Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0
Kat follows Telhi through the open hatch, keeping an eye out for other dangers. Perception:1d20 + 9 ⇒ (6) + 9 = 15
What is beyond the hatch? is it a hallway or another climb? I'm not sure what to make of it on the map. Are we moving to the right into the next black area? I will save my standard (and move my character) when we get an update.
Hard to tell what would have been dumped on you. Slime maybe...you are not sure.
Telhi pulls the lever and the hatch opens to reveal a slide that leads to some larger room with blue looking grass. "Using the slide costs no movement and dumps the PCs onto the grass"
Without hesitation Telhi uses the slide with Kat5e close behind...
Telhi, Kat5e, and anyone that follows:
The metal chute dumps its occupants onto a downy carpet of vivid blue grass. To the south, a series of metallic tiles embedded in the terrain flash yellow, red, blue, and green in erratic patterns, with tiles occasionally stopping to glow entirely. Beyond the blinking grid, the ground ends abruptly in a ledge overlooking a bubbling lake of lava.
Meanwhile...
Rhubarbie makes it halfway up the cliff with the assistance from her grappler and Steve struggles but does the same with the rope that Lexicor lowered.
Steve still has a move action. Telhi still has movement to resolve. Kat5e can essentially resolve her full turn. And sees no specific dangers. Lexicor attaches the rope to an anchor at the top with a standard and still has a move left
F Pahtra Vanguard (Athlete) 3 | SP 33/33 HP 12/25 | RP 2/4 |EP 0/3| EAC 15; KAC 16 | Fort +6; Ref +7; Will +2 | Init: +4| Perc: +7 | Speed 30ft
Telhi is going to run forward over the non-illuminated squares and jump over the blue one. (Jump check automatically succeeds as my bonus is over +5, the amount of feet I intend to jump.) Let me know if I need to make another check or change my action.
Right before she steps down on the first tile it flashes to red. After the foot touch, tiny holes open and a gout of flame erupts. (9 F damage, Ref save for half)
If Telhi continues forward:
Right before she steps down on the second tile it flashes to blue. After the foot touch, tiny holes open and a gout of frost erupts. (4 F damage, Ref save for half)
If Telhi continues forward:
Right before she lands on the fourth tile it flashes to green. After the foot touch, tiny holes open and several jets of acid spew up. (6 F damage, Ref save for half)
Telhi will then attempt to jump the last two squares
Athletics:1d20 + 6 ⇒ (4) + 6 = 10
Just barely succeeds at jumping 10 ft. Also, Telhi has evasion, so she takes no damage from the first trap, dunno if I succeed on the reflex save for the second. Waiting to see results of doing what I did before taking second move.
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0
Kat watches as Telhi crosses the floor, bravely leading the way. As he makes it to the other side, she makes her move and dashes across the floor as well.
As Kat5e runs across only flame and electricity assault her along the way. She is ready for them though. (After reflex successes, you take 4 elec and 4 fire damage.)
Delroan, everyone is up
Steve
Steve catches up to his team and scrutinizes the tiles for indicators of how they work, but can't seem to spot any specific triggers.
Meanwhile... Telhi continues on and jumps the gap and lands on the first stone pillar.
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0
Kat watches Telhi jump across to the first pillar in front of her. Cat like reflexes. She pauses and waits until the pahtra clears the next pillar and makes room for her to jump.
When Telhi moves:
She takes the ten foot run and leaps across to the first pillar.
Athletics, DC 10 with running start:1d20 + 7 ⇒ (5) + 7 = 12.
She throws her arms out to her sides to catch her balance, and eyes up the next landing.
With the heads up from Steve, both Rhubarbie and Lexicor spot a significant electrical wire that likely powers the tiles. They suspect with a little mechanical work, they could depower the tiles. (1d4 rounds to disarm)
"Great work, er um Steve? Do I call you Steve? Lets take care of this nuisance and move on...Don't forget to use the zip pen to close of the magi circuit, yes, right there."