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Re: IC II

Posted: Sat Nov 30, 2019 8:15 pm
by beniliusbob
Respect AND money, we gangsta now!

Re: IC II

Posted: Sat Nov 30, 2019 8:23 pm
by shaidar
Newton

"We shall do our best to return your valiant guards to their people"

Re: IC II

Posted: Sat Nov 30, 2019 9:07 pm
by thirdkingdom
Fourthmonth, Twentythirdday
Hex 237.118


Thus advised, the adventurers leave Kimrid and head south, back into the woods. There's a period shortly around noon when the adventurers -- Notai and Newton, especially -- feel the hair on the back of their necks raise, as if being observed by someone they can't see, but the feeling soon passes.

The adventurers reach the ruins of the old guard tower towards the end of the day. They've got perhaps another hour of activity before it is time to establish a camp for the evening.
It's 15 miles from Kimrid to the guard tower. Encounter on 1-2:: 1d6 2
There is an encounter. It occurs in either hex 237.118, 237.117, or 237.116 (http://orokos.com/roll/773766: 1d3 2) Hex 237.117.

http://orokos.com/roll/773767: 1d6 1 1d8 2 5d10 22 2d6 7
The party is surprised, the reaction roll is not aggressive, so the subject of the encounter is unseen. Encounter does not occur.
Hex 237.118 Player's.png
Hex 237.118 Player's.png (48.92 KiB) Viewed 571 times
Subhex 0404 is the tower, 0407 is the giant's camp. The adventurers are approaching from the north (the top of the hex).

Re: IC II

Posted: Sun Dec 01, 2019 12:01 am
by beniliusbob
Zellar
I forgot to specify my spells for the day. My original list was a little whimsical. The following will be my default, if I do not otherwise specify: cure light wounds, detect evil, light, bless, detect magic, dispel magic, cure serious wounds.
Zellar leans over the pommel of Thunderhoof's saddle and strokes the beast's neck. She eyes the dark tower, frowning. "Have you scouted this place previously?" She looks to the falling sun. "If not, we could do it now, to better prepare our plans for tomorrow."

Re: IC II

Posted: Sun Dec 01, 2019 9:02 am
by shaidar
Newton

"We haven't scouted here before. I'll take a sneak around and see what tracks I find. It's best we know what's living around here before we settle for the night"

Re: IC II

Posted: Sun Dec 01, 2019 12:55 pm
by beniliusbob
Zellar

"Very good, Newton. Take care. Be it known, Mnencir has blessed me with certain benisons that scry evil intent or magical dweomer; should you need my assistance as conduit for his wisdom, I wait ready."

Re: IC II

Posted: Sun Dec 01, 2019 1:37 pm
by shaidar
Newton

"Thank you for your consideration." he starts to remove some of his kit and leaves it with his horse. "I'll scream if I need help" he says with a twinkle in his eyes.
He's going to leave his pack, bow, arrows and dagger with his horse. This leaves him with his armour, axe and 3 small items, so he should be unencumbered for his scouting

Re: IC II

Posted: Sun Dec 01, 2019 1:48 pm
by thirdkingdom
Fourthmonth, Twentythirdday
Hex 237.118
The Abandoned Watchtower


Newton does a quick circle of the tower's perimeter, about thirty yards from the base. He spies no immediate tracks, nor game trails. There was once a path that led from the tower's base to the road, but this is now barely discernable; saplings and trees grow up through the leaf mold that now covers it.

The tower itself seems to be in decent condition; if the Kimridians speak the truth, it was abandoned perhaps 30 years ago. The walls have moss on them, and ivy grows up around the perimeter.

The building is square, perhaps twenty feet to a side, and forty feet tall. A squat, rectangular structure, also of stone, projects to the north off the building. It looks from the outside to be a stable. No sign of life can be seen, nor do any lights burn in any of the windows or openings. Newton notes that the doors to both the stables and the tower itself have been wrenched from their hinges; he sees the stable doors leaning against a nearby tree, as if flung there, but cannot see the door to the tower proper. Both structures bear signs of fire damage, as well, stones blackened with soot around the windows and arrow-slits.

Re: IC II

Posted: Sun Dec 01, 2019 2:04 pm
by shaidar
Newton reports what he saw to the others, then adds "...so it appears uninhabited. Are we going to camp out here tonight, or risk going in?"

Re: IC II

Posted: Sun Dec 01, 2019 2:10 pm
by The_Wanderer
Feargus

"It's been a bit of a day already. Let's inspect the entryway and then camp outside. We can then conquer this place in the morning."

Re: IC II

Posted: Sun Dec 01, 2019 2:13 pm
by beniliusbob
Zellar

"Agreed. We should go in with the full light of day at our backs."

Re: IC II

Posted: Sun Dec 01, 2019 2:38 pm
by shaidar
Newton puts his equipment back on

"Let's go and take a closer look then"

Re: IC II

Posted: Sun Dec 01, 2019 3:00 pm
by shaidar
Newton

After a pause he adds "We might want to check out the stables too, make sure it's clear. If it is we might want to consider staying there tonight"

Re: IC II

Posted: Sun Dec 01, 2019 6:42 pm
by The_Wanderer
Yeah, I didn't read the building description very closely. Seems like the only way in might be thru the stables.

