[Adventure] The Lost Treasure of House Cannith (Judge: Evilbob)

GM: It's just a blueprint, one of several hung on the walls around the room. If you spend more time looking at the tables you will see that some of them also have blueprints laid on them. Neither this one, nor any of the others appear in any way familiar to you.
 

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OOC: Question for the GM: With no one on the tiles or seemingly in immediate peril, would it be possible for us to take a short rest and heal up a tad? I don't fancy a trip across the hall in my already wounded state, but if I must, I must!
 


Thalin returned to the hallway as Colgrave reaches the opposite end and confirms there is no way to shut off the hall. Removing his armor and the rope from his pack, he ties up his armor and coils up the rope on top of it for easily deployment, holding the lead in his left hand. Singing a motivational tune, his sword glows and the light washes over the bard, rejuvenating him fully. Then, focusing on the path, he dashes out across the purple tiles, rope trailing behind him, and bounds up, against the wall, and back down onto the next set of purple.

Pausing a moment, Thalin uses the rope to drag his armor over to him, knowing that the weight shouldn’t set off the tiles. Then he dashes off again, zigging and zagging before leaping over a red tile, landing on a gold one and allowing the rotation of the floor beneath him to carry him to a purple tile in the middle of the hall. Exhaling slightly as sweat begins to moisten his brow, he again drags over the armor.

[sblock=Mechanics]Move to B2, take a few rounds taking off the armor and tying it up. Taking off the armor removes the armor penalty and so His Athletics is now +8. Use Majestic word to completely heal himself and grant him 4 temp HP. Movement from B2, C3, D4- Running jump: 1d20+8=28 Allows me to clear E4 and land in F4.
Next round, move along F4, G4, H3, I4 and running jump: 1d20+8=26 Allows me to clear J4 and land in K4. K4 rolling check: 1d20+8=21, Exceptional check, allowing Thalin to land in L3.[/sblock]
 

GM: It occurs to me that since both light sources are now in the other room some portion of the hallway should be pitch black again. However, since I'm not making them declare squares, I'm not sure how much. So it'd be awesome if someone still in the hall would create more light so we don't have to over-complicate this.


[sblock=PC status]
Kaelan:
HP: 31/41 Surges: 4/9 AP: 0 MI Daily Uses: 1
Conditions:

Karananak:
HP: 26/45 Surges: 9/11 AP: 0 MI Daily Uses: 1
Conditions:

Thalin:
HP: 43/43 (+4)Surges: 8/10 AP: 0 MI Daily Uses: 1
Conditions:

Colgrave:
HP: 19/32 Surges: 6/6 AP: 1 MI Daily Uses: 1
Conditions:

Experiment 354b:
HP: 27/40 Surges: 7/9 AP: 1 MI Daily Uses: 0
Conditions: [/sblock]
 

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Thalin looks around at the dimly lit corridor and sighs. Reaching behind him, he retrieves a sunrod of his own from his pack, cracks it open, and tosses it onto a purple tile (J2) I’d try and avoid too many blue tiles if you can, don’t want that sliding under this funhouse. Looking around, he realizes he is on an island of safety, but with no room to run, he will have a hard time clearing the green tile ahead of him. Rope in hand, the bard attempts to hold his breath as he hops across to the far purple, barely making it. Following the path of purple, he then drags over his armor, ready to take the next steps in this treacherous journey.

[sblock=Mechanics]Crack and toss sunrod to J2. Jump check to jump to N3: 1d20+8=24 Allows me to land in N3 as desired. Move to O3, P4, and Q4 before ending round.[/sblock]
 



Thalin assesses the floor, and boldly strides across the golden tile, again using it's spin to land on the safety of the purple ones.

[sblock=Mechanics]Move onto R3, Athletics:1d20+8=25 exceptional, so I can move to S2 as a result. Letting Ladylaw update the map before continueing my move.[/sblock]
 


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