Lost
- GreyWolfVT
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Re: Lost
Algrim follows the group "Probably just a waypoint that's me best guess anyway."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Lost
Marullus wrote: ↑Fri May 24, 2024 3:50 pm Lharzin looks around solemnly, running her fingers along the raw, natural stone. Near the back of the cave, she places her hands on a likely portion of stone and communes with the bedrock to learn the history of this place.
Voice of Ages [1d100]=25
Also, she searches for secret entrances.
Secret Entrances [1d100]=58
You get a Skill Improvement roll for her Voice of Ages talent as she had a critical success using it. You now get 3 questions from the rear of the cave and will get additional info based on the questions. You also have 3 fatigue points. Nice roll, now ask wisely.
She didn't find any secret doors.
Note that others in the group have a better chance of finding a secret door.
Re: Lost
Beryl
Beryl will join the search for secret areas in the back of the cave.
No idea what to roll, so I will ask the GM for help.
[_1d100]=(14)=14
Beryl will join the search for secret areas in the back of the cave.
No idea what to roll, so I will ask the GM for help.
[_1d100]=(14)=14
Re: Lost
For searching for things it is usually Awareness or an appropriate skill if higher. So a stone secret door would be the higher of Awareness, Masonry, or Mining. A wooden one would be Awareness or Woodcraft. If your highest is Awareness but you have an appropriate skill I usually give you a +SI to Awareness EML for having the skill. So in your case you have Awareness 75 and Mining 80, so I will go with Mining and you rolled a marginal success.gurusql wrote: ↑Sun May 26, 2024 2:26 am Beryl
Beryl will join the search for secret areas in the back of the cave.
No idea what to roll, so I will ask the GM for help.
[_1d100]=(14)=14
Beryl locates a secret door at the back/side of the cave. It has a peep hole at the correct level for a Khuzdul to use in the middle of where you think the door is. You are unsure how to open it at this point.
Re: Lost
Arngeir helps search, for the mechanism for the door or anything else of interest.
Percentage: [1d100]=37 vs awareness of 56%
Percentage: [1d100]=37 vs awareness of 56%
- GreyWolfVT
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- Joined: Wed Oct 30, 2013 10:02 pm
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Re: Lost
Algrim joins in with the searching. Non-Combat Skill Roll [1d100]=13
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Lost
Skill improvement [1d100]=56
Lharzin kneels upon the stone, her brow furrowing. "The stone... yearns to talk."
Lharzin kneels upon the stone, her brow furrowing. "The stone... yearns to talk."
Re: Lost
Algrim finds a crack in the stone to the right of the secret door, something about it doesn't seem right. He pries at it with his dagger and out pops a carefully formed plug, perhaps 2x2 inches but strangely shaped so as to look like natural cracks in the stone. Once out he sees what can only be a Khuzdul keyhole.
For Lharzin.
For Lharzin.
- GreyWolfVT
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Re: Lost
Algrim "This be a Khuzdul keyhole. Anyone remember how ta use one?" he informs the others.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Lost
"There's a keyhole... yes, right there," says Lharzin, eyes closed as she communes with the stone. " It opens the door when the key is turned to the right and shuts it when it is closed to the left. Unfortunately the key left here a very long time ago and the door has not been opened since. It will take a Locksmith... Algrim, you are a Tirion, aren't you?"
Re: Lost
Marullus wrote: ↑Wed May 29, 2024 1:10 pm "There's a keyhole... yes, right there," says Lharzin, eyes closed as she communes with the stone. " It opens the door when the key is turned to the right and shuts it when it is closed to the left. Unfortunately the key left here a very long time ago and the door has not been opened since. It will take a Locksmith... Algrim, you are a Tirion, aren't you?"
Algrim's Lockcraft ML is 85%.
- GreyWolfVT
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Re: Lost
Algrim lockpick attempt.
Non-Combat Skill Roll [1d100]=65
Non-Combat Skill Roll [1d100]=65
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Lost
Algrim easily picks the lock and the door swings open with a slight groan from years of no use.
Critical success on the roll. Algrim, please roll a skill improvement roll for Lockcraft, 1d100+17, 86 or higher increases Lockcraft to 86.
The room beyond appears appears to have started as a natural cave and worked into its current shape. There is a table and benches that are in very bad shape. A stairway going up, an opening heading south, and a door heading west. Roughly 20 feet north-south and 30 feet east west.
You still have 2 questions. Actions?
Critical success on the roll. Algrim, please roll a skill improvement roll for Lockcraft, 1d100+17, 86 or higher increases Lockcraft to 86.
The room beyond appears appears to have started as a natural cave and worked into its current shape. There is a table and benches that are in very bad shape. A stairway going up, an opening heading south, and a door heading west. Roughly 20 feet north-south and 30 feet east west.
You still have 2 questions. Actions?
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33223
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
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Re: Lost
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Lost
Bummer, didn't go up. But you got through the door easy enough which was the most important thing.