D&D: Palace of the Silver Princess

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Prince RXI

Guest
Karnage just stands guard looking bored and wishing for more living things to smash... *or non-living, he isn't picky^_^*
 
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BigBlue

Guest
Patrick

"Hmm. Looks like a plain fountain..." (**forgive me for being a pain, but is there anything significant about it's design? is it a statue or something? Also, how 'new' do the tapestries look?**)

Unless anyone has found anything interesting, we will proceed with the other door after doing the standard checks. (I'm about as impatient as Karnage when it comes to doing things, just a bit more meticulous maybe...)
 

Spiderman

Administrator
Staff member
The fountain is just a small circular base with a spout coming up the middle. Nothing elaborate or special. The tapestries don't look "old" but neither "new".
 
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BigBlue

Guest
Patrick

*Thanks for the updates... I was just trying to figure out if the Black Armor figure is VERY recent or not...*
 

Spiderman

Administrator
Staff member
You can't really place an age on the tapestries. They're definitely not "shiny new" as in made-yesterday, but they're not frayed either as in made-hundreds-of-years-ago. They just seem to have been well-maintained, except for a thin layer of dust (as in on most of the stuff in the castle now).

Cugel inspects the west door.

(Just a reminder, anyone can search for secret doors - everyone gets a 1/6 chance except for elves, which get 2/6. Anyone can search for traps - they get a 1/6 except for dwarves which get a 2/6. Thieves actually start at 10% at finding traps so not sure how to reconcile that... probably just use the 1/6 until the thief's skill improves such that the percentage is greater than 1/6. However, I need to have you explicitly say you're looking for traps and secret doors to have a chance in finding them - saying "searching the room" is fine. Searching for each takes 1 turn respectively though)
 
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BigBlue

Guest
**So, if we say we "search" the room"... It takes 2 turns and everyone can search the entire room for Traps and Secret Doors? And we have to rest after every 6 turns of activity? Just clarifying since it's been forever since I played but I think from previous things here that's what it is. If that is the case, I think we should all search every room, since we have to search the door for traps anyways... Does it take a thief a turn to search for traps at 10%? Maybe it takes them less time... Thanks. Given this searching pattern now... Assume we all searched this room, and unless we find anything we will proceed through the door. And then it stands to reason we'll have to rest every other room... which means lots of Wandering Monster checks, but at least we'll be thourough and be less likely to fall prey to a trap.**
 

Spiderman

Administrator
Staff member
(Yes. Two turns for everyone to search for secret doors and traps. I'm having you travel at 30' a turn in new areas to map, move cautiously, etc. 60'/turn through familiar areas. But yes, that means more wandering monster checks and possibly more battles)
 
T

train

Guest
Si'Nat

(seems like mass searching would also leave us vulnerable... unless someone doesn't search and keeps guard...)
 
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BigBlue

Guest
Patrick

I will refrain from searching and instead keep watch... Probably along with Karnage...


*the thief, dwarf, and elf should always check every room since they have the better odds of things** We could make a rotation schedule where one or two people rest each time too to cut down on our overall time (and wandering checks). Can you be resting while on guard? (not SLEEPING!) :) If so we will rotate guard duty.
 
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BigBlue

Guest
Patrick

OK, so we will all rest now having all checked this room... Then, we proceed out the eastern door.

** I will work out a rotation for watches to keep rested plus keep our backs covered and still check for traps & Secret doors... For now I will assume we have 5 people in the rotation (Patrick, Karnage, Si Nat, Cugel, and Rondo). This means we won't always have the 3 best checkers check out rooms... But I think it'll work out fine anyways. Spidey, when you have us take 1 turn for 30', are we checking for both traps and secret doors? or do I need to explicitly ask for us to do that?**
 

Spiderman

Administrator
Staff member
You mean western door... :)

(No, I'm not having you check for traps and secret doors while you travel. That just represents your pace because most of you are metal-armored. If you want to check for those, it'll take 1 turn for each 10' traveled.)

You open the door and seem to be at the back of an alcove about 10' wide. The room widens out past the alcove until the west wall is about 40' long. There are two doors in the west wall. The backs of two statues are just outside the alcove.
 

Attachments

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Prince RXI

Guest
*Well... as Karnage is basically a ready made guard... no searchy for me^_^*
 
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BigBlue

Guest
Patrick

Very cool... If anyone has any problems with trying to keep things moving the way I am - I don't mean to control your actions... if you want to do something different, don't hesitate to change things up...

Let's have the Thief and the Dwarf look for traps for a turn, while I stand guard by the door... Karnage and the Elf will likely either stand guard or check the statues out... Then we'll look for concealed doors and listen at the other doors before heading out one of them...

**It finally looks like we've nearly completed the first level... whew... :) **
 

Spiderman

Administrator
Staff member
Cugel and Rondo start inspecting the room.

(You actually still have some more to go... don't forget there's another map part that shows some of the stuff south of the left map, the one that has the pit room(
 
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