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Serj might be our man with his +11, but instead of rolling all the checks immediately, I wanted to pause both to discover an answer to Slipp's question, as well as leave some room for those with a decent ratio of success and/or hero points to burn to step up, before he cleans house.
=)

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I'll try to clarify the initial statement:
To open each cabinet, you can either:
1. You can understand the nature of each magical ward by succeeding at a DC 16 Arcana or a DC 18 Nature, Occultism or Religion check to Recall Knowledge.
2. Anyone who succeeds at a DC 21 Thievery check to Disable a Device can also bypass the wards.
A success at either of the above opens that specific cabinet.
For either of the checks above
A critical success gives greater understanding of all the wards, imparting a +2 circumstance bonus to all further attempts with any of the cabinets.
Success opens that specific cabinet
A failure in either attempt results in the party member attempting the check taking 1d6 electricity damage (or 2d6 electricity damage on a critical failure).
Two failures or critical failures in any combination on any one cabinet leads to energy being channeled inward to that cabinet, destroying the item within.
And because Hancock is thinking about it, here's a direct quote from the scenario:
Trying to force open a cabinet with Athletics results in that PC taking 2d6 electricity damage and counts as a failure for that cabinet.
You might allow a little time for your fellow players in other time zones to contribute.

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Nice. So the DCs for other skills is more manageable.

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As far as I'm concerned, go for it. It also matches the frenetic energy of your characters to be trying ALL the cabinets.
Edit: I guess we are done here so no need. Time to move forward!

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Hey, stop critting Hancock!
:)
Do you want me to wait to make the ST until his turn or do it now?

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Either now or at the start of your turn. It doesn't matter to me.

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Question: On my character sheet I have a note that the damage from raging increases by 1 at level 3 and every 4 levels after that, but I cannot find any such thing in the rule book. Did I get that from somewhere or is that a mistake?

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Hancock, I don't see anything that increases Rage damage. Could it be part of your Rage Instinct?
Luz, it is up to the party as to how long you stay. According to my math, Martin is still down 9 HP and Hancock down 1.

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I wondered the same thing. I did see that damage increased for the instinct, but only the electrical part. I'm wondering if it is a holdover from the playtest. In any case I am convinced it does not belong and will remove it from my character sheet.

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In the interest of RP I think it would be fun to have Hancock take a swing at Bull Market with his maul. Would that be OK? Perhaps at the end of the adventure when it will not matter game-wise?

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Lovely PbP Games.
I am beginning a two week road trip tonight, anticipating for that time my posting to be spottier and lower quality. I am bringing internet with me, but my ability to move my token on the slideshow will be diminished, and I will most likely request some assistance there.
Cheers!

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Unclear if all PCs must make the three consecutive checks.
I am heavy traveling today - wanted to repair Bull Market before moving along.
Will check in a few hours from now to roll a bunch of crafting checks!

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Only one PC needs to make the check to retrieve the scroll, so that is done.
I'll wait until you get Bull Market repaired before doing anything significant.

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And away for a couple of days at a funeral. Feel free to NPC me. General go-to is electric arc (2d4+4+1, basic reflex DC 19) and intimidating glare (+11).
But feel free to use real spell slots. Slipp, despite all appearances, is actually good at healing folk too, so if Hancock (or anyone) starts to look a bit ragged, drop a heal spell.

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I'm going to be busy for the next couple of weeks, so I don't expect to start anything until after the 5th of July.

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Did we ever do down time rolls?

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You can do them now. I will go ahead and report the session, but won't generate chronicle sheet until folks have had a couple of days to do their down time and finish any roleplay they want to accomplish.
Technically, Downtime is the players' responsibility, but I include it on the chronicle as a courtesy.

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downtime, legal lore: 1d20 + 7 ⇒ (5) + 7 = 12
He hates his job. When is the next mission, he constantly asks himself.

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*chuckle*
None of us seem to be into our normal jobs.

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Earn Income: 1d20 + 5 ⇒ (20) + 5 = 25

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Chronicles have been sent via email. These things often end up in Spam folders, so if you don't see it in your inbox, please check there.
Please let me know if you have any issues.

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Thanks. Got mine. Bought me some healer's gloves and a striking rune.