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A Dohwar, a Giff, and a Satyr walk into a bar [IC Thread]
(01-17-2021, 03:12 AM)Bazzalan Horngrin Wrote: Bazz will just continue reading the books he bought.  Learning everything he can about those forerunners.

You can give me a History or Religion check with advantage as you have access to some of Threadvine's books as well, of if there is something else specific you are looking for I am open to arguments for other skills that may be appropriate.
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(01-17-2021, 03:27 AM)GM Anthraxus Wrote:
(01-17-2021, 03:12 AM)Bazzalan Horngrin Wrote: Bazz will just continue reading the books he bought.  Learning everything he can about those forerunners.

You can give me a History or Religion check with advantage as you have access to some of Threadvine's books as well, of if there is something else specific you are looking for I am open to arguments for other skills that may be appropriate.

History: [1d20+2] = 11+2 = 13, Advantage: [1d20+2] = 13+2 = 15; Forgot to add Proficiency bonus so it should be [15 and 17]

Religion: [1d20+2] = 6+2 = 8, Advantage: [1d20+2] = 1+2 = 3Confused

Maybe Investigation:
Investigation: [1d20+4] = 4+4 = 8, Advantage: [1d20+4] = 16+4 = 20

Maybe Insight:
Insight: [1d20+3] = 10+3 = 13, Advantage: [1d20+3] = 13+3 = 16
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(01-17-2021, 03:27 PM)Bazzalan Horngrin Wrote:
(01-17-2021, 03:27 AM)GM Anthraxus Wrote:
(01-17-2021, 03:12 AM)Bazzalan Horngrin Wrote: Bazz will just continue reading the books he bought.  Learning everything he can about those forerunners.

You can give me a History or Religion check with advantage as you have access to some of Threadvine's books as well, of if there is something else specific you are looking for I am open to arguments for other skills that may be appropriate.

History: [1d20+2] = 11+2 = 13, Advantage: [1d20+2] = 13+2 = 15; Forgot to add Proficiency bonus so it should be [15 and 17]

Religion: [1d20+2] = 6+2 = 8, Advantage: [1d20+2] = 1+2 = 3Confused

Maybe Investigation:
Investigation: [1d20+4] = 4+4 = 8, Advantage: [1d20+4] = 16+4 = 20

Maybe Insight:
Insight: [1d20+3] = 10+3 = 13, Advantage: [1d20+3] = 13+3 = 16

On the History aspect, supplemented by the dirty 20 Investigate when crosschecking with Threadvine's materials, lets you put together some points that you think are pretty concrete facts.

1)  The race was one of the earliest spelljamming races, possibly on par with the Arcane.
2)  They were insectoid, but dissimiliar to rastipedes, thrikreen or xixchil in that they were not centaurian in body plan, but rather an odd trilateral configuration.
3)  Much of their iconography focused around a three leaved flower or three pointed star.
[Image: 129448753-3d-3-point-beveled-star-vector...design.jpg]
4) Their reach was incredibly vast in that the number of known crystals spheres where their ruins and marks are not found are very rare, and have been found in more "newly discovered" shells  than not.
5) Their magic was incredibly powerful and stable, in that even now untold thousands of years later, their relics are often still functional.
6)  Often their ruins are found on airless void worlds.
7)  Many of their most powerful relics are constructed in such a way that they cannot be moved without destroying them.
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Towards the end of Bazz's shift roughly two days later, the relational positioning of the stars on the shell made it apparently that the ship was drawing close to the grand encasement. Chick commented on the odd way the view of the "Scavver" constellation that the ship had been headed for was shifting and now looked more like a mammoth or something in here opinion as she came into the helm room to take over.  A fair amount of the crew was asleep, although the standard 3 man watch crew was on shift.  As schedules probably shift around some over time, where are Rupert and Melville at this point?  Either or both of you could be on the watch crew if you would like, or you could be sleeping or enjoying personal time in some fashion.  Slick is already up and in the galley, working the first shift meal, but her merger with Melville is still strong and has just recently been reset.

As it has been pretty quiet the last couple of days, Bazz has not had to expend any spell slots on his helm work.
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Rupert sleeps at night for 8hrs, then gets up and practised his kata and morning stretches and has his breakfast for the 1st 2hours of each day, before starting his 8 hour watch. He then spends his remaining 6 hours relaxing and assisting others with random duties about the ship.
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Melville will be in the bridge, idly working on the next set of navigation, for teh phlogiston, supposing that5 Threadvine has shared a destination with him.
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Then all three of you are up and about that morning, although it doesn't sound like you are actively part of the watch duty as the ship begins it's slowing for approach to the shell.  Everyone can give a perception check with disadvantage, please, to spot the interesting thing that is approaching.
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Perception - disadvantage 1 [1d20+1] = 10+1 = 11; Disadvantage 2 [1d20+1] = 7+1 = 8

Melville is focussed on his charts and maps, trying to find the best poissible flow.
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Perception (Disadvantage) Check 1=  [1d20+5] = 19+5 = 24;  Perception (Disadvantage) Check 2 = [1d20+5] = 15+5 = 20, not much can seem to get by Rupert's beedy little Hippo eyes.  Big Grin
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(01-19-2021, 03:12 AM)Melville Wrote: Melville will be in the bridge, idly working on the next set of navigation, for teh phlogiston, supposing that5 Threadvine has shared a destination with him.

Just to make this note before it gets forgotten about:


Threadvine has had a meeting with Melville and Chick about what to look for once we get out of the shell.  He had Melville aim for this constellation as the weak Flow river that should take you to the next shell is supposed to originate from somewhere around it.  Once outside the shell where current measurements can be made, you will have to find this weak river to act as a guide.  Otherwise, you will have to try to work out a route without a guide, which will be an extremely difficult and risky task.
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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.