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Adventure: The Lost Workshop (DM: Iron Sky, Judge: renau1g)
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<blockquote data-quote="Iron Sky" data-source="post: 5143527" data-attributes="member: 60965"><p><em>You can do whatever you wish in those two days, but each day you can focus on one of the following things. Pick two of the below or pick the same one twice; if you pick the same one twice, its results stack. You can select and view the Mechanical Benefits of day 1's results before selecting day 2's.</em></p><p><em></em></p><p><em>Please post which one(s) you are doing, once everyone has, we'll move on to the next part of the adventure.</em></p><p><em></em></p><p><em></em>[sblock=Train]<em>You spend a day practicing with your weapons/powers, to keep your skills sharp and prepare for whatever lies ahead.</em></p><p></p><p>Mechanical Benefit: [sblock=Open if you spend a day Training]+1 to the first attack and damage roll in combat and +1 to initiative rolls for the rest of the adventure, per day spent training.[/sblock][/sblock]</p><p></p><p>[sblock=Learn to Sail]<em>You spend a day learning how to sail, first by watching the crew bumble about, then, when you (quickly) eclipse their abilities, begin teaching yourself how this sailing stuff works.</em></p><p></p><p>Mechanical Benefit: [sblock=Open if you spend a day Learning to Sail]+1 to all skill checks while aboard the <em>Nexal, </em>per day spent learning, until the end of the adventure.[/sblock][/sblock]</p><p></p><p>[sblock=Get to know your Companions]<em>You spend a day chatting, eating, and practicing with your fellow adventurers, learning more about them and bringing the group together.</em></p><p><em></em></p><p><em></em>Mechanical Benefit: [sblock=Open if you spend a day socializing]You gain +1 to saving throws and damage rolls when adjacent to an ally and +1 to skill checks if an ally also makes the same check during the same round, per day spent socializing, until the end of the adventure.[/sblock][/sblock]</p><p></p><p>[sblock=Repair the ship]<em>Even a landlubber can see places where the ship can be patched up: torn sails, missing planking, broken railings, fraying ropes, and a dozen other signs of neglect. You set out to mend, fix and/or repair what you can.</em></p><p><em></em></p><p><em></em>Mechanical Benefit: [sblock=Open if you spend a day making repairs]<em>All </em>skill checks made by <em>any character</em> related to sailing the ship get a +1 bonus, per day spent, until the end of the adventure.[/sblock][/sblock]</p><p></p><p>[sblock=Lounge around/Rest]<em>You spend a day lounging in the sun, napping, drinking, eating, maybe gambling if someone else is willing; essentially doing as little as possible.</em></p><p></p><p>Mechanical Benefit: [sblock=Open if you spend a day resting]You gain 5 temporary hit points that last until the end of the next combat, per day spent resting.[/sblock][/sblock]</p><p></p><p>[sblock=Investigate the Ship]<em>You go below decks and into the captain's cabin, finding it a disorganized mess. You spend a whole day digging around, sorting, stacking, and looking for anything interesting or useful.</em></p><p><em></em></p><p><em></em>Mechanical Benefit: [sblock=Open if you spend a day investigating the ship]You gain 50gp worth of consumable items(Ammunition, Potions, Whetstones, Consumables, Alchemical Items, or Scrolls) per day spent investigating the ship. You also find something of note (if you select this, I will let you know what it is then). Note: If you search for 2 days, you can combine the gold and so "purchase" items of combined value up to 100gp.[/sblock][/sblock]</p><p></p><p>[sblock=Investigate the Crew]<em>You examine the crew, tying to determine who or </em>what<em> they are. It is difficult since they don't speak, are heavily garbed, and don't seem to sleep...</em></p><p><em></em></p><p><em></em>Mechanical Benefit: [sblock=Open if you spend a day investigating]<em>It takes a whole day of just watching and interacting with the crew to find that the crew are constructs. They do not seem to respond to verbal commands alone, but if you touch one first and direct it to someone already doing something, they will help that person.</em></p><p></p><p>If you are adjacent to a crew member, you can direct it to Aid Another as a free action, either in combat or out.</p><p></p><p>[sblock=Open only if you also spend the second day investigating the crew]<em>You manage to "accidentally" rip off one of the sailor's heavy layers of clothing and examine it as it heads below to replace the lost garb.</em></p><p><em></em></p><p><em>The constructs are clumsy and uncoordinated, yet made with remarkable craftsmanship. It looks like each has a place between its shoulders about the size of a fist where some device could be inserted. As it bumbles around the hold trying to re-dress, you notice several blind-spots and weak points on them...