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[Eberron] The Forgotten Forge
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<blockquote data-quote="Old Fezziwig" data-source="post: 2045728" data-attributes="member: 59"><p><strong>Plonk, Rawhide</strong>: Plonk drops a torch into the room. It lands on a stone floor in the midst of a pile of rubble — the debris is a mix of stone and wood, with what appears to be a metal shape pinned underneath it. You can make out some dusty shelves on the southern wall and what appears to be some sort of forge/furnace combination in the east. Otherwise, the room is dark.</p><p></p><p><strong>Rawhide</strong>: When you jump in [Tumble check, roll of 18 on d20, +6 skilled, total 24, success, allows Rawhide to ignore first 10 feet of falling, converts other 10 feet to nonlethal damage; 4 hp nonlethal damage], you see a pair of metal eyes moving towards you from the darkness.</p><p></p><p><strong>Plonk</strong>: You don't land gracefully, but you don't hurt yourself badly either [Jump check, roll of 14, -1 Str, total 13, +3 action point, total 16; 3 nonlethal damage]. A pair of metal eyes moves towards you from the darkness.</p><p></p><p><strong>Initiative</strong></p><p><em>Plonk 20, Rawhide 8a, Flawed 8b, Gannon 7, iron dogs 3</em></p><p></p><p><strong>OOC</strong>: <em>Actions from everyone for the next three rounds...</em></p><p></p><p>[sblock]<strong>OOC</strong>: <em>Hey, folks. Y'all have action points, you know — 5 of them, to be precise, which you can use to add 1d6 to any roll of a d20. I'm also going to use a variant rule from Bad Axe Game's Grim Tales — these are exploding action dice — if you roll a 6, you keep on rolling, adding the total to your d20 roll... At 2nd level, you'll get 6 AP, but you'll lose all of your 1st level APs. Anyhow, I added one to Plonk's Jump check as I didn't really feel like knocking him out of his gourd again right yet. So, I guess what I'm saying, is feel free to use them. There are three other ways to use them, which I'll list here: <ul> <li data-xf-list-type="ul">2 AP get you an extra use of an ability such as rage, turn undead, smite evil, and so on.</li> <li data-xf-list-type="ul">1 AP allows an artificier to hasten an infusion (cast it in one round).</li> <li data-xf-list-type="ul">1 AP allows a character to stabilize.</li> </ul><p>Anyhow, that should help things get a little bit more of that swashbuckling vibe. And, if MadMaxim likes, possibly allow Gannon to climb the wall (although he'll have to roll and can only use 1 AP per roll). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></em>[/sblock]</p></blockquote><p></p>
[QUOTE="Old Fezziwig, post: 2045728, member: 59"] [b]Plonk, Rawhide[/b]: Plonk drops a torch into the room. It lands on a stone floor in the midst of a pile of rubble — the debris is a mix of stone and wood, with what appears to be a metal shape pinned underneath it. You can make out some dusty shelves on the southern wall and what appears to be some sort of forge/furnace combination in the east. Otherwise, the room is dark. [b]Rawhide[/b]: When you jump in [Tumble check, roll of 18 on d20, +6 skilled, total 24, success, allows Rawhide to ignore first 10 feet of falling, converts other 10 feet to nonlethal damage; 4 hp nonlethal damage], you see a pair of metal eyes moving towards you from the darkness. [b]Plonk[/b]: You don't land gracefully, but you don't hurt yourself badly either [Jump check, roll of 14, -1 Str, total 13, +3 action point, total 16; 3 nonlethal damage]. A pair of metal eyes moves towards you from the darkness. [b]Initiative[/b] [i]Plonk 20, Rawhide 8a, Flawed 8b, Gannon 7, iron dogs 3[/i] [b]OOC[/b]: [i]Actions from everyone for the next three rounds...[/i] [sblock][b]OOC[/b]: [i]Hey, folks. Y'all have action points, you know — 5 of them, to be precise, which you can use to add 1d6 to any roll of a d20. I'm also going to use a variant rule from Bad Axe Game's Grim Tales — these are exploding action dice — if you roll a 6, you keep on rolling, adding the total to your d20 roll... At 2nd level, you'll get 6 AP, but you'll lose all of your 1st level APs. Anyhow, I added one to Plonk's Jump check as I didn't really feel like knocking him out of his gourd again right yet. So, I guess what I'm saying, is feel free to use them. There are three other ways to use them, which I'll list here:[list][*]2 AP get you an extra use of an ability such as rage, turn undead, smite evil, and so on.[*]1 AP allows an artificier to hasten an infusion (cast it in one round).[*]1 AP allows a character to stabilize.[/list]Anyhow, that should help things get a little bit more of that swashbuckling vibe. And, if MadMaxim likes, possibly allow Gannon to climb the wall (although he'll have to roll and can only use 1 AP per roll). ;)[/i][/sblock] [/QUOTE]
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