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"So, how much you think?" Your head is pounding. Where are you? Wood everywhere...last you remember you were...it was that lovely bar near the docks. Were you looking for work? Following a lead? Just drunk? You reach to grab your head and your wrist is stopped cold in it's track. Your hands are manacled right to the wall. Thick iron holds your arms back. Your hands touch the wall behind you, loose splinters line the wood all over. Your feet are free at least, though they're barely able to touch the floor. Ten other people lie next to you in a similar state. Some waking up, some motionless. Between you are barrels and on other sides of the wall there are racks to the ceiling. Your nose is bloody and the salt in the air stings it. The room shifts to the left and then readjusts. Your mind is foggy but you're pretty sure you're on a boat. "Obviously whatever we can get. Theull won't forgive us if we're late again. Grab the biscuits and I'll get the mead" You hear the footsteps go off in the distance. Your equipment is gone, you're stripped down to your skivvies. This is obviously an extremely large ship based on the size of this room alone. No guards around and the door has a lock on it and is shut. It's not promising. Time to get out. ******************************************************* Welcome to The Nameless World. posting is as follows: pre:Character Name Thing your character thinks/does "Things your character says" "Things whispered" Question or attempted roll, orokos result mugrim fucked around with this message at 05:11 on May 19, 2015 |
# ? May 19, 2015 05:06 |
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# ? Mar 28, 2024 16:02 |
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Tantris Tantris groans, opens his eyes, then thinks better of it and shuts them again. "A boat." he thinks. "I'm on a boat. I'm almost naked and I'm on a boat. This is a kidnapping. Slavers?" He opens his eyes again and sits up. "Probably slavers.", he thinks, seeing the people around him. "The door was padlocked. He might be able to open it, if he had his tools, which he doesn't. Still, if he could find something, even a piece of metal, he could try it. The lock doesn't look very good. If he could get out of these manacles. Which he might be able to do, if he had his tools. Some people were skilled at getting out of bonds and restraints. Tantris wasn't one of those people. Still, he's agile enough. Maybe he'll get lucky. He starts to bend his hand, looking for a way to get the manacle over it. Escape artist (+4 Dex): 1d20+4 16 Failed, pretty obviously, assuming manacles are still dc30. pre:Tantris Oakenshield Human 1st level Rogue/Warrior Neutral Good Template: Urban Spellunker (+2 to knowledge (local) or knowledge (nobility) and once per session you may roll twice and use the best result on either skill) Strength 12 (+1) Dexterity 18 (+4) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 12 (+1) Charisma 16 (+3) HP: 10 Speed: 30 feet Armor Class: Touch AC: 14 Flat-footed: 10 Initiative modifier: +4 = 0 + Dex Fortitude save: + 4 = 2 +Con Reflex save: + 6 = 2 + Dex Will save: + 1 = 0 + Wis Attack (handheld): +5 = 1 + Dex Attack (unarmed): +5 = 1 +Dex Attack (missile): + 5 = 1 + Dex Grapple check: +2 = 1 Str Languages: Common, Mul Feats: 1st - Weapon Finesse Bonus-Two Weapon Fighting Skills Appraise 5= 4 + 1 (Int) Athletics 6= 2 +4 (Dex) Bluff 6= 3 +3 (Cha) Decipher Script 2= 1 +1 (Int) Diplomacy 6= 3 +3 (Cha) Disable Device 5= 4 +1 (Int) Gather Information 7= 4+3 (Cha) Knowledge (Local) 6= 3+1 (Int) +2 [Urban Spelunker] Move Silently 8= 4 +4 (Dex) Open Lock 7= 3 +4 (Dex) Perception 5= 4 +1 (Wis) Sense Motive 4= 3+1 (Wis) Use Magic Device 4= 1+3 (Cha) Use Rope 5= 1+4 (Dex) Abilities - Racial -+4 starting skill points, +1 skill point per level -+1 feat at first level - Rogue -Sneak Attack +1d6 - Trapfinding -Proficient with simple weapons, hand crossbow, rapier, sap, shortsword -Proficient with light armor -Warrior -Proficient with Simple and Martial weapons -Proficient with all armor and shields Gear: Nothing. They done took my stuff
