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Post by Aguila Saber on Jan 11, 2011 17:24:40 GMT -5
Beowuuf, Vakeros
Strength: 2+1 =3, Speed: 1+1=2, Eye: 0+1=1, Mind: 3 Health: 30 Mana: 15 Activity per round: 7 Defence: 7
Specials: Psychic defense: 3, Power Attack, Vakeros Power Words: Concussive Blast, Hold, Strength (The Power Diadem gives you access to the others.), Self Healing: +1 Health every two Rounds.
Weapons 1 Bluesteel sword, 1-Handed, Damage: 1d5 Slashing, Condition: 5/5 1 Magic Shortsword, Fast, Damage: 1d4 Slashing +1 Magic. Condition: 10/10 1 Bluevein dagger, Fast, Brittle, 1 activity, Damage: 1d3 Piercing, Condition: 5/5
Worn Vakeros Power Diadem Cloak of Blending (+2 Stealth) Vakeros tunic Boots of Speed. (+1 Speed) Gauntlets of Strength. (+1 Strength) Necklace of Eye (+1 Eye) Belt of Retribution: Deals 1 psychic damage to enemy when hit Robe of Awareness: +2 Eye when Searching Ring of Mana regeneration (+1 Mana every 2 Rounds) Ring of Fortitude. Grants +2 to roll when checking DC against Strength.
Backpack 1 Black Blanket 1 Tinderbox 1 Whetstone 1 Waterskin (full with water) 1 Mealsx1 1 Mirror 2 Mana Potion +5d3 Mana 1 Potion of Eye (+1 for 20 Rounds) 1 Potion of Speed (+1 for 20 Rounds) 1 Potion of Strength (+1 for 20 Rounds)
Satchel: 1 Laumspur Potion. Restores 4d3 Health. 50% chance to cure Poisons and Diseases. 1 Healing potion +5d3 Health 1 Laumspur x3- Heals: 1d4 healing, cure disease/poison
Pouch: 63 Lune 2 Copper Rings (Engraved) 1 Silver Ring (Engraved) 1 Copper Ring (Rogue)
Sylvia, Mage
Strength: 1 Speed: 1, Eye: 1+1, Mind: 3 Health: 20 Mana: 15
Worn: Dagger Magical Club (d3, 1 activity, +1 Magic damage) (Bludgeoning damage). Condition: 8/10. Stone Amulet. All Acid and Electrical damage is reduced by 50%. Belt of Retribution: Deals 1 psychic damage to any enemy that hits you.
Backpack: 1 Potion of Restoration (Neutralizes Disease and grants a +3 vs Diseases for 25 Rounds) 1 Rogue's Scroll 1 Bard's Book. 1 Potion of Fortitude. +2 when checking DC against Strength. 10 Rounds. 1 Healing Potion (Heals +5d3 Health) 4 Box: Containing Dragon, Falcon, Cat, Snake Statuette 1 Paralytic Poison
Pouch: 20 Lune 1 Fluorspar 1 Ruby 1 Amethyst
Readied: 2 Fireseed. 1d6 Fire damage. DoT. Reduce initial damage by 1/round. 1AP. Eye. Miss = Half.
Knight Randalf
Strength: 3, Speed: 2, Eye: 0, Mind: 1 Health: 35 Activity per round: 7 Defence: 7
Specials: Power Attack Weapon training in Swords Increased Health
Weapons 1 Sword +1, +1 to Attack, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Broadsword (d10, 2 hands) (slashing damage) 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Chainmail All physical and elemental damage taken is reduced by 1 point. -2 Penalty to all Stealth rolls
Backpack: 2 Healing Potion +5d3 Health 2 Potion of Alether. +1 attack and +1 Defence. 10 Rounds 1 Whetstone
Squire Tomas
Strength: 2, Speed: 2, Eye: 0, Mind: 1 Health: 30 Activity per round: 7 Defence: 7
Specials: Weapon training in Swords
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Warhammer, Warhammer (d5) (Bludgeoning damage) 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Chainmail All physical and elemental damage taken is reduced by 1 point. -2 Penalty to all Stealth rolls
Backpack: 3 Healing Potion +5d3 Health 1 Potion of Alether. +1 attack and +1 Defence. 10 Rounds 1 Whetstone
Guild Runner, Tanio
Strength: 1, Speed: 2, Eye: 2, Mind: 0 Health: 20 Activity per round: 7 Defence: 7
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point.
