04 - Ruin in the Moor


Mgtremaine's World of Tybor PBP

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Post Tue Mar 11, 2014 10:25 pm

Re: 04 - Ruin in the Moor

"Unchain me, and I'll show you how he opened the secret door," volunteers the Dwarf.

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Post Tue Mar 11, 2014 10:39 pm

Re: 04 - Ruin in the Moor

Hagwen

"Eeep! 'E's still twitchin'! Good."

She examines his bonds and sees what she can do about releasing him.

"'Old on; we'll 'ave yers out in a jiffy..."
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Post Wed Mar 12, 2014 2:44 am

Re: 04 - Ruin in the Moor

Phadian

I set down the lantern and lean my staff against the wall. I approach the dwarf and check to see if he is still alive, if he has any injuries.
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Post Wed Mar 12, 2014 4:30 am

Re: 04 - Ruin in the Moor

The Dwarf is clearly alive as Hagwen finds out when he speaks... Phadian takes a look at the Dwarf and sees most of the wounds are superficial, obviously someone meant to deliver pain and not kill him.

The Dwarf has said "Unchain me, and I'll show you how he opened the secret door"...

What happens next?
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow
Zem the Dwarf Veteran (MV 7", AC 3/5, HD 2+1, hp 9/9, FC 2 Men1, L) mail+sh+helm, waraxe[/f]
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Post Wed Mar 12, 2014 5:13 am

Re: 04 - Ruin in the Moor

doctorx wrote:Hagwen

"Eeep! 'E's still twitchin'! Good."

She examines his bonds and sees what she can do about releasing him.

"'Old on; we'll 'ave yers out in a jiffy..."

This.
Dougal Blackfoot (MV 9", AC 6, HD 1, HP 5/5, FC 1 Man) leather, short sword+main gauche
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Post Thu Mar 13, 2014 12:27 am

Re: 04 - Ruin in the Moor

While the newcomers are figuring out how to get him out of the chains, "Stumpy" looks around the room nervously. Truth is, he was unconscious when the wizard passed through, and has no idea where the secret door is!

Still, he considers himself something of a secret door expert, so he quickly scans the room for any tell-tale signs. If there are no obvious clues, then his first impulse would be to go down the line and tug each of the manacles.

He's not going to volunteer this info until the strangers free him. How does he know they won't leave him there once he's told them what they want to know?
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Post Thu Mar 13, 2014 1:54 am

Re: 04 - Ruin in the Moor

mgt's roll comes to 6 [6 on 1d6]

One look is all it took for Urist even in chains.
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow
Zem the Dwarf Veteran (MV 7", AC 3/5, HD 2+1, hp 9/9, FC 2 Men1, L) mail+sh+helm, waraxe[/f]
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Post Thu Mar 13, 2014 4:54 am

Re: 04 - Ruin in the Moor

After a bit, Rhegaer asks, "Are his shackles just pinned? Or do we need to find a key?"
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Post Thu Mar 13, 2014 5:34 pm

Re: 04 - Ruin in the Moor

The shackles are not locked, just pinned, they are simple enough to remove if you have two free hands.
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow
Zem the Dwarf Veteran (MV 7", AC 3/5, HD 2+1, hp 9/9, FC 2 Men1, L) mail+sh+helm, waraxe[/f]
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Post Thu Mar 13, 2014 8:19 pm

Re: 04 - Ruin in the Moor

"Let me get that"

Alrik unpins the shackles.
[f=4]Orim the Dwarf Fighter (M 9" AC 6/6 HD 1+2 hp 7/7 FC Man+1) leather+helm, spear+hand axe[/f]
[f=32]Aldbane the Cleric (M 6" AC 2/3 HD 2 hp 9/9) plate+shield+helm, war hammer, sling[/f]
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