OOC:
Can you take 20 on Search for Traps? Is it only the attempt to Disable a trap once found that sets it off? I'd almost rule that you have to roll your search for this one, as a failure might set it off. Of course, that would depend on what the trap is set to catch, I guess. Just rambling . . .
Location: columbia, missouri, u.s. of north america, terra, sol III, Milky way, third demension
Posts: 4,843
Quote:
Originally Posted by Leif
Capizzio finds no traps on the cabinet. He is not successful opening the lock, either. OOC: By, "gets to work," do you mean that Capizzio "takes 20?"
I keep forgetting that you can take a 20 on open locks if you are not in a hurry. I rolled too low so, capizzio did not open the lock as well as not see that falling cieling trap
Quote:
Originally Posted by Mowgli
Manny takes a look at the cabinet and lock as well.
OOC:
Can you take 20 on Search for Traps? Is it only the attempt to Disable a trap once found that sets it off? I'd almost rule that you have to roll your search for this one, as a failure might set it off. Of course, that would depend on what the trap is set to catch, I guess. Just rambling . . .
If i undeerstand things right, no you cannot take a 20 on search for traps because yu can fail with very negetive results. i think you cantake a 10, much like climbing.
Location: columbia, missouri, u.s. of north america, terra, sol III, Milky way, third demension
Posts: 4,843
well, the phb in 2 ed, 3.0 ed and 3.5 ed all seem to lack an entry for 'pole, 10 foot' I must say this though, and that is i would prefer an 11 foot pole for those things you wouldn't touch with a ten foot pose.
You are currently in the room behind the first secret door, which is the room immediately to the west of where your positions are shown on the map. (It's not worth the trouble to fix that, imho.) We'll say that the other secret door leading out of this room and into the caverns is slightly ajar, to save the time of finding the stupid thing.
This is the final map of this dungeon, too. Maybe....
Last edited by Leif; 25th February 2009 at 05:19 AM..
Location: columbia, missouri, u.s. of north america, terra, sol III, Milky way, third demension
Posts: 4,843
wait, let me try something" Capizzio then starts rmmiging through his scroll tube and finally pulls one out...
Instant locksmith
from the spell compendium:
Instant Locksmith
School: Divination
Level: Assassin 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Description:
You can make one Disable Device check or one Open Lock check in this round as a free action. You gain a +2 insight bonus on the check.
[ooc]if i recall correctly, if a skill check changes then a re-try can be done, right? if so, then capizzio will read the scroll and cast instant locksmith giving him a +2. and then he will take a 20 on trying to open the lock for a total of 33[/ooc]
Capizzio reads the scroll and then he goes to trying the lock again ... this time taking his sweet time doing it...beads of sweat forming on his forhead as he concerates on the task at hand ...
Capizzio, taking his time, being extry careful, and sweating bullets, FINALLY gets the lock open. When the cabinet is opened, the wizards are greeted by a singularly grisly sight. Unfortunately, I am unable to relate it futher at this point, because the module is not with me and I want to be sure that I get this description totally accurate. I do know that it is gross, however.
Inside the cabinet are six large glass jars. Each jar of some unidentifiable green liquid holds a fully preserved head of a goblinoid: three goblins, two hobgoblins, and one bugbear. The heads float eerily in the green gook. The cabinet also holds a metal strongbox with a large padlock.
With a frown the elf mutters, "ugh more locks. Now why would a goblinoid keep a collection of goblin heads? Former rivals?" She shakes her head in disgust.
This is the final map of this dungeon, too. Maybe....
OOC: Does that mean we are almost through with the dungeon or that the dungeon is almost through with us.
Not to spoil your adventures in lock picking, but didn't we find some keys?
None of the keys that you have found fit this lock. They were keys to the doors along that first passageway to the south that you went down to get here, and they all look like door keys, not padlock keys or cabinet keys.
Quote:
Originally Posted by Scotley/Tylara
With a frown the elf mutters, "ugh more locks. Now why would a goblinoid keep a collection of goblin heads? Former rivals?" She shakes her head in disgust.
That's a very good question, isn't it? hehehe
Quote:
Originally Posted by Scotley
OOC: Does that mean we are almost through with the dungeon or that the dungeon is almost through with us.
OOC: Something like that, yessss.
Last edited by Leif; 18th February 2009 at 06:17 AM..
Manny slips between the big folk and up to the lock, quickly looking around for traps. After a cursory Search (1d20+7=10), he sets to work on the lock.