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Posted: September 16th, 2010, 19:27
by Grimmie
:) You can ready an attack if you want.

Make a search roll to look for traps.

Posted: September 16th, 2010, 20:34
by Dog Pants
I will ready an attack.

Spot -
Roll(1d20)+5:
17,+5
Total:22

Posted: September 16th, 2010, 21:31
by Grimmie
That's search you need for trap finding, not spot!

Posted: September 16th, 2010, 21:57
by FatherJack
I'd have made that mistake too. Perhaps it's why in every DnD-based computer game where I make a rogue, my keen senses detect traps are nearby yet I still blunder into them.

Posted: September 16th, 2010, 22:59
by Grimmie
Hehe, yeah. There's a bit in the dungeon master's guide that says you might want to trip your players up with spot/search checks, as they're easily confused.

ie. Player told to make a spot check while they're looking for something. Not a search check.
Player gets a lousy spot check and assumes they cant find what they were looking for, doesn't realise the spot check was for the monster creeping up from the shadows.

Posted: September 17th, 2010, 12:25
by HereComesPete
Probably shouldn't have told us that.

Posted: September 17th, 2010, 13:16
by Grimmie
I won't be mentioning it again, if you trip up, then you trip up :D

Posted: September 17th, 2010, 15:12
by mrbobbins
Grimmie wrote:I won't be mentioning it again, if you trip up, then you trip up :D
"You trip up on a rock you didn't spot beacuse you rolled a search check"

Posted: September 17th, 2010, 17:15
by Dog Pants
Grimmie wrote:Hehe, yeah. There's a bit in the dungeon master's guide that says you might want to trip your players up with spot/search checks, as they're easily confused.

ie. Player told to make a spot check while they're looking for something. Not a search check.
Player gets a lousy spot check and assumes they cant find what they were looking for, doesn't realise the spot check was for the monster creeping up from the shadows.
Protip - That's likely to piss your players off, since it's a rules thing not a roleplay thing. Not understanding the rules isn't fun.

Search:
Roll(1d20)+3:
12,+3
Total:15

Posted: September 20th, 2010, 9:37
by Grimmie
Alrighty.

The webby door in front of you appears to be safe from traps, while feeling around the room however you find a long vertical crack in the wall which begins to give way when you tug on it.

You've found a secret door, hurrah hurray!

Posted: September 20th, 2010, 16:58
by Dog Pants
Woo! Does that mean there's two doors out of here now?

Posted: September 20th, 2010, 17:05
by Grimmie
Aye, but both in the undercroft. Seekrit one and webby one.

Posted: September 20th, 2010, 17:12
by Dog Pants
Ohhh. I'll look for traps in the sekrit one;

Search:
Roll(1d20)+3:
16,+3
Total:19

Posted: September 20th, 2010, 18:32
by Grimmie
You see no traps!

Posted: September 20th, 2010, 18:39
by Baliame
Dog Pants wrote:Ohhh. I'll look for traps in the sekrit one;
Hahaha, that reminds me of Unforgotten Realms.

Posted: September 20th, 2010, 18:40
by Roman Totale
Image

Posted: September 20th, 2010, 19:22
by Dog Pants
I thall investigate then.

Spot:
Roll(1d20)+5:
2,+5
Total:7

I see no ships!

Posted: September 20th, 2010, 19:40
by Grimmie
Seems to be a pretty musty storage room, there are one or two stray tiny spiders hanging around the ceiling, but no web in sight.

There's a load of linen stacked up in storage crates, a few broken chairs that have torn upholstery with star-patterns over them, and about fifty books all singing the praises of Pholtus.

Right in the corner of the room is.. A chest!
It's wooden and has a key-hole on the front of it.

Posted: September 20th, 2010, 20:03
by Dog Pants
Ooh!
Shankley wrote:Look! Heathen books!
I'll pick the lock while he's distracted.

Search (for traps):
Roll(1d20)+3:
10,+3
Total:13

Open Lock:
Roll(1d20)+8:
1,+8
Total:9

Fucksocks.

Posted: September 20th, 2010, 20:46
by Grimmie
Ouch, bad luck.

You don't find any traps when you check, but as soon as you jam your lockpick into the keyhole a slender needle shoots out and jabs your finger, neatly piercing your leather glove.

Same process as last time please, make a Fort saving throw to avoid being poisoned, and a second one to avoid after effects.
You also take 1 damage.

While a thin green oil drips from the fresh cut of your finger, you also find that the pick you were using to unlock the chest is now wedged inside the keyhole.
The chest is still locked.