D&D Adventure #1: Dungeon Siege

For games played by men (and women) with beards, such as tabletop RPGs.

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Dog Pants
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Post by Dog Pants »

Not a lot I can do about the organ. Not that I can think of. What about the trap door?
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Post by Grimmie »

Joose wrote:Roll(1d20)+3:
6,+3
Total:9
Well, you don't hit it and maim yourself, damage?
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Post by Grimmie »

Joose, damage roll plz. Might want to subscribe to this thread, too :p

Pants, the trap door is made of wood, has some study looking hinges on either door, and is locked at the centre with a padlock.
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Post by Dog Pants »

Aha! Locks are my thing. Erm, I'm not going to hunker down and start fiddling until Joose has finished spanging and the risk of the flaming organ bringing the whole building down has subsided.
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Post by Roman Totale »

I read that as "I'm going to hunker down and fiddle with Joose's organ".


I bet that's what you meant really.
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Post by deject »

Roman Totale wrote:I read that as "I'm going to hunker down and fiddle with Joose's organ".


I bet that's what you meant really.
Yeah it's probably a typo, the letters are right next to each other.
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Post by Joose »

Not sure im doin this right, but here goes:

Roll(1d8)+0:
6,+0
Total:6
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Post by Grimmie »

Page 134 has information on doing damage. Just add your strength mod to a melee damage roll, which is +2.

Yeah, these things are fairly fragile, and the wooden and inlaid metal symbol splinters under the smashing you deliver with your mighty mace.
Organ's still on fire, and bits of it are crumbling and cracking, falling on the floor in a heap of burning firewood.
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Post by Dog Pants »

I can't help but feel we should be trying to save the organ, but I don't really know how. If I don't think we're under any threat of burning or being crushed by the building collapsion I'll set about the lock on the trap door;

Open Lock:
Roll(1d20)+8:
20,+8
Total:28

Oh. Well, that's probably worked.
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Post by Joose »

Twenties, that's how we roll.
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Post by Grimmie »

You don't think that the organ's going to do any harm, there's not much left around it to catch fire, and most of the building is just stone. Everything around it will be hot for a while, and it'll probably stain the walls and ceiling with soot. You don't think Fitzroy would approve of you dirtying his nice new chapel though.

You work at the lock for barely a second before it pops open with a sharp click.
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Post by Dog Pants »

Lets have a look then. I'll cajole the Paladin into lifting the trapdoor.
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Post by Grimmie »

Right, well, you manage to pop the door open between you.

It's very dark down there, no natural light spills in at all, but from the massive organ-based torch behind, you can see a set of steps running down into a basement area.
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Post by Dog Pants »

Listen:
Roll(1d20)+4:
17,+4
Total:21

Spot:
Roll(1d20)+5:
16,+5
Total:21

Anything there?
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Post by Grimmie »

You don't hear or see anything down below.
What you do see are a few stray cobwebs clinging to the inside of the trap door, but not lots, nothing on the scale of the church ceiling.
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Post by Dog Pants »

I'll light my torch on the organ, draw my rapier and head down.
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Post by Grimmie »

Woosh! The undercroft is actually pretty small from what you can see.

There's a couple of slender pillars in the centre of the room connecting the damp flagstone floor to the ceiling.
There are a collection of crates and barrels in one corner that have been popped open and emptied of supplies, with a few mouldy bread loaves sitting at the bottom of one.

In the other corner is a tall, broken mirror, and a supply of spare church candles.

There's door in the opposite wall to the one you're nearest.
There's a lot of webbing around the top of it.
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Post by Dog Pants »

Shankley wrote:More spiders, sir.

Bart?
Never mind. I'll investigate the door.
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Post by Grimmie »

Ain't locked or barred or nothin'. Going in?
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Post by Dog Pants »

Any traps? Spider ambushes? Want me to make more rolls? If not and there's no indications I'm going to get bummed to death as soon as I do, I'll open it a bit and peer through.
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