Ch. 1 - The Keep on the Borderlands

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Aug 2, 2024 3:33 pm
DragonDweller62 says:
OOC:
...Also, for Kraagor's infravision to work, he would have to be over 30' ahead of the rest of the party to get out of the radius of Delfarious's lantern.
OOC:
That was precisely why I suggested the light source to be further back.
"We should have strong members of the party both up front and at the rear to protect from rear attack. Our most vulnerable members should be closer to the centre to be protected by our stronger front and rear guard. Remember, we'll most likely be traveling through narrow and winding corridors. This is not like where we're outside and we seen the enemy com from far away, which grant us plenty of time to position ourselves. In here, an enemy could easily be around a corner or behind a door! Delfarious, I would suggest you having back closer to the rear guard, so that Kraagor does not have to be too far ahead of the party for his dwarf sense to be effective."
OOC:
With Father Petronius' negative modifier to melee damage and relatively low AC, I suggest we put him also nearer the back, somewhere between center and rear guard so he can mostly use his sling more efficiently.
Last edited August 4, 2024 3:38 pm
Aug 2, 2024 5:44 pm
"I'm happy to take the rear guard," Darlene offers.
Aug 4, 2024 10:47 am
I can take a place between Kraagor and the center of our party?
Aug 8, 2024 4:45 am
OOC:
So far, I'm reading the marching order like this:

1. Kraagor 2. (30' behind) Delfarious, Morgan, Farem 3. Petronius, Ezra 4. Darlene

I assume Farem will want to stay with Delfarious since, as a human, he needs the lantern to see in the dark. Also, I placed Ezra in rank 3 but it sounds like he would be just as happy in 2. Feel free to reorder as I work on the first post of the dungeon.
Aug 8, 2024 8:05 am
OOC:
Farem is OK with this ordering.
Aug 8, 2024 8:23 am
OOC:
Ezra is good where he is right now
Aug 8, 2024 2:43 pm
OOC:
I suggested Delfarious to be closer to where Father Petronius is so that Kraagor won't have to remain alone so far ahead (and then there's also the fact that with more primitive lighting sources, you want to hold them behind you if you want to see well in the dark in order to avoid blinding yourself, unlike what Hollywood has shown us, but I digress...), of course, it's up to Delfarious whether he follows Father Petronius' advice.
Last edited August 8, 2024 2:53 pm
Aug 9, 2024 3:07 pm
OOC:
My plan was indeed to have Delfarious amidships, behind those in the front, and protected in the rear… so, seeing the order, I’d put Morgan in front of him.
Last edited August 9, 2024 3:07 pm
Aug 10, 2024 6:22 am
OOC:
In that case, perhaps Delfarious moves to rank 3. I will assume that the ranks are around 5 feet apart, which would let Kraagor stay that much closer to the party so that he can reach them and attack in the same round. He will still be 25 feet ahead, so not too short a distance.

As a reminder to everyone, dungeon adventuring is handled in blocks of ten minutes called turns. First, the Referee rolls for wandering monsters. After that, most actions—including searching, moving into rooms, and using thief skills—take a turn. At the end of the turn, clock ticks ten minutes—torches burn fuel and spells expire.

All this is just recappng the rules. Don't worry too much about whether an action takes exactly ten minutes or not; just be aware that the clock is always ticking.

One more reminder: I want mapping to be important in this game, so I want to try something out. Whoever maps, their PC will be mapping in the game world. Thus, they'll need light to see by and both hands to draw with. Outside the dungeon, the map can be traded around like any other item, but it is also susceptible to damage.

Rolls

Wandering monster check - (1d6)

Aug 10, 2024 7:17 am
The party forms up and descends the stairs into the tunnel. The narrow tunnel winds down into the blackness, and Kraagor feels the warm comfort of earth over his head. Suddenly, the walls fall away and the ceiling vaults in a stone arch high overhead. The stairs broaden to 80 feet wide, a long hall that leads 280 feet down to a great stone arch.

A disgusting, sulfurous smell hits Kraagor as he steps into an enormous room, what must be a great hall. The arched ceiling is 30 feet high and utterly carpeted in bats—not an inch of stone can be seen. Kraagor's boots slide in some thin, slimy film across the floor. Kraagor's infravision ends in blackness all around—the room is just too big.

