The Hunted (DM: IronSky, Judge: ???)

OOC: Any info on the rooms (Illarion takes only basic short rest, he's at full hp) the rest of the time he analyzes the rooms making several sweeps with ever more attention to details (roll as needed). The rolls above are for initial sweep (let's say first five minutes after his own rest)
 

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OOC: Any info on the rooms (Illarion takes only basic short rest, he's at full hp) the rest of the time he analyzes the rooms making several sweeps with ever more attention to details (roll as needed). The rolls above are for initial sweep (let's say first five minutes after his own rest)

GM: Off to go teach a class, but I'll update this when I get back.
 

The Hunted: Day 1, Hour 4, Minute 18

As the group recovers from the attack, Illarion searches the rooms.

In the room closest to the one with the dead woman is full of boxes and barrels. It also has a solid metal door with an immense intricate locking mechanism.

The next room over has a variety of weapons and armor. They are finely made, but a cursory search reveals no magical items.

The next two doors are full of bunks - looks like this place had enough beds and weaponry to arm a platoon...

Next is what seems to be a small prison with three cells and a rack, though the rack looks like it's never been used.

Next is a room that is well decorated room with four luxurious bed, perhaps some sort of private guest quarters for high-paying guests that didn't want to be seen.

The last is a large kitchen with enough capacity to cook for a score of people.

The only arcane traces are the ones found before; the faint abyssal aura lingers around the dead at the tables in the common room and is stronger and more recent in the room where the woman was killed.

GM: By my math, everyone is fully healed with the following surge expenditures:
Xander: 1
Earth: 1
Raijin: 2
Mab: 2
Devinihm: 2
 


[sblock=OOC Thievery]
Does Auntie Mab have a high enough Thievery skill to get through that door?
OOC I am all for looting this place clean, but only if it will actually benefit us. If not lets just get going.
[/sblock]
 

OOC: Include Illarions aid in chancing the door. But the door will keep. We probably should go as fast as we can (i.e. we poke at the door only if there is time to look for traps AND open the door...
 

"Now, just a minute dearies. What's all this about a door?," Auntie Mab asks, "You know, I've got a knack for opening doors. I used to break-in... er... that is... I used to have a sticky lock on my apartment door. Yes, that's it. Had to jimmy the lock all the time. Stingy landlord never would come by and fix it. I got the hang of the mechanism after being stuck outside in the rain."

"Now let's see," the old woman ponders a moment, standing in front of the large metal door, sizing it up with a shrewd eye-indeed, you suspect she may have much more lockpicking experience than she's fessing up to. "Well, we'll need these at a minimum," she says pulling a slotted and a flat-head screwdriver, as well as some old bent hairpins, from her tattered rucksack.

"Tristram, help me here, would you love? Just take a peek in that hole right there. But be careful. Got to make sure the thing's free of traps. Hmmm. Yes, that's it..."


OOC: Perception, Thievery (1d20+7=23, 1d20+12=31), to inspect the door for traps, and open it, or at least make progress in that direction. Perception is Auntie Mab's bonus, and Thievery is Tristram's.
 

The Hunted: Day 1, Hour 4, Minute 8

While everyone else is recovering, Mab examines the locking mechanism on the door to find it's mechanically advanced, highly complicated, and extremely trapped.

GM: We'll assume Mab was healed first, so she has 10 minutes to play around with the lock if desired to catch up to "current time". Each skill check is Thievery DC 20, takes 1 minute, and the door will take 6 successes before 3 failures to avoid setting off one of the many traps(remember, natural 1 counts as 3 failures in the default skill system).

1 person can Aid Another with a Thievery of 10+1/2 their level(success gives +2, failure -1 as normal). If someone decides to aid, you'll suffer the consequences of any trap Mab sets off.

If someone is assisting, they need to commit to aid despite the danger before pac makes any more rolls for Mab. Neurotic said Illarion would, but that was before there were clearly traps present.

Mab's got 1 success right now and 9 minutes left.

If the skill challenge is failed, a trap will go off and the skill challenge will reset.
 


OOC: With Tristram's Thievery check at +12, Auntie Mab could potentially pull this off. I think Illarion's the only one with enough bonus/low-enough level to really help out on an aid another. If we want to do this, what I'm thinking is I'll go ahead and make 7 consecutive Thievery rolls. If Illarion wants to roll aid another checks he can do the same, that way we don't take up too much thread space with some folks excluded from the challenge. But, I guess you'll have to commit (roll?) beforehand [MENTION=24380]Neurotic[/MENTION] if Illarion is going to be aiding.
 
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