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[IC] Chapter 2-5: You're whirling 'round...
No. Boo simply picked up the scent of something big, stronger than anytime before. As if this particular spot were the most frequented in the whole set of mushroom rings.

If the presence of the seam is pointed out to Shanna she states the obvious,
"A secret door of sorts. Probably operated by a magic trigger and certainly equipped with a deadly trap, likely magical."

Tapatalkkal küldve az én ALE-L21 eszközömről
(05-09-2018, 07:48 AM)DM Surranó Wrote: The floor contains a depression similar to the one found next to the force cage.

"This place reeks of beast odour."

Hm, another prison or a safety bedroom of the beast? Or, or... or the treasury!!! - he licks his lips and prepares his crowbar Big Grin
"Secret doors quite often have secret traps," Toot warns.  "Especially in lairs of intelligent creatures.  Me thinks Lugar should have a look-see at this secret door."

Moments later Toot's head pops up from behind a mushroom (or some other object) some 30' away from the secret door.  "Come Boo!"  When Toot's companion is beside him and is hopefully out of the possible blast radius for a trap he says, "Yous can check for traps now!"

Toot will also take this time to scrutinize the so-called secret door and the area around them for anything unusual or out of place that might indicate an illusion or hidden object.

[OoC: Will save: +14; Spot: +7; Listen +7;  Boo will be using his Scent ability to sniff anything out; Listen/Spot: +4 ]
"Hey, SG, you found something!" Smile He points to the outlining of a door...

"While I look for traps, one of you finger wigglers can sense for magic." Lugar moves cautiously around searching for traps and examine the area, including the footprint. (take 20 +8search +2 unusual stonework = 30 search)

Ooc - anyone have a guidance spell to assist me before I try to disarm potential traps?
OOC - note that if you take 20 for something potentially dangerous like searching for traps then I will do a sequence of rolls until I get a 20 (because I'm so merciful; I could simply declare that you rolled a natural 1 somewhere within the 20 attempts)
OOC2 - Shanna has no spells marked as memorised so go ahead and propose... in the OOC thread. Guidance can be one of the cantrips.
(05-14-2018, 06:21 PM)DM Surranó Wrote: OOC - note that if you take 20 for something potentially dangerous like searching for traps then I will do a sequence of rolls until I get a 20 (because I'm so merciful; I could simply declare that you rolled a natural 1 somewhere within the 20 attempts)
OOC2 - Shanna has no spells marked as memorised so go ahead and propose... in the OOC thread. Guidance can be one of the cantrips.

Ooc - Ahh, but is looking potentially dangerous? (My wife would say yes Smile )  Even a Rogue can look for Symbol of ____ spells without harm. (I know that doesn't make sense but I refer to this Search)  I figure taking 20 on a search mostly involves looking, looking some more, double looking, better keep on looking... okay that spot is probably safe. I looked it over 20 times lol.  Besides, who would rush through a search if there was no need to rush?  

Here's my roll if I didn't change your mind. [url=Search [1d20+8] = 4+8 = 12]Search[/url] +2 for unusual stonework

Checks Without Rolls
Time And Skill Checks
Using a skill might take a round, take no time, or take several rounds or even longer. Most skill uses are standard actionsmove actions, or full-round actions. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Some skill checks are instant and represent reactions to an event, or are included as part of an action.
These skill checks are not actions. Other skill checks represent part of movement.
Checks Without Rolls
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor.
Taking 10
When your character is not being threatened 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.
Taking 20
When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.
Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape ArtistOpen Lock, and Search.
Ability Checks and Caster Level Checks
The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to caster level checks.
Lugar hasn't found anything... so far. Shall he continue searcing?
(note: 15 by 15 feet means 9 rounds for a simple search, 18 minutes for taking 20... just in case someone is willing to keep track of time. See also OOC thread about retrying search)
Lugar continues to search, patient and thorough. As the others had pointed out, a trapped entrance is a good way to protect your valuables. Lugar got a certain satisfaction of figuring out the most devious traps. Cleverness was a trait he admired greatly.

"Has any of you detected magic yet? I'm not getting any younger!"

OOC do you want me to roll? I'm fine with DM rolls, keeps up the suspense of not knowing what I don't knowSmile
After spending some six minutes looking around intently, Lugar thinks he had found something. Like the tip of a wand or javelin that points towards whoever moves or damages the stone slab blocking passage. He's pretty sure it's some kind of magic but no recognisable patterns nearby that would sell the source, be it arcane, divine, or whatever.

Ooc - remember that disable device takes serious time... and that you don't want to know the rolls :-)

Ooc2 - Shanna may have DM memorised if party agrees.
Toot looks at Shanna and says, "Go on.  You the magic specialist. No wait for Toot to detect magic."

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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.