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[Adventure] Dungeons and Them (DM:johnmeier1, judge:????)
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<blockquote data-quote="johnmeier1" data-source="post: 5603206" data-attributes="member: 73730"><p>The magus is struck and halted by Dante's attack. He snarls and points his staff at the ranger. Fire and energy shoot out searing him. He calls out a hiss.</p><p></p><p>[sblock=draconic]Bring me their heads[/sblock]</p><p></p><p>Up stand the smaller dragonmen. They toss javelins at the heroes, one striking Max and the strength of the blow pushing him out. Two draw large axes and move forward.</p><p></p><p>[ooc]Turn done except for status. Luinnar, attaching trap details. Move action that is half speed for a ten foot pit (four squares)</p><p>[/ooc]</p><p></p><p>[sblock=pit trap]</p><p>Perception DC 25: The character notices the false stonework.</p><p>Trigger: The trap attacks when a creature enters one of the trap’s four squares.</p><p>Attack: Immediate Reaction M elee</p><p>Target: The creature that triggered the trap.</p><p>Attack: +9 vs. Reflex</p><p>Hit: Target falls into pit, takes 1d10+2 damage, and falls prone.</p><p>Miss: Target returns to the last square it occupied and its move action ends immediately.</p><p>Effect: The false floor opens and the pit is no longer hidden.</p><p>Countermeasures</p><p>✦ An adjacent character can trigger the trap with a DC 15 Thievery check (standard action). The floor falls into the pit.</p><p>✦ An adjacent character can disable the trap with a DC 30 Thievery check (standard action). The floor becomes safe.</p><p>✦ A character who makes an Athletics check (DC 16, or DC 26 without a running start) can jump over the pit.</p><p>✦ A character can climb out with a DC 20 Athletics check.</p><p>[/sblock]</p><p></p><p>[sblock=mechanics]</p><p>Magus uses Crimson Bolt on Dante CRIT 25 fire, lightning damage and status - 5 ongoing fire and can't shift (save ends)</p><p>Dragonman 1 uses a javelin on Jonathan miss due to Daily power</p><p>Dragonman 2 uses a javelin on Virgil miss</p><p>Dragonman 3 uses a javelin on Max hit for 12 push 1 to P24</p><p>[/sblock]</p><p></p><p>[sblock=status]</p><p></p><p>[/sblock]</p><p></p><p>[sblock=map]</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="johnmeier1, post: 5603206, member: 73730"] The magus is struck and halted by Dante's attack. He snarls and points his staff at the ranger. Fire and energy shoot out searing him. He calls out a hiss. [sblock=draconic]Bring me their heads[/sblock] Up stand the smaller dragonmen. They toss javelins at the heroes, one striking Max and the strength of the blow pushing him out. Two draw large axes and move forward. [ooc]Turn done except for status. Luinnar, attaching trap details. Move action that is half speed for a ten foot pit (four squares) [/ooc] [sblock=pit trap] Perception DC 25: The character notices the false stonework. Trigger: The trap attacks when a creature enters one of the trap’s four squares. Attack: Immediate Reaction M elee Target: The creature that triggered the trap. Attack: +9 vs. Reflex Hit: Target falls into pit, takes 1d10+2 damage, and falls prone. Miss: Target returns to the last square it occupied and its move action ends immediately. Effect: The false floor opens and the pit is no longer hidden. Countermeasures ✦ An adjacent character can trigger the trap with a DC 15 Thievery check (standard action). The floor falls into the pit. ✦ An adjacent character can disable the trap with a DC 30 Thievery check (standard action). The floor becomes safe. ✦ A character who makes an Athletics check (DC 16, or DC 26 without a running start) can jump over the pit. ✦ A character can climb out with a DC 20 Athletics check. [/sblock] [sblock=mechanics] Magus uses Crimson Bolt on Dante CRIT 25 fire, lightning damage and status - 5 ongoing fire and can't shift (save ends) Dragonman 1 uses a javelin on Jonathan miss due to Daily power Dragonman 2 uses a javelin on Virgil miss Dragonman 3 uses a javelin on Max hit for 12 push 1 to P24 [/sblock] [sblock=status] [/sblock] [sblock=map] [/sblock] [/QUOTE]
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