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THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND
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<blockquote data-quote="Tellerian Hawke" data-source="post: 9847704" data-attributes="member: 6790669"><p>[gm]</p><p><strong>I mentioned this on the Discord chat:</strong> There is a large area that you are currently exploring which is essentially a maze. In a tabletop, real-time session, it would take a long time to explore. On a play-by-post session like ours, it could stretch on for a veritable eternity. Therefore, I am going to do a summation narrative instead, especially since Tam will ace his rolls anyway.</p><p></p><p><strong>CONDITIONS:</strong> This place is a tomb; it is not an active lair. There are no wandering monsters, and no automatons (golems and the like) and no undead sentries of any kind, at least not on this level.</p><p></p><p><strong>THEREFORE:</strong> Tam is able to take 20, which means he can spend 20 full rounds searching each square thoroughly, to ensure that no traps escape his detection. The maze is 20 squares x 16 squares in size, which is a total of 320 squares. 320 x 20 = 6,400 rounds, divided by 10 = 640 minutes, which equals 10.6 hours. That means that by the time Tam searches this whole area, all of the party's buffs (except those from Khubseth) will have expired.</p><p></p><p><strong>HOWEVER:</strong> While Tam is searching, the party can take a complete (8-hour) rest, and re-memorize spells, and re-cast all buffs. Re-casting buffs can occur as Tam is reaching the end of the maze (i.e., the center room of the maze complex.) That way, the party will be fully rested, fully buffed, and ready for whatever awaits them there.</p><p></p><p><strong>ROLLS:</strong> The maximum Search DC for any of the traps in this area of the tomb is DC34. When taking 20, Tam's Search score is 38. Tam successfully finds all of the traps.</p><p></p><p>Some of the traps are obvious, and form barriers which impede progress. An example is the Acid Fog. It's obvious that the fog is there. The party knows it is harmful to get near it. Thus, unless the fog can somehow be overcome, the party is stuck, unable to progress forward. There are several sections of the maze which contain corridors filled with Acid Fog.</p><p></p><p>When I have time, I will look at Respen's sheet, and see what his Dispel Magic can overcome. Dewydd, you should look at your own spell power, and see how effective your Dispel Magic is, if you have it, that is.</p><p></p><p><strong><em>MORE COMING SOON! HANG IN THERE!</em></strong>[/gm]</p></blockquote><p></p>
[QUOTE="Tellerian Hawke, post: 9847704, member: 6790669"] [gm] [B]I mentioned this on the Discord chat:[/B] There is a large area that you are currently exploring which is essentially a maze. In a tabletop, real-time session, it would take a long time to explore. On a play-by-post session like ours, it could stretch on for a veritable eternity. Therefore, I am going to do a summation narrative instead, especially since Tam will ace his rolls anyway. [b]CONDITIONS:[/b] This place is a tomb; it is not an active lair. There are no wandering monsters, and no automatons (golems and the like) and no undead sentries of any kind, at least not on this level. [b]THEREFORE:[/b] Tam is able to take 20, which means he can spend 20 full rounds searching each square thoroughly, to ensure that no traps escape his detection. The maze is 20 squares x 16 squares in size, which is a total of 320 squares. 320 x 20 = 6,400 rounds, divided by 10 = 640 minutes, which equals 10.6 hours. That means that by the time Tam searches this whole area, all of the party's buffs (except those from Khubseth) will have expired. [b]HOWEVER:[/b] While Tam is searching, the party can take a complete (8-hour) rest, and re-memorize spells, and re-cast all buffs. Re-casting buffs can occur as Tam is reaching the end of the maze (i.e., the center room of the maze complex.) That way, the party will be fully rested, fully buffed, and ready for whatever awaits them there. [b]ROLLS:[/b] The maximum Search DC for any of the traps in this area of the tomb is DC34. When taking 20, Tam's Search score is 38. Tam successfully finds all of the traps. Some of the traps are obvious, and form barriers which impede progress. An example is the Acid Fog. It's obvious that the fog is there. The party knows it is harmful to get near it. Thus, unless the fog can somehow be overcome, the party is stuck, unable to progress forward. There are several sections of the maze which contain corridors filled with Acid Fog. When I have time, I will look at Respen's sheet, and see what his Dispel Magic can overcome. Dewydd, you should look at your own spell power, and see how effective your Dispel Magic is, if you have it, that is. [b][i]MORE COMING SOON! HANG IN THERE![/i][/b][i][/i][/gm] [/QUOTE]
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