Backpack: 1 Healing Potion +5d3 Health
Guild Runner, Nora
Strength: 1, Speed: 2, Eye: 1, Mind: 0 Health: 20 Activity per round: 7 Defence: 7
Weapons 1 Shortbow. Pull: 1.
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point. 1 Quiver with 12 Arrows
Backpack: 1 Healing Potion +5d3 Health
Herbmaster, Tran
Strength: 1, Speed: 2, Eye: 3, Mind: 0 Health: 30 Activity per round: 7 Defence: 7
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Shortbow. Pull: 1.
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point. 1 Quiver with 8 Arrows
Backpack: 1 Healing Potion +5d3 Health A selection of gathered herbs. Not disclosed at this point.
Herbmaster, Tron
Strength: 2, Speed: 1, Eye: 2, Mind: 0 Health: 30 Activity per round: 6 Defence: 6
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point.
Backpack: 1 Healing Potion +5d3 Health A selection of gathered herbs. Not disclosed at this point.
Guildsman Crafter/Runner, Halon
Strength: 0, Speed: 2, Eye: 2, Mind: 0 Health: 20 Activity per round: 7 Defence: 7
Weapons 1 Shortsword (d4, fast) (slashing damage)
Worn -
Satchel: 1 Healing Potion +5d3 Health
Guildsman Crafter/Runner, Damien
Strength: 0, Speed: 3, Eye: 1, Mind: 0 Health: 20 Activity per round: 8 Defence: 8
Weapons 1 Shortsword (d4, fast) (slashing damage)
Worn -
Satchel: 1 Healing Potion +5d3 Health
Quite a lot only with the characters. Any questions on the people with you and information above?
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Post by Beowuuf on Jan 12, 2011 14:21:55 GMT -5
I think we resolved everyone of interest last time. Is Sylvia's 15 health her full health?
Wasn't the last action pending planning the route to go in to the deeper chambers?
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Post by Aguila Saber on Jan 12, 2011 14:48:39 GMT -5
Hmmm... good point about the HP. I'll up her a bit and lower some of the other NPCs a bit more.
Youleave the chapel and enter a spacious tunnel. You walk along this tunnel for a couple of minutes before reaching your destination.
A secret door set in one of the walls. The map you received tells you how to enter this area so you do so and enter a fairly large area of tombs and graves. This area is well maintained and by each head stone there is a small light placed.
This is detailed below:
DXXAXXXXXXXXXD XXXXXXXXXXXXXX XXXXTTTTTTTXXXX XXXXTTTTTTTXXXX XXXXTTTTTTTXXXB XXXXTTTTTTTXXXX XXXXTTTTTTTXXXX BXXXTTTTTTTXXXX XXXXTTTTTTTXXXX XXXXTTTTTTTXXXX XXXXXXXXXXXXXX DXXXXXEXXXXXXD
A = Secret door which leads to a secret door leading to the hideout. B = Door to smaller adjacent area. (Chapel area) T = Tomb area D = Depot. Contains equipment to maintain the tomb area. You will find lanterns and oil there if you need to light your way. E = Entry point.
The priest at the temple told you that there would be several exits from the cultists hideout to this corridor and possibly they also have one or more directly to the main tunnel and/or to this room, or the two adjacent chapels.
The priest adviced you to try and locate these secret doors before entering the lair. The corridor which is reached by the secret door slopes heavily, so there is a chance that some secret doors may be in the floor, or even in the tomb area.
This area is lit as well as the main tunnel. You have been adviced that all other areas are not lit. The chapels have candles that could be lit for dim light.
Randalf is keen to locate the secret door first and secure that passage. So he leaves for it with his squire and asks you to handle the search for other exits.
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Post by Beowuuf on Jan 13, 2011 17:34:19 GMT -5
Beowuuf will inspect the tombs for three reasons. Firstly to ensure none have been descecrated recently, secondly to pay respects to any Dessi fallen that may be lain here, and thirdly also look for signs of a secret entrance. If that would require two passes to do effectively, he will take the time.