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# ? May 19, 2015 05:35 |
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# ? May 19, 2015 05:52 |
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Tantris looks around unable to slide out of his current position. He quickly notices the loose thick splinters in the wood behind him might be pried off by someone strong. If he can get one in his hand he might be able to pick the lock. Tantris: per check: 1d20+7 26
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# ? May 19, 2015 05:53 |
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Katarina The ringing in your head only gets worse when you open your eyes. What little light there is stabs into them and you wince. Slowly you open them again to take in the surroundings. Ship's hold. That doesn't tell you much. You could be out at sea or still docked in port for all you know. There's no way to see outside to tell. Even if you could, it would be a very limited view. And now someone's talking. Wonderful. "Quiet. If they know we're awake, they'll probably come in to fix that." The chains are far too strong to burst and you have no way to get at them with the one weapon you still have, that you always have. Nor are you too keen on letting that cat out of the bag. Instead you test the wood the manacles are bolted to. Perhaps that will give before your arms do. Strength check: 1d20+4 19 Unlikely, but it was a decent roll. pre:Katarina Fellhand N Human Fighter 1//Soulknife 1 Mercenary Template Strength 18 (+4) Dexterity 13 (+1) Constitution 16 (+3) Intelligence 13 (+1) Wisdom 12 (+1) Charisma 8 (-1) HP: 13/13 PP: 2/2 Speed: 30 feet Armor Class: 17 = 10 +4 Armor +2 Shield +1 Dex Touch AC: 11 Flat-footed: 16 Initiative modifier: + 1 = 0 +1 Dex Fortitude save: + 5 = 2 +3 Con Reflex save: + 3 = 2 +1 Dex Will save: + 3 = 2 +1 Wis Attack (handheld): + 5 = 1 +4 Str Attack (unarmed): + 5 = 1 +4 Str Attack (missile): + 2 = 1 +1 Dex Grapple check: + 5 = 1 +4 Str Languages: Common, Undercommon Feats: Human - Exotic Weapon Proficiency (Jovar) 1st - Cleave Ftr 1 - Power Attack Slk 1 - Wild Talent, Weapon Focus (mind blade) Skills Athletics 10 = 4 +4 Str +2 Template Concentration 7 = 4 +3 Con Hide 5 = 4 +1 Dex Intimidate 3 = 4 -1 Cha Perception 5 = 4 +1 Wis Abilities - Soulknife - Mind Blade (1d6 Piercing 19-20/x2) Gear:
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# ? May 19, 2015 05:59 |
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Salazar of the Wastes - Slave Ship? The foreign crusader grimaces at his predicament. He thinks to himself, "I was just getting started here. Fell for such a basic trick, too. Pathetic excuse for an agent." He scans the room and evaluates the situation. In all probability, any one of them attempting an escape alone and unarmed would die. He vocalizes the thought. "Any one of us trying to break out alone is probably going to die. Naked and unarmed is no way to take on an entire ship of slavers I think our best bet is trying to break out of these bonds quietly, as a group, then find anything we can use in the escape." He looks closely to ascertain whether he can rip the manacles out of the wooden wall, and as an afterthought, tries to evaluate whether that would cause alarm on such a big vessel. Going to use Perception to try to evaluate whether the wooden deck/hull is weak enough to realistically rip out the manacles from the wall, since solid iron is probably too strong to break , and whether that's likely to make enough noise to alert someone. Also trying to spot anything useful/interesting in the room. Perception to Evaluate Deck/Hull and Slave Room: 1d20+7 8 natural 1 hahahahah I'll also roll Diplomacy in case trying to keep everyone calm, organized, and focused warrants a roll. Diplomacy: 1d20+8 27 Much better there. pre:Male Human Half-Ogre Crusader 1 (Tribal Human, Half-Ogre) (Half-Ogre +4 STR -2 DEX -2 INT) Tribal Template (+2 to survival or diplomacy and once per session you may roll twice and use the best