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(IC) We be Jammin' (5e PBP)
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<blockquote data-quote="FitzTheRuke" data-source="post: 8976694" data-attributes="member: 59816"><p>Though the three of them did not know each other, Phlox, Nicodemus, and Captain Sartell had found themselves together and had lost the others when a wave of crystal blight-creatures had rushed out of a side-street and forced the crowd to split in two. The captain had boosted the gnome over a wall, and then she and Phlox had climbed over themselves. They were, for a moment, trapped in a small yard. They could not go back the way they came with the blights there which left them three exits: One was a short door into the building to the north (not the direction they wanted to go); two was a gate made of iron bars that led to a secluded (and for the moment, unoccupied) lane, but was locked with a chain and padlock; three was a grated drainpipe, stuck in the dirt but large enough, and ought to lead toward the sea.</p><p></p><p><strong>"What now, do you think?</strong> asked the Captain, not knowing the area at all.</p><p></p><p>[ooc][USER=7023840]@Snarf Zagyg[/USER] & [USER=15132]@Steve Gorak[/USER] ; 1) dc12 STR to force the door to the building, failure will make a lot of noise & waste time; 2) dc14 DEX (thieves tools) for the gate's padlock, or dc12 STR athletics to climb over, but the gate has iron spikes at the top, so failure will result in 4 piercing damage. (Failure on the lock has no consequences but wastes time). 3) dc13 STR to dig out the grate. Failure will result in 1 level of exhaustion & time wasted. Overall, you're relatively safe, but can potentially be left quite far behind the others.[/ooc]</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 8976694, member: 59816"] Though the three of them did not know each other, Phlox, Nicodemus, and Captain Sartell had found themselves together and had lost the others when a wave of crystal blight-creatures had rushed out of a side-street and forced the crowd to split in two. The captain had boosted the gnome over a wall, and then she and Phlox had climbed over themselves. They were, for a moment, trapped in a small yard. They could not go back the way they came with the blights there which left them three exits: One was a short door into the building to the north (not the direction they wanted to go); two was a gate made of iron bars that led to a secluded (and for the moment, unoccupied) lane, but was locked with a chain and padlock; three was a grated drainpipe, stuck in the dirt but large enough, and ought to lead toward the sea. [b]"What now, do you think?[/b] asked the Captain, not knowing the area at all. [ooc][USER=7023840]@Snarf Zagyg[/USER] & [USER=15132]@Steve Gorak[/USER] ; 1) dc12 STR to force the door to the building, failure will make a lot of noise & waste time; 2) dc14 DEX (thieves tools) for the gate's padlock, or dc12 STR athletics to climb over, but the gate has iron spikes at the top, so failure will result in 4 piercing damage. (Failure on the lock has no consequences but wastes time). 3) dc13 STR to dig out the grate. Failure will result in 1 level of exhaustion & time wasted. Overall, you're relatively safe, but can potentially be left quite far behind the others.[/ooc] [/QUOTE]
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