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![]() If anyone wants to search the spider, they must make a DC 12 STR check.
The same check must be made for each square you move into, so that trying to reach the goblin body will take two checks by someone who is outside the web. ![]()
![]() None of you saw the spider hiding in the web, so none of you were expecting the attack. You are all caught flat-footed for this surprise round. You'll need to roll for initiative after the spider attacks. Spider: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative (spider): 1d20 + 3 ⇒ (4) + 3 = 7 ![]()
![]() At first glance, the gem appears to be a large, flawless ruby
Eleanor:
As you examine the gem, you realize that it is an Energy Heart, which helps protect the bearer against damage from acid, cold, electricity or fire attacks. Be sure to let me know who is carrying the gem when you leave this room ![]()
![]() Larcenara:
The statues are trapped. They seem to be set up to emit a cone of fire about 15 feet, but you notice that the opening for the flame seems to be fairly high, abut 3 feet above the floor. Perhaps "humility" means by kneeling or crawling.
You can make a Disable Device skill check on either one of the statues to try to disable the trap so it doesn't go off. Also, you're not walking about the room. No, no, no. You are examining the room from where you stand. If any of you leave your positions by the door, please adjust your token on the map to show me where you are. ![]()
![]() You skirt the fountain and head toward the other door which opens with a gentle push. You see a rectangular room with a door at the southwest corner. The chamber is bathed in red light. On the east side of the room, a pair of stone statues stand on either side of a dusty altar that is inscribed with runes. Atop the altar sits a large red gemstone. The creepy read light comes from this gemstone. As soon as someone enters the room, a booming voice seems to come from the statues, "Approach with humility and live!" Map updated, you can see the layout of this room. ![]()
![]() Introductions:
Pastorgrym: 1d20 + 2 ⇒ (9) + 2 = 11
Eleanor: 1d20 + 1 ⇒ (20) + 1 = 21 Cort: 1d20 + 1 ⇒ (12) + 1 = 13 If each of you introduce yourself, Eleanor will catch the eye of Fatmouth "Ho, nice pretty lady! Me sister Bucktooth stole dragon toy. Her missing now. These idiots too scared to go find toy. If you go find toy, me let you live. And me let you go through throne room as much as you want!” He turns to the still-arguing goblins and waves his bone scepter at them.
King Fatmouth sighs.
He waves his arm toward the north east corner of the cave. "She go there. She no come back." ![]()
![]() The walls of this large cavern are covered with crude drawings of goblins. The ceiling is about 20 feet high, and the room itself is about 30 feet wide. In the southwest corner is a throne made from animal bones, with a goblin wearing a crown of bones and feathers. Four more goblins are nearby, arguing violently with each other. The goblin on the throne appears annoyed, and is covering his ears as the four other goblins shove and scream at each other. When Cort enters the room, the arguing goblins stop and stare at the intruders. The chief composes himself, sits up straight, and attempts to impress his goblin minions by addressing the scary heroes in a loud voice, saying,
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![]() Oh, dang, did that wrong
Larcenara:
You get a +2 bonus on all attack rolls in the next combat. Eleanor:
You are healed full hit points. Pastorgrym:
1d10 + 5 ⇒ (4) + 5 = 9 You get a +2 bonus on all attack rolls in the next combat And Cort, once you toss your gold piece in
Cort: 1d10 + 5 ⇒ (2) + 5 = 7You get a +2 bonus to Armor class in the next combat. ![]()
![]() This time, yes. But generally, no. If something is behind a spoiler, only the person to whom it is addressed is assumed to have that knowledge. Usually, the character would share as much as they wanted to with the rest of the group. You might not always want to share everything. If something is behind a spoiler, other characters are assumed not to know that information unless there was actual character dialogue that shared it. Usually, if a GM wants the whole group to know something, it would be included in the GM post ===============
Larcenara:
You notice that there seems to be a bit of a risk as well =============== The polite thing to do is not to read other people's spoilers, or the spoilers for DC checks that are higher than you rolled. If you do read them, your character still needs to pretend they don't know that information. ![]()
![]() Eleanor:
The water in the fountain looks cool and sweet, but there's a hit of risk as well. It appears to have magic power. You think that someone drinking from the fountain might gain some benefits, but they might also risk a small injury. A gift of gold to Desna before drinking will improve your odds for a benefit. Larcenara looks around the square room, which is constructed of stone blocks that are fitted tightly together without mortar. The ceiling is about 10 feet high. At the northwest corner there is a passage way, and in the southeast corner, a closed door. The room is well lighted by the glow of the fountain. Larcenara: There are no traps. ![]()
![]() Pastorgrym:
The runes say that anyone who offers gold to Desna, the goddess of fortune, will receive a boon Eleanor: Round 1:There are magical auras in this room.
Round 2: the water in the fountain is magical. Nothing else in the room has a magic aura. Round 3: The magic aura of the fountain is very strong. You'll need to do a Spellcraft check to identify the properties of the fountain (DC 15) You can't seem to make out the runes; they aren't familiar to you. ![]()
![]() To summarize:
You have opened the chest and discovered several items inside, which you have identified. Would one character please list who is carrying each of the items? And then, what each of you is doing next. Check the map for more information ![]()
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![]() Generally, a simple lock has a DC 20 to open. Also, if Larcenara is using her Theive's Tools for the check, she should say so. Otherwise, there's a penalty Some options:
Use the "Take 10" option for another skill check. Failing to open a simple lock (1 round, full-round action) generally will give you a chance to try again. Core Rule Book wrote: Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help. Or you might consider "Take 20" for opening a lock Core Rule Book wrote:
In this case, Larcenara can take the 2 minutes, but sometimes, in a dungeon, this wouldn't be possible (you'd get attacked by the residents if you just stood around that long). Edit To Add:
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![]() The goblin falls leaving two dead bodies just outside the mossy curtain that covers the entrance to the cave. I've adjusted the map so you can see into/enter the cave When you part the moss curtain, you see a small cave with a low ceiling. On the far side of the cave are a pair of straw mats, with a battered treasure chest sitting between them. Of to one side, a passageway leads to a pair of stone doors. ![]()
![]() Need to fix a couple mistakes: Pastorgrym is a dwarf.
So, the role is 1d20 + 2 +1 for a total attack role of 21.
The goblin still dies, but not as dramatically as previously. |