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Adv: Rhapsody; Judge: renau1g
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<blockquote data-quote="KarinsDad" data-source="post: 5630093" data-attributes="member: 2011"><p>Baern and Cairn manage to prop up the shaking beam on top of the airship which is holding the magical device that holds the elemental ring in place. Their work is crude at best, but it does seem to be stabilizing the beam.</p><p></p><p>Even to the untrained non-magical eyes of Baern and Cairn, it looks like a broken beam will somehow mess up the ring and probably create all kinds of problems.</p><p></p><p>The shaking of the airship is now increasing to the point that it is violent and making it difficult to stand. The ship continues to spiral down, but its speed is increasing as well.</p><p></p><p></p><p></p><p>[sblock=OOC]In this case, Cairn rolled to retrieve an appropriate sized beam from the trash and assisted Baern in placing it.</p><p></p><p>One beam is braced which means that the elemental shouldn't be able to break that beam in its attempt to escape.</p><p></p><p>Two successes.</p><p></p><p>In order to place the side beams (hanging off the sides of the ship) and the beam under the ship will take a skill check (decide which skill you want to try in order to do it) to safely get there by the PCs (without falling off the ship) before a beam can be placed. This skill check to be able to get to the proper portion of the ship is in addition to the Acrobatics roll listed below.</p><p></p><p></p><p>Narvala gives a +2 bonus to Nyar (or the Captain, depending on what Nyar is doing) next round.</p><p></p><p></p><p>Just waiting on Christina's actions and we'll go into round two.</p><p></p><p></p><p>In round two, everyone needs to make an Acrobatics roll DC 15 (or provide some other form of stability) in order to take actions without taking a -2 penalty to whatever skill they are trying. For example, if Cairn tries to get another piece of metal out of the trash, he'll need to make an Acrobatics roll. And of course, someone who does make their Acrobatics roll could also Aid Another with Acrobatics someone who is actually trying to do something else.</p><p></p><p>The failed Acrobatics rolls are cumulative over multiple rounds up to a max of -6 to the skill checks. A PC who makes his Acrobatics roll and already has a penalty lessens that penalty by 2 to a min of 0.</p><p></p><p>Note: These are not real rounds of six seconds each. It actually takes a while to move and prop up beams, etc. I'm just using a round system so that everyone gets to contribute. If the Acrobatics roll is failed, think of a bucking wooden sailing ship on the ocean. The PC is off balanced and having difficulty functioning, and just when they think they've figured out a pattern, the ship lurches in another direction. This just makes whatever they are trying even harder to do.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5630093, member: 2011"] Baern and Cairn manage to prop up the shaking beam on top of the airship which is holding the magical device that holds the elemental ring in place. Their work is crude at best, but it does seem to be stabilizing the beam. Even to the untrained non-magical eyes of Baern and Cairn, it looks like a broken beam will somehow mess up the ring and probably create all kinds of problems. The shaking of the airship is now increasing to the point that it is violent and making it difficult to stand. The ship continues to spiral down, but its speed is increasing as well. [sblock=OOC]In this case, Cairn rolled to retrieve an appropriate sized beam from the trash and assisted Baern in placing it. One beam is braced which means that the elemental shouldn't be able to break that beam in its attempt to escape. Two successes. In order to place the side beams (hanging off the sides of the ship) and the beam under the ship will take a skill check (decide which skill you want to try in order to do it) to safely get there by the PCs (without falling off the ship) before a beam can be placed. This skill check to be able to get to the proper portion of the ship is in addition to the Acrobatics roll listed below. Narvala gives a +2 bonus to Nyar (or the Captain, depending on what Nyar is doing) next round. Just waiting on Christina's actions and we'll go into round two. In round two, everyone needs to make an Acrobatics roll DC 15 (or provide some other form of stability) in order to take actions without taking a -2 penalty to whatever skill they are trying. For example, if Cairn tries to get another piece of metal out of the trash, he'll need to make an Acrobatics roll. And of course, someone who does make their Acrobatics roll could also Aid Another with Acrobatics someone who is actually trying to do something else. The failed Acrobatics rolls are cumulative over multiple rounds up to a max of -6 to the skill checks. A PC who makes his Acrobatics roll and already has a penalty lessens that penalty by 2 to a min of 0. Note: These are not real rounds of six seconds each. It actually takes a while to move and prop up beams, etc. I'm just using a round system so that everyone gets to contribute. If the Acrobatics roll is failed, think of a bucking wooden sailing ship on the ocean. The PC is off balanced and having difficulty functioning, and just when they think they've figured out a pattern, the ship lurches in another direction. This just makes whatever they are trying even harder to do. [/sblock] [/QUOTE]
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