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Thread: Strange Fortune

  1. - Top - End - #151
    Bugbear in the Playground
     
    Aeti's Avatar

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    Default Re: Strange Fortune

    Valette opens the door to the immediate left of the door through which they came in.
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    If it's a small room or dead end, search check.

  2. - Top - End - #152
    Barbarian in the Playground
     
    jm_jazzman's Avatar

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    Default Re: Strange Fortune

    A staircase leads down. It looks to be about the same length as the one the party just came up.

  3. - Top - End - #153
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    Aeti's Avatar

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    Default Re: Strange Fortune

    Leaving the door open, Valette opens more doors in a clockwise fashion, leaving the bolted door for now.

  4. - Top - End - #154
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    lando_zeus's Avatar

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    Default Re: Strange Fortune

    Thårin puts his ear against the bolted door to see if he can hear anything on the other side.

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    listen - (1d20)[18]

    also, anything in that other barrel?

  5. - Top - End - #155
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    DrunkyTheClown's Avatar

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    Default Re: Strange Fortune

    Whiskey follows Valette and inspects each door as she opens them. He does sneeze periodically, the awful stench piercing his doggy sinuses.

  6. - Top - End - #156
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    jm_jazzman's Avatar

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    Default Re: Strange Fortune

    Thårin finds nothing so offensive in this barrel. It appears to be just water.

    Each doors that Valette opens reveals the same scene: a straight, descending stairway, leading into darkness.

    Pressing his ear against the final closed door, Thårin hears nothing on the other side.

  7. - Top - End - #157
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    Aeti's Avatar

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    Default Re: Strange Fortune

    Turning from yet another similar corridor, Valette addresses the group: "It looks like this is the prison block, do you think it's worth investigating these other areas? This place is such a dump, I doubt there's any valuables left. And I want to escape before these guards get back.. but if anyone wants to explore then I'll back them up."

  8. - Top - End - #158
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    Default Re: Strange Fortune

    "Aye, but what if there are others, like us, down there as well? Perhaps it's best to search quickly. I can check for any traps."

    Thårin peers through the spy-hole, and then proceeds to check the 8 staircases for traps.

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    (1d20+3)[11]
    (1d20+3)[12]
    (1d20+3)[23]
    (1d20+3)[13]
    (1d20+3)[14]
    (1d20+3)[12]
    (1d20+3)[22]
    (1d20+3)[9]

  9. - Top - End - #159
    Barbarian in the Playground
     
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    Default Re: Strange Fortune

    Peering through the looking-slot in the door, Thårin sees a pitch-black stone corridor that goes about 15 feet before it meets another passageway in an angled 3-way intersection.

    Knowing what to look for, Thårin finds unusual stonework built in to the fifth step from the bottom of many of the staircases. The rooms below are dark and have a single door across from the staircase. A couple of the rooms have empty boxes. Every room is dusty and full of cobwebs.
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    I added a circumstance bonus to your search results because it only makes sense that he would be keeping a special eye out for a similar trap in a similar location. I'm also assuming he probably didn't test his luck where he couldn't find anything...


    As Thårin is searching the last staircase, those listening by the door notice the sound of something approaching from far off...

  10. - Top - End - #160
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    Default Re: Strange Fortune

    Stepping quickly over the cold stone floor, Valette moves behind a door and closes it, leaving a small crack with which to see.
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    The door at 23A on the map

  11. - Top - End - #161
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    Default Re: Strange Fortune

    Frowning at Valette's strange behaviour, Jacinth presses her ear to the bolted door. She quickly steps away, pokes Sam, puts her finger to her lips for silence, and motions to him, Tharin and the dogs to join her or hide. She then takes a place behind the door on the other side of the bolted one, leaving a crack to peek through.

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    Not sure if we need to tell each other stuff in this way, or if we can assume our hive mind kicks in and we all know what's going on. She's behind door 32E. Check to listen for any more information (how many sets of footsteps, etc), (1d20+2)[7] and hide (1d20+1)[17]

  12. - Top - End - #162
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    Default Re: Strange Fortune

    Thårin hides behind the nearest door, peering through the crack to try and make out who is approaching.

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    listen - (1d20)[1]

    Since I'm behind a door I imagine I don't have to do a hide check, but here's one anyway just in case

    hide - (1d20+2)[14]

  13. - Top - End - #163
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    Default Re: Strange Fortune

    It sounds like the noise is getting closer, but it isn't possible to determine what might be causing the noise, other than the fact that it sounds very much alive.

  14. - Top - End - #164
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    Default Re: Strange Fortune

    The sound is now right outside the door. It sounds like 3 or 4 hideous voices babbling in some strange monstrous tongue, and they don't sound happy.

