From The Frying Pan Into The Fire
The Listen Checks
The DC was 20, which was actually the top DC. I wasn't clear. 15 was to hear anything, 20 to hear it perfectly. Kaspar hears nothing, although he thought he did (14 being almost 15), but Castille does hear something, soft chanting. He can't tell precisely where it is coming from, as the echoes in the room are odd (high ceiling - had you gotten the 20 I would tell you exactly where it was coming from). The second check is a 17, which is actually a 21, it was a Spellcraft check. Someone is casting Truestrike, a 1st level arcane spell that adds +20 to your next attack roll.
Action
Your unknown opponent is using his (her?) round to cast Truestrike. You therefore get a round to act. Castille can have his bow out, but Kaspar was holding a sunrod. Castille has touched initiative, he can warn Kaspar of the spell. (I assumed that Castille had his crossbow out, but he can take it out now.) Kaspar will need to hand the sunrod over to Castilee (a free action), and pull out his bow (a move-equivelant action since you do not have the Quickdraw feat). This leaves you both with a standard action. You can hustle quickly over to the door.
Upon closer examination (I rolled the Spot check for you, the DC was 10 anyway), the door has been made to see if it is swollen and stuck with water, but it is not stuck at all, is has been painted to make ti look so. There is a lock that is hidden so that it is not visible unless you are looking for it. (Spot DC 5) You were, so you found it.
The problem is, you are out of time in this round. You will ahve to pick the lock next round, and yes a 16 will do it. But before you do, round 2 begins. Now your opponent goes, because his (her?) initiative is actually 25.
Round Two
A small glass bottle comes sailing out of the alcove, and crashes at your feet on the stones. It is a bottle of alchemist's fire. Kaspar takes 6 points of damage from the burst of flame, and Castille takes 1 hp of splash damage. Kaspar also has to make a Reflex Save DC 10 or catch on fire. (If you catch on fire, you will get a -10 circumstance penalty on opening the lock and that roll will be blown. Oh yeah, you'll also take 2d6 damage until you are no longer on fire. Feel free to use an action point for that saving throw.)
Castille's turn. If you will cast a spell, you must make a Concentration check DC 11 plus spell level.
The DC was 20, which was actually the top DC. I wasn't clear. 15 was to hear anything, 20 to hear it perfectly. Kaspar hears nothing, although he thought he did (14 being almost 15), but Castille does hear something, soft chanting. He can't tell precisely where it is coming from, as the echoes in the room are odd (high ceiling - had you gotten the 20 I would tell you exactly where it was coming from). The second check is a 17, which is actually a 21, it was a Spellcraft check. Someone is casting Truestrike, a 1st level arcane spell that adds +20 to your next attack roll.
Action
Your unknown opponent is using his (her?) round to cast Truestrike. You therefore get a round to act. Castille can have his bow out, but Kaspar was holding a sunrod. Castille has touched initiative, he can warn Kaspar of the spell. (I assumed that Castille had his crossbow out, but he can take it out now.) Kaspar will need to hand the sunrod over to Castilee (a free action), and pull out his bow (a move-equivelant action since you do not have the Quickdraw feat). This leaves you both with a standard action. You can hustle quickly over to the door.
Upon closer examination (I rolled the Spot check for you, the DC was 10 anyway), the door has been made to see if it is swollen and stuck with water, but it is not stuck at all, is has been painted to make ti look so. There is a lock that is hidden so that it is not visible unless you are looking for it. (Spot DC 5) You were, so you found it.
The problem is, you are out of time in this round. You will ahve to pick the lock next round, and yes a 16 will do it. But before you do, round 2 begins. Now your opponent goes, because his (her?) initiative is actually 25.
Round Two
A small glass bottle comes sailing out of the alcove, and crashes at your feet on the stones. It is a bottle of alchemist's fire. Kaspar takes 6 points of damage from the burst of flame, and Castille takes 1 hp of splash damage. Kaspar also has to make a Reflex Save DC 10 or catch on fire. (If you catch on fire, you will get a -10 circumstance penalty on opening the lock and that roll will be blown. Oh yeah, you'll also take 2d6 damage until you are no longer on fire. Feel free to use an action point for that saving throw.)
Castille's turn. If you will cast a spell, you must make a Concentration check DC 11 plus spell level.

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