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PoPP: Souls For Smuggler's Shiv [01]
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<blockquote data-quote="Maidhc O Casain" data-source="post: 5830203" data-attributes="member: 29558"><p>The three of you spend about two hours scrounging dead fall and vines and working on the raft. As you stand on the rocky beach glumly surveying the state of the ocean and the seaworthiness of your raft the afternoon rains sweep in, bringing some small relief from the oppressive heat.</p><p></p><p><span style="color: Gray">OOC: What now? It's mid-afternoon (14:00 Hours Earth Time <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />)</span></p><p></p><p>[sblock=MikeL]Yep; I'd make the checks, using either Abraxis or Lerissa as the "lead" since they both have a +1 Swim. I'd also roll Aid Another checks for the other two to complement each of the "lead" checks. So with the +10 for the raft and the +1 for the skill, you're looking at 10 rolls of 09 or better to make it to the ship. That base would be modified by the aid another checks as well. A roll of 5 to 9 would mean you make no progress that round, a roll of 4 or less would mean you're starting to drown. I'd make the checks simply because it would be easier and far less RL time consuming for me to do it and incorporate it all into one post than to wait for all of the checks from each of you and then try to collate all of it.</p><p></p><p>Swimming pretty much anywhere around the coast - with only a few exceptions specifically called out in the adventure - is going to be DC20. The variables for the off-coast items of interest will be how far out they are, and if there's any way to get to them besides swimming (like there was with the <em>Brine Demon</em>.[/sblock]</p></blockquote><p></p>
[QUOTE="Maidhc O Casain, post: 5830203, member: 29558"] The three of you spend about two hours scrounging dead fall and vines and working on the raft. As you stand on the rocky beach glumly surveying the state of the ocean and the seaworthiness of your raft the afternoon rains sweep in, bringing some small relief from the oppressive heat. [COLOR="Gray"]OOC: What now? It's mid-afternoon (14:00 Hours Earth Time :D)[/COLOR] [sblock=MikeL]Yep; I'd make the checks, using either Abraxis or Lerissa as the "lead" since they both have a +1 Swim. I'd also roll Aid Another checks for the other two to complement each of the "lead" checks. So with the +10 for the raft and the +1 for the skill, you're looking at 10 rolls of 09 or better to make it to the ship. That base would be modified by the aid another checks as well. A roll of 5 to 9 would mean you make no progress that round, a roll of 4 or less would mean you're starting to drown. I'd make the checks simply because it would be easier and far less RL time consuming for me to do it and incorporate it all into one post than to wait for all of the checks from each of you and then try to collate all of it. Swimming pretty much anywhere around the coast - with only a few exceptions specifically called out in the adventure - is going to be DC20. The variables for the off-coast items of interest will be how far out they are, and if there's any way to get to them besides swimming (like there was with the [I]Brine Demon[/I].[/sblock] [/QUOTE]
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