Slip checks the two thrones for traps (73, FAIL, 10 SUCCESS).
She finds a thin wire on the left chair but she can't figure out how the trap might work. She leaves it be for now.
She finds a thin wire on the right chair, which seems to react to the recessed twisty hole on that throne. She gives it a slight turn left and the wire tightens. She holds her breath and gives it a slight twist right and it slackens. There is a slight click and the stone lifts up on hinges like a lid. She notes that the wire connects to a stopper on a glass beaker, which would have been pulled out if the wire had gotten more taut.
Actions?
If possible, she removes the wizard items taking and showing them to the group. While they're inspecting the robe, hat, and wand, she moves back to "the other throne." Eyeing intensely the mechanism, she calls out to her companions, "If this goes South, y'all may want to be ready to evacuate this room."
Revisiting this "other throne" she assesses the risk...
Knowing how the other throne's trap works, she'll reexamine this throne to see if she learns any new information.
If she can operate the 'twisty-hole' (assuming there is one) without potentially setting off a trap on this throne, she will try it.
If not, then she will see if she can disarm it - assuming it works like the other throne.
Scout, Tinkerer, and Cartographer
+ Arrows = 20
+ HP: 5
+ AC: 5 Target priority: imminent danger (self or companion), then the target most injured. When possible, Slip will always try to retrieve previously fired arrows.
Bert runs his fingers along the seam of the door, and he nods at Fauk and Tor and says "Good idea, we'll let Slip check this out before we go barging in. It does seem to be sized a bit smalish, eh?"
Bert glances over at Slip and says "Be careful now, we don't want to see you get hurt by some nasty trap."
Bert will wait till Slip is done before touching the secret door. He'll suggest listening at it prior to opening it.
The others give the puckish rogue space as she does her work.
She's familiar with this type of trap (+50% to the roll) and she tests the wire. Breaking it will probably set off the trap, she reasons. So she (remove traps, 60% chance, 63, FAIL) twists the knob the same way as the last container. She smiles as the latch begins to open and hears a *plink* sound.
Slip's eyes widen and she tries to draw breath to defeat the poison gas to come (save v poison, 9, FAIL) but instead of holding her breath she draws in the purple gas. She has enough time to think oooo, lavender...
The rest of the party cries out in horror as Slip collapses to the floor.
Actions?
Oooo, those were some rough rolls. Are these Kevin's dice?
Quick, Tor commands! Let's get her outside and get her some fresh air! He'll pick up the collapsed thief and carry her to the entrance of the dungeon as quickly as he can. He can probably manage the task on his own.
Oooo, those were some rough rolls. Are these Kevin's dice?
Whether digital or in-person/physical dice no one ever believes how bad my dice rolls are. I have verified via documentation that, statistically, I roll way below average; then again... YOU were rolling those!
I can roll up something else; it's all good.
Bert and Tor grab Slip's prone form. They haul the body to the doorway when they hear a slight moan escape her lips.
The sleep gas put her down good. She is unresponsive and breathing shallowly, but alive.
Actions?
Don't worry, Sumo, I won't make you roll up a new character... yet
Zzzzz...
This has been a fun character, so glad it's just sleeping gas.
Scout, Tinkerer, and Cartographer
+ Arrows = 20
+ HP: 5
+ AC: 5 Target priority: imminent danger (self or companion), then the target most injured. When possible, Slip will always try to retrieve previously fired arrows.