Hippa |
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Round 6, Hippa enters the dragon, unwillingly, reluctantly until a push by one of the lemur actors pushes her in.
Hippa's fall is blunted a bit the others.
Reflex 1d20 + 1 ⇒ (17) + 1 = 18 vs DC15
Fort 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16vs dc 12
dmg 1d4 ⇒ 4
Round 7
Helped by the others, she finds herself just as forcefully shunted back upwards by the joint lift of the tall-folk. She lets out a string of
Reflex 1d20 + 1 ⇒ (20) + 1 = 21 vs DC15
Fort 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7vs dc 12 sickened
dmg 1d4 - 1 ⇒ (1) - 1 = 0 Grease
Climb 1d20 + 2 - 2 + 1 ⇒ (14) + 2 - 2 + 1 = 15
Exxor |
Exxor will attempt to assist Hippa's exit.
Climb(Aid Another): 1d20 ⇒ 19
That is another +2 to Hippa's climb check - assuming that multiple belly characters and the one in the mouth when someone is there, can all assist.
Round 7 Saves:
Ref Save: 1d20 + 4 ⇒ (14) + 4 = 18 Success! Still Sickened
Brannock Galdarg |
Assist: 1d20 + 8 ⇒ (2) + 8 = 10
Auði Jaw-Jacker |
Got her! Exxor, you're up next!
Round 8
Feeling a surge of adrenaline as together the actors manage to get Hippa safely raised to the mouth, Audi cheers on everyone else. "We have Farus safe in the serpent's mouth! Now let us see if Tybain can find his way out!" Audi/Lazarod plants a food back in the belly and gives Exxor a boost toward escape. Unfortunately, he can't help stepping back in a pool of acid which splashes painfully up onto his leg.
Climb to assist: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15 Success: +2 to Exxor.
Audi Round 8 Reflex: 1d20 + 1 - 2 ⇒ (1) + 1 - 2 = 0 Failure: Acid: 1d4 ⇒ 2
Permanent hp 18/18 (due to Con damage); Temp hp: 2/10; Non-lethal damage: 1 hp
Tramtris Arvanxi |
round 8
climb aid: 1d20 + 3 ⇒ (17) + 3 = 20
Up and at them Tybain. Lets not keep them waiting.
Tramtris said as he brached the others and helped propel Exxor up the diabolical device.
reflex: 1d20 + 2 ⇒ (12) + 2 = 14
acid: 1d4 ⇒ 3
fort: 1d20 + 3 ⇒ (3) + 3 = 6
He had been pretty much holding his breath the whole time, now speaking he caught a full whiff of the acrid fumes making his stomach roil. This was not their brightest idea ever he reaffirmed in his mind.
no damage due to acid resist but.. sickened
Brannock Galdarg |
Reflex Save: 1d20 + 2 ⇒ (1) + 2 = 3
Acid: 1d4 ⇒ 1
Fortitude Save: 1d20 + 4 ⇒ (17) + 4 = 21
Exxor |
Exxor gladly tries to go up the throat of the beast, but seems unable to make any progress....
"Anyone have a length of rope? It would make this a lot easier!
Climb: 1d20 - 2 ⇒ (12) - 2 = 10
Sorry guys - 10 Strength and sickened is a bad combo. Depending on the other assist rolls I may, or may not fall back...
Tramtris Arvanxi |
If i read it right if i make and acrobatics check, and you make a n acrobatics check its an instant boost up to the mouth, though its DC 15 and if you fail you fall and take damage. Is that liable to be any easier for you to make?
Exxor |
Tram - good idea! Can others aid with the acrobatics... Exxor's acrobatics check would be Dex +6, Sickened -2, Armor check -2 for a total modifier of +2 - lets try unless anyone else comes up with something this round...
Rope would really help lower the climb DC... Bueller....
Brannock Galdarg |
Someone handed me climbing gear, but I don't what is included with that.
Brannock Galdarg |
Well let's use the rope then!
Exxor |
Based on the PRD, in the skills section, the Climb skill DC is adusted based on conditions... and unknotted rope could lower the climb DC to 15, that determination would have to be a Mini decision!
In the meantime....based on the length of the rope "Brannock, throw the rope up to Hippa! Hippa, tie the middle to the jaw, and use the excess to climb safely to the ground once the next person makes it up!!
Remember to help the next person up, then use the rope to climb to the floor too, rather than take the the 1d6 falling damage. Not showy, but practical.
Mini - could we use acrobatics checks to jump down and not take the 1d6, if I read the skill correctly, it would be a DC 15 to ignore the first 10' of a fall - thus negating the 10" fall? This would be a more showy option.
Auði Jaw-Jacker |
Can I suggest that while Hippa ties off the rope that we either make another attempt with Exxor or move on to have Audi try with assists? We just won't get any help from Hippa.
