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Chapter 2 - Getting to the bottom of it?

A 5e D&D campaign starting at 1st level in and around the city of Waterdeep in the Forgotten Realms.

Waterdeep: City of Splendours, seat of many thousand plots. Are they opportunities for success, or for an untimely demise?
Will the adventurers sit safely in their comfort zones? Or will they risk their all to carve out a slice of Realms history with their names on it? Puppet or puppeteer?

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Re: Chapter 2 - Getting to the bottom of it?

Post by Nocturno »

Athletics(STR)(7):[1d20+7] = 13+7 = 20

"Anyone have lock picks? I have one if no one else does."

Sue smacks his warhammer into his free handly gently.
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Re: Chapter 2 - Getting to the bottom of it?

Post by counterkid »

I don`t have any lock picks. We are going to have to vault to the other side. I will go first. Woody will go once everyone is ready.

[1d20] = 9 + guidance : [1d4] = 3 = 12
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Re: Chapter 2 - Getting to the bottom of it?

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Woody is safely across.
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Re: Chapter 2 - Getting to the bottom of it?

Post by Squirrellord »

Athletics(0): [1d20] = 7 Guidance: [1d4] = 4
No. We will need your "expertise" if this is actually locked. Jim will check if the lock is indeed locked.

------------------
OOC- it appears pole vaulting is not a monk friendly sport
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Re: Chapter 2 - Getting to the bottom of it?

Post by Chris1234 »

It is locked.
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Re: Chapter 2 - Getting to the bottom of it?

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Sue selects the newest warhammer.

Warhammer - [1d20+7] = 11+7 = 18; Damage: [1d8+4] = 8+4 = 12
Any bonuses for being magical have not been added to this roll.

He winds up and swings at the lock.

IF he suceeds on breaking the lock

"Finesse. I could always bash my way out of problems."
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Re: Chapter 2 - Getting to the bottom of it?

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"Crack-smack-thunk-splosh!" says the lock as part of it bounces off the stonework and arcs upwards before falling into the water.
There's a faint ocho of the noise reverbating spookily back from each of the four tunnels.

The gate in now unlocked.

What next?
(And who goes in what order?)

======
Half-orc lock picking technique. Donchta just lovei t?
GM Inspiration for Sue!

Nearly forgot: four sepatare 1d12 rolls please; one for each tunnel.
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Re: Chapter 2 - Getting to the bottom of it?

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Re: Chapter 2 - Getting to the bottom of it?

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With a bit of a creak the gate opens away from you.

======
What light sources will which of you use?
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Re: Chapter 2 - Getting to the bottom of it?

Post by counterkid »

"I'm assuming we all want to continue in the dark using our darkvision?"
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Re: Chapter 2 - Getting to the bottom of it?

Post by Nocturno »

"Jim; Want a lit coin for signaling again?"

======
Otherwise dark sight.
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Re: Chapter 2 - Getting to the bottom of it?

Post by Squirrellord »

Yes please. Jim will accept any enchanted coin offered and move to scout down the tunnel, keeping the coin hidden in a clenched fist.
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Re: Chapter 2 - Getting to the bottom of it?

Post by counterkid »

Woody will cast light on one of Jim's coins.
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Re: Chapter 2 - Getting to the bottom of it?

Post by Chris1234 »

The party move along the southermost walkway of the northeastern sewer tunnel.
The three foot wide walkway is about forteen feet away from a similar, parallel walkway on the northern side of the tunnel.
Jim leads, illuminated coin in one hand, fifteen foor pole in the other, then followed by Woody, clutching map and magic stone, with Sue bringing up the rear, weapon at the ready.

After a short while, which Woody counts as thrty paces (double steps), a flight of stirges swoop into view.
So far about half a dozen of the nasty fliers can be seen. They are lightly obscured by the darkness, as are the adventurers.
If they can be dealt with quietly and fairly swifly perhaps nothing else will be attracted form nearby tunnels.

Actions and Initiative rolls, please.

======
Each PC gains +250xp for negotiating the sewer junction.
Creatures NE=1,SE=2 etc [1d4] = 3, [1d4] = 4

***
PCs are not surprised and have longer reach and will therefore automatically go first.
The 15' pole can be safely put on the walkway as the free "Interacting with the Environment" action. The same applies to putting away either the map or the magic stone.
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Re: Chapter 2 - Getting to the bottom of it?

Post by counterkid »

Initiative: [1d20+2] = 13+2 = 15

attack: [1d20+7] = 10+7 = 17
damage: [1d20+7] = 10+7 = 17

"Smell a little like burnt chicken!"
Last edited by counterkid on Sun Dec 01, 2019 7:46 pm, edited 3 times in total.
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