Moderator: Makofan
Traps are sprung if the referee throws a 5-6 on a six-sided die as a character passes over or nearby. Many of these are deadly. Traps can be located before they are sprung, however, in much the same manner as can secret doors. A trap can usually be circumvented or avoided once it has been found.
I gave Aolis a 3-6 chance of finding the pressure plate, but rolled a 1. I then gave her a 5-6 chance of falling in, but rolled a 3. I then gave her a 5-6 chance of noticing it on the way back (as she would not be studying as carefully) and rolled a 2. I then gave her a 5-6 chance of triggering the trap on the way back and rolled a 6. Just some bad luck on your part with my dice rolling.Secret doors and passages will be discovered by any player actively searching if the referee throws a 5-6 (or 3-6 for elves and also thieves if these are used) on a six-sided die. Locating a secret door will reveal the mechanism for opening it, but not activate it. The secret door must be intentionally opened by the character.
A total of 2.5 shares, so Muhali gets 40% of monster xp and the others 20% each. Treasure xp is based on how you hand it outsully wrote:Remind me how we are splitting XP. 1 PC and three retainers at 0.5 XP for a total of 5 shares?
I am doing it, and xp and gold should be noted in the reference thread. It doesn't hurt for you to double check me.sully wrote:Are you tracking XP and GP or should I be doing it?
yes, thank yousully wrote:The party is ready to proceed back to the dungeon on the next day. Aolis has memorized Sleep again.
I removed one torch from Brebert's equipment and one flask of oil from Aolis' equipment. I am assuming we retrieved Muhali's rope.