Ballar Fargrim |
Trudging beside the mystic elf, Ballar mumbles Prestidigitaçion and does a though-all job of cleaning himself off. Ya know tha oth'r cleric left 'cause o'all tha filth...
Terquem |
Day 6, afternoon (approximate time of day, 12:50 pm) (turn78, 6 of 6)
After a good short rest, to check gear, have a drink and brush the nacho powder off the shirt, the group eases down the passageway headed north and soon comes to two doors, not directly across from one another, but one on each side of the passageway.
First up, on the left, is a wide, probably somewhat heavy stone door with a huge iron ring set in the middle. While a few feet past this, on the right is a Good Wooden Door with a lock built into the frame.
WME?: 1d6 ⇒ 4
Jim Seeker |
Jim stares at the stone door in suspicion. Traps?: 1d20 + 9 ⇒ (13) + 9 = 22
Jim Seeker |
"I think this one's safe, but you'd better take a look too, Teirist. I'm not sure how we'd open it though. It looks too heavy for me, unless maybe we use the wizard as a pry bar."
Ballar Fargrim |
Anyone 'ave a crowbar somewhere? Ballar starts checking his stuff. The sound of iron spikes hitting the floor soon follows. Wha 'bout these?
Teirist |
Tierist pulls the crowbar out of his pack and hands it to Ballar to hold. "The spike is nice, but the crowbar might work best."
He then examines the door.
Perception, Traps: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 Eesh
Ballar Fargrim |
Picking up the fallen spikes, Ballar takes hold of the crowbar and stands behind Teirist as he re-examines the door...just a normal everyday dwarf with flaming red hair, wearing a wrestling cape and mask with stylized yellow flames, grinning, holding a crowbar over an elf's head, grinning.
Keryth Tarathiel |
At the cacophony of iron spikes hitting the floor, Keryth sighs as he checks over his shoulder to see if anything else has heard the din. Might as well just start ringing a dinner bell! Come! Come! Monsters! Juicy and tender idiots here to feast upon!
Turning back to the bumbling dwarf he remarks, I have an idea of what you can do with those spikes Ballar!
Billy Mann |
Billy watches the elf envelop himself in darkness. "Why is he doing that?"
Turning his attention to the door, he flexes as he approaches it. "Need a hand?"
STR check?: 1d20 + 2 ⇒ (18) + 2 = 20
Keryth Tarathiel |
So that the first thing any wandering monster sees when it comes to investigate that racket, is the red caped crusader there. And the second, third and fourth is you other three.
Keryth just about chokes when Billy "flexes". Why? Did you happen to bring twenty friends with you?
Jim Seeker |
"Alright Billy, keep pushing and let me help."
Str(assist): 1d20 + 1 ⇒ (17) + 1 = 18
Billy Mann |
Billy stands straight up, and stares at the door as he scratches his head. "Strange. That always worked in the stories. Hmm."
"What about this ring? Is it for pulling or knocking?" The ranger reaches for the ring and gives it a questioning tug as he ponders.
Keryth Tarathiel |
Keryth watches as his companions strain and struggle to open the giant stone portal. After a moment he offers some helpful advice. Perhaps we should try the smaller wooden door first. You know, get the hang of it before working up to the big stone door. What do you think?
Pointing to the smaller wooden door just past and across the hall he remarks, I mean, it is just right there.
I am guessing the only way we are going to get that stone door open is when the room's occupant(s) open it in response to Billy's knocking.
Ballar Fargrim |
There's somethin'bout this tha seems familiar... Ballar taps the crowbar on the stone wall as he tries to think of what might be missing.
Keryth Tarathiel |
Keryth sighs at Ballar's incessant noise making. Can you please be quiet? Are you trying to summon everything within earshot to this spot?
Or do you think they might offer to help open the door? he adds with even more dripping sarcasm.
Teirist |
Teirist wanders over to the other door and examines it.
Perception, Traps: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 Plus the aforementioned Trap Spotter, you roll for a check when I get within 10 feet.
Jim Seeker |
"So... what do we think of this one?"
Intuition: 1d20 + 9 ⇒ (8) + 9 = 17
"I think it's an angry porcupine trap."
Ballar Fargrim |
Oh! Right. Sorry 'bout tha. Stepping back from the wall, Ballar holds the crowbar tightly in front; trying his best not to make any more noise.
Hehehe, porcupine trap... Giggling and pointing a thumb at Jim, Ballar sees the disapproving glare on Keryth's face. Biting his lip, he stifles the rest of his giggles.
Terquem |
Day 6, afternoon (approximate time of day, 12:50 pm) (turn78, 6 of 6)
Teirst senses, nor sees any traps on the Good Wooden door, but it does have a standard pad lock holding it shut.
Jim has a pretty good feeling that the door is safe, even if there might be a porcupine based trap built into it, somehow...
Taking out his tools, Teirist easily defeats the lock, then gently tries the handle. The door seems free, and will open easily.
If you open the door, roll on table II.C.
19 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. Each water skill holds 8 doses in all
Billy Mann |
Did somebody do the rolls? We really could use a little program that populates this for us. Too bad I only know VBA(Excel) and SAS. Hmm, may be I can build an macros driven spreadsheet for this - I'll take a look this weekend.
Billy struts forward, and pauses by the door. Do we have light? "C'mon Fluffy. Looks like it's you and me giving the orders around here." With bow in hand, the ranger waits for his companion before stepping in right behind her.
Jim Seeker |
Ah yes, my lantern I believe is being used for light. I suppose I can carry it.