result on either skill. People often see you as a primitive who is able to handle tribal conflicts and has fewer secrets to exploit.) Alignment: Lawful Neutral Strength 20 (+5) Dexterity 12 (+1) Constitution 12 (+1) Intelligence 10 (+5) Wisdom 16 (+3) Charisma 14 (+2) Total Hit Points: 11 (5 Resolve) Speed: 30 feet Armor Class: 13 (17 in armor, 13 naked) Touch AC: 11 Flat-footed: 16 Initiative modifier: +1 = +1 [dexterity] Fortitude save: +3 = 2 [base] +1 [constitution] Reflex save: +1 = 0 [base] +1 [dexterity] Will save: +3 = 0 [base] +3 [wisdom] Attack (handheld): +6 = 1 [base] +5 [strength] Attack (unarmed): +6 = 1 [base] +5 [strength] Attack (missile): +2 = 1 [base] +1 [dexterity] Grapple check: +6 = 1 [base] +5 [strength] Languages: Common, Ogrish Feats: Power Attack Cleave Skills Rank Bonus Athletics Str 9= +4 +5 Concentration Con 5 = +4 +1 Knowledge: Religion Int 4 = +4 +0 Diplomacy Cha 8= +4 +2 +2[Tribal] Perception Wis 7= +4 +3 Survival Wis 3= +0 +3 Half-Ogre: +4 Strength/ -2 Dexterity / -2 Intelligence (already included) +2 Natural Armor Darkvision 60 ft Giant's Blood: Counts as a Giant for all effects, may use Giant-specific magic items. Powerful Build (See OOC or SRD, can use large weapons without penalty and count as large when beneficial, but take up medium- sized space) Human: Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. Human base land speed is 30 feet. 1 extra feat at 1st level. 4 extra skill points at 1st level and 1 extra skill point at each additional level. Crusader: Proficient with: Martial Weapons, Heavy Armor, All Shields Manuevers Known: 5 (Crusader's Strike, Vanguard Strike, Stone Bones, Charging Minotaur, Leading The Charge) Stances Known: 1 (Iron Guard's Glare) Randomly ready 2 manuevers at the start of every fight. Gear NOT HERE MiltonSlavemasta fucked around with this message at 03:46 on May 31, 2015 |
# ? May 19, 2015 06:14 |
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Darien Darien woke as the others began to speak, but hadn't bothered to talk. There wasn't much use in coordination at the moment, seeing as they were all shackled. He had always worried about being taken captive one day - dragons were certainly valuable enough. He hadn't expected it to happen this young, however - he still looked very human, after all. Darien strained for a moment, testing the shackles, but it didn't seem likely that he would be able to slip out of them. He looked over the rest of the room, searching for something that could help in some way. Escape Artist (inspiration point used for +1): 1d20+4 21, assumed not be a success vs standard manacles Perception: 1d20+10 21 to check out the room Open Lock with claws attempt would have been here, but it turns out I actually forgot to take Open Lock, whoops. pre:Darien Male Human (Draconic template) Factotum 1 Template: The Society of Flame - +2 to spellcraft and once per session you may roll twice and use the best result on either skill. Lawful Neutral Strength 16 (+3) Dexterity 14 (+2) Constitution 16 (+3) Intelligence 18 (+4) Wisdom 10 (+0) Charisma 14 (+2) Total Hit Points: 11 Speed: 30 feet Armor Class: 17 = 10 +2 [dexterity] +1 [natural armor] +4 [chain shirt] Touch AC: 12 Flat-footed: 15 Initiative modifier: +2 = +2 [dexterity] Fortitude save: +3 = 0 [base] +3 [constitution] Reflex save: +4 = 2 [base] +2 [dexterity] Will save: +0 = 0 [base] Attack (handheld): +3 = 0 [base] +3 [strength] Attack (unarmed): +3 = 0 [base] +3 [strength] Attack (missile): +2 = 0 [base] +2 [dexterity] Grapple check: +3 = 0 [base] +3 [strength] Languages: Common Draconic Woodling Vel Mul Feats: Font of Inspiration Font of Inspiration Skills Autohypnosis Wis 1 = +0 +1 Balance Dex* 3 = +2 +1 Bluff Cha 6 = +2 +4 Athletics Str* 4 = +3 +1 Concentration Con 4 = +3 +1 Decipher Script Int 5 = +4 +1 Diplomacy Cha 6 = +2 +4 Disable Device Int 8 = +4 +4 Disguise Cha 3 = +2 +1 Escape Artist Dex* 3 = +2 +1 Forgery Int 5 = +4 +1 Gather Information Cha 3 = +2 +1 Hide Dex* 3 = +2 +1 Intimidate Cha 5 = +2 +1 +2 [draconic] Knowledge (dung.) Int 5 = +4 +1 Knowledge (geog.) Int 5 = +4 +1 Knowledge (history) Int 5 = +4 +1 Knowledge (local) Int 5 = +4 +1 Knowledge (nature) Int 5 = +4 +1 Knowledge (nobility) Int 5 = +4 +1 Knowledge (religion) Int 5 = +4 +1 Knowledge (planes) Int 5 = +4 +1 Listen Wis 1 = +0 +1 Move Silently Dex* 3 = +2 +1 Perception Int 10 = +4 +4 +2 [draconic] Ride Dex 2 = +2 +1 Sense Motive Wis 1 = +0 +1 Spellcraft Int 5 = +4 +1 +2 [society of flame] Use Magic Device Cha 6 = +2 +4 * = check penalty for wearing armor Human: Extra feat at first level (already included) Four extra skill points at first level (already included) One extra skill point at each additional level (already included) Draconic: Dragonblooded subtype Natural armor +1 +2 Strength, +2 Constitution, +2 Charisma +2 racial bonus on intimidation and perception checks +4 racial bonus vs sleep and paralysis Darkvision 60' and low light vision Pair of d3 claw attacks Factotum: 5 Inspiration Points (2 base, 3 Font of Inspiration) Cunning Insight (spend inspiration point to add +int to attack roll, damage roll, or saving throw) Cunning Knowledge (once per day per skill, spend inspiration point to add +level to skill) Trapfinding Gear: goodbye sweet gear list Piell fucked around with this message at 15:37 on May 19, 2015 |
# ? May 19, 2015 15:25 |
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Ilikan He wakes, with a stinging head, and nose. Opens his eyes, and groans at what he sees. He slowly tests the strength of his bonds, before trying to rip them free of the wooden wall that they are braced. He remains quiet while he does so, seeing little use to speak at the moment. Strength Check 1d20+6 3 man what a roll. If Athletics could be used instead that would be 6 points higher, probably won't matter here. One more level and I get a +5 bonus to break an object rolls, which doesn't help right now either. pre:Name: Ilikan Race: Mul Dragon (Goliath, eventually adding Half-Dragon.) Levels: Fighter (Dungeoncrasher variant) 1//Goliath 1 Character Template: Mercenary Age: 20 Height: 8' Weight: 340 lbs Hair: None Eyes: White Atr: Base + Race + Levels + Items Total --- ---- ---- ------ ----- Str: 18 + 4 + 0 + 0 = 22 (+6) Dex: 14 - 2 + 0 + 0 = 12 (+1) Con: 16 + 2 + 0 + 0 = 18 (+4) Int: 12 + 0 + 0 + 0 = 12 (+1) Wis: 10 + 0 + 0 + 0 = 10 (+0) Cha: 10 + 0 + 0 + 0 = 10 (+0) HP: 14 XP: 0 BAB: +1 Grapple: +11 AC: 12 (+0 armor, +1 Dex, +0 NA) Speed: 30 ft Languages: Common, Gol-Kaa. Giant. Alignment: Initiative: +1 Saves: Type Base Stat Misc Total ---- ---- ---- ---- ----- Fort: 2 + 4 + 0 = +6 Refl: 0 + 1 + 0 = +1 Will: 0 + 0 + 0 = +0 Skills: Skill Modifier Ranks Stats Misc ----- -------- ----- ----- ---- Athletics +12 4 +6 +2 Intimidate +4 4 +0 Ride +5 4 +1 Feats: Improved Weapon Familiarity (1st) Powerful Charge (1st, Fighter bonus +1d8 damage on a charge (or is it 2d6?)) Racial Qualities: Monstrous Humanoid Powerful Build Mountain Movement Acclimated Level Adjustment +1 Class Abilities: Bonus feats
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# ? May 19, 2015 17:23 |
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Tantris "If someone is able to get me something sharp and thin, like a wood splinter, I might be able to open some of the manacles. I've noticed the wood in the walls is old and splintering. Might somebody be able to get a splinter off and get it to me?", he asks. He doesn't know any of these people, but they have common goals in this, at least. He hopes they'll see it the same way. Putting his hands against the wall, he tries to pry a splinter loose..
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# ? May 19, 2015 23:46 |
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Salazar calms down everyone, inspiring them to greater feats! +2 competence bonus to all rolls until the end of the encounter Darien looks around and pulling around a bit. While unable to get out, he's learned the position on the wall and figures that if either of the large men adjacent to him can pull out a splinter and drop it, he can grab it with his foot and toss it to Tantris. Iliken pulls and tugs, though the iron stops him cold.
