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A Dohwar, a Giff, and a Satyr walk into a bar [IC Thread]
Both the chair and the staff have a magical aura, although the chair's is so much stronger than the staff's that it is nearly blinding.
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Melville is quite pleased and reports what he sees, both aloud and via the merger.

"Two non-magical scinitars, some buckles, a magical staff and what appears to be the helm.  The helm is knocked off it's mounting. Hopefully it is not damaged. If it is intact, this will be a very profitable little venture."

"I would let Hamilton investigate the lizardfolk corpse, but there is still too much slime" 
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With the hatchdoor open, the slime ever so slowly begins to oscillate on the gravity plane and seep out along this side of the deck.  There's no telling how long it would take to clear completely, but if you wait long enough (probably longer than the day the captain recommended) you think enough of the slime would spread out as to make it negligible.  Your bucket work has left a ragged, yet slowly smoothing, hole in the center of the slime sheet.  You would estimate there is roughly a eighth inch of slime standing on the floor of the room, although this thins out quickly near the hole you have made.  Air exchange is happening, and you are pretty sure that as long as the hole is there within a few minutes the air in the room should be cleared out.
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Melville suggests that the first person throuygh the hole, after a fe minutes waiting, be Rupert, since he is wearing boots, rather than baree flippers or hooves. He suspects that neitrher Bazz nor he wants to have the slime coiver bare flesh.


He suggestes using rope to haul out the helm and thge lizardfolk body. Rupert should just be able to toss the scimitares , bucklers and staff through the hatchway.
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Rupert will carefully eneer the room and toss out the scimitars bucklers, and then the staff, he will then attach a rope to the body and the helm and use it to try and hual the body and the helm out of the helm room.
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Getting close to the body, Rupert can tell that this person was cut down in a terrible fight.  Numerous slashing wounds are obvious all over it.  The helm has been torn partially from the floor, but two of the four legs are still firmly attached.  Rupert is pretty sure that some kind of tools are going to be required to properly remove the helm from the ship.  Perhaps when this vessel has been cleared some of the crew can come to remove the helm while you all continue to explore the tree.
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Rupert will pass out the weapons and buckles, and then tie a rope to the body so that it can be dragged up on deck, for last rights and be barried at space.
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Once Melville gets his flippers on the staff he can immediately recognize it as an arcane focus.  Underneath the gore are numerous small bone and feather fetishes bound to the staff with thin leather strings.  Under the lizardfolk's body, Rupert also finds a short sword which he hauls out with the rest.  [[Rupert can give me a Nature check to see if he can identify a possible source of the slime. Afterwards, he can also give me an investigate check to put together a scenario for what happened in the room, unless you already think you know.  If he describes things to the rest of the group they can make the same roll with disadvantage (just on the investigate, the nature roll is normal).  To waive the disadvantage you would need to go in and look at the scene yourself.]]
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Nature Skill Check = [1d20]=2,
Investigation skill=[1d20]=19.
Rupert describes everything he sees in vivid detail to the group as he goes about investigating the room and it's contents
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Nature [1d20+3]=15+3=18; Investigation (disadvantage) [1d20+5]=11+5=16; or [1d20+5]=13+5=18

So that's Nature = 18, and Investigation = 16
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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.