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[LPF] Crypt of the Everflame (01)
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<blockquote data-quote="Maidhc O Casain" data-source="post: 5483644" data-attributes="member: 29558"><p>[sblock=OOC]OK, I've made some assumptions regarding party actions for the next section. I've assumed that the marching order remains the same, and that you're making your way through the area cautiously. I've further assumed that once you discover the second trap (you'll see from the IC portion of the post what I mean) that you'd use even more caution, probing ahead, etc. (It seemed logical to me that one trap could be just that, but the presence of a second in the same area would lead one to conclude that there are likely more as well). Not that this actually matters, as the second was the only trap Gragnor <a href="http://invisiblecastle.com/roller/view/2919017/" target="_blank">missed</a>.[/sblock]</p><p></p><p>You move through the door, advancing cautiously into what could either be a large room with numerous floor to ceiling pillars or a series of short connected hallways. As Gragnor scouts a bit ahead, he notices an incongruity in the floor - a slight 10'x10' depression. He gives warning to the rest of you, moving quickly to find a way around the trap. He's not so observant the next time, and gives a short catlike scream of surprise as he <a href="http://invisiblecastle.com/roller/view/2919030/" target="_blank">plummets</a> ten feet to the bottom of the pit. His exclamation (<strong>"What the . . .?"</strong>) comes clearly to your ears as you rush forward, only to find a slightly shaken Gragnor stalking about in embarrassment on a pile of fluffy pillows at the bottom of the pit! Further exploration reveals seven more of the less than deadly pit traps in the area, along with three small switches set into the wall in various places. The only pit that has been opened is the one into which the Eidolon fell (marked with an X on the map).</p><p></p><p>The door exiting the area to the south is firmly locked; you can still hear the wailing, clearly coming from somewhere on the other side.</p><p></p><p>[sblock]I know it takes away from some of the suspense, but I could easily picture the days (weeks?) long series of "We move ahead cautiously, probing for traps," followed by a roll, rinse, repeat quickly becoming tedious rather than suspenseful.</p><p></p><p>Gragnor takes <a href="http://invisiblecastle.com/roller/view/2919040/" target="_blank">two points</a> of non-lethal damage from his fall.</p><p></p><p>The pits are DC 20 to Disable; if you choose to trip them instead (takes enough pressure that you'd have to deliberately step on them to do so) it's a DC 20 Reflex save to avoid falling in. You can also choose to just go around them, of course.</p><p></p><p>I think that covers everything.[/sblock]</p></blockquote><p></p>
[QUOTE="Maidhc O Casain, post: 5483644, member: 29558"] [sblock=OOC]OK, I've made some assumptions regarding party actions for the next section. I've assumed that the marching order remains the same, and that you're making your way through the area cautiously. I've further assumed that once you discover the second trap (you'll see from the IC portion of the post what I mean) that you'd use even more caution, probing ahead, etc. (It seemed logical to me that one trap could be just that, but the presence of a second in the same area would lead one to conclude that there are likely more as well). Not that this actually matters, as the second was the only trap Gragnor [URL="http://invisiblecastle.com/roller/view/2919017/"]missed[/URL].[/sblock] You move through the door, advancing cautiously into what could either be a large room with numerous floor to ceiling pillars or a series of short connected hallways. As Gragnor scouts a bit ahead, he notices an incongruity in the floor - a slight 10'x10' depression. He gives warning to the rest of you, moving quickly to find a way around the trap. He's not so observant the next time, and gives a short catlike scream of surprise as he [URL="http://invisiblecastle.com/roller/view/2919030/"]plummets[/URL] ten feet to the bottom of the pit. His exclamation ([B]"What the . . .?"[/B]) comes clearly to your ears as you rush forward, only to find a slightly shaken Gragnor stalking about in embarrassment on a pile of fluffy pillows at the bottom of the pit! Further exploration reveals seven more of the less than deadly pit traps in the area, along with three small switches set into the wall in various places. The only pit that has been opened is the one into which the Eidolon fell (marked with an X on the map). The door exiting the area to the south is firmly locked; you can still hear the wailing, clearly coming from somewhere on the other side. [sblock]I know it takes away from some of the suspense, but I could easily picture the days (weeks?) long series of "We move ahead cautiously, probing for traps," followed by a roll, rinse, repeat quickly becoming tedious rather than suspenseful. Gragnor takes [URL="http://invisiblecastle.com/roller/view/2919040/"]two points[/URL] of non-lethal damage from his fall. The pits are DC 20 to Disable; if you choose to trip them instead (takes enough pressure that you'd have to deliberately step on them to do so) it's a DC 20 Reflex save to avoid falling in. You can also choose to just go around them, of course. I think that covers everything.[/sblock] [/QUOTE]
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