D&D Adventure #2: Green Shell Suit

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 »

shot2bits wrote:so i should put a +2 on that roll? i did have it right originally then
Aye, you had it right, and I gave you an answer for the 12 you got :)
Roman Totale
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Post by Roman Totale »

Glibberig wrote:A door! I adore doors.

Unless it has been booby trapped of course. I don't like those ones. I abhor those doors.

Shankley looks like a nimble fingered fellow. Do you think this door can be opened with ease?
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Post by Dog Pants »

Shankley wrote:I think it can, yes. You're quite right, I am acquainted with doors. Urban gentleman that I am.
I'll take a look at the door. Search is it?

Roll(1d20)+3:
3,+3
Total:6

What door?
Roman Totale
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Post by Roman Totale »

Dog Pants wrote:I'll take a look at the door. Search is it?
In that case I'll guess Spot...
Grimmie
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Post by Grimmie »

It's a flappy wooden door on a bendy hinge. You see no traps. :)

And yeah, search for looking for things meticulously like traps and such.
If anyone else wants a go, feel free.
Baliame
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Post by Baliame »

I'm pretty sure I can top that with a roll of 1.

Roll(1d20)+5:
3,+5
Total:8

If there's a trap, it really doesn't want to be found.
Roman Totale
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Post by Roman Totale »

3,+1 = 4

What door?
Dog Pants
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Post by Dog Pants »

I'm just opening the bloody thing. This is getting embarrassing.
FatherJack
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Post by FatherJack »

Search:
Roll(1d20)+4:
19,+4
Total:23
Thor wrote:That door?
Dog Pants
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Post by Dog Pants »

Who said that?
Grimmie
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Post by Grimmie »

:lol: Holy shit. Don't use all your good rolls up at once, guys.

You.. Open the door! It's just a door. It looks like it might fall off in your hands.
Revealed is a long stairway that descends into darkness down a thin tunnel.
The walls are mud, supported by wooden beams - the steps are stone, but are also caked in dirt.

It's wide enough for one person at a time. Marching order, guys? :)

<b>EDIT</b>
While we're at it. Bali, Shot2Bits, Roman. Tell me your prepared spells, please.
Druids check page 179 for information, Wizards and Bards turn to page 177.
Baliame
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Post by Baliame »

Hmmmmm, narrow corridor.
I search for traps! (nah)

I'd like to move in the back-middle segment.

Spells:
Level 0: Read Magic, Detect Magic, Ghost Sound (Not sure about the third one as I don't have my character sheet handy, but it IS in my character sheet if you check it)
Level 1: Magic Missiles, Magic Missiles
Grimmie
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Post by Grimmie »

Yeah, ghost sound is a level 0 spell for you.
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Post by FatherJack »

Thor wrote:Well, I guess I'm the least squishy of us. Can any of you guys make some light? I have torches, but I kinda wanna keep my weapons handy if I'm on point.
shot2bits
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Post by shot2bits »

i shall be using

level 0: flare, cure minor wounds, light

level 1: goodberry, magic stone
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Post by shot2bits »

Orovan wrote:i can illuminate you if you wish, else i can go after with a torch if that light will suffice?
Camilla shall stay here while we venture into the earth
Orovan turns to camilla and communicates for her to stay put
Roman Totale
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Post by Roman Totale »

Grimmie wrote:Tell me your prepared spells, please.
Bards don't prepare spells, for we are mighty.

How dark is it in this tunnel? Both myself and s2b, being Gnomes, have low light vision.
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Post by Dog Pants »

I also have low light vision, and am sneaky, and can spot things (not doors). Shall I scout?
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Post by FatherJack »

Dog Pants wrote:I also have low light vision, and am sneaky, and can spot things (not doors). Shall I scout?
Might be good, while I can find stuff I can't do shit about traps or locks. Depending how narrow it is we might have to all back out if we're blocked by something like that.
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Post by Dog Pants »

Well I'm going to scuttle off quietly anyway...

Hide:
Roll(1d20)+8:
18,+8
Total:26

Listen:
Roll(1d20)+4:
13,+4
Total:17

Move Silently:
Roll(1d20)+8:
12,+8
Total:20

Spot:
Roll(1d20)+5:
19,+5
Total:24

8)
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