2. The First Delve

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sirravd

Re: The Adventure Begins

#101 Post by sirravd »

The filthy halfling introduces himself as Spindlethrash, in an accent that to Earthly ears would sound German. "Zese...zese...filth who haff captured me...zey vill pay! I zhall exact a most kruesome revench," he snarls.

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Re: The Adventure Begins

#102 Post by Rusty Tincanne »

Doughty cannot help but think that Spindlethrash is dressed perfectly to be popping out of a cake at a bridal shower. And he has the physique for it, too! He thinks. Doughty suddenly feels self conscious of his own paunch and chubby toes and resolves to start exercising when they get out of these tunnels.

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Re: The Adventure Begins

#103 Post by ClockworkPoltergeist »

Digsby's head drops into his hand when he hears the voices from the other room. Of course... he thinks, why would they fall into our trap and make things easy for us...? The gardener draws his shovel and, with a nod to Spindlethrash to agree with his expressed sentiments, heads for the other room.

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Re: The Adventure Begins

#104 Post by sirravd »

Spindlethrash follows Digsby.

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Re: The Adventure Begins

#105 Post by Starbeard »

Khaboom wrote:May I suggest a talent, as used in 7.5 rules and Deluxe? It would be based on INT with a bonus set by the roll of 1d6. A talent per level is proscribed but I prefer one on creation and then a new one (or a boost to an old one) on level rises - that way, it's not just a matter of elves, dwarves, etc getting more talents because of modifiers.
I like the idea, but for the details of it I think I'll keep it simple and loosy-goosy, like this: Biddle's profession is a hypnotist, so any specialized feats associated with hypnotism are part of his adventuring repertory, usually interpreted as saving throws. In this case it's an Int saving throw, modified by Luck, against SL1-3 or more, depending on the situation.

Day 1, Afternoon (turn 3, combat round 2)

Image

Biddle adopts his signature pose and becomes Biddle Spratt the Magnificent, Hypnotist Extrardinaire! The half-orc stops in its tracks, confused. Whatever it thought Biddle's reaction would be, it wasn't this. Weeba steps in and begins to play the part of the stage assistant, staring into Biddle's eyes and falling entranced. The half-orc, being a stupid but social creature, follows Weeba's gaze and inadvertently locks eyes with Biddle. Soon the half-orc is mesmerized, rocking slowly back and forth on his heels with droopy eyes. With a long, drawn out snore he falls backward and crashes to the floor, sleeping deeply. (Int save + Luck modifier (18+2=20) vs. SL3; Weeba's aid drops it to SL2. Rolled 4,5: hypnotism successful!)

Digsby, having completed his trap preparations, begins to move back into the room when he is alerted by a great crash against the door. The other half-orc is trying to burst his way in! "…Six hundred-woolly-mastadon! Hey! Yoo let us in now, cheaters!" The door rattles with a force so violent that it threatens to break from its hinges.

Actions?

Rolls: Image

Light sources: Digsby's torch (burning for 8 turns), Doughty's torch (on ground, burning for 7 turns)

Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 6/12 LK 14 DEX 10 — Adds: -1/-1) 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
Spindlethrash, Halfling Ne'er-do-well (War, ST 5 LK 13 DEX 18 — Adds: +3/+9) CON: 32/32
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

#106 Post by sirravd »

Spindlethrash draws his club and stands slightly to the left of the door, waiting for the half-orc to burst in so that he can club the foul creature by surprise!

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Re: The Adventure Begins

#107 Post by Rusty Tincanne »

Doughty is astonished. Nicely done! Now you lot finish that one off and I'll get the other ruse going. He takes two steps further down the hall, then turns back for a moment. Save a leg for dinner. I've got a nice recipe for Limb'd'Orc. He dashes down the hall calling, Coming! When he opens the door, he reminds the orc that all the bashing had jammed up the wood up, then, Come on. Quick-like. We got that mage all tied up but the others looked hungry. I don't know if they'll save any if we don't get there fast. He lets the orc take the lead, and if the large room is clear, he retrieves his daggers before following back to the other, barring the door behind himself.

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Re: The Adventure Begins

#108 Post by ClockworkPoltergeist »

Digsby quickly steps over the trip-wire and, striking a match, sets the pile of detritus aflame. He then takes a cue from Spindlethrash and adopts a similar pose, hidden behind the opposite corner of the doorway like a pair of deadly book-ends. His shovel at the ready, the hobb awaits the immanent appearance of the half-orc, hoping that the smoke from the burning trash is enough to obscure their trap and tilt events in their favor.

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Re: The Adventure Begins

#109 Post by coffee »

"That went well," Weeba thinks, lopping the head off the now-sleeping half-orc.

Then he turns to face the other group, in case they should need his aid with the other one.

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Re: The Adventure Begins

#110 Post by Khaboom »

Biddle searches the half-orc and picks up the head. "Alas, poor Yorrick..."

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Re: The Adventure Begins

#111 Post by coffee »

How's that other group doing with their half-orc?

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Re: The Adventure Begins

#112 Post by Starbeard »

Thanks for the bump!

