D&D Adventure #1: Dungeon Siege

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

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Grimmie
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Post by Grimmie »

:) You can ready an attack if you want.

Make a search roll to look for traps.
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Post by Dog Pants »

I will ready an attack.

Spot -
Roll(1d20)+5:
17,+5
Total:22
Grimmie
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Post by Grimmie »

That's search you need for trap finding, not spot!
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Post by FatherJack »

I'd have made that mistake too. Perhaps it's why in every DnD-based computer game where I make a rogue, my keen senses detect traps are nearby yet I still blunder into them.
Grimmie
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Post by Grimmie »

Hehe, yeah. There's a bit in the dungeon master's guide that says you might want to trip your players up with spot/search checks, as they're easily confused.

ie. Player told to make a spot check while they're looking for something. Not a search check.
Player gets a lousy spot check and assumes they cant find what they were looking for, doesn't realise the spot check was for the monster creeping up from the shadows.
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Post by HereComesPete »

Probably shouldn't have told us that.
Grimmie
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Post by Grimmie »

I won't be mentioning it again, if you trip up, then you trip up :D
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Post by mrbobbins »

Grimmie wrote:I won't be mentioning it again, if you trip up, then you trip up :D
"You trip up on a rock you didn't spot beacuse you rolled a search check"
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Post by Dog Pants »

Grimmie wrote:Hehe, yeah. There's a bit in the dungeon master's guide that says you might want to trip your players up with spot/search checks, as they're easily confused.

ie. Player told to make a spot check while they're looking for something. Not a search check.
Player gets a lousy spot check and assumes they cant find what they were looking for, doesn't realise the spot check was for the monster creeping up from the shadows.
Protip - That's likely to piss your players off, since it's a rules thing not a roleplay thing. Not understanding the rules isn't fun.

Search:
Roll(1d20)+3:
12,+3
Total:15
Grimmie
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Post by Grimmie »

Alrighty.

The webby door in front of you appears to be safe from traps, while feeling around the room however you find a long vertical crack in the wall which begins to give way when you tug on it.

You've found a secret door, hurrah hurray!
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Post by Dog Pants »

Woo! Does that mean there's two doors out of here now?
Grimmie
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Post by Grimmie »

Aye, but both in the undercroft. Seekrit one and webby one.
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Post by Dog Pants »

Ohhh. I'll look for traps in the sekrit one;

Search:
Roll(1d20)+3:
16,+3
Total:19
Grimmie
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Post by Grimmie »

You see no traps!
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Post by Baliame »

Dog Pants wrote:Ohhh. I'll look for traps in the sekrit one;
Hahaha, that reminds me of Unforgotten Realms.
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Post by Roman Totale »

Image
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Post by Dog Pants »

I thall investigate then.

Spot:
Roll(1d20)+5:
2,+5
Total:7

I see no ships!
Grimmie
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Post by Grimmie »

Seems to be a pretty musty storage room, there are one or two stray tiny spiders hanging around the ceiling, but no web in sight.

There's a load of linen stacked up in storage crates, a few broken chairs that have torn upholstery with star-patterns over them, and about fifty books all singing the praises of Pholtus.

Right in the corner of the room is.. A chest!
It's wooden and has a key-hole on the front of it.
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Post by Dog Pants »

Ooh!
Shankley wrote:Look! Heathen books!
I'll pick the lock while he's distracted.

Search (for traps):
Roll(1d20)+3:
10,+3
Total:13

Open Lock:
Roll(1d20)+8:
1,+8
Total:9

Fucksocks.
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Post by Grimmie »

Ouch, bad luck.

You don't find any traps when you check, but as soon as you jam your lockpick into the keyhole a slender needle shoots out and jabs your finger, neatly piercing your leather glove.

Same process as last time please, make a Fort saving throw to avoid being poisoned, and a second one to avoid after effects.
You also take 1 damage.

While a thin green oil drips from the fresh cut of your finger, you also find that the pick you were using to unlock the chest is now wedged inside the keyhole.
The chest is still locked.
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