Urn Your Pay (Rae judging)

Erf gulps as Ter-raen lifts him, but steels himself and reaches out for the candle with his finger tips hopeing to at least knock it out of the socket if he cannot grasp it.
 

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Ter-raen hoists Erf up, but the gnome's swinging fingertips come well short of the candelabra.

[sblock=ooc]If Ter-raen is six feet tall, Erf two feet tall, and Ter-raen is hoisting Erf by the feet, I make it that Erf can reach about eleven feet high. If you all stand on a chair or table, balance checks will be required. If Ter-raen tosses Erf up (this would be awesome), we'll use a series of touch attacks and grapple checks to see who lands where with what. If Gildrim wants to try "disarming" the candle down with his whip, we can try the disarming mechanics.
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Erf uses one of the sticks he acquired as spider web detectors and tries to nudge the candle out.

"Come on ye blighter!" He mutters.


Fenenn watches all this with puzzlement, and decides this would be a good oppertunity to lick himself without Erf's etiquette training getting in the way.


[Sblock=OOC] As the player of the Gnome I would like to point out that Gnome tossing is in fact not awesome. It is offensive to small sized races who are not projectiles and cannot be enchanted as such! Hrumph. lol.[/sblock]
 

Hoisted above Ter-raen's head, Erf pokes at the candle, but it is not loose enough in the sconce to fall out, and Erf only succeeds in setting the candelabra to swinging erratically.
 

"Drat, its not budging! Verdante's chaffed nipples!" Erf curses glowering at the tantilizingly near candle.

"Let me try one more thing 'ere then we'll either have to fetch somethin' te stand on or let Gildrim take a crack with 'is whip. Someone pass me another stick would ye?"

Erf attempts to use two sticks to "grip" the candle with so he can lift it out. He tries this for about a minute fiddling around with the grip and swaying in Ter-raen's grasp.
 

Ter-raen just stands there, keeping his feet steady. He is secretly very amused though, seeing his companions try so hard just for a little candle.
 

"Are ye nae willin' tae be thrawn up? Ye can grab th' fixtures an' hang frae them fur a wee while, can ye nae? Whit if Ah wis tae get oot mah wax claith sheet sae we can be shuir tae catch ye oan th' way doon?"
 

ooc: Okay, here's how I think I want to do this. Comments are welcome. To try this, Erf must first make a balance check, DC 15. No taking 10, since you're trying to do something else at the same time. Failure by 4 or less means he cannot try to pull out the candle, but must make another balance check first. Failure by 5 or more means he falls. He may make a jump check DC 15 at that point, and takes 1d4 damage if he fails. (it's a bit less than 10 feet, so not 1d6). If he succeeds at the balance check, he can make a disarm check vs. an "attack roll" of 12 (10 +2 for size). Modifiers on Erf's disarm check include: +4 for a two handed "weapon", -4 for a light "weapon", +4 for being larger than the candle (barely!), -4 because the candle isn't a melee weapon, -4 for using an improvised "weapon". I think that totals -4. And now, having thought about all that for far too long, I'm going to bed. :)
 

[sblock=OOC] A few suggestions. Firstly Erf has no chance of making that jump check as he has a -8 jump modifier so I'd like Ter-raen Gildrim to have a chance to catch him since I'm sure they'd be standing by to do so. "Right guys, right?"

Also you don't generally need to suceed on an attack roll in order to disarm someone as the roll off is actually a set of opposed attack rolls - this would make things much harder for Erf I'd ask that this step be removed as its not part of the disarming rules. On the disarm roll itself Erf should be at +3 since he uses his attack modifier of -1, - 4 for using an improvised weapon, + 4 for two handing, + 4 for being larger than his opponent. However the Candle should be at a -4 for not being a melee weapon. So it looks like it should be Erf's 1d20+3 vs 8 to me.

What was this again a Candle of Invocation? LOL, I nominate Erf for most effort put into obtaining an Everburning torch!

Balance 1d20+2=7 Fail and fall. Was mistakenly thinking Erf hada dexof 14 for the first three rolls.

Balance 2 Balance 2 (1d20+2=14) Just Fail.

Balance 3 Balance 3 (1d20+2=7) Fail and Fall.

Balance 4 Balance 4 (1d20+1=11) Fail no fall.

Balance 5 Balance 5 (1d20+1=21) Success!

Disarm 23!!!!! Yes!!! Two natural 20s in a row!!! In your wick candle! Erf Disarm check. (1d20+3=23)[/sblock]

Erf tries to snag the candle and looses his balance tumbling from Ter-raen's grasp twice and picking himself up with a look of steely determination in his eyes.

"I'm goin'te get that candle if'n it kills me! No great adventurers were ever bested by magical wax!"

Finally the little green gnome, jaw set, hops up onto Ter-raen's palms and brings his sticks to bear on the candle one last time. This time his aim is true and the candle pops out of the chandelier falling to the ground. Erf whoops with glee and nearly looses his footing again.

"Well we, er, got the, umm, candle guys," he declares more than a little sheepishly.

"Can ye let me down now Ter-raen mate, I don't know 'ow ye big folks manage up 'ere all day long makes me nauceous!"

Fenenn merely watches the proceedings stoically.
 
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ooc: You're right, the non-melee-weapon penalty goes to the defender, not the attacker. I had that backwards. Not that it matters, since you rolled 20 on your first disarm check. -8 jump check? I only see -2 str and -2 ACP on your sheet, but I take your point about it being unlikely. If Gildrim wants to try to catch Erf when he falls... the Climb skill has rules for catching a falling character; basically a melee touch attack where the "defender" can voluntarily lose his dex bonus, followed by a climb check. The climb check doesn't seem appropriate here; a grapple check might be better, but I can't think what to oppose it to. I'll waive the grapple check and say that by simply putting himself under Erf (melee touch attack), Gildrim can break the fall and prevent damage. Assuming Erf won't try to dodge, that's two "attacks" against AC 11, and Erf takes 1d4 damage for each failure.
 

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