Redbadge's Crypt of the Everflame (IC) - Page 41




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  1. #401
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    Snaggle throws the lever.
    OOC: some jumping for the small kobold may be involved

 

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    The kobold hops up and grips the lever, his small frame just enough to generate the 25 lbs of force needed to pull the lever down. The lever slowly sinks with Snaggle's weight, and the sorcerer can feel the pressure of something being moved behind the switch, like a great cog, as well as some hinges and gears. There are a series of clicking and other mechanical sounds, followed by a loud *thunk* coming from the locked door once the lever finally reaches its bottom position.

    Snaggle can feel the pressure of the lever trying to release, and return to its natural position, but he is able to hold it in place with just a bit of effort.

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    Joseph steps forward and tries to open the door.

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    The door remains locked, and does not budge.

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    "Well?," grunts Snaggle as he hangs from the lever.

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    "Still locked. It looks like we might have to try something else."

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    "Hmmm, there may be more than one lever that has to be used at the same time," Snaggle says as he lets go of the lever and drops back to the floor.

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    "There could also be something blocking it from the other side," responds Lissa, "perhaps we should double back and try a different route."

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    "We could do that, or we could try this," Joseph says while laying his morningstar down and hefting his sword. "You might want to stand back."
    Current Status
    Joseph Gault (Male human fighter 1)
    LN medium humanoid (human)
    Str 18
    Dex 13 Con 13 Int 12 Wis 12 Cha 10

    Key Skills Acrobatics -3, Bluff +0, Climb +4, Diplomacy +0, Escape Artist -3, Handle Animal +4, Heal +1, Intimidate +0,
    Knowledge (Any) +1, Knowledge (Dungeoneering) +5, Perception +1, Sense Motive +1, Stealth -3, Survival +5, Swim +4

    Init +1 Spd 20 ft. Senses Normal vision (normal light); Perception +1
    AC 16, touch 11, FF 15 HP 11/11 Temp HP 0
    Fort +3 Ref +1 Will +1 CMB +5 CMD 16

    Melee Attack Greatsword +5 (2d6 + 6/19-20) [honed, +1 damage with first strike]
    Melee Attack Morningstar +5 (1d8 + 6)
    Melee Attack Dagger +5 (1d4 + 4/19-20) [honed, +1 damage with first strike]
    Melee Attack Sap +5 (1d6 + 4) [non-lethal]
    Ranged Attack Dagger (10 ft.) +2 (1d4 + 4/19-20) [honed, +1 damage with first strike]
    Ranged Attack Shortbow (60 ft.) +2 (1d6/x3)
    -Arrows: 20/20
    -Arrows (Blunt): 10/10

    Currently Wielding Morningstar
    Current Armor Scale Mail, Explorer's Outfit
    Stowed on Person (Sheaths, straps, pockets, etc.) Greatsword, Dagger, Dagger, Sap, Shortbow, Arrows (20), Blunt Arrows (10), Belt Pouch A, Belt Pouch B, Backpack
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Belt Pouch A (Flint and Steel, Whetstone, Map to the Crypt, Coin Purse [87 g]), Belt Pouch B ([11 gp, 3 sp, 2 cp], Potion of Cure Light Wounds), Backpack (Backpack, Backpack, Lamp Oil (2 pints), Silver Lantern, Bottle of Local Brandy [half full], Tinderbox and 2 Tindertwigs), Tied to Backpack (Short Sword [Masterwork], Full Waterskin, Full Waterskin, Torch, Torch, Torch)
    Stored (Footlockers, etc.) At Crypt Entrance (Small Tent, Small Tent, Winter Blanket, Winter Blanket, Winter Blanket, Large Pillow)
    Current Encumbrance 98.5 lbs (light load) Medium Load 100.01 lbs Heavy Load 200.01 lbs Max 300 lbs

    Active Abilities
    Combat Options:
    Charge (full round action), Power Attack (standard action), Cleave (standard action), Quick Draw (free action)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, Trip

    Current Effects and Conditions:
    Flat-Footed


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    You hack at the door with some effort, shaving off thin slivers of wood in between the reinforced iron bands, and exposing glimpses of the iron rods running through the core of the door.

    GM: A couple of things: First, objects are immune to nonlethal damage and critical hits (as well as precision damage in most cases). Second, this a very thick, strong wooden door with reinforced iron bands on the outside and iron rods running through slots on the inside. As this door has an equivalent hardness to your weapon, there is a chance that your sword is damaged by the smashing as well. On a miss, your weapon takes the damage instead (applying hardness 10 for a two-handed steel weapon as normal). Granted with the AC 3, and +5 bonus you get for lining up a strike as a full-round action, this will only happen on a roll of 1, but this door has enough hitpoints to probably shatter your weapon long before the door is broken. For the record, I assumed you hit on your first two attacks and applied the first 2 d6s from each to the damage. The door has taken 6 damage so far.

    As the stone wall only has hardness 8 and has approximately the same thickness and hitpoints as the door in this case, it would probably be a better tactic to burrow through the wall (noting of course, that only hammers and picks work effectively for this tactic).

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