He'll use the eye potion, and also cast a power word: eye (if those stack). He will offer to cast it on anyone who comes beside him to help.
Start bottom right and word around clockwise in a spiral. Might advise one person to check out the chapel door, but otherwise will look for as much help as possible, starting on opposite corners.
Beowuuf will also take a spare candle and light a second once he has finished with the tombs.
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Post by Aguila Saber on Jan 15, 2011 5:54:46 GMT -5
Ok.
How do you handle the rest of the people (which Knight Randalf asked you to)?
You can defer to Sylvia (or someone else except the Knight and the Squire) to handle the groupings for the search and complete it while you look at the tombs.
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Post by Beowuuf on Jan 15, 2011 14:02:12 GMT -5
Hmm, perhaps one of the craftsmen/runners to check out the chapel, one of the runners to stay by the door incase something happens, I'd advice Sylvia keeps a close eye on one of the herbmasters (she do one of the far corners of the tomb, the herbwaden do the other so we'll keep crossing paths), and we get the other craftsman/runner and runner to start at the centre of the tombs - one either side - and start checking there. Runner comes towards me, craftsman goes towards Sylvia.
Once the groups have finished (Sylvia and my groups done their half)we two can confer on the findings, while the two sets of two check out the walls.
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Post by Aguila Saber on Jan 15, 2011 15:18:16 GMT -5
Damien searches the two chapels. Halon guards the door. Is this the main door by which you entered or the chapel door while Damien searches?
Damien reports finding two small caches with treasure in the wall of the west chapel and a trap in the east chapel. No secret doors found.
As for most of the others:
It is a little unclear what the rest of you do. Is anyone ordered to check along the walls or you are mainly moving between the known doors and within the tomb area?
A few paths marked on the grid would be nice for the paths of the persons taken. (Make several copies of the grid if needed for overlapping paths.)
You will need to spend around 10 rounds searching here. It is a fairly large area to cover at low speed.
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Post by Beowuuf on Jan 17, 2011 14:26:41 GMT -5
Halon should guard the main door so that if something happens he can run back in to the previous area and warn everyone else. Hmm, Perhaps someone should have been watching Damien check the chapels, but Beowuuf will let him check alone. Beowuuf will remark to Damien that the group will check out the trap and niches once they know this main place is secure.
Does 10 rounds seem to be too long given the knight's own mission? I'm happy enough to be thorough, a disturbed tomb or even a fasle tomb could be important I think.
Here's the tomb. B - beo, s - sylvia, h = herbwarden, r = runner, c = crafter That should mean beo, sylvia,and the herbwarndes do 9 squares, the craftsman does 8, and the runner does 7. I assume the will start at the four corners and two sides (like a pool/snooker table arrangement) and will work verticall then horizonatlly backwards and forwards until the two groups meet 1/3 of the way into the tombs. Sylvia and Beo can compile the information, and then confer while the Herbwarden and runner/crafter pairs can go the left and right hand walls respectively and check for further secret doors. Sylvia can check the north wall, and Beowuuf the south.
SSSSHHH SSSHHHH SSRRRHH CCCCRRR BBCCCHH BBBHHHH BBBBHHH
Beowuuf will keep an eye on his herbwarden just to see if the man is taking time, is acting suspiciiously (1 point for the first round or two). He will also try to engage the runner that comes close to him (Tanio, right?) just to see briefly what the runner's history is.
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Post by Aguila Saber on Jan 22, 2011 12:21:07 GMT -5
Added additional discoveries on th map below:
DXXAXXXXXXXXXD XXXXXXXXXXXXXX XXXXTTTTTTTXXXX XXXXTTTTTTTXXXX XXXXTTSTTTTXXXB XXXXTTTTTTTXXXX XXXXTTTTTTTXXXX BXXXTTTTTTTXXXX XXXXTTTTTTTXXXS XXXXTTTTTTTXXXX SXXXXXXXXXXXXX DXXXXXEXXXXXXD
A = Secret door which leads to a secret door leading to the hideout. B = Door to smaller adjacent area. (Chapel area) T = Tomb area D = Depot. Contains equipment to maintain the tomb area. You will find lanterns and oil there if you need to light your way. E = Entry point.