Round 9
Climb to assist (or climb): 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Audi Round 9 Reflex: 1d20 + 1 - 2 ⇒ (18) + 1 - 2 = 17 Success!
Permanent hp 18/18 (due to Con damage); Temp hp: 2/10; Non-lethal damage: 1 hp
Tramtris Arvanxi |
Indeed, the acidic fumes are a bother and there is a ... director i would like to kick in the shin. SO another round passing while they get the rope set up?
Hippa |
Hippa will easily agree to this. Plus it would prevent her falling out of the mouth and provide decent counterweight securing the line without bothering with a n attempt to tie off.
Brannock Galdarg |
Ugh. Let me know when and what to roll.
"Hurry it up people, this isn't getting easier..." cough, cough cough...
The fumes down by the dock had prepared Brannock to deal with the nasty gases in the tank, but after so many minutes even his stamina was starting to wear.
Tramtris Arvanxi |
I think we all need another round of saves, while hippa gets the rope and rigs it to allow us to climb up with her counterwieght holding it down,
fort save: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
reflex: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3
acid damage: 1d4 ⇒ 1
He almost threw up as more of the acidic gas was breathed in.
"Ropes in place! get climbing! He said motioning upwards and doing his best to help Exxor make the climb
str check aid another kind pushing him up the rope as he climbs as high as Tramtris can: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
or not
Auði Jaw-Jacker |
You don't have to keep making the Fort save. Once you fail it, you're sickened for the entire Act. By my count, we still need Round 9 actions for Exxor, Hippa, and Brannock. Brannock is probably using two move actions to get out the climbers kit and throw a rope up to Hippa (maybe the latter is a standard). Hippa is probably using a full round action to tie off the rope. Exxor, you can decide where to use the single assist from Audi to climb or try an Acrobatics. After that we can roll to Round 10.
Brannock Galdarg |
Reflex Save: 1d20 + 2 ⇒ (4) + 2 = 6
Acid: 1d4 ⇒ 4
Exxor |
"I do say Farus, it seems the beast finds us quite unpalatable. Perhaps the rumors are true, and we are in bad taste!"
Exxor will attempt to help the next climber, and once that person gets to the mouth, then do an acrobatic jump to the floor. Sadly, Exxor is weak and of little help to the next climber.
Climb Assist: 1d20 ⇒ 7
He does however make an artistic leap to the floor when th next person makes their way to the maw!
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
Auði Jaw-Jacker |
Round 10
With the rope in place Audi has little trouble scampering up the rope. So much so that he catches Exxor by surprise before the half-elf can help him. But, Exxor makes a graceful exit from the maw onto the stage. As soon as Exxor is gone, he positions himself to give Tram a boost up the rope.
Climb: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Tramtris Arvanxi |
rd 10
climb check: 1d20 + 3 - 2 + 2 ⇒ (6) + 3 - 2 + 2 = 9 Between his coughing and hacking the noble manages to get just a short way up the rope before he slides back down to almost throw up all over the acid soaked ground. He waves Brannock to the rope while he tries to get the bile out of his throat.He doesnt seem to notice the slimy drips of the acidic goo in the device dripping on his foul smelling grease coated flesh.
acid damage: 1d4 ⇒ 1
Brannock Galdarg |
Sorry, guys. Been very hectic several weeks.
Reflex Save: 1d20 + 2 ⇒ (15) + 2 = 17
Exxor |
As Exxor has been freed from the Torments, he will try to whip up the crowd, as they reacted well to Hippa's exit, he will try to get a "Laz-a-rod" chant going. Then hopefully a "Den-tris" chant after that, so the crowd is in a near frenzy by the time we get to "Dro-val-id"!!!
I am not sure what one would role to incite a riot? Diplomacy perhaps? If I need to role, please let me know, otherwise I will be happy with Mini determining the outcome based on the storyline.
Brannock Galdarg |
Reflex Save: 1d20 + 2 ⇒ (8) + 2 = 10
Acid: 1d4 ⇒ 3
Tramtris Arvanxi |
round 11
climb check: 1d20 + 3 - 2 + 2 ⇒ (12) + 3 - 2 + 2 = 15
acid damage: 1d4 ⇒ 3
He focused entirely on climbing that rope, the dripping acid, the coughing the sickness roiling in his innards. One hand over the other, lock the feet, reach up, pull.
He repeated it over and over again. When this was over he was punching the director in the face.
Brannock Galdarg |
Assist: 1d20 + 4 ⇒ (11) + 4 = 15
Reflex: 1d20 + 2 ⇒ (9) + 2 = 11
Auði Jaw-Jacker |
As Tram arrived in the maw, he nearly slipped by Audi in his haste to deck Robahl. Instead, Audi was pushed out. Trying to land with a flourish, he only succeeds in twisting an ankle.
Acrobatics: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 ⇒ 3
Perform (acting): 1d20 + 9 ⇒ (3) + 9 = 12