04 - Ruin in the Moor

Mgtremaine's World of Tybor PBP

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Post by CursedDice » Sun Dec 15, 2013 2:37 pm

Re: 04 - Ruin in the Moor

ehiker133 wrote:Rhegaer the Red

Rhegaer shakes his head once, "No, let Coln and the dog go first. We shall see how good his sense of direction is. I'm more useful in the second rank, anyway," he adds, hefting his spear.

He makes way for Coln and his dog to lead the party. Or waits for the party to turn around to head back to the entrance to pick up the others.
Coln

To Rhegaer: Alright then. Where's the ten-foot pole I gave you?

I don't think Hagwen will be ready yet, so let's keep going the way we are going.

OOC: I assume then that I'll be taking over the mud map now...
"Role, not roll. People who can't accept that in D&D prove that, irl, they can't accept actually THINKING their way to a reward - they want everything to be fast and perfect. That's why real men play OD&D :p" -Me

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Post by ehiker133 » Sun Dec 15, 2013 3:20 pm

Re: 04 - Ruin in the Moor

| I can still mud-map. I was spacing it a certain way to get it to match up right because the code spaces don't always line up right. No worries. |
[f=47]Dougal Blackfoot (MV 9", AC 6, Lvl 4, HP 10/10) [/f]
[f=59]Goldwen (Sagacious* Abbess, MV 9′′, AC 6, HD 2+1, HP 9, FC 2 men, SV C3, L][/f]

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Post by mgtremaine » Sun Dec 15, 2013 5:38 pm

Re: 04 - Ruin in the Moor

A pause, words are exchanged, silence.....

Coln and Aurora take point. Coln taps the ground every so often with pole and the dog moves slowly as if smelling something. Progress is now much slower as Coln has not Rhegaer confidence.

10,20,30,40,50,60,70,80 Feet South the corridor turns West.
10,20,30,40,50,60,70,80,90,100,110,120,130,140,150,160,170,180 Feet West and the corridor turns North
10,20,30,40,50,60 feet North and the corridor turns East

10,20.....Aurora starts to growl softly and stops moving...

By the dim light you can see the corridor continue East on beyond your light source and yet you see a dim glow just ahead [aprrox 40feet] on the right side.

What now?
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

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Location: Just west of St. Louis

Post by ehiker133 » Sun Dec 15, 2013 9:00 pm

Re: 04 - Ruin in the Moor

| Mudmap update... |
  Code:



                ____________________________
                |                          |
                |                          |
                |                          |
                |                          |
                |                          |
                |                          |
                |                          |
        ____    |__                        |
       |    |   |                          |
       |    |   |                          |
       |    |   |                          |
       |    S   |                          |
       |        |                          |
       |________|                          |
                                           |     
                                         __|
                                           |
        ________                           |
       |                                   |
       |                                   |
       |                                   |
       |                                   |
       |                                   |
       |___________________________________|


         S = Stairs

[/ooc]
Last edited by ehiker133 on Tue Dec 17, 2013 3:43 pm, edited 1 time in total.
[f=47]Dougal Blackfoot (MV 9", AC 6, Lvl 4, HP 10/10) [/f]
[f=59]Goldwen (Sagacious* Abbess, MV 9′′, AC 6, HD 2+1, HP 9, FC 2 men, SV C3, L][/f]

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Joined: Sat Sep 28, 2013 3:04 am

Post by okruse » Sun Dec 15, 2013 9:38 pm

Re: 04 - Ruin in the Moor

Phadian

I see if there is a way to dim our lantern and do so. If we proceed further and the light up ahead is stronger I will see if I can completely shade our lantern.

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Post by mgtremaine » Mon Dec 16, 2013 1:42 am

Re: 04 - Ruin in the Moor

Phadian has to think quickly to hide the light, the lantern has no wick adjustments nor any proper hood. Just a lattice to give it some protection and a away of carrying it, as well as solid brass "screen" that give it 25% covering. The oil is held in a lower chamber and the wick is a few inches away from the solid brass screen. Phadian turns away so the light is not cast forward and can either snub the wick or hid the lamp behind a larger screen, like a shield or cloak.

The parties light dims... What else is happening.
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

Posts: 336
Joined: Sat Sep 28, 2013 3:04 am

Post by okruse » Mon Dec 16, 2013 2:31 am

Re: 04 - Ruin in the Moor

Phadian

I quietly set the lantern down facing the wall, lean my staff against the wall, and then carefully take my backpack off and arrange to best obscure any light going down the hall towards the light in front of us. I then retrieve my staff. I look at the Coln and Rhegaer, hoping they will take the lead in checking out the light in front of us.

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Post by ehiker133 » Mon Dec 16, 2013 6:57 am

Re: 04 - Ruin in the Moor

Rhegaer the Red

Rhegaer looks down at his chain armour, glances over at Coln's likewise metal armour and shrugs, then steps forward as quietly as he can to examine the source of the light.
[f=47]Dougal Blackfoot (MV 9", AC 6, Lvl 4, HP 10/10) [/f]
[f=59]Goldwen (Sagacious* Abbess, MV 9′′, AC 6, HD 2+1, HP 9, FC 2 men, SV C3, L][/f]

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Location: Inside your dice bag, stealing your dice

Post by CursedDice » Tue Dec 17, 2013 12:07 am

Re: 04 - Ruin in the Moor

Coln

Coln will leave Aurora behind and slowly follow Rhegaer with his crossbow loaded...
"Role, not roll. People who can't accept that in D&D prove that, irl, they can't accept actually THINKING their way to a reward - they want everything to be fast and perfect. That's why real men play OD&D :p" -Me

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Location: Ottawa, Ontario

Post by merias » Tue Dec 17, 2013 12:35 am

Re: 04 - Ruin in the Moor

Alrik draws his dagger and follows at a comfortable distance.
Aldbane the Cleric (Level 5 MV 6" AC 2/3 HD 4 HP 18) plate +1, shield+2, helm, silvered war hammer, sling, staff of healing

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