    Then, a new sound: the jingle of keys on a ring.

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    Assuming that Sam, Whiskey, and Arf follow Jacinth, unless they post otherwise. Also, Sam recognizes the language.

  15. - Top - End - #165
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    RogueGuy

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    Default Re: Strange Fortune

    Hearing the voices, Sam jolts up.

    "WHAT?"

    He races over to the door they are coming from.

    "I did NOT want to deal with their kind today."

    He tries his hardest to make out what they're saying.

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    In case I need a listen roll too... (1d20+3)[4]

  16. - Top - End - #166
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    Default Re: Strange Fortune

    Whiskey and Arf do in fact follow along and both stare at the door, remaining vigilant...

    Whiskey does look up at Sam once or twice expectantly, hoping he'll divulge whatever details he might have figured out.

  17. - Top - End - #167
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    Default Re: Strange Fortune

    Even with his ear against the door, Sam cannot make out exactly what the excited voices are saying. All he knows for sure is that they are coming from unhappy goblins.

    The locking bolt slides, moved from the action of a key outside, and the door swings into the room. Three squabbling goblins enter the room as Sam hides behind the now-open door. They don't seem to notice any of the party members, too busy pushing and shouting at each other as they walk together across the room.

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    Ghost playing Sam a bit just to get this thing happening... seems like hiding would be the natural thing for any rogue to do here. Rolled a hide check, it went very well. He can tell what they've been saying ever since the door opened.

  18. - Top - End - #168
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    Default Re: Strange Fortune

    Thårin attempts to make out what weapons the goblins are carrying, if any.

  19. - Top - End - #169
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    Default Re: Strange Fortune

    Whiskey quietly watches the entry of the three goblins, trying to note as many details as possible about them. Arf is meanwhile licking his chops, looking ready to spring forth and attack.

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    Spot Check - (1d20+7)[10]

  20. - Top - End - #170
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    Default Re: Strange Fortune

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    Spot Check - (1d20)[16]


    ...............

  21. - Top - End - #171
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    lando_zeus's Avatar

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    Default Re: Strange Fortune

    Thårin readies his hunting knives.

  22. - Top - End - #172
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    Default Re: Strange Fortune

    The goblins are wearing simple, unkempt clothes, and all have piercings with simple metal rings. One has a short bow hanging from his shoulder and a quiver of arrows on his back, another has a sickle hanging at his side, and the third is carrying a shortspear. All three have leather belts used for holding small items.

  23. - Top - End - #173
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    Default Re: Strange Fortune

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    Jacinth should be able to see the goblins as soon as they enter the room if she's peeping through a door crack. Remember, the room is technically circular, don't get hung up on any of the corners from the blocky grid.

  24. - Top - End - #174
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    Default Re: Strange Fortune

    Jacinth motions for Whiskey to listen, then points at Sam and casts Message. "what are they saying?" she whispers. "Are there more of them coming? If it's just them, I think we should kill them. I want that shortbow. Whisper your answer back, very quietly, and I'll hear you."

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    I poked around the rules and it seems like I don't need to roll for the spell, yes? Also, I guess the goblins might hear Sam when he replies but whatever, it's probably about time we fought something other than darts.

  25. - Top - End - #175
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    Default Re: Strange Fortune

    Whiskey perks his ears up and looks to Jacinth attentively, but not before uttering a tonal yip to Arf. "Wait."

  26. - Top - End - #176
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    RogueGuy

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    Default Re: Strange Fortune

    "Just wait. Signal everyone to be ready to attack; if this doesn't work things will get ugly."

    Sam takes a deep breath and balances himself.
    Last edited by Dodge Magnum; 2012-06-09 at 07:57 PM. Reason: grammar.

  27. - Top - End - #177
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    RogueGuy

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    Default Re: Strange Fortune

    Sam creeps up behind the nearest goblin and attempts to get a sneaky stab in.

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    (1d20)[19]
    (1d4)[2]
    [roll]1d6]/roll]

  28. - Top - End - #178
    Dwarf in the Playground
     
    RogueGuy

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    Default Re: Strange Fortune

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    Oops typo fail. (1d6)[1]

  29. - Top - End - #179
    Dwarf in the Playground
     
    RogueGuy

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    Default Re: Strange Fortune

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    crit chance! roll again!

    (1d20)[10]
    (1d4)[2]

  30. - Top - End - #180
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    Default Re: Strange Fortune

    Feeling a bit silly about talking to animals, Jacinth quietly relays the message to the two dogs and hefts the quarterstaff.

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