Ongoing Games (In-Character)Play-by-post games are going on in this forum as we speak (well, read). All threads on this board are actual games, so please, only post on a thread if you are a player of that game.
Eventually, SOMEONE's gonna need to bust down that door, you know When you do, whoever it is, you can move a few feet to get in, and then after I show you the new map and all, I'll let you take the rest of your action.
The door swings open, slamming against the right wall hard enough to make it slide back a few inches. Inside you find 4 kobolds working hard on the wall, intensely concentrating.
From what you can see, this room is just like the first... roots protrude from all walls, but some have been cut so as not to intrude on the kobolds' work.
Alright, sorry for the delay. I could be psychopathically cruel and dock you all XP for not posting even though it was my turn, buuuuut I won't.
You all got spot checks to see what was in the room, and I PMed you the results, except for FlWiPig cause he was already in this room. You, uh, all rolled at least high enough to see that the kobolds were working on something on the wall, so I put it in the main text.
Here's the new map! Man oh MAN it took a while. Had to delete 5 copies of most of the lines. It's not a big deal, but please be careful about how many times you all press the 'load' button. Also note that pressing 'save' a crapload of times doesn't make a difference.
Silly me, I forogt that Griz used two move actions and can't do anything else this round. Heh.
Since he ended in Kerrick's Space, I guess he gets shunted forward.
The kobolds inside seem to get panicked by Kerrick's shrill cry and start to flee. The one closest to the back door instantly dashes out, and another attempts to follow him; however, before he moves even 3 feet, you all hear a sharp 'twang' as an arrow seemingly comes out of the wall to his left. It deflects off his armor and lands near the kobold by the opposite wall, who stares at the apparently amnesiac creature who just tripped his own trap.
After being sure to duck his head, the kobold continues down the hall and scurries out the door.
Matthias' chain just barely slithers in between the kobold's armor, but manages to deliver a huge cut to the creature's throat. Without uttering a sound, it slumps against the wall and sprawls on the floor.
What? Oh, crap, I thought I edited. I distinctly remember editing it, then forgetting to save, then editing it again and saving it, but I guess I didn't copy and paste it.
Well, it's partially my fault, and it's not a big deal, so I'll let you shoot kobold #3. Besides, it's kinda funny picturing you standing over a dead body shooting arrows into it for no reason. "DIE MORE YOU SON OF A--!"
My biggest problem was that I couldn't tell where you started from. You managed to make the line originate from the exact center of those four squares.
Lufred runs in the room and starts to shoot at the nearest kobold before seeing its throat get slashed by Matthias' chain. He then moves farther in and aims his bow at the next closest target, firing an arrow that manages to cut the top of the kobold's head.
The kobold screams in pain, but does not drop. Instead, he slowly moves out the door, whimpering and leaving a small blood trail as he goes.
Since the action has died down, and you're probably all watching the kobold amble out the open door, I'll put the next room up; it's a tiny one.
Grizwold manages to walk ten feet before the left wall emits a familar 'twang!' sound and an arrow shoots out, straight for the little gnome.
Bah, lousy roll.
The arrow narrowly misses Grizwold's head, and lands in the opposite wall.
Alright, make a reflex save. If you beat 15, you get to stop and make a new action, having used up 10 ft. of movement. If you beat 10, you stop, and your turn ends (unless you really want to just proceed). Otherwise, you stumble ahead another 10 feet.
Is this too much house-ruling? I've heard stories of DMs who house-rule too much, I hope this isn't too bad.
I would also like to take this time to remind that a good manual spot check or listen check can be a good way to divulge more information.
Grizwold expertly screeches to a DEAD halt, the millisecond the arrow hits him. As he eyes the hall looking for more traps, he spies something directly in front of him... a small string, completely taut, reaches horizontally across at about Grizwold's eye level. It is tied to a small hook on the left wall, and enters into a small hole on the right wall. Looking at the other holes lining the passage, none of them have taut strings, but most have strings hanging out of them, lying listlessly on the floor.
So, there's one hole every five feet, but only the one in front of you is actually fully armed. If you wish, you can simply poke your sword out and trigger it, though that would be your standard action, and thus, you wouldn't be able to ready your action like you were going to. No roll is really necessary. (Common sense roll to get out of the way? )
Your other option is to duck your head and move under it, saving your action. Small characters won't lose any speed, but I'd say for medium characters it'd be a bit like hazardous terrain... 10 feet of movement to get past it.
Grizwold has confirmed that he would like to take the rest of his movement and get to the door. He has ALSO reminded me that making a spot check is a standard action, so, he just moves and can't ready an action.
Now, what to do with Skip...
He basically follows Griz, since Griz doesn't have an available move action to tell him to stay. Therefore, he blunders into the trap. But is he tall enough to trip it? He is a medium creature, but that can be due to length, not just height.
I think I'm going to roll a d2 for the oblivious dog. If he gets a one, he has his head up and hits it. If he gets a two, he's sniffing the ground and misses it.
