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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Duel II AD&D Thread
    Messages in Duel II AD&D Thread
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Consortium
Resident
Karma: 3/4
202 Posts


three commented

will wait for at least one more confirmation before posting (prob Thur night)

would plan to have big guy kick open doors, one by one - bows/slings lined up - and jump aside - forcing them to come into room if something there or get arrows and slings from minor distance - if tunnel, we close door and open 2nd door to check out - then decide on how to proceed


Posted on 2008-04-24 at 08:32:45.

ShadowDragon
Veteran Visitor
Karma: 3/2
173 Posts


to the temple

i agree let's hot foot it to the temple and let them snub us too. i've got a feeling that this towns dirty little secret is going to take some serious detective work.(probably at night)when we get through i think we should head back to the inn and let a few of us sit and watch the locals and a couple go out the windows to watch the comings and goings at the hermit's and the temple.


Posted on 2008-04-24 at 13:42:19.

Darque
Veteran Visitor
Karma: 4/1
121 Posts


Temple it is

Alright, seems like the Temple is the next logical step. I'll make the post if no one has anything else to do at the hermit's place.


Posted on 2008-04-24 at 16:21:00.

Nomad D2
RDI Fixture
Karma: 55/6
3140 Posts


Kicking in Doors

I can think of few ways to make more of a racket than having some big guy beat in doors. Do we want the advantage of surprise from a door flying open with a big bang? Or are we concerned that such noice will alarm anyone and anything behind either door or down any tunnel?

I'm thinking a bit more subtlety might be in order. Do we want to blast it open if we don't need to do so?


Posted on 2008-04-24 at 18:26:34.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Group 1 Hey Guys ...

..... how about checking your creation sheets that Trip sent each of you and see what number you have for Opening Doors?

Gunther has a 9 and I agree with Nomad that the door should be opened and not kicked in!

What number does your character have for Open Doors?

Trip what is a 9 mean for Open Doors?



Posted on 2008-04-24 at 19:18:31.

Tripwire
Regular Visitor
Karma: 7/0
89 Posts


Open Doors

Open Doors indicates the character’s
chance to force open a heavy or stuck door.
When a character tries to force a door open,
roll ld20. If the result is equal to or less than
the listed number, the door opens. A character
can keep trying to open a door until it
finally opens, but each attempt takes time
(exactly how much is up to the DM) and
makes a lot of noise.
Numbers in parentheses are the chances
(on ld20) to open a locked, barred, or magically
held door, but only one attempt per
door can ever be made. If it fails, no further
attempts by that character can succeed.


Posted on 2008-04-24 at 22:58:04.

JGWellington
Occasional Visitor
Karma: 1/0
38 Posts


Darque,

Your post was good by me and I'm with the group. Haiden heads to the temple.

Can you save me some time Trip and just have me go with them...


Posted on 2008-04-25 at 03:12:38.

Wretch
Occasional Visitor
Karma: 2/0
48 Posts


Darque

Go a head and have us leave the hermit for the temple. I dont have anything to do in the grove any more.


Posted on 2008-04-25 at 04:34:20.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Group 1 Open Doors question ...

..... is does anyone have higher than a 9 on opening doors?

If not then Gunther can step forward to open the door!

Feedback please?



Posted on 2008-04-25 at 04:43:00.

Consortium
Resident
Karma: 3/4
202 Posts


Small adds

Some doors can open by anyone
Some need bashing/kicking
Some need unlocking ....

Since it has been decided to do it "quietly", we should first try to ull/push it quietly (already determined unlocked) then use your "strength" opening, don't you think?
I would rather safely prepare for what may come out, first - we will get the doors open one way or another - it is only if someone is "in there" or a tunnel somewhere that it really matters

planning on posting tonight - 12 hours


Posted on 2008-04-25 at 08:39:05.
Edited on 2008-04-25 at 08:40:15 by Consortium

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Group 1 Okay if ...

..... you go ahead and write a post then Gunther can add whatever role play applies!



Posted on 2008-04-25 at 10:50:13.

Nomad D2
RDI Fixture
Karma: 55/6
3140 Posts


Busting a bad door

As Sentinel noted, we will open the door quietly. However, since Hammer asked - Oriel is quite strong. He as a 13 for opening doors.


Posted on 2008-04-25 at 14:30:22.

The Ancient One
Occasional Visitor
Karma: 2/0
38 Posts


Open it Quietly

I agree the door should be checked for traps, opened quietly, and if locked, picked by Sentinel. I say we first take whichever door can be easily and quietly opened.

If it's jammed or held shut, it can be bashed in. But that would be a last resort. DS also has a 65% chance to smash open doors.

Just curious, what spells does our caster have at his disposal?


Posted on 2008-04-26 at 01:06:01.

Consortium
Resident
Karma: 3/4
202 Posts


Sentinel's tournament package

got in the way - will be posting very early tomorrow morning


Posted on 2008-04-26 at 02:17:08.
Edited on 2008-04-26 at 02:18:23 by Consortium

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Ah ...

..... so that explains your disappearance without making a post in Orlane!



Posted on 2008-04-26 at 05:54:22.

   


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