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Chapter 2: First Foray


Eric

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Ashera Grequinal

With the carrion crawler vanquished and Dejrik on the mend, Ashera takes a quick look at the surroundings and gets an idea of where things are and what needs to be done.  She smiles as she looks at the fallen Dwarf, happy he's starting to come to.

 

"Yes, there is definitely something inside that knows we are here.  So I guess there's no point in being sneaky, is there?"

 

She moves towards the doors that closed, checking them over and seeing if there is anything odd or hidden about/on/near them.

 

OOCUsing the Elf ability to check for Hidden/Secret Doors. 1 or 2 on a d6 indicates success if one exists!

Name
Check for Secret/Hidden Doors
1
1d6 1
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The doors are secure, and there doesn't seem to be a secret keyhole or any other way through them besides brute strength. You can hear barking and growls on the far side.

 

TURN 5

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Thoridin

Who knows on what foul substance those beast subside on? There's a time for fighting fair, and this ain't it. When we open those doors, whatever is inside is going to come bolting right for us. I saw we prepare a nasty surprise for them. We could rig up some kind of trap with a rope, maybe drop a bag of rocks, a few heavy logs, or boiling water on them.

 

 

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Stoyan Barakovsen

Stoyan looks around, "They must have heard us. Where are they? Perhaps they are deep inside the tunnels beneath the keep and haven't heard anything."

Show Stats

STRENGTH 14 +1 to hit and damage

INTELLIGENCE 9

WISDOM 11

DEXTERITY 7 -1 AC, and range attacks

CONSTITUTION 13 +1 hit point

CHARISMA 12

 

Hit Points: 7/7

Armour Class: 3 (Plate Mail (3), Shield (Bonus of 1), DEX (Penalty of 1))

THAC0: 1d20+1 Battle Axe9; 518; 4 1d8+1, 1d20-1 Crossbow 1d6

Actions

Carry crossbow

 

 

 

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Golon

While waiting for the dwarf to recover Golon gathered up his errant daggers.   Once the internal doors slammed shut and the barking from within could be heard Golon offers up a weak suggestion "Rather than fighting our way past a pack of trained security hounds why not try that hole in the wall I suggested before before Dejirk was paralyzed with toxins.  Anyone know how to harvest toxins from a beast like the one we faced?  I imagine it could be useful against the right foe."

 

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Ashera Grequinal

When she heard the barking and growling on the other side of the doors, Ashera took a slight step backwards.  The hair on the back of her neck stood on end, and the adrenaline started running through her veins again at the possibility of being greeted rather unceremoniously by whatever that was.  But the doors were solid and shut, and with no way to get through them beyond brute force, she made herself calm down and return to her compatriots.

 

"Well, the doors are a bust.  Unless, of course, you wish to be snacked on by something that sounds rather hungry."

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Thoridin

Thoridin shrugs. I have no objection to bypassing those beasts or whatever the blazes is waiting, but if we have that chance to get a jump on them, perhaps we should not waste it. A enemy you fight on your terms at a place and time of your choosing is far feebler than the enemy that comes upon you from all sides out of the shadows.

 

But if the consensus is to try the hole in the wall and skirt them, I will raise no strident objection and will follow your course of action.

 

 

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Ashera Grequinal

"Well, if it's the hole we are trying out...," Ashera says as she walks towards the gaping hole in the wall.  As the group has all agreed to check this out, she wastes no time in getting over by the hole and peeking inside, her infravision taking over as she peers into the darkness beyond.

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Ashera takes the lead toward the large hole in the wall. The gap is almost 10 feet wide, and leads all the way through the wall to the courtyard beyond. The group can see the west side of the inner keep, which seems to be largely in better shape than the outer wall. There are no immediate threats.

 

Updated Map

 

TURN 6

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Stoyan Barakovsen

Stoyan moves out in front, "Better let the dwarves go first. We're good with stonework."

Show Stats

STRENGTH 14 +1 to hit and damage

INTELLIGENCE 9

WISDOM 11

DEXTERITY 7 -1 AC, and range attacks

CONSTITUTION 13 +1 hit point

CHARISMA 12

 

Hit Points: 7/7

Armour Class: 3 (Plate Mail (3), Shield (Bonus of 1), DEX (Penalty of 1))

THAC0: 1d20+1 Battle Axe 1d8+1, 1d20-1 Crossbow 1d6

Actions

Rely on the dwarven Detect Construction racial ability.

 

 

 

 

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