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Adventure:Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)
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<blockquote data-quote="H.M.Gimlord" data-source="post: 5369289" data-attributes="member: 79440"><p>[GM]Riardon can use his teleportation power. Please specify the square. The map is below to keep you from having to go back and look.</p><p></p><p>BTW WD: You've got soooooome friends, <strong><span style="color: Cyan">"You go ahead and climb across the pit with the poisonous spikes. We'll wait riiiiiiight heeeeeere."</span></strong>[/GM][sblock=Map]<img src="http://i571.photobucket.com/albums/ss151/HMGimlord/WalrynRound3.png?t=1289006075" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock][sblock=Nature DC 12]The jelly-like substance coating the spikes is a highly poisonous neurotoxin, but it is only dangerous if it is introduced directly into the bloodstream(OG 5 poison damage (Save Ends. Roll multiple saves if necessary. The number of failures before a save indicates the amount of damage taken)[sblock=DC 17]Reptilian creatures, such as dragons, lizardmen, kobolds, and dragonborn, are immune to the poison.[/sblock][/sblock][sblock=Climbing the Wall]You can traverse one square along the wall of the pit for every successful Athletics DC 17 check. Failure means that you can not find a hand-hold or foot hold to continue. You end up returning to the antechamber to restudy the wall (start the challenge over again) or try something different. Failure by more than 5 means that you fall into the pit. If you start over and fail for a total of three failed crossings, you fall in following the third failed crossing.[/sblock][sblock= Leaping the Pit. (You must declare this separately from Climbing the Wall)]At Athletics DC25, you can leap the entire length of the pit with a running start. Failure means that you get cold feet just before you leap. Failure by more than 5 means that you pluck up the courage to jump, but you end up missing the far platform and fall into the pit. Which square you fall into depends on how much you fail by. </p><p>A roll of: </p><p>18-19 puts you in column 5</p><p>16-17 puts you in column 6</p><p>14-15 puts you in column 7</p><p>12-13 puts you in column 8</p><p>11-12 puts you in column 9</p><p>10 or below puts you in column 10[/sblock][OOC]All levers are currently pointed North. If you play with the levers, please indicate what orientation you put them in and in which order you throw them.</p><p></p><p>Feel free to be creative with your investigations and your solutions, but make a separate check for each new investigation using an appropriate skill.[/OOC][sblock=Spike Pit]Fall damage = 1d10</p><p>Spikes: [sblock=If a character falls in] Attack: +8 vs Reflex 2d10+OG 5 poison damage (Save Ends. Roll multiple saves if necessary. The number of failures before a save indicates the amount of damage taken)[/sblock][sblock=If a creature tries to walk along the floor of the pit]Attack: +5 Reflex for every square traversed. 1d4+OG 5 poison damage (Save Ends. Roll multiple saves if necessary. The number of failures before a save indicates the amount of damage taken). OG damage does not stack if the creature has already been exposed, but if the creature saves and is re-exposed, the OG damage is, again, applied.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="H.M.Gimlord, post: 5369289, member: 79440"] [GM]Riardon can use his teleportation power. Please specify the square. The map is below to keep you from having to go back and look. BTW WD: You've got soooooome friends, [B][COLOR=Cyan]"You go ahead and climb across the pit with the poisonous spikes. We'll wait riiiiiiight heeeeeere."[/COLOR][/B][/GM][sblock=Map][IMG]http://i571.photobucket.com/albums/ss151/HMGimlord/WalrynRound3.png?t=1289006075[/IMG][/sblock][sblock=Nature DC 12]The jelly-like substance coating the spikes is a highly poisonous neurotoxin, but it is only dangerous if it is introduced directly into the bloodstream(OG 5 poison damage (Save Ends. Roll multiple saves if necessary. The number of failures before a save indicates the amount of damage taken)[sblock=DC 17]Reptilian creatures, such as dragons, lizardmen, kobolds, and dragonborn, are immune to the poison.[/sblock][/sblock][sblock=Climbing the Wall]You can traverse one square along the wall of the pit for every successful Athletics DC 17 check. Failure means that you can not find a hand-hold or foot hold to continue. You end up returning to the antechamber to restudy the wall (start the challenge over again) or try something different. Failure by more than 5 means that you fall into the pit. If you start over and fail for a total of three failed crossings, you fall in following the third failed crossing.[/sblock][sblock= Leaping the Pit. (You must declare this separately from Climbing the Wall)]At Athletics DC25, you can leap the entire length of the pit with a running start. Failure means that you get cold feet just before you leap. Failure by more than 5 means that you pluck up the courage to jump, but you end up missing the far platform and fall into the pit. Which square you fall into depends on how much you fail by. A roll of: 18-19 puts you in column 5 16-17 puts you in column 6 14-15 puts you in column 7 12-13 puts you in column 8 11-12 puts you in column 9 10 or below puts you in column 10[/sblock][OOC]All levers are currently pointed North. If you play with the levers, please indicate what orientation you put them in and in which order you throw them. Feel free to be creative with your investigations and your solutions, but make a separate check for each new investigation using an appropriate skill.[/OOC][sblock=Spike Pit]Fall damage = 1d10 Spikes: [sblock=If a character falls in] Attack: +8 vs Reflex 2d10+OG 5 poison damage (Save Ends. Roll multiple saves if necessary. The number of failures before a save indicates the amount of damage taken)[/sblock][sblock=If a creature tries to walk along the floor of the pit]Attack: +5 Reflex for every square traversed. 1d4+OG 5 poison damage (Save Ends. Roll multiple saves if necessary. The number of failures before a save indicates the amount of damage taken). OG damage does not stack if the creature has already been exposed, but if the creature saves and is re-exposed, the OG damage is, again, applied.[/sblock][/sblock] [/QUOTE]
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