Following behind, Morgan pulls a knowing grimace and holds her nose. Delfarious illuminates the room with his lantern, but the radius of light is still too small to cover the room. The light reveals that the walls are peppered with chipped, flaking frescoes of demihuman figures. Father Petronius, a wise holy man, recognizes the demihuman figures in togas and loincloths, playing lyres and drums at the feet of altars to the gods. The light also reveals that the floor is covered in slippery white guano.
OOC:
The room is too big to illuminate all at once, and perhaps too big to cross in a single turn. Walking from one side of the room to the other will be enough to map the dimensions accurately. Anyone who would like to walk around must roll a Dexterity check with a +2 penalty to avoid slipping and falling in the guano.
Aug 10, 2024 3:49 pm
OOC:
I guess Father Petronius can volunteer for mapping. Having rolled badly for my starting cash, all my weapons are rather pitiful... Of course, someone else will have to supply him with the mapping implements because, well, low starting cash...
Aug 10, 2024 3:56 pm
"Guano I can handle. Caves back home are filled with bats. But this amount is absurd. Try not to alert them, or you'll be covered in the stuff in moments."

Kraagor marches forward, not intending to stomp but doing so regardless. It doesn't take long before he is as covered as he ha described, finding the floor far more slick than he had believed.
Last edited August 10, 2024 3:57 pm

Rolls

Dexterity (7) - (D20+2)

(11) + 2 = 13

Aug 10, 2024 4:43 pm
As soon as they are underground, and when the vast extents of the first chamber they encounter are revealed, Delfarious bubbles and twitches with excitement.

"This place is enormous, and ancient! There are untold riches and magics down here, just waiting for discovery!" the man says as he raises his lantern for all to see better. When Kraagor moves ahead through the bat guano, the illusionist follows him, but slowly.

"Move carefully, friend dwarf! Slipping in this will a mess make indeed!"
OOC:
I propose we take our time with this exploration -- going slow enough to not risk the roll, or to gain a bonus if possible.

kalajel, thanks for mapping! Does "Adventuring Equipment" come with what we need? If so, D will set Father P up with what he needs. Suggest our first (slow, say two turn) pass is to map extents, exits, features. Then look for secret panels, doors, passages?
Aug 10, 2024 11:48 pm
Darlene nervously watches the darkness, fully expecting something to jump out at them. Moving cautiously, she attempts to cross the room.

Rolls

Dex check (11) - (1d20+2)

(10) + 2 = 12

Aug 10, 2024 11:48 pm
Darlene nervously watches the darkness, fully expecting something to jump out at them. Moving cautiously, she attempts to cross the room. Unfortunately, she also hits a slick patch and ends up covered in guano.
Last edited August 10, 2024 11:49 pm

Rolls

Dex check (11) - (1d20+2)

(14) + 2 = 16

Aug 11, 2024 9:55 am
Probably unwittingly, Farem moves forward and attempts to help his companions who seem to fall one by one in the slimy cave.

Rolls

DEX roll (12) - (1d20+2)

(2) + 2 = 4

Aug 11, 2024 3:35 pm
OOC:
Happy to just roll, but was waiting for the GM to weigh in on my idea... but it's moot if we're not actually going slowly!

Rolls

DEX (9) Roll if Needed - (1d20)

(9) = 9

Aug 12, 2024 4:47 am
Harrigan says:
OOC:
I propose we take our time with this exploration -- going slow enough to not risk the roll, or to gain a bonus if possible.

Does "Adventuring Equipment" come with what we need? If so, D will set Father P up with what he needs. Suggest our first (slow, say two turn) pass is to map extents, exits, features. Then look for secret panels, doors, passages?
OOC:
Let's say a sheet of paper plus ink is 1 gp, which you can spend now to say you bought it at the keep.

I actually like the idea of moving slowly to avoid slipping. Now you have a choice. The party can use its full movement of 60' per turn, taking about 3 turns to cross the room. If it moves at half that, you won't have to roll to avoid slipping, but you will also be doubling the amount of turns (and wandering encounter rolls).

I also forgot to mention what happens if you fail your check. Anyone who slips in the guano takes a -1 penalty to their Charisma (which may affect NPC Reactions) due to the stench, which is cumulative up to -3. Assuming the party meant to stay together, I will give Kraagor and Darlene the opportunity to move more slowly and retcon their fails if they choose.
Aug 12, 2024 6:52 am
OOC:
Paying the 1gp for the mapping supplies. And everyone knows where I stand on the slow and careful exploration!
Last edited August 12, 2024 6:52 am
Aug 12, 2024 2:05 pm
Darlene takes it slowly and easily.
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