Quasi Dungeons and Dragons

Author: drafterman

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Buddamoose
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@TheDredPriateRoberts
I can see your point. We've known this very well could be a trap from the beginning. But if we're being lead anywhere by forces or evils unknown, it's not to the attic in my opinion. The note lead us to town. The children pointed to this house, specifically  the 3rd floor and basement. Something tells me we'll find something good that, whomever or whatever  has set this likely trap, didn't want us to find or did not know of.
 

secularmerlin
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@drafterman
Crossbow at the ready as usual.
Buddamoose
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And if there is a monster in the basement. The absence of a clear way to and from would likely explain why it hasn't escaped in the 200 years since, if not already dead due to that amount of time passing. 
 
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@Buddamoose
Glarking undead would be just as glarking dangerous after two thousand years two hundred would be nothing. Point is watch my back.
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@secularmerlin
I wasn't thinking undead, I was thinking more along the lines of the werewolves that were said to possibly be in this area 
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@Buddamoose
I haven't smelled any wolves, just death.
Earth
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We should check out the books from the secret room for any hints

(Wouldn't bold)

drafterman
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The bare hall at the top of the secret stairwell is choked with dust and cobwebs and is even more of a state of disuse than the third floor. There are four doors leading into various rooms, but the closest door to the east is locked.

Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⬤⬤
Roberts - 12/12 HP - 19 AC
Snerp - 8/8 HP - 13 AC - Spell Slots: 1⬤⬤
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
secularmerlin
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@Buddamoose
@Drafterman

I'm going to cast resistance and guidance cantrips on you while you check for traps and try to open the door.

I cast the aforementioned spells. 
drafterman
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(Presuming Grahf studied the books he nicked earlier, he would have discovered that the books from the secret room are bogus: they describe rituals, which attempting in person, would result in disaster or nothing at all)
secularmerlin
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@TheDredPriateRoberts @Earth

Why don't you two check the next room.

Buddamoose
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@secularmerlin
I look around for traps in the hallway. 

That key we found is probably for the locked door

secularmerlin
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@Buddamoose
Give it a try. 
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@secularmerlin
(keep in mind I have investigation, not perception. Prolly not gonna be too good at finding traps, with no bonus from that skill and only 12 wisdom. Though I do have advantage on wisdom throws being a gnome).
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@Buddamoose
(Should I be the one checking for traps? I suppose so. Used to be a specialized skill just for rogues. From now on I can start doing it if it's a skill that I possess.)

Drafterman if it's not too late I check for traps with the appropriate cantrips on myself instead of making Snerp do it.
TheDredPriateRoberts
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@Buddamoose
that's what I was thinking as well. (the key)

well let's give it a go.
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@secularmerlin
(I think it's still a specific rogue ability, but noticing traps is less investigation, more perception apart from any potential specific ability.  For example, though it's likely safe to deduce a trap is present, that doesn't belie where it is, what kind it is, etc. Seeing say, a tripwire before you "trip" it, is less deductioon, more perception. Ergo a wisdom throw, not an intelligence one. At least, that's my understanding of it)
secularmerlin
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@Buddamoose
(Your a rogue do you have the ability?)
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@secularmerlin
(I'm not a rogue?)
TheDredPriateRoberts
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@Buddamoose
(some bards do get rogue skills in some games, but that would probably be at higher levels)
drafterman
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(Detecting traps is usually a Perception, though sometimes Investigation, check that anyone can do. Disarming or disabling a trap usually requires the use of thieve's tools which, despite their name, are not rogue specific.)

The group scans the upper hall for traps, finding none.

[Grahf Perception Check: d20 (15) + 1 = 16]
[Roberts Perception Check: d20 (4) + 4 =  8]
[Snerp Perception Check: d20 (4) + 1 = 5]
[Eikka Perception Check: d20 (4) + 4 = 8]

Braving forward, they use the iron key to unlock the locked door. This room contains a bricked-up window flanked by two dusty, wood-framed beds sized for children. Closer to the door is a toy chest with windmills painted on its sides and a dollhouse that's a perfect replica of the dreary edifice
in which you stand. These furnishings are draped in cobwebs. Lying in the middle of the floor are two small skeletons wearing tattered but familiar clothing. The smaller of the two cradles a stuffed doll that you also recognize.


Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⬤⬤
Roberts - 12/12 HP - 19 AC
Snerp - 8/8 HP - 13 AC - Spell Slots: 1⬤⬤
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
TheDredPriateRoberts
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May as well search the other rooms as well since we are here.
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@drafterman
I head for the next room without a word.
Buddamoose
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We should give them a proper burial, so their spirits can move on and be at peace. Those poor children 😔
TheDredPriateRoberts
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@Buddamoose
(we may have to burn it to the ground)
Buddamoose
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[Snerp Perception Check: d20 (4) + 1 = 5]

(Told you, my perception is garbage lol. What I was going for was a gnome, naturally inquisitive and kind, but so focused in finding things out and deducing things he tends to miss what's right in front of his face lol. 

Pretty obvs Earth is our guy for finding traps. If we can find thieves tools, with my dexterity I'd probably be the guy best fit to disarm them.)
 
Earth
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I head to the top right room
secularmerlin
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@Buddamoose
We should burn this place to the ground. Nothing more cleansing than fire.
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@TheDredPriateRoberts
(my characters persona wouldn't allow for me to agree to that. They deserve better 😔)
Earth
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@Buddamoose
(Mine would)