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Re: The Manse Macabre (in progress)

PostPosted: November 22nd, 2013, 9:01 pm
by mikemacdee
Hurgar, turn 48:
Hurgar zips past his friends.

Image

Re: The Manse Macabre (in progress)

PostPosted: November 23rd, 2013, 2:16 am
by Daedalus
Invigorated with a glorious Quest victory, Kili races 12 squares for the first time in his life. He's not even winded as he joins his comrades.
EoT.

Re: The Manse Macabre (in progress)

PostPosted: November 23rd, 2013, 2:30 am
by mikemacdee
Kili, turn 48:
As usual Kili trips, and only moves four spaces.

But then he gets his second wind and sprints for the first time since he stumbled drunkenly through the door!

Image

Zargon, turn 48:
The house is calm: the lightning has regressed to a soft thunderstorm, which even now seems to be fading.

Round 49 commences.

Re: The Manse Macabre (in progress)

PostPosted: November 23rd, 2013, 12:26 pm
by The Road Warrior
North again. Why don't you move us all north again to save time ;)

Re: The Manse Macabre (in progress)

PostPosted: November 23rd, 2013, 7:55 pm
by mikemacdee
Heroes, turn 49:
Everyone continues north to the secret hall they discovered earlier.

Image

Round 50 commences.

(Assuming that's where you're all going. Anyone who would rather detour to the courtyard and exit the map may do so.)

Re: The Manse Macabre (in progress)

PostPosted: November 24th, 2013, 8:16 am
by The Road Warrior
Are we still moving 12 or back to rolling 2d6?

Caranthir movement (just in case):
The Road Warrior rolled 2 6-sided dice:
4, 4


Caranthir moves into the top corridor, jumps the trap...
The Road Warrior rolled 1 6-sided dice:
6


and attempts to disarm the trap on the marked square
The Road Warrior rolled 1 6-sided dice:
1

Re: The Manse Macabre (in progress)

PostPosted: November 24th, 2013, 9:27 am
by Sjeng
Is it possible to disarm a sprung pit trap? I'm hoping the others will clear the way for me :P

Re: The Manse Macabre (in progress)

PostPosted: November 24th, 2013, 6:04 pm
by mikemacdee
(Yes, you're moving 12 each turn until I say otherwise. Also, sprung traps can't be disarmed, unfortunately...)
(Also, if anyone wears the Holy Pendant or Cape of Fleetfoot, you'll have to indicate it in your sig or something so I remember: wearing them isn't the same as simply possessing them.)

Caranthir, turn 50:
Caranthir successfully leaps over the open pit. He kneels at the second trapped space and goes to work with his toolkit...THUD! and falls in for 1 BP of damage!

Image

Re: The Manse Macabre (in progress)

PostPosted: November 28th, 2013, 3:33 pm
by Daedalus
Kili will move to the first pit trap and try to jump it.

Daedalus rolled 1 6-sided dice:
4


Happy day. He tries again at the second pit trap. Caranthir, duck!

Daedalus rolled 1 6-sided dice:
4


Move Kili east, next to the moving block. Let's see what's there. If no monster is present, Kili checks for traps.

Re: The Manse Macabre (in progress)

PostPosted: November 28th, 2013, 4:43 pm
by Sjeng
As Kili passes Eddy, he tosses him the cape, just before deftly leaping both pit traps...

Do you think Morcar will buy this? ;)