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Vigwyn's The Transmuter's Last Touch [IC]
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<blockquote data-quote="Vigwyn the Unruly" data-source="post: 3504468" data-attributes="member: 20345"><p>Zazz and Norbrit look carefully for a reset, but do not find one.</p><p></p><p>Armed with this information, Aust and Lazarius begin their descent down the slippery chute. They make it about halfway down without incident, but then Lazarius slips in the blood left behind by Norbrit and Zazz. As he goes down hard, his body slides into Aust's feet, upending him to slide down the incline as well. The hooks tear at both viciously, and they add shreds of their own flesh to those of Norbrit and Zazz. And while Aust comes out of it having taken a relatively minor amount of damage, Lazarius has lost a lot of blood and finds himself barely able to move without passing out.</p><p></p><p>The party quickly realizes it has other problems, though when an arrow goes <em>whizzing</em> past Norbrit's head, moving east to west. The arrow <em>clacks!</em> harmlessly into the wall. But the next arrow meets its mark--slamming into Zazz's back with a sickening <em>thunk!</em></p><p></p><p>Turning to the danger, you see the upper bodies of two kobolds poking out over the top of the makeshift barricade (DM voice: Aust and Lazarius, go back and read spoiler block in last post for a description). Each kobold holds in its scaly hands a small, crude bow. Of more disturbing note, however, are the <em>eyes.</em> Each kobold has red-glowing eyes that flicker in the darkness, as though a living flame burned behind empty sockets. And as the kobolds pant, you make out the red-orange intensity of fire dancing within their mouths.</p><p></p><p>[sblock=OOC]Kobolds beat you on opposed Listen check 2 + 4 to 5 + 2.</p><p></p><p>Norbrit and Zazz: the stair trap is automatic reset (timed interval).</p><p></p><p>Aust Balance check 18 + 2 - 6 - 2 = 12. Succeeds (DC 10).</p><p>Lazarius Balance check 1 - 1 = 0. Fails (DC 10).</p><p>Aust Balance check 1 ( <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> ) + 2 - 6 - 2 = -5. Fails (DC 10).</p><p>Trap attacks Lazarius 2 + 10 = 12. Hits, Dmg 6 + 1 = 7 hp. Lazarius reduced to 0 hp. <strong>Lazarius is Disabled.</strong></p><p>Trap attacks Aust 9 + 10 = 19. Hits, Dmg 1 + 1 = 2 hp. Aust reduced to 15 hp.</p><p></p><p>Kobolds' Hide check 12 + 6 = 18 beats Zazz's Spot check 11 + 4 = 15.</p><p></p><p>Surprise round:</p><p>K1 attacks Norbrit 6 + 3 = 9. Misses.</p><p>K2 attacks Zazz 19 + 3 = 22. Hits, Dmg (1d3) 2 hp. Zazz reduced to 5 hp.</p><p></p><p>Initiative rolls:</p><p>Zazz 20 + 4 = 24.</p><p>Lazarius 10 + 6 = 16.</p><p>Aust 10 + 1 = 11.</p><p>Kobolds 3 + 1 = 4.</p><p>Norbrit 2 + 1 = 3.</p><p></p><p>Need actions from Zazz, Lazarius, and Aust to start off round.[/sblock]</p></blockquote><p></p>
[QUOTE="Vigwyn the Unruly, post: 3504468, member: 20345"] Zazz and Norbrit look carefully for a reset, but do not find one. Armed with this information, Aust and Lazarius begin their descent down the slippery chute. They make it about halfway down without incident, but then Lazarius slips in the blood left behind by Norbrit and Zazz. As he goes down hard, his body slides into Aust's feet, upending him to slide down the incline as well. The hooks tear at both viciously, and they add shreds of their own flesh to those of Norbrit and Zazz. And while Aust comes out of it having taken a relatively minor amount of damage, Lazarius has lost a lot of blood and finds himself barely able to move without passing out. The party quickly realizes it has other problems, though when an arrow goes [i]whizzing[/i] past Norbrit's head, moving east to west. The arrow [i]clacks![/i] harmlessly into the wall. But the next arrow meets its mark--slamming into Zazz's back with a sickening [i]thunk![/i] Turning to the danger, you see the upper bodies of two kobolds poking out over the top of the makeshift barricade (DM voice: Aust and Lazarius, go back and read spoiler block in last post for a description). Each kobold holds in its scaly hands a small, crude bow. Of more disturbing note, however, are the [i]eyes.[/i] Each kobold has red-glowing eyes that flicker in the darkness, as though a living flame burned behind empty sockets. And as the kobolds pant, you make out the red-orange intensity of fire dancing within their mouths. [sblock=OOC]Kobolds beat you on opposed Listen check 2 + 4 to 5 + 2. Norbrit and Zazz: the stair trap is automatic reset (timed interval). Aust Balance check 18 + 2 - 6 - 2 = 12. Succeeds (DC 10). Lazarius Balance check 1 - 1 = 0. Fails (DC 10). Aust Balance check 1 ( :eek: ) + 2 - 6 - 2 = -5. Fails (DC 10). Trap attacks Lazarius 2 + 10 = 12. Hits, Dmg 6 + 1 = 7 hp. Lazarius reduced to 0 hp. [b]Lazarius is Disabled.[/b] Trap attacks Aust 9 + 10 = 19. Hits, Dmg 1 + 1 = 2 hp. Aust reduced to 15 hp. Kobolds' Hide check 12 + 6 = 18 beats Zazz's Spot check 11 + 4 = 15. Surprise round: K1 attacks Norbrit 6 + 3 = 9. Misses. K2 attacks Zazz 19 + 3 = 22. Hits, Dmg (1d3) 2 hp. Zazz reduced to 5 hp. Initiative rolls: Zazz 20 + 4 = 24. Lazarius 10 + 6 = 16. Aust 10 + 1 = 11. Kobolds 3 + 1 = 4. Norbrit 2 + 1 = 3. Need actions from Zazz, Lazarius, and Aust to start off round.[/sblock] [/QUOTE]
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