[LPF] Rescue at Boar's Ridge

"Damn it! I told you not to get shot, and then you go and do it anyway." Reianne drops her sunrod, and digs around in her bag for the loaned wand to try and alleviate the wound caused by the crossbow bolt.

Grabbing it, she discharges the wand with a flourish.

[sblock=OOC]
19 charges now remain.
[/sblock]
 
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[sblock=ooc]The door is not open yet. Ru set off the trap when he tried disabling it. The trap is still active. The door is still closed, locked and trapped.[/sblock]
 

Hoping to not need to use the wand again because of the trapped door, Reianne sticks the wand in her belt and grabs the sunrod from the floor.

[sblock=OOC]First chance she gets anyway. heh, no more getting shot by traps![/sblock]
 

Ru Brike, human ninja

Ru chews the inside of his cheek, taking the ribbing of some of the others in stride, with little more than a half-grin to acknowledge it. When Reianne uses her wand, he nods to her.

"Thanks, Goggles. Feels better now," he says as the wound shrinks to merely a nasty red welt.

As Mesem mentions the occupant, and verifies the trap is still active, Ru sighs. "Our luck, the trap has a warning signal attached. Okay, let's try this again, and since the ugly on the other side probably knows what's coming, do me a favor and keep the weapons ready?"

The Rhat'matani sets to work on the trap again, and though his hands seems steadier, the wound and verification of something growling on the other side has him clearly distracted.

[sblock=ooc]Better, but I don't imagine it's good enough:

Disable w/ guidance (1d20+10=19)

If he fails again, I say we just open the bloody door and take the bolt, since at this point it'll probably net less damage than if Ru keeps trying. :) [/sblock]

[sblock=mini stats]Ru Brike
AC: 16 (Touch 14, Flatfooted 12)
HP: 19/20

Initiative: +4
Perception: +5 Sense Motive: +5
CMB: +1 CMD: 15 Fort: +2 Reflex: +7 Will: +1

Wakizashi: +5, 1d6
Wakizashi (TWF): +3/+3, 1d6/1d6
Nunchaku: +5, 1d6
Shuriken: +5, 1d2
Conditional Attack mods: +1d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank)

Conditions: none

In Hand: Thieves' Tools

Consumables:
Alchemist's Fire: 2/3
Liquid Ice: 0/1
Shuriken: 9/10
[/sblock]
 

[sblock=Ru]Well, better. You didn't disable the trap, but you also didn't set it off again. The door is also still locked after you get through the trap. It is a heavy, reinforced wooden door, so smashing in is possible, but will take a while too.[/sblock]As Ru's friends wait breathlessly, there is no click.
 

Ru Brike, human ninja

Ru's lips thin in frustration, and he sighs.

"Okay, still not done, but at least I didn't take another hit. Bloodshot, hit me again?" he whispers to Mesem. Once he has the benefit of the cantrip, the southerner takes a deep breath and sets to work one more time. He slides the wire carefully in at the hinge, slowly works the oddly-shaped tool until it can hold the wire in place. His hands free, he grabs a set of narrow shears and a small tool with a hook on the end. Ru traces his gloved hand slowly up the crack in the door until he finds what he's looking for. Gingerly, he hooks a fine wire, then snips it with the shears.

He holds his breath a moment, then smiles and lets it out.

"Okay, then. That's done, at least. No more projectiles, but I still have to get through the door..." he says, retrieving his trap-disabling tools and grabbing his standard lockpick.

[sblock=ooc] Okay, this should do it, then:

Disable w/ guidance (1d20+10=27)

though then he blows the lock picking, ugh:

Disable (pick lock) w/ guidance (1d20+10=11)

Actually, is he able to take 10 on the lock picking? With Guidance, that's a 20, which is hopefully enough to let everyone else play and not have to wait on Ru any more.[/sblock]

[sblock=mini stats]Ru Brike
AC: 16 (Touch 14, Flatfooted 12)
HP: 19/20

Initiative: +4
Perception: +5 Sense Motive: +5
CMB: +1 CMD: 15 Fort: +2 Reflex: +7 Will: +1

Wakizashi: +5, 1d6
Wakizashi (TWF): +3/+3, 1d6/1d6
Nunchaku: +5, 1d6
Shuriken: +5, 1d2
Conditional Attack mods: +1d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank)

Conditions: none

In Hand: Thieves' Tools

Consumables:
Alchemist's Fire: 2/3
Liquid Ice: 0/1
Shuriken: 9/10
[/sblock]
 


[sblock=Ru]You know the trap is successfully disabled. No on the take 10. A) You know there is danger behind the door. B) Skill Mastery is a rogue trick to specifically take 10 in stressful situations. You went with Vanishing instead.[/sblock]
 

Ru Brike, human ninja

[sblock=GM]
No on the take 10. A) You know there is danger behind the door. B) Skill Mastery is a rogue trick to specifically take 10 in stressful situations. You went with Vanishing instead.

Works for me. Asked because I wasn't sure if knowing there was danger on the other ('safe') side of the door was stressful enough to trigger that or not.[/sblock]

The deep crease between Ru's brows makes clear his frustration at his inability to make a good showing. Giving up on quips, he merely nods to Mesem again for another boost, then, tongue sticking a bit out of his mouth, tries his picks again...

[sblock=ooc]Let's see if this does it:

Disable pick lock w/ guidance (1d20+10=18)

If it does, Ru will step back to let others go in first (and to let himself swap his tools for his weapons). If not, maybe we should just knock at this point :p[/sblock]

[sblock=mini stats]Ru Brike
AC: 16 (Touch 14, Flatfooted 12)
HP: 19/20

Initiative: +4
Perception: +5 Sense Motive: +5
CMB: +1 CMD: 15 Fort: +2 Reflex: +7 Will: +1

Wakizashi: +5, 1d6
Wakizashi (TWF): +3/+3, 1d6/1d6
Nunchaku: +5, 1d6
Shuriken: +5, 1d2
Conditional Attack mods: +1d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank)

Conditions: none

In Hand: Thieves' Tools

Consumables:
Alchemist's Fire: 2/3
Liquid Ice: 0/1
Shuriken: 9/10
[/sblock]
 

[sblock=ooc]It's a coin toss. Eventually you have to get heads! But not so far.[/sblock][sblock=Ru, Rieanne, Dolgrin]You hear a deep voice, "Arise my pets! Then you hear a bit of clunking, like bone on stone.[/sblock]
 

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