Quoted By:
Rolled 2, 27, 3 = 32 (3d100)
<span class="mu-r">Hostile Test; Hearing II
DC 40: Concierge Lucullus is not Keen of Ear, making a moderate Hearing Test like this [Moderate]
+ DC 20 Witchlet Chlotsuintha is aware that Concierge Lucullus is performing a Hearing Test, and is doing everything in her power to defeat it
+ DC 18 ???
+ DC 5 Concierge Lucullus is facing away from the source of the Squeaking, confounding his efforts
- DC 20 Concierge Lucullus is only separated from the Squeaking by a short distance an a few incidental objects
- DC 10 Concierge Lucullus may listen as long and as hard as he likes, as he has nothing preventing him from doing so
- DC 10 The Squeaking is Lingering I, with echoing and subsequent lesser noises to suggest its existence and location
DC 38: Anything lower is a failure. [No re-rolls and auto-passes are available. "Hostile" re-roll(s) and auto-passes are available]
No Passes: A Quiet Night. Concierge Lucullus convinces himself that he didn't hear anything.
One Pass: A Roused Watch? Concierge Lucullus is unsure if he heard anything. Roll 1d2; on roll of 2, Concierge Lucullus walks to the door and investigates.
Two Passes: A Curious Creak. Concierge Lucullus heard something and will walk to the door and investigate. [Hostile Boon I, NCF and CF nulled for Hostile Test, Search]
Three Passes: A Suspicious Squeak. Concierge Lucullus definitely heard something, and will run to the door and investigate thoroughly. [Hostile Boon I, NCF and CF nulled for Hostile Test, Search]
If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then Concierge Lucullus falls from his perch while performing Hostile Test, Hearing II, bestowing Hostile Banes on his test for the next hour - as well as Boons for anyone tested by him, for the same period.
If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) the Concierge Lucullus perceives the Squeak quick enough to actually turn around in time to see Witchlet Chlotsuintha closing the door to Common Room I.
May I please give myself one roll of 3d100, and may your luck run white!</span>