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<blockquote data-quote="TallIan" data-source="post: 7438925" data-attributes="member: 6853819"><p>Realising there may be survivors you all start running towards the smoking building. There is no ladder leading up to the upper door for the farmers, but on the other hand there isn't a door either. Where the lower livestock door would have been is a gaping hole. The pile of rubble that must be inside hidden by the smoke could make for an easy access to the upper floor.</p><p></p><p>[GM]I spend ages getting a picture for you guys, then enworld didn't load it up. <a href="https://co-curate.ncl.ac.uk/woodhouses-bastle-holystone-grange/" target="_blank">This</a> is what your looking at, but without the earth ramp to the door.</p><p></p><p>Anyway on with the game. Rather than a lot of back and forward posts about what you're doing and what rolls to make, I'll list the options here along with the mechanics, otherwise this is going to take a LOOOONG time.</p><p></p><p>Option 1: The upper door. This is about 10ft above the ground, jumping up here will require a DC 13 athletics check. Failure results in 1d6 bludgeoning damage, but you can try as many times as you want. Passing means you are in the building.</p><p></p><p>Option 2: The lower door. You can enter the building and attempt to scramble up the rubble, This is a DC 16 acrobatics check to complete in 1 round, failure means you spend additional rounds trying to climb up (2 rounds for rolling 12 to 15, 3 for rolling 8 to 13, 4 for rolling 4 to 7 and 5 rounds for rolling less than 4).</p><p></p><p>Once you are in the building (so after succeeding at option 1 or before trying option 2) you must make a DC 8 CON save every round or become poisoned. This condition lasts for 1d6 rounds after you leave the smoke. Once you are poisoned in this way, if you fail a CON save caused by the smoke, you fall unconscious. I've set the DC quite low to allow for obvious things like holding your breath.</p><p></p><p>You can spend as long as you like searching the building, but the longer you spend the more saves you need to make.[/GM]</p></blockquote><p></p>
[QUOTE="TallIan, post: 7438925, member: 6853819"] Realising there may be survivors you all start running towards the smoking building. There is no ladder leading up to the upper door for the farmers, but on the other hand there isn't a door either. Where the lower livestock door would have been is a gaping hole. The pile of rubble that must be inside hidden by the smoke could make for an easy access to the upper floor. [GM]I spend ages getting a picture for you guys, then enworld didn't load it up. [URL=https://co-curate.ncl.ac.uk/woodhouses-bastle-holystone-grange/]This[/URL] is what your looking at, but without the earth ramp to the door. Anyway on with the game. Rather than a lot of back and forward posts about what you're doing and what rolls to make, I'll list the options here along with the mechanics, otherwise this is going to take a LOOOONG time. Option 1: The upper door. This is about 10ft above the ground, jumping up here will require a DC 13 athletics check. Failure results in 1d6 bludgeoning damage, but you can try as many times as you want. Passing means you are in the building. Option 2: The lower door. You can enter the building and attempt to scramble up the rubble, This is a DC 16 acrobatics check to complete in 1 round, failure means you spend additional rounds trying to climb up (2 rounds for rolling 12 to 15, 3 for rolling 8 to 13, 4 for rolling 4 to 7 and 5 rounds for rolling less than 4). Once you are in the building (so after succeeding at option 1 or before trying option 2) you must make a DC 8 CON save every round or become poisoned. This condition lasts for 1d6 rounds after you leave the smoke. Once you are poisoned in this way, if you fail a CON save caused by the smoke, you fall unconscious. I've set the DC quite low to allow for obvious things like holding your breath. You can spend as long as you like searching the building, but the longer you spend the more saves you need to make.[/GM] [/QUOTE]
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