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<blockquote data-quote="Quickleaf" data-source="post: 7019867" data-attributes="member: 20323"><p>[GM]OK! [MENTION=2820]Fenris[/MENTION], make a DC 13 Strength (smith's tools) check, with a +1 bonus from Nia's invoking Nichi's <em>guidance</em>. And you'll have resistance to any bludgeoning, piercing, or slashing damage should the <em>glyph of warding</em> trigger such an effect, thanks to Etienne's <em>blade ward</em>.</p><p></p><p><strong><em>If you succeed by 5+ (DC 18 or higher),</em></strong> you break the chest's padlock open, and choose one of these benefits:</p><ul> <li data-xf-list-type="ul">You realize the exact nature of the spell glyph triggered by the <em>glyph of warding</em> as it unleashes.</li> <li data-xf-list-type="ul">Your blow also strikes through the steel chain wrapped around the chest, completely liberating the chest.</li> <li data-xf-list-type="ul">Your blow is especially quiet, the sound muffled (perhaps through a unique use of your <em>mending</em> or <em>prestidigitation</em> cantrip) from other creatures in the sea caves.</li> </ul><p></p><p><strong><em>If you succeed,</em></strong> you break the chest's padlock open, and we go from there.</p><p></p><p><strong><em>If you fail,</em></strong> your blow doesn't yet break the padlock. Instead of re-rolling, you can choose to automatically break the lock with a second blow. This will inflict 5 bludgeoning damage to you (reduced to 2, thanks to <em>blade ward</em>) from stress to your shoulder, and will be very loud.</p><p></p><p><strong><em>If you fail by 5+ (DC 8 or lower),</em></strong> you don't break the padlock, and must choose one of these complications:</p><ul> <li data-xf-list-type="ul">Though your blow isn't enough to break the lock, however it does trigger half of the <em>glyph of warding's</em> magic. You can try again only once the effects of the glyph are resolved.</li> <li data-xf-list-type="ul">You sprain your wrist, taking 8 bludgeoning damage (reduced to 4, thanks to <em>blade ward</em>) and suffering disadvantage on all attack rolls (including spell attacks with somatic components) & skill checks relying on manual dexterity. You can try again only once you receive magical healing or take a long rest (which also removes the penalty).</li> <li data-xf-list-type="ul">You realize at the last moment that even though the lock's filigree is in the French style, its physical construction is unmistakable - made by none other than the hand of your father, Gerlof van der Nagel! Was he in league with the wicked Francois L'Ollonais? Unthinkable! What does this portend? You can try again, but the thought of breaking your father's craftsmanship imposes disadvantage on your check.</li> </ul><p>[/GM]</p><p></p><p>EDIT: I just checked your character sheet and saw Old Zef is proficient in shipwright's tools, so fine to use those for this check in place of smith's tools.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7019867, member: 20323"] [GM]OK! [MENTION=2820]Fenris[/MENTION], make a DC 13 Strength (smith's tools) check, with a +1 bonus from Nia's invoking Nichi's [I]guidance[/I]. And you'll have resistance to any bludgeoning, piercing, or slashing damage should the [I]glyph of warding[/I] trigger such an effect, thanks to Etienne's [I]blade ward[/I]. [B][I]If you succeed by 5+ (DC 18 or higher),[/I][/B] you break the chest's padlock open, and choose one of these benefits: [list][*]You realize the exact nature of the spell glyph triggered by the [I]glyph of warding[/I] as it unleashes. [*]Your blow also strikes through the steel chain wrapped around the chest, completely liberating the chest. [*]Your blow is especially quiet, the sound muffled (perhaps through a unique use of your [I]mending[/I] or [I]prestidigitation[/I] cantrip) from other creatures in the sea caves.[/list] [B][I]If you succeed,[/I][/B] you break the chest's padlock open, and we go from there. [B][I]If you fail,[/I][/B] your blow doesn't yet break the padlock. Instead of re-rolling, you can choose to automatically break the lock with a second blow. This will inflict 5 bludgeoning damage to you (reduced to 2, thanks to [I]blade ward[/I]) from stress to your shoulder, and will be very loud. [B][I]If you fail by 5+ (DC 8 or lower),[/I][/B] you don't break the padlock, and must choose one of these complications: [list][*]Though your blow isn't enough to break the lock, however it does trigger half of the [I]glyph of warding's[/I] magic. You can try again only once the effects of the glyph are resolved. [*]You sprain your wrist, taking 8 bludgeoning damage (reduced to 4, thanks to [I]blade ward[/I]) and suffering disadvantage on all attack rolls (including spell attacks with somatic components) & skill checks relying on manual dexterity. You can try again only once you receive magical healing or take a long rest (which also removes the penalty). [*]You realize at the last moment that even though the lock's filigree is in the French style, its physical construction is unmistakable - made by none other than the hand of your father, Gerlof van der Nagel! Was he in league with the wicked Francois L'Ollonais? Unthinkable! What does this portend? You can try again, but the thought of breaking your father's craftsmanship imposes disadvantage on your check.[/list] [/GM] EDIT: I just checked your character sheet and saw Old Zef is proficient in shipwright's tools, so fine to use those for this check in place of smith's tools. [/QUOTE]
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