Adventure: The Lost Workshop (DM: Iron Sky, Judge: renau1g)

[sblock=Frost]You can select what items you found, as long as they are consumable and add up to 50gp or less.

While investigating the ship, you find a box of construct parts, shiny and new like they've never been used. In the box are also two large, broken crystals - one white, another blue - and a torn note written in Elven:

[sblock=Note, if you read Elven]<tear> ... in three months or contract will be canceled. Do not fail or you will find yourself up against the whole might of ... <tear> ... admit the prototype you sent was promising, but with the amount of resources we provided and the promises you made when we contacted you about the Ansar ... <tear> ... your reply, -IV[/sblock][/sblock]

[sblock=OOC]Just waiting for Otakkun now...[/sblock]
 
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[sblock=Waiting for Otakkun]I think it's been about 48 hours since I posted the "Two Days" Scenario(it's not a skill challenge, not an encounter, what do I call it?). If Otakkun doesn't post in a couple hours, I'll randomly select actions for his character to take so we can keep moving at a pretty good clip.

In any portion of the game with a structured mechanic ("Scenarios", Skill Challenges, Combat) I'll have the same rule. If someone doesn't post within 48 hours, I'll select for them (Random selections in "Scenarios", best appropriate skill in Skill Challenges, at-will attacks in combat).[/sblock]
 

After two days of gentle winds and sunshine, everyone is almost getting comfortable with the routines of ship life.

The first day, Frost watches the crew and quickly eclipses their meager capabilities while Kasha delights in captaining the ship. Seros watches the crew as well, but for different purposes. Shrakk spends the whole time turning the ship into a training ground, keeping his skills sharp. RAM TIGER snacks on anything he can reach that flies by.

The second day, the sailing is so smooth that the crew seem to be able to handle the ship in spite of themselves.

Shrakk uses the opportunity to tar up some leaks he noticed, mend sails and ropes, and replace some frayed ropes with replacements found in the hold. Frost heads down into the hold with one of the lanterns and comes back up at the end of the day with a box of metal limbs and other parts, some broken crystals, and a torn note.

Seros continues his intense scrutiny of the crew and by the end of the second day, his expression has changed from one of curiosity to self-satisfied knowledge. RAM TIGER, having run out of shore-dwelling sea-birds to eat manages to grab one of the dolphins cavorting near the ship and spends the day messily eating, napping in dolphin entrails and feathers, chewing on bones, and snarling at the crew when they get too close.

Kasha works with Shrakk for a bit on the boat, digs around with Frost in the hold for a bit, watches the crew with Seros, and manages to hang around with RAM TIGER enough that he stops growling at her - all without getting any viscera, blood, or saliva on her!

[sblock=Mechanical Effects]
All effects last until the end of the adventure unless specified otherwise.

All: (Thanks to Shrakk's repairs) +1 to skill checks related to sailing the Nexal.
Frost: +1 to all skill checks while on board the Nexal. 50gp of consumable item(s) of his choice. He also has the note.
Kasha: +1 to all skill checks while on board the Nexal. +1 to saving throws and damage while adjacent to an ally, +1 on skill checks if an ally makes the same check during the same round.
Shrakk: +1 to the first attack and damage roll of each combat, +1 to initiative.
Seros: Command crew to Aid Another as a free action if adjacent, +1 to attack and damage vs. constructs.
RAM TIGER: 10 temporary hit points that last until the end of the first combat.[/sblock]

As night sets in, a storm brews on the horizon. The wind begins to blow, the waves get choppy, and a misting rain begins to fall...

[sblock=OOC]Out of time atm, more on the storm later...[/sblock]

Heading%20into%20storm.jpg
 

As you head into the storm, the weather gets worse and worse; water begins to crash over the side, the ship begins to creak and groan, and the wind whips freezing spray in your faces. Some of you know more about sailing than others, but it looks like it's going to take all that you can do to get the Nexal through in one piece.

[sblock=Skill Challenge]This skill challenge is going to use a slightly modified version of Stalker0's Obsidian skill challenge system. Here's the rules:

There will be 3 rounds of checks, with each character making one check per round. At the end of three rounds, if the players have enough successes, the skill challenge is a success.