Ballar Fargrim |
Intuition: 1d20 + 10 ⇒ (1) + 10 = 11
Ballar's stomach suddenly feels uneasy. Either there is something really bad behind that door or that last bag of nachos' best before date was last week. He looks over at Billy, the only other member to share in the recent bag of tortilla delight and nods as though to say, Ya feel'n alright?
Thought Ballar had that. Jim needs his hands free, lets keep it with Ballar :)
Billy Mann |
Jim Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Fluffy Intuition: 1d20 + 2 ⇒ (16) + 2 = 18
"Yeah, Ballar. Why do you ask?" Billy looks about confidently uneasily, realizing as he stepped up that he much preferred to be behind the more brutish of the party...which appears to be sorely lacking in this group he is traveling with.
Teirist |
Jim is our brute.
Teirist watches the discussion going on and then says, "Jim should probably go first, that's his usual spot. Although these hallways are big enough for us to walk some side by side."
Jim Seeker |
"Well, if you say so. Let's try doubling back." Jim suggests as he goes through the door and turns right.
Terquem |
As usual, I am confused - a roll was posted for what was beyond the door, so I assumed it had been opened, and a Passageway was found beyond the door that went north and south. So, right now, you have three, among many other, options. Keep going north, in the passageway you are in, go through the door and go left (north) or right(south) in the passageway you just found. I will try to update the linked map tonight
Terquem |
Day 6, afternoon (approximate time of day, 12:50 pm) (turn78, 6 of 6)
The party heads south, in the newly discovered, also twenty foot wide passageway going north and south on level five, an after a short distance they pause, Ballar lifts the lantern, and they try to see what lies ahead
WME?: 1d6 ⇒ 5
Periodic Check Please
19 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. Each water skill holds 8 doses in all
Terquem |
Day 6, afternoon (approximate time of day, 1:00 pm) (turn79, 1 of 6)
Shuffling about in the transition from one twenty foot wide passageway to another twenty foot wide passage, delays the party for a whole turn, thus qualifying as a “ten minute break”
Jim leads Billy to the south for a few steps, but then as Ballar brings the lantern up, it reveals that it only goes sixty feet in that direction before coming to a Dead End*
Turning back, Jim leads Billy to the north, and after thirty feet, the two, with the light from Ballar’s lantern (once the dwarf realizes the others double back on him and he is alone, he spins and brings the light that direction) a pair of columns can be seen just ahead, on the right (to the east) and the passageway continues past those columns.
Now, as the heroes have learned, these sorts of columns are a sure indication that a chamber is just beyond them, and though they could try to sneek past, and continue to the north, it is probably best to send a scout up to the column and peek around one of them to see if the chamber holds anything interesting.
The party can send a scout to verify the contents of the chamber, and then decide to move past it, requiring a Periodic Check again, or enter it and examine it for exits
*Also, any dead end can be searched, one turn for each ten foot section of wall, for a Secret Door
When the party is ready to decide what to do next, a little more time has gone by…
Day 6, afternoon (approximate time of day, 1:00 pm) (turn79, 1 of 6)
19 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. Each water skill holds 8 doses in all
Ballar Fargrim |
Wha? Wait. Where ya go'n? Ballar looks around confused by Jim's sudden change of direction. Then realizing there is no apparent exit ahead, spins around and rushes to catch up.
Column's eh? Right. Teirist, off ya go.
Keryth Tarathiel |
Shuffling about in the transition from one twenty foot wide passageway to another twenty foot wide passage, delays the party for a whole turn, thus qualifying as a “ten minute break”
Admittedly, being new to this game, I have no idea how time is being tracked. Or how most things are working. :)
Keryth's headache worsens as the group spins in circles. As they approach the columns he sighs, awaiting the expected request.
Billy Mann |
"This way, nacho man." Billy follows Jim with the turnaround, and continues on while waiting for their leader to give them another turnabout. The ranger finds himself almost disappointed when they stopped instead. He stands, shifting his weight as he waits for Teirist's recon.
Keryth Tarathiel |
That seems a little... snippy. :P
My confusion stems from the fact that at least four separate posts, all labelled "(round 78, 6 of 6)" and consisting of seemingly different activities all had WME rolls made. If WME checks are to be made once every 6 turns, why 4 checks apparently in the same round?
Just trying to understand things, and you must admit that there is are lot of house rules and other non-standard things going on here. This isn't my only game. Others are making demands upon my time and attention and so I should think it understandable if I am no expert in how this game is being run. Posted rules or otherwise. :(
Jim Seeker |
"I'll check that dead end for secret treasure and stuff. Teirist, you scout ahead. Billy, you come with me. Leave the Ballar and his pet wizard there in case Teirist blows himself up." Jim proposes, almost certain he knows what he's doing.
Terquem |
Sorry! Keryth, I wasn't meaning to sound snippy, thought I was sounding cute, sheesh, am I bad at that. And I did miss the WME rolls, and found myself reposting the time over and over, which was not helpful to anyone. So, yes, I was bad, and I will try to be better, thanks for being patient so far.
Keryth Tarathiel |
No worries Terquem. Failure to convey tone is the primary reason I use so many emoticons. :)
If anyone is Ballar's pet it would be those of you who do the servantile and physical work, Keryth says condescendingly as he leans nonchalantly against the wall with his arms folded.
Nodding his head towards the dead end Keryth adds smugly, Now be a good boy and fetch the treasure. Woof. Woof.
Jim Seeker |
Jim looks for secret treasure to "share" with the group.
Intuition: 1d20 + 9 ⇒ (4) + 9 = 13
Intuition: 1d20 + 9 ⇒ (15) + 9 = 24
Intuition: 1d20 + 9 ⇒ (4) + 9 = 13