Grizwold ducks and advances to the door, followed by his faithful dog, Skip, who just barely misses the string with his head, then again with his tail.
It is now Kerrick's turn. ((Finally! Sorry you had to wait so long. ))
((Eh, what's 2 months between turns, eh?))
Holding up a fist, Kerrick hisses, "Hold up a sec!"
he then reaches into his backpack, producing a pair of tongs, which he then telescopes out until they are nearly ten feet long. he then carefully uses the tongs to pull the string which had been taut, discharging the simple crossbow trap harmlessly against the opposite wall.
Ack! I forgot you did your tur-- I mean, exams. Yes. Studying, exams, in my way. It's gotten, I mean. Gotten that way, that studying, is in my way. Yup yup.
After Karrick grasps the string with his tong, the normal movement of his hand, from both breathing and the strain of lifting such an akward object, sets the trap off, the arrow barely missing the tool and cracking in half on the opposite wall. There are no more visible traps in the room.
It's not a failure or mistake of any sort, it's just flavor text. I wouldn't, like, break your tongs because an arrow hit them.
I was going to let you do your movement, since I feel like I stiffed you on the last turn when all you did was speak, but then I realized you'd need to take a five-foot step from your current position in order to properly extend your tool out without hitting the door or wall. Well, I think things are about to get pretty exciting, so let's see how it turns out.
You can all vaguely hear some sounds in the room after the next, but can't make them out; they're not unfamiliar, just way too quiet for you to hear. After a moment, two kobolds, who had earlier retreated from this room, move back into the next room. They say a few words to the already present kobold (the one that triggered his own trap). A look of fear comes over the present kobold as he starts to reply, but the other snaps at him angrily and motions to your party. The two returning kobolds then pull out slings and, with a mixed look of fear and determination, commence an attack. One of the kobolds shoots at the enemy archer, Lufred, while the other spies the fearsome riding dog, Skip, and focuses on him.
(1d20+3) (1d20+3) (1d3-1) (1d3-1)
The bullet heading for Lufred clatters to the ground well before even coming close to the half-elf. Skip, however, suffers a sharp pain as the bullet bites him in the midsection, and lets out a yelp. The two other kobolds jump, clearly not having seen it there yet.
Two hit points off for Skip, Griz. Ouch, full damage. Dunno if you rolled his health or not, but if you took the average, he is at 11 HP now.
I know the flavour text for the kobolds coming back in was confusing, so I included helpful captions in this map!
Matthias moves to the doorway, but as he winds up his chain for a strike, he accidentally hits the side of the doorframe, sending the spiked chain whipping out of control, and misses Griz's head by an inch. Good thing he's a gnome...
No map? Wasn't quite sure which one you were going for, but I assumed it was the No. 2 one.
Lufred manages to get a bead on one of the kobolds, but Matthas' chain-swinging arm jostles his bow off a few inches, making Lufred's arrow rebound off the kobold's tough chest armor.
The kobold who has already been shot by Lufred -- and had never gotten into the next room -- breathes heavily, and commits himself to fighting off the invaders. Drawing his sling, he takes a shot at the frontmost enemy, Matthas.
Hmm, almost rolled 1d20 - 1 for the damage. That, uh... that would not be good for you guys.
Had to do quite a bit of searching in this thread, but I found your AC in your first initiative psot, Rigel! 14, so, it's a crit.
2 damage for you, but that's in addition to the damage from the critical crossbow bolt. If you could look that up and affix your total health to your next post, I'd appreciate it.
The bullet lands soundly in Matthias' forehead, provoking added courage in the injured kobold and a grimace on the human's face. A look of confidence slides across the kobold's face as he devilishly grins at Matthias, silently taunting him.
[roll][1d20+8][/roll] Griz's stab, or 'Grizztab' if you're so inclined. (I know I am.)
[Roll][1d10+3][/roll] Grizztab damage. Neither of us seem to have rolled any damage for him, but he tells me he uses a dwarven waraxe, so I'll have to go with that.
[roll][1d20+3][/roll] Skip's attack.
[Roll][1d6+3][/roll] Skip's damage.
[Roil-- Oh, wait a sec! You wouldn't get attacked, oppurtunatively, because he has his sling out! I remember now.
Grizwold takes a VERY powerful swing and slices the kobold neatly in two. The legs fall down, and the torso flies off behind him. The other kobolds are taken aback, and frequently make movements to the door before catching themselves.
Meanwhile, Skip sinks his teeth into solid kobold flesh. Ripping and tearing, he thrashes wildly, hoping to cause as much pain to his target as possible. THEN he realizes he's got the torso Grizwold just sheared off.
He looks around, slowly spits it out, and growls indignantly at his original target, who is now staring with wide eyes. ()
Ages pass. The sun sets and rises. Worlds are formed, prosper, and return to dust. It is now KERRICK'S turn!
If you plan to do something again that involves them believing you're a kobold, you'll have to make another bluff check, with a -2 from whatever it was last time. They'll be getting suspicious by this point.