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Ravenvii, does unlocking a door take a turn or do we unlock and go inside all in one move? If the key doesn't work on the door then do we lose a turn for trying?

*group moved back to hallway*

To answer your question, no, attempting a lock doesn't take a turn. If the key doesn't work, I'll tell you and you take a different move.
 
let's open one of the locked doors
i'd go south

actually, moyank do you think it might be worth to first sneak in the open door? it would help to built a map of the second floor
 
actually, moyank do you think it might be worth to first sneak in the open door? it would help to built a map of the second floor

We can go back to that, everyone seems to want to go south.

So...

Round 5
- Turn 1: Explore/search the current room we are in.
- Turn 2: Move back into the hallway (2B on DP's map) from which we came.
- Turn 3: Try to use the key and enter the door at the bottom of the North/South hallway (2d3 on DP's map)
- Turn 4: ???
 
let's open one of the locked doors
i'd go south

actually, moyank do you think it might be worth to first sneak in the open door? it would help to built a map of the second floor

I didn't realize there was an open door. Not enough maps with X's on them. 😱😀
 
The foot is still aching from trying to knock this door down.

mscriv quickly went back into the hallway with the key in hand and is now standing in the front of the door he tried to knock down moments ago.

He put the key into the lock, and it turned.

Yeah, that easy.

The door opened into a storage room. A couple of brooms here, a shelf of rags there and a broken chair on the floor.

"Doesn't look like anything's here," the doctor said from behind.

----------

[/COLOR]MAP:
mansioncurrent.jpg
 
And I very much wished I could insert this into the above narrative, but I wanted to keep it serious. So I'll insert it here instead.

ysjIk.gif
 
i am afraid i can update the mappy maps only on monday.

it's fun to draw them (i especially enjoyed assemblying the icons), although i am disappointed that my initial second floor projections have so far been wide off the mark. but i still have hope for the future


well, are we going to explore this 'closet' or what.
we are probably just going to find the don's inflatable dolls collection....
 
i am afraid i can update the mappy maps only on monday.

it's fun to draw them (i especially enjoyed assemblying the icons), although i am disappointed that my initial second floor projections have so far been wide off the mark. but i still have hope for the future


well, are we going to explore this 'closet' or what.
we are probably just going to find the don's inflatable dolls collection....

There is something else hidden down stairs (and on this same floor) that luckily my Enforcer will use to finish you off...

if-you-know-what-i-mean.png
 
Sorry everyone, been out all day and just got in late from my DJ gig.

Round 5
- Turn 1: Explore/search the current room we are in.
- Turn 2: Move back into the hallway (2B on DP's map) from which we came.
- Turn 3: Try to use the key and enter the door at the bottom of the North/South hallway (2d3 on DP's map)
- Turn 4: Search/explore the broom closet
 
The bomb guy went inside and kicked the broken chair, causing it to collapse to the floor.

"There ain't **** in there," the drug dealer called in from behind Don't panic.

Taking a step into the spacious closet to take a closer look, Don't panic had to agree.

This is a waste of time.

***

Nothing here. Round over - over to bad guys!
 
So anyone take Jav at his word that we need to go back downstairs? You think there is a gun down there that we need?
 
So anyone take Jav at his word that we need to go back downstairs?

nope 😀
You think there is a gun down there that we need?
there is probably stuff, not sure anything we need

in anycase, the first move is obligated, then Mo should go explore the open door (2d4) and then we decide.
we can go into 2d4, into 2d5 (with the key), or go back to 2A.
 
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