Adventure #001 - Grakhirt's Lair

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Storm11
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Re: Adventure #001 - Grakhirt's Lair

#361 Post by Storm11 »

Hex will search him for goodies.
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Re: Adventure #001 - Grakhirt's Lair

#362 Post by Rex »

Slatra

Slatra will search the room.

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Re: Adventure #001 - Grakhirt's Lair

#363 Post by GreyWolfVT »

Kelben will assist with searching the room.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Adventure #001 - Grakhirt's Lair

#364 Post by Odin One Eye »

Storm11 wrote:Hex will search him for goodies.
You find 2 pp, 12 gp, 7 ep, a sling with 12 bullets, and a gem.

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Re: Adventure #001 - Grakhirt's Lair

#365 Post by Odin One Eye »

Besides what you found on the norker there isn't anything else of value in the room.

There is a cave directly to the north, a door to the northeast, a cave to the east, and a door to the southwest and a door to the south.

Please note that I have updated the experience point section for killing the sleeping norker and also have updated the map section.

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Re: Adventure #001 - Grakhirt's Lair

#366 Post by Storm11 »

Hex Takes the sling and bullets and redistributes the coins between the group. He will check each of the doors for traps and then listen behind each one for any sounds that might give away what lies behind them.
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Re: Adventure #001 - Grakhirt's Lair

#367 Post by ken-do-nim »

Odin One Eye wrote:Besides what you found on the norker there isn't anything else of value in the room.

There is a cave directly to the north, a door to the northeast, a cave to the east, and a door to the southwest and a door to the south.

Please note that I have updated the experience point section for killing the sleeping norker and also have updated the map section.
Are we in the room marked '12' on the map the norker prisoner drew for us?

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Re: Adventure #001 - Grakhirt's Lair

#368 Post by Odin One Eye »

ken-do-nim wrote:
Odin One Eye wrote:Besides what you found on the norker there isn't anything else of value in the room.

There is a cave directly to the north, a door to the northeast, a cave to the east, and a door to the southwest and a door to the south.

Please note that I have updated the experience point section for killing the sleeping norker and also have updated the map section.
Are we in the room marked '12' on the map the norker prisoner drew for us?
Yes you are. From what you can see the map isn't complete.

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Re: Adventure #001 - Grakhirt's Lair

#369 Post by ravenn4544 »

Gorash stands ready. "Which way do ya think?"

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Re: Adventure #001 - Grakhirt's Lair

#370 Post by Odin One Eye »

Storm11 wrote:Hex Takes the sling and bullets and redistributes the coins between the group. He will check each of the doors for traps and then listen behind each one for any sounds that might give away what lies behind them.
There aren't any sounds coming from the caves or the doors, but the door to room 13 is locked.

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Re: Adventure #001 - Grakhirt's Lair

#371 Post by Storm11 »

Hex Will check the locked door for traps. If he doesn’t find any he will attempt to
Pick open the lock.

Find traps : 30%
Open Lock: 40%
Greys Campaign.

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Re: Adventure #001 - Grakhirt's Lair

#372 Post by Odin One Eye »

Storm11 wrote:Hex Will check the locked door for traps. If he doesn’t find any he will attempt to
Pick open the lock.

Find traps : 30%
Open Lock: 40%
Okay make me a find traps roll.

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Re: Adventure #001 - Grakhirt's Lair

#373 Post by Rex »

Slatra

Slatra will stand by ready in case Hex needs her.

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Re: Adventure #001 - Grakhirt's Lair

#374 Post by Storm11 »

Odin One Eye wrote:
Storm11 wrote:Hex Will check the locked door for traps. If he doesn’t find any he will attempt to
Pick open the lock.

Find traps : 30%
Open Lock: 40%
Okay make me a find traps roll.
Won’t that tip me off that A there is a trap and B that if I can see I failed the roll I won’t wanna touch the door?
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Re: Adventure #001 - Grakhirt's Lair

#375 Post by GreyWolfVT »

Kelben cracks his knuckles and pushes Hex out of the way "Lemme have a shot at that Hex." the gnome gives the door a trap check and lock pick attempt. Then shakes his head "Guess I didn't warm my fingers up well enough."

F/R T (30%) Percentile [1d100] = 58
OL (30%) Percentile [1d100] = 61
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Adventure #001 - Grakhirt's Lair

#376 Post by Odin One Eye »

GreyWolfVT wrote:Kelben cracks his knuckles and pushes Hex out of the way "Lemme have a shot at that Hex." the gnome gives the door a trap check and lock pick attempt. Then shakes his head "Guess I didn't warm my fingers up well enough."

F/R T (30%) Percentile [1d100] = 58
OL (30%) Percentile [1d100] = 61
You are unable to detect any traps on the door, and when you pick the lock it doesn't unlock.

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Re: Adventure #001 - Grakhirt's Lair

#377 Post by Storm11 »

Find traps [1d100] = 24

Open locks [1d100] = 79
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Re: Adventure #001 - Grakhirt's Lair

#378 Post by GreyWolfVT »

Kelben steps aside for Hex to give it a shot "Perhaps I was a bit hasty I hope you do better than I did Hex, sorry for rudely shoving you aside."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Adventure #001 - Grakhirt's Lair

#379 Post by Odin One Eye »

Storm11 wrote:Find traps [1d100] = 24

Open locks [1d100] = 79
You determine that there are no traps on the door, but fail at picking the lock.

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Re: Adventure #001 - Grakhirt's Lair

#380 Post by Storm11 »

Hex sighs. It’s definitely not trapped, but if we are going through here, the brutes of the group are gonna have to kick the door in!
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