[party Order] Wolf's Bait - Page 15 of 16

That is not possible, re-read the description - Page 15 - World of Medieval PBP RPG - Posted: 17th Mar, 2010 - 3:11pm

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6th Mar, 2010 - 1:37pm / Post ID: #

[party Order] Wolf's Bait - Page 15

The Game Master says...

Do you put away your weapons to do so or cross in the same manner she does? If in the same manner ensure to roll against body.



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Post Date: 9th Mar, 2010 - 4:47pm / Post ID: #

[party Order] Wolf's Bait
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Bait Wolfs Order party

We will put weapons away as we cross to be safer. Once we are across we will redraw weapons and head to the fighting to assist wanderer.

Post Date: 9th Mar, 2010 - 7:31pm / Post ID: #

[party Order] Wolf's Bait
A Friend

[party Order] Wolf's Bait RPG PBP Medieval World

Seeing no signs of wanderer as of yet we will continue following the passage to the point of where the door was located. We will keep listening to see if we hear any sounds of fighting.

Post Date: 11th Mar, 2010 - 8:21pm / Post ID: #

[party Order] Wolf's Bait
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Page 15 Bait Wolfs Order party

Looking at the door Thomas will give it a tug just to make sure it is still locked. If it does not open they will continue to follow the passage back to where the supplies are kept. Once there he will start to gather what oil there is if any. He will also look for any spikes.

We are looking along the way for any signs of wanderer and listening for any sounds of fighting.

Reconcile Edited: KNtoran on 11th Mar, 2010 - 8:24pm

Post Date: 12th Mar, 2010 - 11:38pm / Post ID: #

[party Order] Wolf's Bait
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Bait Wolfs Order party

With Wanderer now with us again we will eat some of the food and drink some of the water that is here. Thomas will watch for any bandits coming while wanderer and Daphne eat and drink. After they have finished Thomas will refresh himself. Thomas tells Wanderer of his plan to spike the door shut then start it on fire. Thomas has ten spikes and a hammer to spike it shut well. If Wanderer has some oil that would help otherwise we will have to make due with any wood or straw we find in the sleeping room we had the big fight in.

Post Date: 14th Mar, 2010 - 12:28am / Post ID: #

[party Order] Wolf's Bait
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[party Order] Wolf's Bait

We gather a bunch of the burnable and head to the locked door. Once there Thomas uses his Hammer and spikes to wedge the door firmly closed. As he spikes the door Wanderer and Daphne will go about stacking the materials we gathered against the door. Once we have everything in place we will light the stack and then proceed south back to the bridge. We will put our weapons away as we cross the bridge, After crossing the bridge we will go open the door if it is unlocked. As we open the door we will have weapons at the ready.

Reconcile Edited: KNtoran on 14th Mar, 2010 - 12:30am

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Post Date: 17th Mar, 2010 - 2:58am / Post ID: #

[party Order] Wolf's Bait
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[party Order] Wolf's Bait - Page 15

Clarification. The method I was using for spiking the door shut was to place the spikes between the door and floor, the door and the side wall and hammering it home to cause the door to be wedged tight against the opening making it very hard to open the door. Is that possible so we do not have to drive a wedge into the door itself?

17th Mar, 2010 - 3:11pm / Post ID: #

[party Order] Wolf's Bait World Medieval PBP RPG - Page 15

The Game Master says...

That is not possible, re-read the description of this door: Source 2



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