Chapter 2: The Heist

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ctcharger
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Re: Chapter 2: The Heist

#141 Post by ctcharger »

Fiapy:

"How hot is this fire anyway? Can we wrap ourselves in wet blankets and jump through?"
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Re: Chapter 2: The Heist

#142 Post by drpete »

ctcharger wrote:Fiapy:

"How hot is this fire anyway? Can we wrap ourselves in wet blankets and jump through?"
Technically, it's a fire Shmehk has read about, at the moment. If it appears, we can figure out how hot it is :)
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Re: Chapter 2: The Heist

#143 Post by shaidar »

Shmehk

"Well it looks a though the person opening door isn't immoliated, the flame appears in front of them, I think. So I don't think we have any choice to pick the lock and see"
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Re: Chapter 2: The Heist

#144 Post by Enoch »

Raamiz looks distrustfully at the wizard, but pulls the long fork back out from under his sash and pads toward the door. He kneels down and begins probing the mechanism.

Hide in Shadows/Pick Lock/Find Trap/Disable Trap [1d20+2] = 9+2 = 11

I assume that's not enough.
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Re: Chapter 2: The Heist

#145 Post by drpete »

The lock will take a 15 to open... again, you have 3 tries, if you want them.
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Re: Chapter 2: The Heist

#146 Post by Enoch »

The lock stubbornly refuses to budge, and Raamiz yanks the fork out of the keyhole. Cautiously, he reinserts it, wiggling it slightly as he probes the innards...

Hide in Shadows/Pick Lock/Find Trap/Disable Trap [1d20+2] = 20+2 = 22

...and he feels the satisfying *thunk* of the lever sliding free!

That will give me another point of FL, for 10 base + 2 FL.
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Re: Chapter 2: The Heist

#147 Post by ctcharger »

Fiapy:

sighs with relief after hearing what appears to be the door unlocking...


eyes the cat to make sure nothing has changed...

"What kind of coward uses animals to protect his stuff anyway? Using animals to protect your animals from other animals is acceptable, using animals to raise an alarm like geese is ok but to use cats in this manner is just cowardly and wrong. This guy deserves to have his stuff stolen."
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Re: Chapter 2: The Heist

#148 Post by drpete »

Wow, awesome! Indeed, that's another point of fleeting luck!

Raamiz feels the satisfying think of the lever sliding free and.... *WOOSH!*

The bronze door actually *vanishes* and is replaced by a searing wall of fire. The key plate remains floating in the center of the fire wall, which looks much too hot to pass through safely.

The appearance of the fire wall spooks the jaguar, who leaps onto his guard Fiapy, trying to knock him to the ground.

The jaguar is acting on init 11, attempting to knock down Fiapy. Fiapy, you need to roll d20+1+Deed die, and beat a 12 to not be knocked to the ground.

Morale: [1d20] = 16 (1-10 flee, 11-20 attack)
Jaguar init: [1d20+1] = 10+1 = 11
Jaguar vs Fiapy: [1d20+2] = 10+2 = 12
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Re: Chapter 2: The Heist

#149 Post by Enoch »

Raamiz replies carefully in his delicate voice. "Well, the King of Kings has an entire menagerie, but--Fiapy, look out!"

Raamize charges toward the cat, intent on bowling it over and freeing Fiapy.
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Re: Chapter 2: The Heist

#150 Post by drpete »

For Raamiz to do that, roll initiative, then roll a knockdown/push attempt, which will basically a contested melee attack roll, though the defender could use dex bonus instead of strength bonus if it's better.
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Re: Chapter 2: The Heist

#151 Post by Enoch »

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Re: Chapter 2: The Heist

#152 Post by drpete »

Raamiz won't successfully knock the jaguar off of Fiapy... unless you want to spend luck...? That's a 4 point gap, though...

Jaguar vs Raamiz: [1d20+2] = 15+2 = 17
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Re: Chapter 2: The Heist

#153 Post by Enoch »

No, he'll just shove ineffectually at the jaguar's flank.
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Re: Chapter 2: The Heist

#154 Post by ctcharger »

Fiapy:

ahhh!!!

avoid knowndown
Fiapy d20 [1d20] = 14

"Bad kitty!!"

Initiative

Fiapy d20 [1d20] = 19

attack
:
Fiapy Melee Longsword Attack [1d20] = 3+[1d3] = 2+3; Damage; Deed die+[1d8] = 8
"Arggg, now I can't hit anything?!?"
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Re: Chapter 2: The Heist

#155 Post by drpete »

Just checking... is Shmehk going to act, or stay off to the side?
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Re: Chapter 2: The Heist

#156 Post by shaidar »

Shmehk tears his eyes away from contemplating the magic of the fire spell and attacks the cat with his long sword, attempting to knock the creature back off of Fiapy:

Initiative: [1d20+1] = 15+1 = 16

Long Sword: to-hit [1d20] = 18, deed [1d3] = 1, dmg [1d8] = 7
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Re: Chapter 2: The Heist

#157 Post by drpete »

The wounded jaguar freaks out and lunges at Fiapy when the portal ignites. Shmehk dispatches the noble beast quickly, leaving the group free to continue to examine the portal.
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Re: Chapter 2: The Heist

#158 Post by shaidar »

Shmehk

"Poor creatures, not the fate they deserved, but we had little option"

He turns back to examining the fire wall

So, does it actually matter what spell I use to unweave the wall of fire?
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Re: Chapter 2: The Heist

#159 Post by drpete »

It doesn't really matter, no. You need a basic success casting to start trying to manipulate the energies, then it's a series of contested rolls until you succeed or give up.
I suppose the spell you choose may determine a bit higher that manipulation looks, but mechanically it doesn't matter.
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Re: Chapter 2: The Heist

#160 Post by shaidar »

Shmehk

"Stay back while I try to unweave the spell"

He stands in front of the fiery wall and holds still while the gutteral tongue of the ghouls drips from his mouth as he attempts a casting of Force Manipulation, hoping that the similarities with certain aspects of the fire spell will bring success:

Spell Check (d20): [1d20+2] = 5+2 = 7

He looks disappointed as the spell fails. Unperturbed, he tries another spell that has held him in good stead in the past, one to summon a magical rope (Ropework):

Spell Check (d20): [1d20+2] = 20+2 = 22

He smiles as the energies of the spell flow easily

Natural 20, do I get +1 fleeting luck? I hope I read your last post correctly, and I just keep trying spells until I successfully cast one
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