Adventure: Hey! That's Not Wayne's Basement! (DM: H.M.Gimlord, Judge: Ozymandias79)

[sblock=OOC] Fenwick's not real useful for scouting and examining (he's best in social situations). I was thinking of using Athletics to climb up a stack of barrels and then either get a different perspective on the room, or possibly hear more clearly the sounds from above. Unless there's a bonus I'm missing, I've got the exact same chance with Athletics (+8) as I do with Perception, Nature, or Dungeoneering (+0). If anybody has any better ideas, I'd be glad to hear them.

Fenwick's Character Sheet[/sblock]
 

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[sblock=OOC]We should figure out who's got the best chance at making a primary skill check in something they aren't trained in. Talon's only untrained skills on the primary list are Arcana and History, both at -1. Anybody got an untrained skill on the primary list with a positive check modifier? If nobody has better, I have a good RPing way to do a History check at least. But if somebody has a better chance I'd defer to them especially since I've already gone this round.

HMG, do you want us to send you pictures of our PC's to use as tokens on your battlemat map? Not as important with a skill challenge I know, but maybe a good time for a trial run before we get in a combat encounter?[/sblock]
 
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[sblock=OOC]I could try a nature check for +2 next round. Let's try to do all trained primary skills this first round to get them out of the way. If Fenwick has no bonuses in any of the primary skills, it does make sense for him to try a trained secondary.
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[sblock=OOC]
Well, Rujah's wisdom is pretty low, so most of my non-trained skills are low. In fact, my highest bonus on that note is +2 for charisma based skills for untrained, Streetwise. I don't see that being particularly helpful when dealing with barrels, unless streetwise can be use for knowledge about wine cellars...[/sblock]
 

Mulligan...

...at the bottom of the stairs is a large table with a bookshelf next to it. On the table are a lamp, a book, a quill pen in an inkwell, and a small cash box. Next to the table is a bookshelf with several books and more similar cash boxes.

[sblock=OOC Updated with Theroc's and Fenwick's comments]
I told this to Fenwick as he looked in from outside, but I forgot to mention it when I described the room to the rest of you. I guess I assumed you all read his spoiler. Sorry:blush:.

No perception check necessary there. You'd have to be blind to miss it.

HMG, do you want us to send you pictures of our PC's to use as tokens on your battlemat map? Not as important with a skill challenge I know, but maybe a good time for a trial run before we get in a combat encounter?

Sure, go ahead. For those who can't find one, I'll try my best.

Well, Rujah's wisdom is pretty low, so most of my non-trained skills are low. In fact, my highest bonus on that note is +2 for charisma based skills for untrained, Streetwise. I don't see that being particularly helpful when dealing with barrels, unless streetwise can be use for knowledge about wine cellars...

Fenwick's not real useful for scouting and examining (he's best in social situations).

Keep in mind you have more options than simply examining the cellar.


  • The cellar door, as Jin pointed out, is barred from the inside. You can get out, or so it appears.
  • There is also the stairway at the back of the room.
  • And of course, there is the cellar.
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[sblock=ooc] I guess Fenwick could go opening doors. His natural inclination is probably to barge up the stairs and ask the people who are talking where he is and where the brewer's basement has gone to.[/sblock]
 

Rujah looks to the others before speaking. "Hmm... perhaps we should reestablish an escape route should things go poorly. Shall I go bash open the door leading back to Master Varquat?" If no one objects, Rujah will proceed to that door and attempt to either unblock it, or if that is not possible, force it open.

[sblock=Strength Check for forcing the door]
Oh, darnit! Invisiblecastle is down, and I can't figure out how to link dicerooms results and such. I rolled an 18 first, but then I realized I hadn't entered the room, and the links I'm seeing don't list a result anywhere. I rolled a 15 second after joining the room, but no idea if either work. Apologies if I screwed something up. If the first roll goes, score will be 22(18+4=22) if the second roll is what you go by, score will be 19(15+4=19)[/sblock]
 

Riardon

Riardon looks around in the cellar. He tries to remember historic texts, when and where this kind of building material was used.

[sblock=OOC]
Tried to use Dice room, because IC is down. Got a 17 first. No link. Clicked on join and rolled again 7. No link.

Cann someone explain to me?

Sorry, for let you waiting.


Has still to be approved to 2nd level.
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Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +3 on attacks.

[sblock=Mini stat block]
Riardon
Perception: 17 Insight: 12 Low-light Vision
AC 18 Fortitude 16 Reflex 14 Will 14
Hit Points: 34 / 34 Bloodied: 17
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:6 Surges per day: 8 / 8
At-Will Powers: Commander's Strike, Opening Shove
Encounter Powers: Inspiring Word 2/2, Aid the Injured, Chilling Cloud, Warlords Favor, Feystep
Daily Powers: Calculated Assault

Condition: -
[/sblock][/sblock]
 

[sblock=Dice Room] OK. This is the intro to Dice Room.

It's not ideal, and that's why IC is the default.

Nickname = Your character's name
Room Name = Hey! That's Not Wayne's Basement! (Copy this name. It has to be exact. Go figure).

If you do this, you will be magically transported to a the dice room. The dice room works like a chat room with a dice roller that keeps the history of all its correspondences.

Unfortunately you can't link to a specific roll. You simply link to the login screen, from which you enter the room name (again. It must be exact). Theroc and I have comments and rolls already there, so you should see something when you arrive. If it say's it's created a new room, you probably typed the room name in wrong.

Since rolls aren't linked, you need to comment your rolls appropriately. Comments are made by starting the comment with a forward slash (/). Notice that after you do this, DR automatically puts this delimiter at the beginning of the dialogue box. To make a die roll after commenting, you need to delete the automatically entered "/".

Sorry for the inconvenience, and I'm WAY open to any other online dice rollers that database rolls. [/sblock]
 


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