The Keep IC
- Tamerlaine
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Re: The Keep IC
Under the halfling's guidance, the party makes it up and over the pile of rubble that makes up the southwestern corner of the ancient keep. There is a corridor running both north and east with doors in view.
Re: The Keep IC
Sammy stands guard on the corner of the eastern corridor with his darts ready.
Alfri walks a few feet down the eastern corridor and stops next to the nearest southern door, pointing and nodding his head towards the door in a questioning manner to Alastair.
Alfri walks a few feet down the eastern corridor and stops next to the nearest southern door, pointing and nodding his head towards the door in a questioning manner to Alastair.
- SterlingBlake
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Re: The Keep IC
Alastair readies his bow, then listens at the door Alfri indicates. (Hear sounds 3 in 6)
- Tamerlaine
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Re: The Keep IC
With her bow ready, Leaf watches the corridor running north yet is close enough to shoot an arrow down the east passageway.
Duin follows a bit behind Alistair in the east corridor, nearly holding his breath as Alistair listens at the first door at the south.
The halfling hears nothing.
Duin follows a bit behind Alistair in the east corridor, nearly holding his breath as Alistair listens at the first door at the south.
The halfling hears nothing.
- SterlingBlake
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Re: The Keep IC
Alastair points to his ear and shakes his head. Then he backs up from the door, readies an arrow and nods to Sammy and Duin.
Re: The Keep IC
Sammy positions himself at a different angle than Alastair to cover the other side of the southern room, and readies his darts.
Alfri, despite a feeling of dread, gently sets down his shield, puts his hand on the door handle and pushes down to see if the door's unlocked.
Alfri, despite a feeling of dread, gently sets down his shield, puts his hand on the door handle and pushes down to see if the door's unlocked.
- Tamerlaine
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Re: The Keep IC
The door is unlocked.
OOC: I'm going to jump ahead here...
This room appears to be used as a larder judging from the carcasses of game hanging from the ceiling. Not a pleasant smell. There are supplies and you guess were stolen/taken from surrounding villages and merchant caravans (you have heard rumors to this back in Speddenfield). Most of the supplies are useless and equally worthless save for 20 standard rations and 5 empty wineskins.
OOC: I'm going to jump ahead here...
This room appears to be used as a larder judging from the carcasses of game hanging from the ceiling. Not a pleasant smell. There are supplies and you guess were stolen/taken from surrounding villages and merchant caravans (you have heard rumors to this back in Speddenfield). Most of the supplies are useless and equally worthless save for 20 standard rations and 5 empty wineskins.
Re: The Keep IC
Sammy stays outside the door, standing guard.
Alfri takes 4 rations and a wineskin, and then walks out to the next door, ready to follow the same procedure.
Alfri takes 4 rations and a wineskin, and then walks out to the next door, ready to follow the same procedure.
- SterlingBlake
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- Tamerlaine
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Re: The Keep IC
Alistair hears nothing. The door is unlocked. The room is much like the previous one. Only items of interest in here are two coils of strong rope (50' each), a set of spikes and a hammer.
- SterlingBlake
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Re: The Keep IC
Alfri takes one of the spikes out to Sammy in the corridor, and waving his hand to not enter the room to the north because that's where he suspects the goblin reinforcements they heard during their previous visit came from, heads further down the eastern corridor.
- SterlingBlake
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Re: The Keep IC
Alastair holds his hand up for the party to stop as they continue east along the corridor so that he can scout ahead and then peers round the corner on the left and listens.
- Tamerlaine
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Re: The Keep IC
Alistair looks left and notes some stairs going down into the darkness, well-worn by centuries of frequent usage. The passage east ends into a room which is the southeast tower. A corridor runs north.
The halfling and a lone goblin (in the tower portion) stare at each other. Both the party and the goblin are surprised. Rolling initiative, the party goes first.
The halfling and a lone goblin (in the tower portion) stare at each other. Both the party and the goblin are surprised. Rolling initiative, the party goes first.
Re: The Keep IC
Sammy backs into the stairway entrance when he sees Alastair stop dead in his tracks, and lets fly 3 darts at the goblin.
Dart attack unseen (3 per round) (+1 strength, +1 missile, +2 for surprise or ally attacking from front): [1d20+4] = 5+4 = 9 and damage [1d3] = 2.
Dart attack unseen (3 per round) (+1 strength, +1 missile, +2 for surprise or ally attacking from front): [1d20+4] = 7+4 = 11 and damage [1d3] = 1.
Dart attack unseen (3 per round) (+1 strength, +1 missile, +2 for surprise or ally attacking from front): [1d20+4] = 17+4 = 21 and damage [1d3] = 2.
Dart attack unseen (3 per round) (+1 strength, +1 missile, +2 for surprise or ally attacking from front): [1d20+4] = 5+4 = 9 and damage [1d3] = 2.
Dart attack unseen (3 per round) (+1 strength, +1 missile, +2 for surprise or ally attacking from front): [1d20+4] = 7+4 = 11 and damage [1d3] = 1.
Dart attack unseen (3 per round) (+1 strength, +1 missile, +2 for surprise or ally attacking from front): [1d20+4] = 17+4 = 21 and damage [1d3] = 2.
- SterlingBlake
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Re: The Keep IC
Alastair quickly looses arrows at the goblin.
First arrow: Short bow attack [1d20+2] = 8+2 = 10, and damage [1d6] = 4
Second arrow: Short bow attack [1d20+2] = 11+2 = 13, and damage [1d6] = 5
First arrow: Short bow attack [1d20+2] = 8+2 = 10, and damage [1d6] = 4
Second arrow: Short bow attack [1d20+2] = 11+2 = 13, and damage [1d6] = 5
Re: The Keep IC
If the goblin is still alive, then Alfri moves towards the goblin and hits him in the stomach with his mace.
Heavy mace attack unseen (+2 for surprise or ally attacking from front) [1d20+2] = 17+2 = 19 and damage [1d6] = 2.
Heavy mace attack unseen (+2 for surprise or ally attacking from front) [1d20+2] = 17+2 = 19 and damage [1d6] = 2.
- Tamerlaine
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Re: The Keep IC
The last dart finds the goblin and it yelps in pain. The halfling's second arrow takes the foul creature in the throat and it falls to the floor, gurgling before it dies. Alfric is too late to take a swing.
Duin rushes up next to the cleric, hammer at the ready while Leaf keeps a wary eye on both the passage west and north. The dwarf is clearly annoyed yet manages to curb his tongue.
The only thing of note in this ruined tower is a well. There is a wooden bucket and a coil of rope (20') lie next to the well.
Duin rushes up next to the cleric, hammer at the ready while Leaf keeps a wary eye on both the passage west and north. The dwarf is clearly annoyed yet manages to curb his tongue.
The only thing of note in this ruined tower is a well. There is a wooden bucket and a coil of rope (20') lie next to the well.
Re: The Keep IC
Alfri stands watch, looking to see if anyone heard the goblin die.
Sammy retrieves his 3 darts and searches the body. He walks back to the room previously explored, taking the remaining spike, coil, and hammer. Returning, he stands guard facing north at the wall between the northern corridor and the stairs.
Sammy retrieves his 3 darts and searches the body. He walks back to the room previously explored, taking the remaining spike, coil, and hammer. Returning, he stands guard facing north at the wall between the northern corridor and the stairs.
- Tamerlaine
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Re: The Keep IC
OOC: Nothing appears to check out the noise from killing the goblin