</em></p><p></p><p><img src="http://barney.gonzaga.edu/%7Emaustin/Crystal%20Husk%20Empty.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Mechanical Benefit: You gain a +1 to attack and damage rolls against Constructs until the end of the adventure.[/sblock][/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5143527, member: 60965"] [I]You can do whatever you wish in those two days, but each day you can focus on one of the following things. Pick two of the below or pick the same one twice; if you pick the same one twice, its results stack. You can select and view the Mechanical Benefits of day 1's results before selecting day 2's. Please post which one(s) you are doing, once everyone has, we'll move on to the next part of the adventure. [/I][sblock=Train][I]You spend a day practicing with your weapons/powers, to keep your skills sharp and prepare for whatever lies ahead.[/I] Mechanical Benefit: [sblock=Open if you spend a day Training]+1 to the first attack and damage roll in combat and +1 to initiative rolls for the rest of the adventure, per day spent training.[/sblock][/sblock] [sblock=Learn to Sail][I]You spend a day learning how to sail, first by watching the crew bumble about, then, when you (quickly) eclipse their abilities, begin teaching yourself how this sailing stuff works.[/I] Mechanical Benefit: [sblock=Open if you spend a day Learning to Sail]+1 to all skill checks while aboard the [I]Nexal, [/I]per day spent learning, until the end of the adventure.[/sblock][/sblock] [sblock=Get to know your Companions][I]You spend a day chatting, eating, and practicing with your fellow adventurers, learning more about them and bringing the group together. [/I]Mechanical Benefit: [sblock=Open if you spend a day socializing]You gain +1 to saving throws and damage rolls when adjacent to an ally and +1 to skill checks if an ally also makes the same check during the same round, per day spent socializing, until the end of the adventure.[/sblock][/sblock] [sblock=Repair the ship][I]Even a landlubber can see places where the ship can be patched up: torn sails, missing planking, broken railings, fraying ropes, and a dozen other signs of neglect. You set out to mend, fix and/or repair what you can. [/I]Mechanical Benefit: [sblock=Open if you spend a day making repairs][I]All [/I]skill checks made by [I]any character[/I] related to sailing the ship get a +1 bonus, per day spent, until the end of the adventure.[/sblock][/sblock] [sblock=Lounge around/Rest][I]You spend a day lounging in the sun, napping, drinking, eating, maybe gambling if someone else is willing; essentially doing as little as possible.[/I] Mechanical Benefit: [sblock=Open if you spend a day resting]You gain 5 temporary hit points that last until the end of the next combat, per day spent resting.[/sblock][/sblock] [sblock=Investigate the Ship][I]You go below decks and into the captain's cabin, finding it a disorganized mess. You spend a whole day digging around, sorting, stacking, and looking for anything interesting or useful. [/I]Mechanical Benefit: [sblock=Open if you spend a day investigating the ship]You gain 50gp worth of consumable items(Ammunition, Potions, Whetstones, Consumables, Alchemical Items, or Scrolls) per day spent investigating the ship. You also find something of note (if you select this, I will let you know what it is then). Note: If you search for 2 days, you can combine the gold and so "purchase" items of combined value up to 100gp.[/sblock][/sblock] [sblock=Investigate the Crew][I]You examine the crew, tying to determine who or [/I]what[I] they are. It is difficult since they don't speak, are heavily garbed, and don't seem to sleep... [/I]Mechanical Benefit: [sblock=Open if you spend a day investigating][I]It takes a whole day of just watching and interacting with the crew to find that the crew are constructs. They do not seem to respond to verbal commands alone, but if you touch one first and direct it to someone already doing something, they will help that person.[/I] If you are adjacent to a crew member, you can direct it to Aid Another as a free action, either in combat or out. [sblock=Open only if you also spend the second day investigating the crew][I]You manage to "accidentally" rip off one of the sailor's heavy layers of clothing and examine it as it heads below to replace the lost garb. The constructs are clumsy and uncoordinated, yet made with remarkable craftsmanship. It looks like each has a place between its shoulders about the size of a fist where some device could be inserted. As it bumbles around the hold trying to re-dress, you notice several blind-spots and weak points on them...[/I] [IMG]http://barney.gonzaga.edu/%7Emaustin/Crystal%20Husk%20Empty.png[/IMG] Mechanical Benefit: You gain a +1 to attack and damage rolls against Constructs until the end of the adventure.[/sblock][/sblock][/sblock] [/QUOTE]
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Adventure: The Lost Workshop (DM: Iron Sky, Judge: renau1g)
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