@discbot roll 3d6 vs 11 for dexterity check
@nimelennar the 3d6 dice reads: 9 vs 11 for dexterity check (5,2,2)
Your Magery Advantage lets you recognise that theyâre magic, but actually identifying specifically what they are would require Alchemy skill (which you donât have, but you could hire an alchemist in town).
@discbot roll 3d6 lockpicking check vs. 13
@daneel the 3d6 dice reads: 8 lockpicking check vs. 13 (1,6,1)
Lucky; that one had a better lock than last time. -3 to pick, so you made it in 50 seconds.
BTW, things you can do if you ever get back to a city with loot:
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Armour. Armour is good. Armour doesnât have to be heavy, but light armour is expensive. Even if you donât see your PC clumping around in full plate, consider a brigandine vest or similar.
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Weapons. Fine metallurgy, balanced weapons, enchanted weapons; these are all available for a cost. High quality swords cost thousands, magic swords cost tens of thousands. Impact and missile weapons are somewhat cheaper, but still pricey.
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Powerstones. Mages can never have too many powerstones.
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Magic swords are expensive, but magic arrows are relatively cheap. Similarly, getting your armour lightened and toughened a bit doesnât cost much.
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Scrolls are super-cheap, and allow a mage to cast (once) any spell theyâve got written down. Spell stones are not too expensive, and allow anyone to cast a minor spell one time.
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Potions. Healing, speed, invisibility, poisons, smoke bombs, etc.
I thought he might have been able to say, âOh, well, this is definitely a Potion of Minor Healing, since Iâve had one before.â
Apparently not. 'Scool.
Are the racks and cabinets against the walls?
Against the walls and free-standing. Set up like a library or filing room.
Iâve been trying to figure out how to fit in a âMaster of unlockingâ reference but itâs been evading meâŠ
Good/bad/indifferent?
Your heart is racing, youâre breathing fast and you feel a bit nauseous.
Just to reinforce that Iâm playing fair: Jibril passed his roll to detect the trigger, failed his roll to detect the trap, failed his roll to avoid the trap.
Traps-12 is competent, but not expert.
The compartment, if there is one, still isnât open. All that happened is that JibrÄ«l pressed a hidden lever and got spiked.
BTW, potions of poison resistance are another thing you can buy in town.
Thatâs just Thwip passing gas. Youâre fine.
Going by my rare looking at his character sheet, it turns out that Thwip has many of the same skills as Jabril when it comes to things needing to be opened. I think he can back him up on the safe cracking and trap spotting. So when he gets the box Thwip will try to continue where Jabril left off.
Donât need it. I just need to put points into the Poisons skill so that Iâm not at -5 to cast Neutralize Poison.
Maybe with something to protect his hands? That spell takes a bunch of energy to cast, and itâs never fun to have two patients on the go.