D&D Adventure #1: Dungeon Siege

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

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Post by Joose »

I shall do my best at destroying the books.
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Post by Grimmie »

:lol: I think there's a toasty bonfire upstairs?
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Post by Dog Pants »

Fortitude:
Roll(1d20)+1:
10,+1
Total:11

Roll(1d20)+1:
1,+1
Total:2
Shankley wrote:Fuckbuggerfuck.
I'll try to suck the poison out before it does any more damage.

Heal:
Roll(1d20)+2:
11,+2
Total:13

Then look glumly at the pick.
Shankley wrote:Bugger.
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Post by Grimmie »

Make another heal check, you can use the result instead of the fort save, you see.
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Post by Dog Pants »

Heal:
Roll(1d20)+2:
19,+2
Total:21

That's more like it!
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Post by Grimmie »

Your healing prowess is unmatched! You don't take any nasty poison damage, just the single point from being jabbed.
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Post by Dog Pants »

Crikey!

Do I reckon I can unwedge my pick without breaking it? Those tools are fucking expensive to replace.
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Post by Grimmie »

Yeah, you can give it a wriggle and take it back out, but the lock's broken as far as you can tell.
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Post by Dog Pants »

Arse. I'll drag out that sword I've been humping about and try to use it to crowbar the thing open. What do I need to roll for that?
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Post by deject »

Dog Pants wrote:Arse. I'll drag out that sword I've been humping about and try to use it to crowbar the thing open. What do I need to roll for that?
Roll d20 + Gordon Freeman.
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Post by Grimmie »

d20 + Strength mod if you just want to pop it open.
Attack and a few damage rolls if you want to smash it to bits.
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Post by Dog Pants »

Straight D20 then. If it needs smashing Bart can do it.

Strength:
Roll(1d20)+0:
20,+0
Total:20

Woo!
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Post by Grimmie »

Christ, nice roll!

The chest springs open and the lid cracks against the wall. It appears to be a lock-box of valuables, you can see the mechanism that was used to jab you more clearly now, and an empty vial labelled "Greenblood Oil" attached to it.

Inside is:

An ornate silver chalice studded with white gems,
About 40 gold pieces, and 100 silver pieces,
4 small moonstones,
and two ceremonial short-swords, with leather grips and carefully etched blades.
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Post by Dog Pants »

Oooooh. Shortswords huh? Could be useful, by ceremonial do you mean not of any use in a fight? I'll do a quick appraisal:

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

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

Swords-
Roll(1d20)+2:
6,+2
Total:8

Pfft.
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Post by Grimmie »

Yuck, now I have to use maths™.

You don't reckon that the swords are strong enough to be used for actual fighting, they're display pieces really.
You can only really make rough guesses as to the value of these items.

You think the chalice is worth about 140gp
You guess the moonstones are worth about 20gp
You think the swords are about 7gp each

As a note, unless you get 12+ on an appraise roll your appraisal comes in between -50% and +50%.
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Post by Dog Pants »

I wasn't expecting much accuracy with those rolls. To make it easier for you I'll be sure to pass them in future.

If Bart's still burning books I'll stash what I can, ditch the orc sword and tie the shortswords up in a bundle so I can carry them.
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Post by Grimmie »

<img src="http://img.photobucket.com/albums/v241/ ... onhoof.gif">
Falconhoof wrote:You gather your loot.
Now what?
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Post by Dog Pants »

Go check out the cobweb room. If my peeking through the door revealed nothing, I'll venture inside.
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Post by Grimmie »

COBWEBS!

The room is almost rounded off with them, all the corners are curved through sticky white webs, in the centre you can just about make out the shape of a well. Behind the well is a limestone statue of a young man with its arm extended over the it, there's a bit of loose rope hanging from his hand, from which presumably a bucket used to hang.

If you move into the centre of the room you can see the well is funnelled with webs as far down as you can peer.
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Post by Dog Pants »

Shankley wrote:I hate spiders.
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