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# ? May 20, 2015 04:05 |
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Salazar of the Wastes - Slave Ship? Salazar nods at the man. "I will try to get you a splinter, and then we can scout the room for exits and makeshift weapons." His training makes him surprisingly flexible for such a large man, and he props his feet up against the wall for leverage while trying to rip out one of the protruding splinters and cast it down towards someone's feet. Str+Athletics to get splinter: 1d20+9 14
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# ? May 20, 2015 04:13 |
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Salazar claws into the wood backwards, made easier by Katarina's constant pulling on the board, his fingers bleeding as he digs his nail deeper and deeper into the wood. He rips out a long, solid but thin shank of wood, dropping it to near Darien's feet. Darien tries to fiddle the lock but snaps off the end. He might be able to recover it. In the distance everyone begins hearing foot steps. They're not consistent but they are audible. Darien could try again in haste, or he could hide the splinter for now? Attempt to toss a splinter (DC 15) (+2 competence): 1d20+7+2 10
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# ? May 20, 2015 04:46 |
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Darian Darien's attempt to toss the splinter fairs no better than his attempt to escape the shackles, as the splinter falls to the floor. Toss that splinter: 1d10+9 12 Guys how do i splinter
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# ? May 20, 2015 13:14 |
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Darien drops the splinter out of site, but barely within reach of his toes. You hear some clanking keys and then the door opens to a large lone man. He rests them back in his pocket as he lurches forward. He seems to have trouble walking and is staring at the floor to make sure his steps are straight. He hasn't noticed that you are awake and he makes his way towards Tantris.
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# ? May 21, 2015 01:27 |
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Play dead? Or try something different?
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# ? May 21, 2015 03:38 |
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Tantris Tantris, still manacled, closes his eyes and pretends to be asleep, all the while waiting for the drunk guard to get closer. How much freedom of movement do I have in these chains? Could I hypothetically grab the guard if he's close enough.
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# ? May 21, 2015 04:58 |
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Your body has full mobility but your hands are essentially stuck to the wall.
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# ? May 21, 2015 15:34 |
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You could grab the guard with your legs. You could make an unarmed sneak attack if you wanted.
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# ? May 22, 2015 01:39 |
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Tantris Tantris waits until the guard is in range, and then lashes out with his feet, hoping to use the advantage of surprise to incapacitate him. Needless to say, being chained to a wall affects his aim, and he finds himself kicking empty air. Attacking the Guard: 1d20+5 8
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# ? May 22, 2015 02:12 |
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The guard catches himself and begins laughing with his whole body , though doing so you've noticed he turns his back on some of your companions. Someone can try to pick his pocket with their foot, or hit him from the side.
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# ? May 22, 2015 02:22 |
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Ilikan Ilikan watches as another person chained to the wall lashes out with their legs to try and grab the guard, as their attempt misses he uses the guard's drunken nature and surprise at the maneuver to try himself. Lashing out with his long legs, he catches the guard, and tries to hold them still and pull them in with the crushing strength of his legs. Touch Attack to start grapple 1d20+7 17 going to assume that hits. Opposed Strength Check for Grapple 1d20+11 20 if that beats the guard's opposed strength grapple check then deal 1d3+6 7 subdual damage.
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# ? May 22, 2015 02:38 |
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Ilikan takes an opening and wraps massive tree like legs around the guards neck. After spinning him around by the shoulders he sets up a perfect kick and teeth fly over the floor. Tantris is able to use his feet to maneuver and pull the guard closer, his wrists bleeding from a cut as he stretches further and further out. Finally his toes pull the key ring up. With a quick flick they land in his hand, and he quickly frees himself. Loot: 1x Shortsword, 1x Dagger, Leather armor, 13 silver (foreign currency?), key ring, 1 pair of boots (only boots available at the moment, everyone else bare), 20 feet of rope. Lots of barrels that are tightly sealed lie all around.
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# ? May 22, 2015 03:09 |
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Tantris Thanks, friend., Tantris says to Ilikan as he massages feeling back into his hands, wincing as his fingers pass over the abrasions. He considers it for a moment, and then says, I trust we're all in this together until we get out of here, at least?, and unlocks the manacles of the other prisoners. I'm Tantris, he declares, as he picks up the shortsword. We're still prisoners, we've only got a suit of armor, and two weapons between us, and who knows how many guards on the other side of the door, plus the unconscious man here. Any suggestions? Those barrels might contain something useful.
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# ? May 22, 2015 04:16 |
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Ilikan Ilikan nods. "Ilikan, and you are right." He makes his way to the barrels and begins checking them for anything useful. "I don't think that armor will fit me, and while I would like to have a weapon, I can probably make do with whatever if necessary. Just hope they brought our stuff when they grabbed us."
