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[Pathfinder] [IC] Hall of the Dwarven Lord
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<blockquote data-quote="Arkhandus" data-source="post: 5328813" data-attributes="member: 13966"><p><strong>Cade the rogue</strong></p><p></p><p>Once the vault's treasures have been 'secured', Cade says <span style="color: Silver">"Let's root out any more gobs left hangin' round this place."</span></p><p></p><p>He leads the group around to the vicinity of the shrine, but is still hesitant to risk poking around in there on the chance that dwarven priests might've put some kinda magic traps or curses in place for intruders of other faiths or no faith. Instead, Cade tries the door across from the shrine, inspecting it for traps first. Then he tries dealing with whatever trap or lock he may find, before trying to get the door open. If he can't get it open, he'll try shoving and ramming it with his shoulder.</p><p></p><p>[sblock=ooc]Checking the entrance to the 'Sergeant's Quarters', can't remember if we already tried that door earlier. Map says the door is stuck, so I think we might've, but maybe we can bust it open this time.......</p><p></p><p>Taking 20 on Perception at the door. Browser's giving me problems with the link from InvisibleCastle, so my Disable Device rolls are <a href="http://invisiblecastle.com/roller/view/2696247/" target="_blank">here</a>. Got a 16 on my first roll, and a 28 on my second, the others all being lower, but after the 28 he'd be confident that he took care of it and wouldn't waste any more time on that.</p><p></p><p>If there's a trap and a lock, then he'll take 20 on picking the lock after dealing with the trap. If the door won't open, he'll take 20 on Strength checks to bust it open, for a 23 total.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5328813, member: 13966"] [b]Cade the rogue[/b] Once the vault's treasures have been 'secured', Cade says [COLOR="Silver"]"Let's root out any more gobs left hangin' round this place."[/COLOR] He leads the group around to the vicinity of the shrine, but is still hesitant to risk poking around in there on the chance that dwarven priests might've put some kinda magic traps or curses in place for intruders of other faiths or no faith. Instead, Cade tries the door across from the shrine, inspecting it for traps first. Then he tries dealing with whatever trap or lock he may find, before trying to get the door open. If he can't get it open, he'll try shoving and ramming it with his shoulder. [sblock=ooc]Checking the entrance to the 'Sergeant's Quarters', can't remember if we already tried that door earlier. Map says the door is stuck, so I think we might've, but maybe we can bust it open this time....... Taking 20 on Perception at the door. Browser's giving me problems with the link from InvisibleCastle, so my Disable Device rolls are [URL="http://invisiblecastle.com/roller/view/2696247/"]here[/URL]. Got a 16 on my first roll, and a 28 on my second, the others all being lower, but after the 28 he'd be confident that he took care of it and wouldn't waste any more time on that. If there's a trap and a lock, then he'll take 20 on picking the lock after dealing with the trap. If the door won't open, he'll take 20 on Strength checks to bust it open, for a 23 total.[/sblock] [/QUOTE]
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