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I think my video card went on the computer where I do the mapping. Until I get it figured out and fixed, I will do my best to provide you with updated maps, either by sketching or using the actual game map and scanning it in as we go. Not a huge deal for me, it just means it may take a bit of description and imagination until I can post each map update, either in the morning or late afternoon, as I wil have to be at work to scan.

Sallandrya Iramine Thainel |

"Well, I didn't expect to find a pie-seller down here. Of course it is evil and nasty--it's an evil dungeon with bad men."
The evil Peculiar Purple Pie man from Porcupine Peak?
Mmmmm pie.

Podo Bumbleroot |

Not trying to be confrontational, but we need a standard operating procedure for opening doors. It takes us weeks to open doors, and that more than anything is what slows this game down.
Podo will initially check for traps, locks etc. (DM feel free to roll this). If locked he will try to pick the lock before opening (Again DM feel free). I'm sure Gnobby can help with this.
Everyone else want to chime in???

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Nope. Sounds about right. Sir Galavaine stays at the back.
So Podo and Gnobby unlock door.
Andre charges in followed by the elves (with their deadly bows) and then Gnobby, Podo and Galavaine step in and flank around the sides?
Pettry is our get out of jail free card in case it all goes pear shaped.
Cheers

Andre Girard |

The options, as I see them:
1) We continue to explore the Moathouse, and leave the prisoners here. Pro: We continue to explore the Moathouse while its denizens are not completely aware of our incursion. Con: If we fail, the prisoners are sure to die. Plus, there's nothing that guarantees that someone might wander by Lubash's room and find out the prisoners are freed. They're not combatants, so they'll likely be slaughtered if they're found out.
2) We quit the Moathouse for now, and help the prisoners return to town. Pro: We more or less guarantee their safety. Con: The Moathouse gets to prepare for our eventual return.
3) We split the party - some of us return to Hommlet with the prisoners, while the rest explore the Moathouse a while longer. Pro: We get the benefits of both 1 and 2. Con: We split the party, and if there's one thing you never ever do, it's that!
Andre is for #2, could be persuaded to #3, but is strongly against #1.

Gnobby the Gnome |

Strongly for 2--would prefer to drag the prisoners along if we continue rather than split the party or risk the prisoners safety. But that is a distant preference than going back.
And of course, I get my ONE count it ONE first level spell back :-)

Sallandrya Iramine Thainel |

First off, Happy New Year all!
about our options, how about a fourth option -
We have the prisoners wait for us upstairs, arming them just the same, in our safety hole, give us half an hour, if we don't return by then or don't send word, they make for Hommlett and tell the leaders of the village of the events transpiring here.
We should press our advantage!

Andre Girard |

Instead of me answering, let me have Andre say something.
"Yes, they may be able to escape the Moathouse should we fall, but once they leave, we cannot guarantee their safety. We have faced giant frogs, spiders and other things besides just getting to them. We know of brigands watching the roads, and heard rumors of dogmen slinking through the night. Nothing may happen to them if they strike out for Hommlet on their own - but neither you nor I can say with perfect accuracy that nothing will. If I do not safeguard them in their hour of need, then what example am I? Your suggestion has merit, friend Sallandrya, and that is why I outlined the third option I discussed, but their fate weighs upon my conscience. No one else here has taken the paladin's oath, and I do not begrudge anyone for wishing to continue the push we have made here, but I cannot abandon these three in their moment of need. I will move with all due speed to Hommlet, and return with the speed my destrier can muster, should you decide to continue beneath the Moathouse without me."
In short - paladin code. What can you do? If I weren't a paladin, I'd agree that your plan is the best for everyone involved, but well...a paladin's gotta do what a paladin's gotta do.
Edit: Saw Salla posted that in character - might as well take that over to the real thread!

Sallandrya Iramine Thainel |

Thank you for offering to stay Sir Galavaine, I would most definitely not want to split the party, be it for any of the above reasons or for safety's sake.
Andre what do you think of Pettry offering to take them back? Would that be a fair compromise good paladin?
If that does not suit you then I guess we all have to go back to Hommlett.

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LoL. If you want to go back, rest, and return, It will be two random encounter rolls, one each way. I will breeze through the round trip unless there is a conflict on the road.
If you want to stay here, Pettry will return with the prisoners to Hommlett. He will face the same rolls, but will wait at the Inn until you get back.
While this is an old school dungeon, I may change things, upping the alertness of those who remain, possibly increasing random encounter possibilities, etc. should the group leave and return.
I know Podo is for heading back, what say the rest? Splitting the party for some to head back and some to stay is too logistically challenging for this medium. I'll take the vote of the majority and pick back up.

Sir Galavaine of Verbobonc |

Galavaine wants to carry on at least for one more fight while we have some healing. Otherwise this is a bit like a 15 minute dungeon with us always waiting for Gnobby and Pettry to have their one spells.
That being said their spells are very useful, especially that phantasmal force.
One vote for more exploring!
I can repeat myself in character but this may be quicker.
Cheers

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OK, so we're staying here, then. Map hasn't changed, you see no other doors to these last two rooms. Gnobby's right, I've let this bog down too much. Let's get back over to the gameplay thread and get this going again.
The 15-minute workday is definitely an issue in AD&D at low levels for arcane types.