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Craic agus Ceol
Joined: 20 Jun 2010 Posts: 31 Location: Santa Barbara
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Posted: Wed Jul 21, 2010 10:35 pm Post subject: |
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Key's going to use her knowledge of nature to determine what the log's doing there and if its existence will offer any benefits towards navigating through the reef.
Nature check: 24 _________________ "Stupidity killed the cat. Curiosity was framed." |
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Merciful DM

Joined: 19 Jun 2010 Posts: 43
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Posted: Wed Jul 21, 2010 10:49 pm Post subject: |
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Skaed's 11 History- Fail. No history you know of reveals anything about this sight.
Keyleth's 24 Nature- You realize that the log poking itself out of the ocean is not a log at all, but a mast. Wreckage floats about around the area.
You approach the sunken ship, and are stopped by a wall of reef, about 20 meters from the shipwreck.
3 successes. 1 failure. Need 10 successes before 3 failures. _________________ Of course there's a way out of this dungeon, I believe you call it TPK. |
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pnpjeff
Joined: 20 Jun 2010 Posts: 32
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Posted: Sat Jul 24, 2010 4:44 pm Post subject: |
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Skaed inspects the wreckage, looking for anything that might be of use.
23 perception _________________ "depantsing rolls are always natural 20s" |
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Merciful DM

Joined: 19 Jun 2010 Posts: 43
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Posted: Mon Jul 26, 2010 8:58 am Post subject: |
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Skaed's 23 Perception reveals that the ship is almost fully intact, save for a large gaping hole in the side of the hold, which you believe to have been caused by an explosion. _________________ Of course there's a way out of this dungeon, I believe you call it TPK. |
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Craic agus Ceol
Joined: 20 Jun 2010 Posts: 31 Location: Santa Barbara
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Posted: Mon Jul 26, 2010 2:23 pm Post subject: |
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Alright let's make this interesting guys.
Key decides that shipwrecks are pretty freakin' sweet, and explosions are ALWAYS EXCITING, so she rolls athletics to nimbly leap across the reef to the sunken ship.
17 Acrobatics.
(aiiiiieeee that's not so great D: ) _________________ "Stupidity killed the cat. Curiosity was framed." |
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Merciful DM

Joined: 19 Jun 2010 Posts: 43
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Posted: Mon Jul 26, 2010 7:58 pm Post subject: |
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Key's 17 Acrobatics roll results in violently tumbling into the water and knocking into the ship on her way down. She takes 7 damage and surfaces for air. _________________ Of course there's a way out of this dungeon, I believe you call it TPK. |
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pnpjeff
Joined: 20 Jun 2010 Posts: 32
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Posted: Tue Jul 27, 2010 12:00 pm Post subject: |
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Skaed facepalms.
| Quote: | | Of COURSE you go hurting yourself. Dammit Key, be careful where you jump! |
Skaed leans over the railing, hooking a leg around one of the bars, and lays his hand on Key's forehead. Hes mutters under his breath that sound suspiciously like:
| Quote: | | STUPID ranger always going off and getting hurt without any consideration for the %*%*@*&@! healer... |
He washes away the would-be bruises with a soothing cool.
22 for heal.
Skaed carefully ties a large loop on one end of his rope and throws it into the water.
| Quote: | | The knot on that loop should slide freely. Tighten it over your shoulder, and if you need me to pull on the rope up yank twice hard. You should be able to slip out of it if you need. If you need me to come in after you, just flail on it and I'll get the message. |
19 for dungeoneering to tie a bitchin knot. _________________ "depantsing rolls are always natural 20s" |
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Merciful DM

Joined: 19 Jun 2010 Posts: 43
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Posted: Tue Jul 27, 2010 3:12 pm Post subject: |
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Your 19 dungeoneering produces a sturdy knot, which loops perfectly over Key's left shoulder.
How will you proceed?
6 Successes, 1 Failure. Need 10 Successes before 3 Failures. _________________ Of course there's a way out of this dungeon, I believe you call it TPK. |
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Craic agus Ceol
Joined: 20 Jun 2010 Posts: 31 Location: Santa Barbara
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Posted: Tue Jul 27, 2010 8:39 pm Post subject: |
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I suppose I ought to roll athletics to climb the rope.
Got a 24. Should have swam instead of jumping on the coral XD
| Quote: | | to Skaed: Oh shut up. You know your life would be impossibly boring without me. |
_________________ "Stupidity killed the cat. Curiosity was framed." |
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Merciful DM

Joined: 19 Jun 2010 Posts: 43
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Posted: Tue Jul 27, 2010 9:09 pm Post subject: |
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You successfully climb up the rope and climb back onto the ship. How exciting.
Are you abandoning this shipwreck?
7 Successes, 1 Failure. Need 10 Successes before 3 Failures. _________________ Of course there's a way out of this dungeon, I believe you call it TPK. |
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pnpjeff
Joined: 20 Jun 2010 Posts: 32
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Posted: Wed Jul 28, 2010 2:27 pm Post subject: |
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Skaed facepalms. again.
| Quote: | | The rope was so you could go exploring. safeishly. |
_________________ "depantsing rolls are always natural 20s" |
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Craic agus Ceol
Joined: 20 Jun 2010 Posts: 31 Location: Santa Barbara
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Posted: Thu Jul 29, 2010 12:41 pm Post subject: |
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| Quote: | | You could have SAID SOMETHING. |
I think we do have to abandon the shipwreck, even if I don't want to because I've already used both athletics and acrobatics, and I have no other way to get over there. *annoyed*
(to Jeff: it's your turn, anyway. DO SOMETHING SO I CAN PLAY OFF IT.) _________________ "Stupidity killed the cat. Curiosity was framed." |
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pnpjeff
Joined: 20 Jun 2010 Posts: 32
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Posted: Thu Jul 29, 2010 7:41 pm Post subject: |
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Skaed pulls on the thin chain that loops around his neck and into his tunic. He puffs a bit of air at both ends of the monocle, briefly waving it toward Key.
| Quote: | | Just a tool of concentration, you know. Helps me when I'm looking at Arcane magic.... |
Skaed carefully presses the device up to his left eye as he turns to inspect the shipwreck.
| Quote: | | If we're lucky, I'll be able to tell what caused that explosion -- or at least if there is anything magically significant about that wreck.... |
16 for arcana _________________ "depantsing rolls are always natural 20s" |
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Merciful DM

Joined: 19 Jun 2010 Posts: 43
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Posted: Thu Jul 29, 2010 11:04 pm Post subject: |
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17 Arcana- from this far away, you can't quite tell what may have caused the explosion that sunk the ship. However, you feel a light magical presence emanating from the shipwreck. You suspect that this wreck must have been recent.
8 successes, 1 failure. Need 10 successes before 3 failures. _________________ Of course there's a way out of this dungeon, I believe you call it TPK.
Last edited by Merciful DM on Fri Jul 30, 2010 2:23 pm; edited 1 time in total |
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pnpjeff
Joined: 20 Jun 2010 Posts: 32
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Posted: Fri Jul 30, 2010 12:31 pm Post subject: |
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| Quote: | | 7 Successes, 1 Failure. Need 10 Successes before 3 Failures. |
| Quote: | | 8 successes, 1 failure. Need 10 successes before 2 failures. |
Stop trying to kill us! _________________ "depantsing rolls are always natural 20s" |
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