to struggle, holding the door as best he can.Bar the... ooph... door.... ugh.... Quick!

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Re: The Adventure Begins

#79 Post by ClockworkPoltergeist »

Once Digsby is close enough to see the tug-o-door between Doughty and his partially seen assailant the gardener puts on all speed in an effort to shove his burning torch into the opening and - hopefully - into an orcish tender-spot.

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Re: The Adventure Begins

#80 Post by Khaboom »

Biddle will slash and stab, saw and hack with a dagger to help where he can.

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