Shadowboxer Posted April 18, 2008 Posted April 18, 2008 This is a solo game for Nightrival, who gets caught in one of Warden's notorious deathtraps. EDIT: This game is no longer solo but players should request if they would like to join, as usual. I haven't included details like the weather or current events in the introduction. New players are welcome to add these to the backdrop.
Heritage Posted April 19, 2008 Posted April 19, 2008 Okay, if you don't like this reason for Grim to be there, let me know; I can always delete it and post again ;)
Shadowboxer Posted April 19, 2008 Author Posted April 19, 2008 Okay, if you don't like this reason for Grim to be there, let me know; I can always delete it and post again Grim's introduction works for me. :)
Heritage Posted April 21, 2008 Posted April 21, 2008 SB, please forgive me if this bit of info Grim just dropped in your lap takes the storyline in a direction you don't want to go in right now, but my training and instincts as a dramatist tell me this is the perfect time to bring it up :twisted: I don't actually plan these things for Grim, even though it might look like it; I go with my gut on her storylines, and pray to God I don't piss anyone off. Let me know if you disagree, and I can edit it.
Shadowboxer Posted April 21, 2008 Author Posted April 21, 2008 I like it. However, Nightrival doesn't know Nanowire's name. They met briefly and they never exchanged that kind of information. Sure, Nightrival would recognize him, but to him the name "Nanowire" has no real meaning. I think, logically, this would produce a comedy of errors and that suits me just fine. Lightening a soon-to-be tense situation is workable and fun. I will write a thoughtful reply but I'm currently occupied at the library. I will post soon.
Veiled Malice Posted April 21, 2008 Posted April 21, 2008 Okay, I know you ordered a maze without technical challenges, but come on? A crushing deathtrap without a lock you have to pick before becoming several dozen kilos of raspberry jam? It just wouldn't be the same! :)
Shadowboxer Posted April 21, 2008 Author Posted April 21, 2008 And we're off to a good start! Nothing like the threat of being crushed to death to top off a guy's day. I think that's one round to stick the knife under the wall and to kick the door. The damage bonus is +4 on that kick.
Veiled Malice Posted April 22, 2008 Posted April 22, 2008 The IC post assumes you're using straight strength, no power attack included. If you did something different, please let me know so I can change it.
Shadowboxer Posted April 22, 2008 Author Posted April 22, 2008 I used NR's raw strength bonus, just to test the door. In his next attempt I will use Power Attack, a hefty +8 damage bonus. Five rounds before things get messy! I knew I shouldn't have had that second cup of coffee. Now I'm all jittery. :shock:
Veiled Malice Posted April 22, 2008 Posted April 22, 2008 Well, NR just ravaged that door. Shoddy construction, I say. Now, for the upcoming part, I need a fort roll and a notice check from the both of you before you get started.
Shadowboxer Posted April 22, 2008 Author Posted April 22, 2008 My Fortitude check is 12, and my Notice check is 31.
Heritage Posted April 24, 2008 Posted April 24, 2008 Grim's Fortitude save is 20, Notice check is 6; hmm, might want to increase Notice a bit next month.
Veiled Malice Posted April 24, 2008 Posted April 24, 2008 You're clear to the other side. Mind the non-euclidean geometry. :)
Veiled Malice Posted April 28, 2008 Posted April 28, 2008 And two more Notice checks, please. One is for hearing, so any bonuses you have there will add in. The other is for touch. Same rules apply, and be sure to denote which roll is which.
Heritage Posted April 28, 2008 Posted April 28, 2008 Notice is 5 for hearing (makes sense, she was just nearly deafened!) and a 17 for touch.
Shadowboxer Posted April 28, 2008 Author Posted April 28, 2008 My hearing Notice check is 19 and my touch Notice check is 15. Not too shabby. I forgot that Grim has Disable Device! Remind me whenever we encounter another trap; NR's knuckles are going to get pretty sore after awhile. ;)
Veiled Malice Posted April 28, 2008 Posted April 28, 2008 Since I think I took most of your opportunities for discovery from the last deathtrap, I'll just post what you're feeling/hearing here and you can make the determination. As I've told Heritage in the chat, to Grimalkin, it doesn't feel like the heat is coming from below her. She's not sure where it is coming from, however. To Nightrival's trained ears, (that is to say, not deafened by the previous room ) the same thing seems to be happening. A fire that large should be creating a steady roar, but it seems to be an uneven crackle. Oh, and I modified the previous post to include the door slamming shut.
Shadowboxer Posted April 29, 2008 Author Posted April 29, 2008 I'm not sure if a swing line can legally do what I described in the text. I'll spend one of my coveted Hero Points if it's needed. EDIT: I just remembered using the swing line is a move action, so that's one and a half rounds. That might be too many rounds in one post. I'll break it down into two posts if required, after Heritage posts.
Veiled Malice Posted April 29, 2008 Posted April 29, 2008 Since we're not in combat rounds anyway, and are using a sliding dramatic scale for time keeping, it won't be a problem.
Veiled Malice Posted May 1, 2008 Posted May 1, 2008 So... are you going to post, Heritage, or should I just go on?
Heritage Posted May 2, 2008 Posted May 2, 2008 So... are you going to post, Heritage, or should I just go on? Sorry, I've been a little behind in posting this week; I might not post here tonight, but if not, I will certainly post tomorrow.
Veiled Malice Posted May 2, 2008 Posted May 2, 2008 No problem, I was just wondering if you were waiting on me. ;)
Heritage Posted May 4, 2008 Posted May 4, 2008 I forgot to type 'Acrobatics check' at Invisible Castle, but the numbers should all match up with the Acro bonus on her sheet.
Veiled Malice Posted May 5, 2008 Posted May 5, 2008 Uh oh! That's not a good thing! Anyway, both of you give me two reflex rolls - one to hold onto the ladder (you can skip this if you want to fall off), and one versus a DC 16 area attack. That's a DC 21 toughness if you fail, DC 18 if you succeed.
Heritage Posted May 5, 2008 Posted May 5, 2008 Check for the ladder and check for the area attack. Oh crap, she rolled very bad on the Toughness check :shock: :cry:
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