Quote:
Originally Posted by ajardoor
The party walks up the stairs. They lead up to a landing, then take a sharp turn to the right that ends in a short corridor with a door at the end.
(OC: It's bobby-trapped with a trip wire - for tripping. The adventurer in front (who is Vic the Digger, IIRC, but we can double-check the marching order established earlier if you want) must roll Observation or Per-based Traps at -5 to spot it in time or fall flat on their face for 1d-3 crushing damage. I ROLLED A 5. Vic the Digger, you might be okay...)
After getting past a trip wire on the stairs' lower course, the group reaches the door. It is locked, but not with a key-lock. Rather, it seems the door is latched on the other side.
(OC: Rolling DX-based Lockpicking skill will allow someone to slip a wire or slim blade between the door and the frame, and lift the latch in a minute.)
|
Vic barely sees the tripwire in time (perception is 11, 6 or less to succeed) and warns the other troopers.