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The Adventure Continues.

Posted by The SeerFor group 0
Zan
player, 266 posts
Slight of Hand Mage
Gray Elf AC:4 HP:11(19)
Wed 5 Sep 2018
at 17:03
  • msg #6

The Adventure Continues

Zan will get to work helping find a suitable location for the group to hold up and rest a bit.

He will set traps at the entrances to help make sure that the group isn't surprised by any random encounters.

Talking to his pseudo dragon, "Ginger girl, I need you on full alert, if you sense any troubles coming our way let us know."
Uthecar Hornskin II
player, 362 posts
Fighter
HP: 14/20
Wed 5 Sep 2018
at 18:00
  • msg #7

Re: The Adventure Continues

Bruno Rhunthane:
OOC: I've forgotten how healing works in AD&D. We've had a night's rest, yes? Does that get those of us who have wounds anything back? It doesn't does it?

Not The Seer's house rules but form page 82 DMG: For game purposes i t is absolutely necessary that the character rest in order to recuperate, i.e. any combat, spell using, or similar activity does not con- stitute rest, so no hit points can be regained. For each day of rest a character will regain 1 hit point, up to and including 7 days. However a character with a penalty for poor constitution must deduct weekly the penalty score from his or her days of healing, i.e., a -2 for a person means that 5 hit points healing per week is maximum, and the first two days of rest will restore no hit points. After the first week of continuous rest, characters with a bonus for high constitution add the bonus score to the number of hit points they recover due to resting, i.e., the second week of rest will restore11 (7 +4) hit points to a fighter character with an 18con- stitution. Regardless of the number of hit points a characterhas, 4 weeks of continuousrestwill restoreany characterto full strength.

Personally I liked WG's rule of maximum HP being received from a cure if it is delivered outside of combat.  It seems to solve the inevitable day or two of waiting after cures are received from dice roles, and it is seen that they aren't really enough.
The Seer
GM, 688 posts
Wed 5 Sep 2018
at 18:12
  • msg #8

The Adventure Continues

Thanks for the info, Uthecar. The following is from the player's handbook:

1 HP of mundane healing/day for the  first 30 days, then 5/day until healed. Page 105


Wine guy's house rule allows for max healing OUTSIDE of combat.

Seer's house rule allows for spontaneous casting, i.e. you swap out a non healing spell for a cure spell on the fly - even in combat. I've also House Ruled Cure Moderate wounds as a 2nd level spell (2d8 points of healing) as well from v.3.0.

Unless you all object, I'm pretty sure my house rules offers ample oppotunities for curing. I'm not going to allow megamagic healing on top of what I've already offered.

As for damaged players: everyone who was damaged gets 1 HP for resting over night in addition to whatever curing they're getting.
This message was last edited by the GM at 18:16, Wed 05 Sept 2018.
Uthecar Hornskin II
player, 363 posts
Fighter
HP: 14/20
Wed 5 Sep 2018
at 18:26
  • msg #9

Re: The Adventure Continues

The Seer:
Thanks for the info, Uthecar. The following is from the player's handbook:

1 HP of mundane healing/day for the  first 30 days, then 5/day until healed. Page 105


Never knew that one from the PHB.  Practically the same but different.  Your house rules work Seer.
Uthecar Hornskin II
player, 364 posts
Fighter
HP: 14/20
Thu 6 Sep 2018
at 00:41
  • msg #10

Re: The Adventure Continues

Bruknar Forgehammer:
"Well lads, which way are we goin'?"

The stout dwarf still looks in some pain despite Kullonar's aid, yet seems reluctant to share the fact with the others.


Assuming we've paused to get a little better through cures.  Random monster roll!  Random monster roll!

"That way, Uthecar says pointing to the passage that leads down (the page) to the right.

It looks as good as any and is different from going his usual left because it just looks easier.
Kullonar
player, 211 posts
Half-Orc Cleric/Fighter
Brother of the Cudgel
Sun 9 Sep 2018
at 00:24
  • msg #11

Re: The Adventure Continues

"Lead on, Uthecar!" Kullonar says, eager to be moving.
Myrrick
player, 190 posts
Mon 10 Sep 2018
at 01:46
  • msg #12

Re: The Adventure Continues

Myrrick takes his spot at, or very near the front of the group, watching carefully for movement, or traps, all the while keeping an eye out for doors or hidden passages as well.
Uthecar Hornskin II
player, 365 posts
Fighter
HP: 14/20
Mon 10 Sep 2018
at 03:30
  • msg #13

Re: The Adventure Continues

Uthecar wastes no time and begins trudging down the passage expecting everyone to just pick a spot and follow.
The Seer
GM, 690 posts
Mon 10 Sep 2018
at 12:35
  • msg #14

Re: The Adventure Continues

The party follows Uthecar's lead, heading down the corridor that Kullonar previously fled down.

After about 100' of corridor, the passage splits: you can go straight, or turn right (2 options). Some 30' away is another corridor that turns right again. Past that your light sources reach their max range.