Additional findings : S (along the walls) : Secret Door out of area S (in Tomb area, Found by Runner) : A secret niche in the ground.
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Post by Beowuuf on Jan 23, 2011 13:44:42 GMT -5
Beowuuf asks if Sylvia wants to investigate the chapel and the niche with one of the herbmasters, while one of the runners stays at the door. Beowuuf similarly asks the other Herbmaster to come help him identify the items found in the tomb niche.
Beowuuf thanks the runner that found the items, and asks him to go inform Randolf of their findings, and check on that man's progress. Beowuuf then asks the last craftsman runner to explore the discovered secret door, with the other craftsman staying at the door on this side to report on any sudden dangers or help his fellow.
That should be it, I think?
If Sylvia agrees, she and Tran can go to the chapel, with Nora monitoring them.
Tanio goes off to inform Randalf of progress and see how the man is doing in return.
Beowuuf checks the S in the tomb with Tron.
Damian and Halon explore the S doorway, with one staying by the S, and the other exploring the corridor and perhaps listening in at the other side.
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Post by Aguila Saber on Feb 1, 2011 19:22:48 GMT -5
Sylvia returns with the following findings:
Mage Robe. Decreases activity cost for casting spells to 2. Belt of Reaction: +2 to Activity Cloak of Coolness. Grants immunity to Fire damage over time. Reduces damage from Fire attacks by 6. 2 Healing Potion +5d3 Health Cloak of Magic Protection: Reduces magical damage taken by wielder by 50% (rounding damage taken downwards)
These stashes did not look like they were part of the temple. Instead it seems someone hid them here long ago with other things which has since been despoiled.
The Siyense Knight and his squire returns satisfied that the door is safe to open and that it seemed to be several hours, maybe even a few days since someone passed through it. Both of them are keen to prgoress further into the area.
The Tomb niche contained a trap which Beowuuf spots and manages to disarm before finding inside:
Wand of Frost. Cold damage. Potion of Restoration (Neutralizes Disease and grants a +3 vs Diseases for 25 Rounds). There are also some despoiled rags.
This Potion is identified by one of the Herbmasters.
The other secret door is opened. Nothing happens around that secret door now. You receive a report back that it leads to a long unlit corridor which seems to go on for some considerable distance in two directions.
Sylvia is interested in several of the found items. (Which ones should be obvious since she is the only one who can use them.)
It is up to you and Siyenese Knight to distribute out the items among your troops.
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Post by Beowuuf on Feb 6, 2011 6:28:08 GMT -5
Beowuuf will take the Belt of activity and offer the belt of retribution to Sir Randolf if he wants it (or Sylvia if he does not). Beowuuf will suggest the Cloak of Coolness go to the squire to protect him.
Beowuuf will be happy to defer to Sylvia on the disposition of magical items such as the resistance cloak, wand of cold, and mage robe. He might suggest anything she does not want could go as a goodwill gesture to the herbwardens, sicne he has observed no questionable behaviour on their part.
Beowuuf will suggest Randolf and his squire take the healing potions (one each) and the disease potion.
Yes, I'm favouring the active fighters and mage(s) over the runners!
Beopwuuf will suggest that all the runners take a decent share of the oil and lanterns incase they are forced to trek back anywhere alone. He will also ask all the 'main' NPCs to say what healing provisions they possess, and ensure the runners know who possess what item. If the runners are injured, or if someone is downed in a fight, Beowuuf wants them to be able to quickly distribute healing items.
Once the items are distributed, Beowuuf will see if there is any way to seal the secret doors they have found, and will happily let Sir Randolf lead the group through the secret area he has explored.
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Post by Aguila Saber on Feb 8, 2011 17:10:46 GMT -5
Beowuuf, Vakeros
Strength: 2+1 =3, Speed: 1+1=2, Eye: 0+1=1, Mind: 3 Health: 30 Mana: 15 Activity per round: 9 Defence: 7
Specials: Psychic defense: 3, Power Attack, Vakeros Power Words: Concussive Blast, Hold, Strength (The Power Diadem gives you access to the others.), Self Healing: +1 Health every two Rounds.