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# ? May 22, 2015 08:12 |
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Salazar of the Wastes "Should you like me to take the brunt of the attack, I would like to have the sword and armor. I am not trained in fighting unarmed or naked. But, I am not the only large man here, and given that this boat appears to be large, a frontal assault would appear suicidal at this point. I am no coward, but I do not plan to die today." He scans the room carefully, paying special attention to the barrels. "I doubt we would be so lucky to be locked up in a room full of weapons. No slaver in any land is that stupid. But, they may have left us something useful, or flammable." Salazar nods to the others. "Why don't we take the blades and try unsealing these barrels, see if we can find anything to turn the situation to our advantage? Going to examine the barrels carefully to try to figure out if unsealing them would be dangerous, and if nothing bad happens and I get no objections, I'll proceed with the unsealing. Examine Barrels for Contents/Safety: 1d20+7 20
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# ? May 22, 2015 09:47 |
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Katarina "I am a soldier who needs no weapons. I'll be more than happy to assist if it gets us the hell out of here." With all the activity, it seems like everyone's forgotten to marshal what forces they have available. There are still able bodies chained up, prisoners who will surely want to escape.
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# ? May 22, 2015 13:43 |
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Salazar grabs the dagger and pries off the nearest barrel to him. Inside he finds what appears to be a very a very well wrapped breading of some kind under a very large wheel of cheese. After comparing the barrels a bit, he notices that some barrels are marked with a number. The one he opened was not.
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# ? May 22, 2015 23:25 |
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I'm pretty sure I freed all the prisoners.
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# ? May 23, 2015 01:29 |
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Sorry, I was really, really tired last night :s
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# ? May 23, 2015 03:01 |
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The freed slaves fall to the floor, motionless. Whatever had you out cold still has them out.
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# ? May 23, 2015 18:04 |
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Katarina The soldier joins the search. Anything can be a weapon or a shield. The barrels have to contain something of use. Perception to search the barrels: 1d20+5 12 Probably won't find much, but worth a shot
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# ? May 23, 2015 22:15 |
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Tantris Tantris goes over to the sleeping men, and does his best to try to wake them. It would be dangerous for them to stay here, but there were too many asleep and too few awake. There was no way for the people who were awake to get the sleepers out. Not and deal with guards or whoever might try and stop them as well. Trying to get the sleeping people conscious
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# ? May 23, 2015 22:25 |
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Phone post The slaves who are out can not be woken up. They are out for now until their bodies choose to wake up. Katarina opens a marked barrel (8) and inside she finds a series of ingots and a small black chest. It is *very* locked.
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# ? May 23, 2015 23:47 |
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Tantris Tantris sighs as he finishes inspecting the bodies. They're just too far out of it. His eyes light up when he sees the black chest. "Mind if I take a look at that? I might be able to get it open. Checking chest for traps: 1d20+5 14
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# ? May 24, 2015 01:14 |
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Ilikan While others take a look at the chest that had been hidden in one of the numbered barrels Ilikan instead keeps checking barrels for anything else of interest.
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# ? May 24, 2015 01:46 |
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Katarina "By all means, take it." Kat hands over the box and tries another barrel.
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# ? May 24, 2015 05:52 |
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No traps in the chest. The locking mechanism does seem very intricate though and you wonder how long it will take to get in, especially without any tools on hand (-5 to try until you get some tools). The next barrel that is opened (25) is full of gold pieces, precious gems, and ingots of some unknown metal.
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# ? May 25, 2015 05:12 |
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Ilikan Ilikan pauses after opening that barrel. Well that could be useful later on. Also it should be nice and heavy if he needs something to hit people with. He sets it aside and continues to open barrels.
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# ? May 25, 2015 05:38 |
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Tantris Tantris examines the lock more closely. "This might take a while, especially because I don't have much in the way of tools. Can you give me a little time?", he asks, as he picks up the splinter and gets to work. Taking 20 on the chest. So 22
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# ? May 25, 2015 16:09 |
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# ? Mar 28, 2024 16:02 |
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Tantris does not have enough time though he tries his best with what he has on hand and makes it work. 5 rolls to open chest, DC 20 before steps: 5#1d20+2 13 20 15 4 9 With some very creative tinkering, the chest is popped open, though it's locking mechanism is damaged. Inside is a small liquid in a crystal vial, wrapped in velvet. Next to it is a perfectly carved black cube of a heavy, glassy rock. Ilikan notices one barrel that seems very enticing (14) and pries it off after some elbow grease. Inside you find that it is filled, top to bottom, with salt. You hear multiple sets of feet coming down the stairs. Salazar thinks he can make out three different sets. "What's taking Char so long?"
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# ? May 25, 2015 23:36 |