Re: IC II

Posted: Sun Dec 01, 2019 6:47 pm
by shaidar
I got the impression the tower entrance is separate from the stable, that the stable just butts up to the tower wall

Re: IC II

Posted: Sun Dec 01, 2019 7:10 pm
by thirdkingdom
shaidar wrote:
I got the impression the tower entrance is separate from the stable, that the stable just butts up to the tower wall
That is correct. There is a entrance into the tower that faces the main trail, and a separate entrance into the stables. The two are connected, but you can't tell if there's a corridor between the two. Question: when you say you're going to look into the entrances, what does that mean? Are you going to approach to within a certain distance? Do it from further away?

Re: IC II

Posted: Sun Dec 01, 2019 8:41 pm
by beniliusbob
Zellar

Zellar ponders the divinations of Mnencir...
tk, do you have any precisions regarding how detect magic and detect evil would work in this instance? Can I detect through stone and/or earth, or do I need line of sight to the objects to be detected? Moldvay and LL specify (essentially) "any object within range." I'm used to this being limited by certain thicknesses of wood, stone or lead as per AD&D, but I would be most happy to get an unblockable orb for my detect spells. :D (It actually makes the spells much more attractive and powerful than the AD&D versions!)

Re: IC II

Posted: Sun Dec 01, 2019 8:59 pm
by thirdkingdom
beniliusbob wrote:Zellar

Zellar ponders the divinations of Mnencir...
tk, do you have any precisions regarding how detect magic and detect evil would work in this instance? Can I detect through stone and/or earth, or do I need line of sight to the objects to be detected? Moldvay and LL specify (essentially) "any object within range." I'm used to this being limited by certain thicknesses of wood, stone or lead as per AD&D, but I would be most happy to get an unblockable orb for my detect spells. :D (It actually makes the spells much more attractive and powerful than the AD&D versions!)
Description of Detect Evil (p. 66, OSE) states "objects enchanted for evil purposes or living beings with evil intentions are caused to magically glow." It's got a range of 120'. The detect magic spell functions much in the same way. I would rule that objects you don't have line of sight to would be affected, but if you can't see the glow you wouldn't know the subject is present. However, since it doesn't rule that said glow is visible only to the caster I would say you might lose the element of surprise if an evil creature were to suddenly start glowing.

Re: IC II

Posted: Sun Dec 01, 2019 10:22 pm
by beniliusbob
thirdkingdom wrote:
beniliusbob wrote:Zellar

Zellar ponders the divinations of Mnencir...
tk, do you have any precisions regarding how detect magic and detect evil would work in this instance? Can I detect through stone and/or earth, or do I need line of sight to the objects to be detected? Moldvay and LL specify (essentially) "any object within range." I'm used to this being limited by certain thicknesses of wood, stone or lead as per AD&D, but I would be most happy to get an unblockable orb for my detect spells. :D (It actually makes the spells much more attractive and powerful than the AD&D versions!)
Description of Detect Evil (p. 66, OSE) states "objects enchanted for evil purposes or living beings with evil intentions are caused to magically glow." It's got a range of 120'. The detect magic spell functions much in the same way. I would rule that objects you don't have line of sight to would be affected, but if you can't see the glow you wouldn't know the subject is present. However, since it doesn't rule that said glow is visible only to the caster I would say you might lose the element of surprise if an evil creature were to suddenly start glowing.
Okay, cool. So what are the specs of the glow? I'm trying to use this to scout, obviously, but obviously the effectiveness depends if it's an outline like faerie fire or a full on light spell kind of glow.

Re: IC II

Posted: Sun Dec 01, 2019 10:26 pm
by thirdkingdom
beniliusbob wrote:
thirdkingdom wrote:
beniliusbob wrote:Zellar

Zellar ponders the divinations of Mnencir...
tk, do you have any precisions regarding how detect magic and detect evil would work in this instance? Can I detect through stone and/or earth, or do I need line of sight to the objects to be detected? Moldvay and LL specify (essentially) "any object within range." I'm used to this being limited by certain thicknesses of wood, stone or lead as per AD&D, but I would be most happy to get an unblockable orb for my detect spells. :D (It actually makes the spells much more attractive and powerful than the AD&D versions!)
Description of Detect Evil (p. 66, OSE) states "objects enchanted for evil purposes or living beings with evil intentions are caused to magically glow." It's got a range of 120'. The detect magic spell functions much in the same way. I would rule that objects you don't have line of sight to would be affected, but if you can't see the glow you wouldn't know the subject is present. However, since it doesn't rule that said glow is visible only to the caster I would say you might lose the element of surprise if an evil creature were to suddenly start glowing.
Okay, cool. So what are the specs of the glow? I'm trying to use this to scout, obviously, but obviously the effectiveness depends if it's an outline like faerie fire or a full on light spell kind of glow.
I would say that it is a faint glow, barely discernable in daylight, that doesn't grant any mechanical benefits (such as from a faerie fire or light spell, which would make those two somewhat redundant.