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Re: The Tomb of Demara

Posted: Mon Jan 14, 2013 4:02 pm
by Dogma
"By all means, lift away my good man." replies Lordan, "I can try to assist you, though I am a man of no great strength."

Re: The Tomb of Demara

Posted: Mon Jan 14, 2013 5:15 pm
by Brund the Decrepit
Silverleaf "I wonder if we should see if there is an alternate entrance or other way in if we scout the perimeter of the castle. It almost appears if someone or something is in residence here.. I think that knocking on the front door might be unwise at this stage"

Silverleaf will scan to see if there is any light showing in any of the windows and attempt to listen for any sounds.. (do I need to roll for anything?)

Re: The Tomb of Demara

Posted: Wed Jan 16, 2013 12:05 am
by mithrandir138
Distorted Humor wrote:I ask if i should try to lift the metal up so we can go in.
Beldar grasps the portcullis and strains to raise it. With a loud screeching it raises enough for the party to squeeze under it, and it stays partially raised when he is done laboring. The party all enters the area between the portcullis and the door.

I don't normally use "the hand of god" to move players around, but I figured this is a pretty rail-roady and non-serious adventure so I am helping it along :) If I overstep, say something.

Re: The Tomb of Demara

Posted: Wed Jan 16, 2013 12:13 am
by mithrandir138
Brund the Decrepit wrote:Silverleaf "I wonder if we should see if there is an alternate entrance or other way in if we scout the perimeter of the castle. It almost appears if someone or something is in residence here.. I think that knocking on the front door might be unwise at this stage"

Silverleaf will scan to see if there is any light showing in any of the windows and attempt to listen for any sounds.. (do I need to roll for anything?)
No roll is necessary.

Silverleaf has observed the windows when he approached the castle, and he knows that there are flickering lights behind many of the windows, and light can clearly be seen through arrow slits and cracks in the castle walls.

There is really no alternate entrances to the castle, like I said, it is pretty rail-roady at the beginning, it's made for newbies. Once you make it inside, there will be more player choice. Sorry about the forceful entry into the adventure, but that's the way it's written and there's not much point to deviating, yet :)

He listens at the front door, and he can hear two low grumbling bestial voices. He can only make out every word or so, and it seems they are arguing over food or hunger.

Does the party want to go inside?

Re: The Tomb of Demara

Posted: Wed Jan 16, 2013 11:11 am
by max_vale
Morganth whispers to Silverleaf; "Do you hear anything?"; as he fiddles with his spell components in case some dwemorcrafting is required....

Re: The Tomb of Demara

Posted: Wed Jan 16, 2013 12:20 pm
by Blazeguard
Slinker examines the room and door for traps.

Re: The Tomb of Demara

Posted: Wed Jan 16, 2013 12:43 pm
by Brund the Decrepit
max_vale wrote:Morganth whispers to Silverleaf; "Do you hear anything?"; as he fiddles with his spell components in case some dwemorcrafting is required....
Silverleaf nods slowly, "Aye there are at least two creatures in the room beyond that door, possibly arguing about something, maybe food...or maybe they know we are here and are trying to think of ways to eat us"
The last comment with a grin.

Slinker, do the doors appear to be locked, can you tell?

Re: The Tomb of Demara

Posted: Thu Jan 17, 2013 4:16 pm
by Distorted Humor
Quick q,

what roll will i need to make to lift the gate/open the door.

Re: The Tomb of Demara

Posted: Thu Jan 17, 2013 4:30 pm
by mithrandir138
Distorted Humor wrote:Quick q,

what roll will i need to make to lift the gate/open the door.
If this were "really" 2e, you would make a percentile roll based on your strength ("Bend Bars/Lift Gates" - see: http://www.purpleworm.org/rules/PHB/DD01426.htm ). However, since this is 2e-lite, I resolved it as an automatic success :)

Re: The Tomb of Demara

Posted: Thu Jan 17, 2013 7:40 pm
by Dogma
"The only way in seems to be through the door. Let us ready ourselves and go send whomever is in there to the loving embrace of their creator", says the cleric, preparing his shield and mace.

Re: The Tomb of Demara

Posted: Thu Jan 17, 2013 8:52 pm
by Brund the Decrepit
Silverleaf nods, 'Aye lets open the door and see what awaits! He then draws back on his bow and aims at the doors.

Re: The Tomb of Demara

Posted: Thu Jan 17, 2013 9:29 pm
by Distorted Humor
I open the door and draw my blade.

Re: The Tomb of Demara

Posted: Sun Jan 20, 2013 7:03 am
by max_vale
Morganth allows the others to enter before him but readies the incantation to his spell if needed....

Re: The Tomb of Demara

Posted: Sun Jan 20, 2013 3:06 pm
by Blazeguard
Slinker draws his short sword and takes up position just beside the door, waiting for it to be opened.

Re: The Tomb of Demara

Posted: Mon Jan 21, 2013 3:10 pm
by Distorted Humor
and once opened, I enter :)

Re: The Tomb of Demara

Posted: Tue Jan 22, 2013 12:26 am
by Dogma
Lordan will be right behind, shield at the ready, mace raised to strike.

Re: The Tomb of Demara

Posted: Tue Jan 22, 2013 2:21 am
by mithrandir138
map2.jpg
map2.jpg (995.26 KiB) Viewed 917 times
The door is opened...

http://www.youtube.com/watch?v=liwa4fUKmbk

This is a big room, once the main room of the castle. Now the plaster has fallen from the ceiling and the floor is littered with junk. In the center of the room stand two big gnolls with their weapons ready.

The gnolls demand that you surrender. What will you do?

Re: The Tomb of Demara

Posted: Tue Jan 22, 2013 4:07 am
by Blazeguard
Slinker will attempt to hide in the shadows and wait for an opportunity to strike.

Re: The Tomb of Demara

Posted: Thu Jan 24, 2013 3:46 am
by Distorted Humor
"I really, really hate $*)(#*$()# Gnolls"

Int [1d10] = 1
Attack: [1d20] = 4

Re: The Tomb of Demara

Posted: Thu Jan 24, 2013 4:57 pm
by Brund the Decrepit
Silverleaf draws back on his bow, 'Well this is interesting!' and fires at whichever target is not obstructed by one of his fellow party members.

Initiative [1d10] = 8
To Hit (Long Bow) [1d20+1] = 9+1 = 10 BAH!
Damage [1d8] = 4