IC VII

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frobozz
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Re: IC VII

#81 Post by frobozz »

Lanny the elf

Lanny glances from left to right to see if anything is visible down the western and eastern corridors while Rhys checks the northern door.

"The entrance door looks newer than the northern door... Perhaps the hobgoblin had a new door installed with a new lock and key, so that only he had free access to the castle..."
Re: horses. Since we took some reasonable measures to ensure they were out of sight from humanoids wandering in the area (by keeping them in the courtyard) and by making sure that the pit creature had enough dead gnolls nearby to feed on, I suspect they will be ok tethered in the courtyard (or so I hope).

Re: invisibility. It does not sound like there is much support for Rhys going invisible at this time. Al makes a good point that there might be several creatures in the castle that have grown accustomed to seeing in the dark using a form of heat vision, which Invisibility would not block. Perhaps we save it for individual circumstances when we really need him to be invisible. Although, we shouldn't be too stingy with our use of it, since we have three instances of it. Perhaps, once we get a chance to learn a few more 2nd level spells, we won't have to prepare three instances of it anymore.
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Re: IC VII

#82 Post by thirdkingdom »

Rhys listens but hears nothing. In addition, the door appears to be neither locked nor trapped.
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Re: IC VII

#83 Post by frobozz »

Lanny the elf

Lanny votes to follow the footprints and proceed through the northern door.
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Re: IC VII

#84 Post by Alethan »

Rhys the Traveler

Assuming nobody protests, nor wants to go east or west, Rhys will cautiously open the door.
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Re: IC VII

#85 Post by sulldawga »

When Marodin returns from the courtyard, he will agree on the "northern door" course of action.
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Re: IC VII

#86 Post by frobozz »

Lanny the elf
Alethan wrote:Rhys the Traveler

Assuming nobody protests, nor wants to go east or west, Rhys will cautiously open the door.
One thing we have usually done at closed doors (as a standard operating procedure) is that once the scout has checked for traps and listened for noise, we get into standard formation and have the front line fighters open the doors... just in case there is a nasty creature lurking on the other side!
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Re: IC VII

#87 Post by Alethan »

frobozz wrote:Lanny the elf
Alethan wrote:Rhys the Traveler

Assuming nobody protests, nor wants to go east or west, Rhys will cautiously open the door.
One thing we have usually done at closed doors (as a standard operating procedure) is that once the scout has checked for traps and listened for noise, we get into standard formation and have the front line fighters open the doors... just in case there is a nasty creature lurking on the other side!
Ah, apologies. Didn't know there was an SOP for that. Happy to step aside and let the burly types open away! :)
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Re: IC VII

#88 Post by frobozz »

Lanny the elf
Speaking of standard formation/marching order, I tinkered with it again after Saul's demise and moved Rhys into Saul's spot next to Lanny on the third row ("Archers Row") to give some added protection to the armorless. That leaves Innana as the group's rear guard.
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Re: IC VII

#89 Post by thirdkingdom »

In fact, if someone could add that to the Standards thread that would be great: something along the lines of:

At Door
Rhys listens and examines for traps.
X opens with characters arranged in y formation.

Also, here is how I handle time and movement (from page 125 of the DD Handbook):
When exploring dungeons, time is simply measured in straightforward hours and minutes, as opposed to combat
rounds which last 10 seconds each. Characters in dungeons are assumed to be moving slowly and carefully, keeping a look out for danger, and therefore move at a much slower rate than in combat. The movement speeds of characters are normally measured in feet per round. When exploring a dungeon, characters normally move at three times their normal movement speed per ten minutes. . . .
When moving over familiar routes, characters can move at full combat rates.
Page 126:
Some characters have the ability to spot details that others can’t. The Stonelore ability of dwarves, for example, lets
them notice newly built construction, gently sloping floors, traps involving shifting walls or blocks of stone, and secret doors involving moving stone walls.
Players do not need to specify that they are using these abilities on every single patch of wall or corridor. If their characters are moving at the normal cautious exploration pace, then this includes characters who have these abilities using them, and the Game
Master should automatically roll for such abilities when the character comes within 20’ of something that could be detected by them.
Page 127:
Searching a 10’x10’ area for traps takes 10 minutes, just like searching for secret doors, and thief or mystic characters
can search for both types of thing at the same time.
So, unless I hear differently I am assuming you guys are moving at exploration speed (Move x three per turn) through unfamiliar territory and normal speed through familiar. Keep in mind, however, that I roll for random monsters every two turns.
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Re: IC VII

#90 Post by Bouv »

Tratiln agrees with going through the door and will remain in position to go through with the party.
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Re: IC VII

#91 Post by Innana »

Innana the Fighter:

Will go with Merodin to cover his back while he checks on the horses. After returning she will stay in fighting formation, which is towards the rear, unless needed up front, Innana will continue to follow the group.
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Re: IC VII

#92 Post by thirdkingdom »

The door opens into a hallway ten feet wide and fifteen feet deep. Another closed door is set into the northern wall, while both east and west wslls have openings set in the center. Debris also litters the floor in here; the same faint tracks lead through the western doorway.
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Re: IC VII

#93 Post by frobozz »

Lanny the elf

Lanny looks at the footprints, then looks at the northern door.

"Shall we continue to follow the tracks to the west, or shall we deal with the unopened door first?" he asks, not yet indicating a preference.
I don't suppose it matters too much, as long as we come to a quick consensus. We will get to it all eventually, I hope.
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Re: IC VII

#94 Post by Alethan »

Rhys the Traveler

"I say we stick with the tracks. I suspect they belong to the hobgoblin. Maybe they'll lead us to where he's keeping something," Rhys replies.
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Re: IC VII

#95 Post by Innana »

Innana the Fighter:

Innana will follow the group and stay towards the rear in case anything comes through the doors to follow them.

She has the Sauls magic dagger, and a net as her first choice of weapons at this point.
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Re: IC VII

#96 Post by frobozz »

Lanny the elf

"I agree, let's stick with the footprints leading west. I would rather that we stay on the move anyway and not linger anywhere, at least until we know a little more about what is in this place..."
Last edited by frobozz on Fri Oct 04, 2013 5:07 pm, edited 1 time in total.
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Re: IC VII

#97 Post by sulldawga »

Marodin wants to follow the tracks.
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Re: IC VII

#98 Post by thirdkingdom »

The trail continues on into a room fifteen feet wide and twenty feet deep. On the opposite western wall sre two open doorways, both leading west with one in the northern corner and one in the southern corner. The room itself at one time may have been an opulent bedchamber, but has now fallen victim to decay and disuse. A moldering bed sits against the southern wall; tattered tapestries hang on the walls, shredded by insects and time. The floor is still littered with debris; the faint trail leads through the northmost door.
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Re: IC VII

#99 Post by Alethan »

Rhys the Traveler

"Hope we're not just following his trail to the privy..." Rhys murmurs as he does a quick scan of the room for danger before moving to the northern-most doorway and peering into the next room.
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Re: IC VII

#100 Post by sulldawga »

Marodin says, "I think at some point we come back and search this room but, for now, let's continue to follow the trail."
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