Day 1, Afternoon (turn 3, combat round 3)

Image

Doughty begins to open the door, but the half-orc is impatient and slams it against the wall, trapping him behind it! The half-orc rushes past, shouting angry taunts and insults!
(Doughty needs to make a DEX or CON save to avoid getting squished for 1d6 damage; either way, he will be able to chase after the enraged half-orc)

The beastie charges blindly through the smoke and trips over the wire, collapsing to the floor with a loud flump! and skidding several feet on his chin. Spindlethrash and Digsby proceed to pelt him savagely with blows. Weeba runs into the room and prepares for a fight.

(Spindlethrash and Digsby: please make attack rolls for a free round of combat; then everyone: state your intentions and make attack rolls if necessary for the next round)

Image

Meanwhile, Biddle searches the decapitated orc in the strange treasure room. His blood oozes red-black like bile, and a stink that is entirely unfamiliar surrounds him. It seems he was carrying nothing more than his falchion and a money bag with eight silver pieces.

Actions?

Rolls:
50% chance that the smoke spoils the half-orc's vision: [1d100] = 40
If blinded, 80% chance of the half-orc tripping on the trap: [1d100] = 23
Image

Light sources: Digsby's torch (burning for 8 turns), Doughty's torch (on ground, burning for 7 turns)

Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 6/12 LK 14 DEX 10 — Adds: -1/-1) 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
Spindlethrash, Halfling Ne'er-do-well (War, ST 5 LK 13 DEX 18 — Adds: +3/+9) CON: 32/32
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

#113 Post by ClockworkPoltergeist »

Digsby introduces the stone-skidding half-orc to shovel-induced dreams with a solid thwack to the head.

(Warshovel) [1d6] = 6+[1d6] = 1+[1d6] = 3+[1d6] = 4(+3 adds) => 17

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Re: The Adventure Begins

#114 Post by Khaboom »

Biddle joins in with Doughty. "Never fear! Biddle Spratt at your bidding!"

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Re: The Adventure Begins

#115 Post by Rusty Tincanne »

Doughty allows the door to swing open as he presses himself deeper in, toward the hinges. His small stature allows him to squeeze in and avoid being hit.

[1d6] = 3, [1d6] = 5
Iwant sure how this test woukd work because he is at 4/16 CON. Would he use 0 the 4 or 16? Anyhow, he so passes with his DEX 15.

With the orc on his way toward the others, Doughty slips into the larger room to retrieve his good cooking knives, which he had thrown earlier. Once they are in hand, he sneaks back toward the rest of the group.

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Re: The Adventure Begins

#116 Post by coffee »

Weeba advances on the prone half-orc and attempts another decapitation.

Sword [4d4] = 10+10

(This is fast becoming his favorite tactic...)


Edit: I just noticed I made this 4d4, instead of 4d6. I fixed it on the die roller.
Last edited by coffee on Sat Aug 12, 2017 8:44 pm, edited 1 time in total.

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Re: The Adventure Begins

#117 Post by Khaboom »

Iwant sure how this test woukd work because he is at 4/16 CON. Would he use 0 the 4 or 16? Anyhow, he so passes with his DEX 15.
I would say the GM makes a call on what seems apppropriate in the circumstances eg if you are wounded and you try to do something requiring endurance, probably the reduced CON.

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Re: The Adventure Begins

#118 Post by sirravd »

Spindlethrash cries his battle-cry, an incantation to strike terror in the heart of any half-orc: "For the Guild of Halfling Male Prostitutes!" As he does, he clubs the foul fiend as best as he is able!

[3d6+3] = 13+3 = 16

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Re: The Adventure Begins

#119 Post by Starbeard »

Day 1, Afternoon (turn 3, combat round 4)

Image
Rusty Tincanne wrote:[1d6] = 3, [1d6] = 5
Iwant sure how this test woukd work because he is at 4/16 CON. Would he use 0 the 4 or 16? Anyhow, he so passes with his DEX 15..
Yes, thinking about it I think I'd rule that it uses current CON, so using DEX was the right thing to do.

Ambush round: 17 (Digsby) + 16 (Spindlethrash) = 33 hit points!

1st round: 15 (Digsby) + 14 (Spindlethrash) + 21 (Weeba) + 2 (Biddle) + 9 (Garrick) = 61 vs 35 (half-orc)
The party wins, dealing 26 hit points and receiving no spite damage!

Image

After taking a sound thrashing on the ground, the half-orc leaps up to his feet and begins to swing his falchion about wildly, roaring and slavering at the mouth, bellowing out such bloodcurdling obscenities in his own language that leave you relieved that it just sounds like gibberish to you.

The entire party begins to pile into the fight in the open space of the room. Very quickly things start turning south for the orc, and after several strikes back and forth his rage turns to concern and then panic. He calls out for his partner but gets no reply, and finally he turns and begins to run away back the way he came, through the smoke and down the corridor.

Doughty, meanwhile, has snuck back into the room and collected his things.

Actions?

Rolls: Image

Light sources: Digsby's torch (burning for 8 turns), Doughty's torch (on ground, burning for 7 turns)

Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 6/12 LK 14 DEX 10 — Adds: -1/-1) 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
Spindlethrash, Halfling Ne'er-do-well (War, ST 5 LK 13 DEX 18 — Adds: +3/+9) CON: 32/32
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

#120 Post by Rusty Tincanne »

With his best cutlery on his person again, Doughty starts back to the others. Until he hears the orc coming his way, at which point he rushes to hide behind the door again, hoping the foul creature will just pass him by.

DEX [1d6] = 6, [1d6] = 1 +15 = 22.
A success if this is a level 1 test.

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