If you go straight, you enter a hall that seems to go in diagonal switchbacks sort of like this:

/\/\/\/\/\/\/\/\

OOC: I'll offer a better illustration once you've determined which way to go.
Bruno Rhunthane
player, 281 posts
Fighter and Cleric
AllAtTheSameTime
Tue 11 Sep 2018
at 01:23
  • msg #15

Re: The Adventure Continues

"Right?" suggests Bruno.
Uthecar Hornskin II
player, 367 posts
Fighter
HP: 14/20
Tue 11 Sep 2018
at 01:30
  • msg #16

Re: The Adventure Continues

Uthecar moves in that direction without a second thought.
Myrrick
player, 191 posts
Tue 11 Sep 2018
at 02:08
  • msg #17

Re: The Adventure Continues

Myrrick follows Uthecar
Zan
player, 268 posts
Slight of Hand Mage
Gray Elf AC:4 HP:11(19)
Tue 11 Sep 2018
at 02:14
  • msg #18

Re: The Adventure Continues

Zan his bow and arrows ready for use as he follows along and listened for any sounds of trouble
Kullonar
player, 213 posts
Half-Orc Cleric/Fighter
Brother of the Cudgel
Tue 11 Sep 2018
at 03:45
  • msg #19

Re: The Adventure Continues

With morning star in one hand and gripping his holy symbol in the other, Kullonar moves down the corridor on the right behind his companions. As he walks, he mumbles under his breath. Those closest to him might hear him repeating the same thing over and over again:

"St. Cuthbert guide us and protect us. With your cudgel in hand we will persevere."
"St. Cuthbert guide us and protect us. With your cudgel in hand we will persevere."
"St. Cuthbert guide us and protect us. With your cudgel in hand we will persevere."

Weasel
player, 65 posts
Hardbitten busboy by day
Scared lad by night
Tue 11 Sep 2018
at 17:20
  • msg #20

Re: The Adventure Continues

"Nervous, Father?" Weasel asks the Cudgel's Priest.

After a moment, he adds, "Me, too."
This message was last edited by the GM at 17:20, Tue 11 Sept 2018.
Kullonar
player, 214 posts
Half-Orc Cleric/Fighter
Brother of the Cudgel
Wed 12 Sep 2018
at 00:03
  • msg #21

Re: The Adventure Continues

Kullonar glances at the young rogue but does not reply.
The Seer
GM, 692 posts
Fri 14 Sep 2018
at 23:13
  • msg #22

Re: The Adventure Continues

Please see the new map in the Map thread. The red dot is where you stand.

As mentioned, the party is at something of a crossroads, and odd shaped passage that sort of goes straight, then another passage leading downward (to the best of your recollections), with an opening some 30' or so ahead. Eventually the corridor is cloaked in darkness.

As you stand and look around, you find that there are sounds in this part of the keep: strange susurrations and whispers, along with chirpings and a low moaning sound. This area feels cooler than the rest of the keep you've seen so far. Oddly, the air here seems less stagnant.
Bruno Rhunthane
player, 283 posts
Fighter and Cleric
AllAtTheSameTime
Sat 15 Sep 2018
at 01:18
  • msg #23

Re: The Adventure Continues

Bruno scans the area. This is certainly an odd place. Not just that it is a dungeon, but the sounds... He has been in similar places before without the 'effects' -- he's a Dwarf and has shares his race's appreciation for them. That said, this all seems quite weird.

And 'weird' is not good.

"The hallway across the way seems likeliest", he says pointing to the corridor south and heading west of where they stand.
Zan
player, 270 posts
Slight of Hand Mage
Gray Elf AC:4 HP:11(19)
Sat 15 Sep 2018
at 14:32
  • msg #24

Re: The Adventure Continues

"Works for me"
Uthecar Hornskin II
player, 368 posts
Fighter
HP: 14/20
Sat 15 Sep 2018
at 18:22
  • msg #25

Re: The Adventure Continues

Again Uthecar heads in the direction pointed out by Bruno with question, since there was little need for conversation
Myrrick
player, 192 posts
Sun 16 Sep 2018
at 16:23
  • msg #26

Re: The Adventure Continues

Myrrick nods, trying to focus on the sounds, get a location of some sort, when the others speak, he moves with his friends towards the hallway. His halberd ready, he also pays attention to see if there is a breeze, since the air is less stagnant.
Kullonar
player, 216 posts
Half-Orc Cleric/Fighter
Brother of the Cudgel
Sun 16 Sep 2018
at 23:32
  • msg #27

Re: The Adventure Continues

Kullonar peers to his left as they pass the 'crooked' corridor and head onward. He keeps the name of St. Cuthbert on his lips as he follows his companions.
The Seer
GM, 695 posts
Wed 19 Sep 2018
at 16:29
  • msg #28

Re: The Adventure Continues

The party travels down the corridor some 30'. To their right, another corridor leads into darkness. The original passage continues south.
Myrrick
player, 193 posts
Sun 23 Sep 2018
at 16:23
  • msg #29

Re: The Adventure Continues

"Straight, or right... what'll it be?" Myrrick asks quietly.
Bruknar Forgehammer
NPC, 5 posts
Mon 24 Sep 2018
at 03:24
  • msg #30

Re: The Adventure Continues

"Seems like the right passage is heading back in the direction of the hidey hole where we slept last night," Bruknar said. "It may circle all the way around, or it could just be a dead end."
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