All checks are DC 18.

Everyone has +1 to their checks thanks to Shrakk.

Frost and Kasha both have an additional +1 to their checks.

Kasha has an extra +1 to a check if another player uses that check in the same round.

Seros can direct any of the 6 crew to automatically Aid any other character (granting +2 on their checks) before they make their checks for the round, though if they do Aid and the skill check still fails, that crew member is lost in the storm.

If you use the same skill in 2 consecutive rounds, you suffer a -2 penalty to the second roll. If your use the same skill in 3 consecutive rounds, you suffer -4 to the third roll.

Describe what your character is doing and roll any skill you can justify using to help get the ship and/or its crew through the storm.[/sblock]
 

[sblock=OOC]Sorry for my prolonged absence. Whenever I was going to post, something happened and I ended forgetting about it. I've just bookmarked this thread to prevent that from happening again :D [/sblock]
 

"Batten down the hatches, quickly now!" Frost calls, remembering one of the sailors who wandered into the Hanged Man mention that phrase before.

The shifter springs into action "Someone get up front and be our eyes, Kasha, you steered the ship before, can you do it again? I'll work on keep the sails from tearing. Gnoll, do something useful" Frost calls out as he rushes to the rigging and begins doing his best to keep the lines taut, but the rain-slicked rope is difficult to handle.

"Need a little help" Frost calls out

[sblock=ooc]
For the 50gp in gear, I'll take a healing potion if that's cool.

I'll go with Athletics this time. athletics (1d20+12=17) includes the +1 bonus. Shoot.... maybe if Seros can order one of the crew to help?

http://l4w.wikia.com/wiki/L4W:PC:Frost_(RickRoll) is my CS.
[/sblock]
 

[sblock=Frost]You have +2: +1 for Shrakk repairing the ship, +1 for your day practicing. Technically it's too late for Seros to aid you. A healing potion is fine.[/sblock]

[sblock=Seros]For after your read this and future rounds, I'll trust you to not read people's skill challenge related sblocks, so you can decide without foreknowledge on who to have the crew aid. Just post when your turn his up who the crew are aiding.[/sblock]

[sblock=Skill Challenge]Everyone please post your rolls for the skill challenge in a sblock=Skill Challenge so Seros knows which ones not to read until he's commanded the crew. Thanks![/sblock]
 
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"Done," Kasha yells back, already racing across the stormlashed deck towards the wheel as Frost's words reach her. She grabs hold of it and braces herself, focusing on holding it steady against the buffeting seas.

[sblock=Skill Challenge]Athletics 1d20+11=30 (+8 base modifier, +1 for a day spent learning to sail, +1 for ship repairs, +1 for Frost's Athletics check in the same turn)[/sblock]
 


Seros watches calmly as the weather turns dark, his countenance a mask of emotionlessness. Seros begins speaking to the crewman closest to him so low that none of the others can hear it. He appears to be discussing something and after a few seconds of debate, Seros nods, apparently satisfied.

"Kasha! We need to make sure we steer the ship into the waves, if we end up broadside to the waves we'll surely capsize." the deva calls out, recalling a bit from a past life where he was a sailor on the Shifting Seas.

[sblock=ooc]
Ok, thanks IS, I looked at Frost's first so I'll ignore his roll.
I'll have the crew aid me
I'll try nature... not my greatest, but here we go.
Nature skill challenge (1d20+7=22) Success! [/sblock]

[sblock=ministats]Seros Male Deva Artificer 2 Initiative: +1, Passive Perception: 22, Passive Insight: 15, Senses: Normal
AC:17, Fort:14, Reflex:15, Will:16
HP:31/31, Bloodied:15, Surge Value:7, Surges left:8/8
Action Points: 1
Powers:
Magic Weapon
Static Shock
Memory of 1000 Lifetimes
Healing Infusion (x2)
Scouring Weapon
Swift Mender
Punishing Eye

Conditions:

Full sheet: http://l4w.wikia.com/wiki/L4W:PC:Seros_(Farce) [/sblock]
 

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