Weapons 1 Bluesteel sword, 1-Handed, Damage: 1d5 Slashing, Condition: 5/5 1 Magic Shortsword, Fast, Damage: 1d4 Slashing +1 Magic. Condition: 10/10 1 Bluevein dagger, Fast, Brittle, 1 activity, Damage: 1d3 Piercing, Condition: 5/5
Worn Vakeros Power Diadem Cloak of Blending (+2 Stealth) Vakeros tunic Boots of Speed. (+1 Speed) Gauntlets of Strength. (+1 Strength) Necklace of Eye (+1 Eye) Robe of Awareness: +2 Eye when Searching Ring of Mana regeneration (+1 Mana every 2 Rounds) Ring of Fortitude. Grants +2 to roll when checking DC against Strength. Belt of Reaction: +2 to Activity
Backpack 1 Black Blanket 1 Tinderbox 1 Whetstone 1 Waterskin (full with water) 1 Mealsx1 1 Mirror 2 Mana Potion +5d3 Mana 1 Potion of Eye (+1 for 20 Rounds) 1 Potion of Speed (+1 for 20 Rounds) 1 Potion of Strength (+1 for 20 Rounds)
Satchel: 1 Laumspur Potion. Restores 4d3 Health. 50% chance to cure Poisons and Diseases. 1 Healing potion +5d3 Health 1 Laumspur x3- Heals: 1d4 healing, cure disease/poison
Pouch: 63 Lune 2 Copper Rings (Engraved) 1 Silver Ring (Engraved) 1 Copper Ring (Rogue)
Sylvia, Mage
Strength: 1 Speed: 1, Eye: 1+1, Mind: 3 Health: 20 Mana: 15
Weapon: Dagger Magical Club (d3, 1 activity, +1 Magic damage) (Bludgeoning damage). Condition: 8/10. 1 Wand of Frost. Cold damage.
Worn: 1 Stone Amulet. All Acid and Electrical damage is reduced by 50%. 1 Belt of Retribution: Deals 1 psychic damage to any enemy that hits you. 1 Mage Robe. Decreases activity cost for casting spells to 2.
Backpack: 1 Potion of Restoration (Neutralizes Disease and grants a +3 vs Diseases for 25 Rounds) 1 Rogue's Scroll 1 Bard's Book. 1 Potion of Fortitude. +2 when checking DC against Strength. 10 Rounds. 1 Healing Potion (Heals +5d3 Health) 4 Box: Containing Dragon, Falcon, Cat, Snake Statuette 1 Paralytic Poison
Pouch: 20 Lune 1 Fluorspar 1 Ruby 1 Amethyst
Readied: 2 Fireseed. 1d6 Fire damage. DoT. Reduce initial damage by 1/round. 1AP. Eye. Miss = Half.
Knight Randalf
Strength: 3, Speed: 2, Eye: 0, Mind: 1 Health: 35 Activity per round: 7 Defence: 7
Specials: Power Attack Weapon training in Swords Increased Health
Weapons 1 Sword +1, +1 to Attack, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Broadsword (d10, 2 hands) (slashing damage) 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Chainmail All physical and elemental damage taken is reduced by 1 point. -2 Penalty to all Stealth rolls 1 Belt of Retribution: Deals 1 psychic damage to enemy when hit 1 Cloak of Magic Protection: Reduces magical damage taken by wielder by 50% (rounding damage taken downwards)
Backpack: 2 Healing Potion +5d3 Health 2 Potion of Alether. +1 attack and +1 Defence. 10 Rounds 1 Whetstone
Squire Tomas
Strength: 2, Speed: 2, Eye: 0, Mind: 1 Health: 30 Activity per round: 7 Defence: 7
Specials: Weapon training in Swords
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Warhammer, Warhammer (d5) (Bludgeoning damage) 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Chainmail All physical and elemental damage taken is reduced by 1 point. -2 Penalty to all Stealth rolls 1 Cloak of Coolness. Grants immunity to Fire damage over time. Reduces damage from Fire attacks by 6.
Backpack: 3 Healing Potion +5d3 Health 1 Potion of Alether. +1 attack and +1 Defence. 10 Rounds 1 Whetstone
Guild Runner, Tanio
Strength: 1, Speed: 2, Eye: 2, Mind: 0 Health: 20 Activity per round: 7 Defence: 7
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point.
