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Airwalkrr's 4e Game IC: Ch 1 Sedition
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<blockquote data-quote="airwalkrr" data-source="post: 5499666" data-attributes="member: 12460"><p>Lia believes the sarcophagus itself is most likely free of traps. So she steps back and lets Petron try his strength at opening the sarcophagus. He grips the lid, pulling hard, but making sure to keep steady so that the lid will not fall upon any of the trigger plates around him (Strength check followed by Dexterity check, which I rolled; 21 and 11 respectively, both successes). The lid slowly slides open, but carefully so, as Petron is sure to keep it standing. He then lifts it and pulls it back into the hallway from which he entered so that it can rest safely without fear of falling upon a trigger plate.</p><p></p><p>By the light of Erik's light spell, the glowing sunrod, and the torch carried by Krawlinstar, it is easy to see the scale armor that hangs from within the sarcophagus. It is accompanied by a set of scale greaves and scale gauntlets. All glitter in the light a dazzling polished steel color. This is fine craftsmanship, and the armor has been well-preserved throughout the centuries. As you expected, there is no body, but the armor is breath-taking.[gm]In the spirit of moving things along, at this point I assume you take a short rest to retrieve and identify the properties of the armor. It is +1 dwarven scale. See the PH 229 for the properties of the dwarven enhancement. There is nothing else in the sarcophagus.</p><p></p><p><strong>Everyone gains 25 XP for retrieving the armor.</strong>[/gm]At this point you must discern where to head next. The alcoves along the hallway of the crypt are dead-ends, merely repositories for the corpses of long-dead parishioners of the Raven Queen. However in the larger chamber where the sarcophagus stands there are two passageways leading further south, one on the west side (A15) and one on the east side (J15). You could attempt to leap over the trigger plates to one side or the other. Or you could attempt to disable the trigger plates leading to one side and thus proceed that way.[gm]Just a reminder, whichever way you choose to proceed, I will allow you to spend an action point once during this encounter to reroll a skill roll made in the attempt to get across. Getting across the trigger plates is sort of a skill challenge with variable difficulty. You could use Athletics to jump 10 feet across (no running start possible so DC 20) or you could disable the trigger plates with Thievery. You might be able to come up with other ways to get across. Feel free to use other skills as long as you can provide an explanation for how they apply.[/gm]</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5499666, member: 12460"] Lia believes the sarcophagus itself is most likely free of traps. So she steps back and lets Petron try his strength at opening the sarcophagus. He grips the lid, pulling hard, but making sure to keep steady so that the lid will not fall upon any of the trigger plates around him (Strength check followed by Dexterity check, which I rolled; 21 and 11 respectively, both successes). The lid slowly slides open, but carefully so, as Petron is sure to keep it standing. He then lifts it and pulls it back into the hallway from which he entered so that it can rest safely without fear of falling upon a trigger plate. By the light of Erik's light spell, the glowing sunrod, and the torch carried by Krawlinstar, it is easy to see the scale armor that hangs from within the sarcophagus. It is accompanied by a set of scale greaves and scale gauntlets. All glitter in the light a dazzling polished steel color. This is fine craftsmanship, and the armor has been well-preserved throughout the centuries. As you expected, there is no body, but the armor is breath-taking.[gm]In the spirit of moving things along, at this point I assume you take a short rest to retrieve and identify the properties of the armor. It is +1 dwarven scale. See the PH 229 for the properties of the dwarven enhancement. There is nothing else in the sarcophagus. [B]Everyone gains 25 XP for retrieving the armor.[/B][/gm]At this point you must discern where to head next. The alcoves along the hallway of the crypt are dead-ends, merely repositories for the corpses of long-dead parishioners of the Raven Queen. However in the larger chamber where the sarcophagus stands there are two passageways leading further south, one on the west side (A15) and one on the east side (J15). You could attempt to leap over the trigger plates to one side or the other. Or you could attempt to disable the trigger plates leading to one side and thus proceed that way.[gm]Just a reminder, whichever way you choose to proceed, I will allow you to spend an action point once during this encounter to reroll a skill roll made in the attempt to get across. Getting across the trigger plates is sort of a skill challenge with variable difficulty. You could use Athletics to jump 10 feet across (no running start possible so DC 20) or you could disable the trigger plates with Thievery. You might be able to come up with other ways to get across. Feel free to use other skills as long as you can provide an explanation for how they apply.[/gm] [/QUOTE]
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