Backpack: 1 Healing Potion +5d3 Health 1 Lantern 2 Flask of Oil (5)
Guild Runner, Nora
Strength: 1, Speed: 2, Eye: 1, Mind: 0 Health: 20 Activity per round: 7 Defence: 7
Weapons 1 Shortbow. Pull: 1.
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point. 1 Quiver with 12 Arrows
Backpack: 1 Healing Potion +5d3 Health 1 Lantern 2 Flask of Oil (5)
Herbmaster, Tran
Strength: 1, Speed: 2, Eye: 3, Mind: 0 Health: 30 Activity per round: 7 Defence: 7
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Shortbow. Pull: 1.
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point. 1 Quiver with 8 Arrows
Backpack: 2 Healing Potion +5d3 Health A selection of gathered herbs. Not disclosed at this point.
Herbmaster, Tron
Strength: 2, Speed: 1, Eye: 2, Mind: 0 Health: 30 Activity per round: 6 Defence: 6
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point.
Backpack: 2 Healing Potion +5d3 Health 1 Potion of Restoration (Neutralizes Disease and grants a +3 vs Diseases for 25 Rounds). A selection of gathered herbs. Not disclosed at this point.
Guildsman Crafter/Runner, Halon
Strength: 0, Speed: 2, Eye: 2, Mind: 0 Health: 20 Activity per round: 7 Defence: 7
Weapons 1 Shortsword (d4, fast) (slashing damage) 1 Lantern (Full)
Worn -
Satchel: 1 Healing Potion +5d3 Health 2 Flask of Oil (5)
Guildsman Crafter/Runner, Damien
Strength: 0, Speed: 3, Eye: 1, Mind: 0 Health: 20 Activity per round: 8 Defence: 8
Weapons 1 Shortsword (d4, fast) (slashing damage) 1 Lantern
Worn -
Satchel: 1 Healing Potion +5d3 Health 2 Flask of Oil (5)
Quite a lot only with the characters. Any questions on the people with you and information above?
On the items: The Magic protection cloak goes to Randalf. Sylvia takes the Robe and the Wand.
The Knight Randalf and his squire declines the extra Healing potions and these instead go to the Herbmasters, as does the Potion.
There is no way to seal the door easily. You might be able to block it by putting things in the entrance making passage through it very cumbersome.
The Herbmasters are skilled trappers. They suggest rigging a fire based trap using the lantern oil and other material in the equipment stores. The knight asks how long this will take and the two trappers agree after conferring between themselves that it would take about half an hour for them to do so.
Blocking off the door with material is not much easier, at a guess that would take you 15-20 minutes to do.
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Post by Beowuuf on Feb 19, 2011 4:01:50 GMT -5
Apologies for the delay, been busy styarting a new game on RPoL this week.
I think everything - for the moment - looks straightforward, if we get in to combat I'll see if there's something I overlooked I guess!
Beowuuf will suggest merely placing items above/around the doors that would create a noise then, so that if anyone tries to come from behind them that there is a warning.
Beowuuf would suggest that Randolf takes lead, with he and thw squaire flanking. One of the normal runners should act as a second pair of eyes from the front, with Sylvia just behind to protect the group if trouble should occur. The Herbmasters should fall back a step and check the surroundings for us for any signs of traps and secrets as we move on. One of the Craftsmen should be at the rear as look out.
We should have the second Craftsmen and the second pure runner trailing much further behind, listening out for sounds of something happening in the places we've been. The pure runner can bounce between the two as needed.
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Post by Aguila Saber on Feb 20, 2011 5:09:35 GMT -5
One of the Herbmasters suggests:
"There is still a fair bit of a distance to the lair. Making something that does noise is not really going to help since our groups are going to be too far apart and without proper communication. Whoever flees this way is likely to get away unless we place a powerful group here. We either need to properly prepare an ambush or lay a good trap or anyone who comes this way is likely to get out."
Randalf replies: "I'd rather not split our forces too thin. I suggest three people need to remain here and guard this door or alternatively we block it off, but with people remaining here we need something in place so those who remain here have a decent chance to hold whoever escapes here off."
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