DM Carbide |
[dice=athletics]1d20+9
Zac, what are you trying to do? This particular obstacle nominally requires Survival or Nature checks, not Athletics.
Deerslicer |
Round 1
Acrobatics: 1d20 + 9 ⇒ (17) + 9 = 26
Round 2
Athletics: 1d20 + 9 ⇒ (20) + 9 = 29
Round 3 - I have assurance of 16 on Survival but assume I'll need higher than that, so ...
Survival: 1d20 + 8 ⇒ (12) + 8 = 20
DM Carbide |
He can, indeed, and that's a success! I had to rejigger the numbers; details in the Discussion thread.
Round 4, one more success to go on Obstacle 3:
Deerslicer-
Desmond-
Eldryon-
Mrs. Crinkle-
Nikma-
Zac-
FYI, it's a DC 17 Nature or Survival check. I'll queue up the next obstacle, so after one more success on Obstacle 3 you can immediately move on without having to wait for me.
After returning the rats to their parents, the party hits a slick spot--overenthusiastic but clumsy kobolds have dropped a pack of potions in their haste, and the slippery mixture coats the floor.
Less-difficult Survival check to find the best path through; more-difficult Acrobatics check to vault across.
DM Carbide |
First you have to finish the babies, which will only take one more success; I'll count your roll against that.
Round 4, Obstacles 3 & 4:
Deerslicer-
Desmond-
Eldryon-
Mrs. Crinkle-
Nikma-
Zac-Success, Obstacle 3!
DM Carbide |
Round 4, Obstacles 3 & 4:
Deerslicer-
Desmond-Success, Obstacle 4!
Eldryon-
Mrs. Crinkle-
Nikma-
Zac-Success, Obstacle 3!
After Zac handles the last of the baby rats, Desmond demonstrates that these boots were also made for sliding, and sails on through the spill!
Deerslicer, Eldryon, Mrs. Crinkle, and Nikma to go.
Nikma Odria |
Survival: 1d20 + 5 ⇒ (4) + 5 = 9
I... cannot find the best path through.
But he tries again quickly...
HERO POINT Survival: 1d20 + 5 ⇒ (9) + 5 = 14
DM Carbide |
Round 4:
Neither Nikma nor Eldryon can find a way through.
Deerslicer and Mrs. Crinkle to go!
Mrs. Crinkle |
"YEEEEEHAAAAWWWW!" With a running start, Mrs. Crinkle tries to leap over the slippy, sloppy mess. What could possibly go wrong?
Acrobatics: 1d20 + 5 ⇒ (15) + 5 = 20
DM Carbide |
Zac already finished Obstacle 3, but the net successes balance either way--so status on Obstacle 4 is:
Round 4, Obstacles 3 & 4:
Deerslicer-Critical success, Obstacle 4!
Desmond-Success, Obstacle 4!
Eldryon-Failure
Mrs. Crinkle-Success, Obstacle 4!
Nikma-Failure
Zac-Success, Obstacle 3!
[ooc]Two more successes are necessary to pass Obstacle 4; the first two successes in the next posts will count for that.
Round 5, initially Obstacle 4:
Deerslicer-
Desmond-
Eldryon-
Mrs. Crinkle-
Nikma-
Zac-
DM Carbide |
Round 5, initially Obstacle 4:
Deerslicer-
Desmond-Success, Obstacle 4!
Eldryon-
Mrs. Crinkle-
Nikma-
Zac-
Desmond almost does well enough to get everyone through.
Anyone else?
DM Carbide |
Round 5, Obstacles 5 and 6:
Eldryon gets the last of the party past the potion pool (Obstacle 5).
The hippogriff in a jar is in the room where the treasure pile collapsed on Deerslicer.
Extricating it from its precarious location will require a less-difficult Thievery check or a more-difficult Crafting check to stabilize the pile.
Nikma critically succeeds at a Crafting check! Zac is unable to make any headway, though.
Mrs. Crinkle and Deerslicer to go this round!
Mrs. Crinkle |
"Ooo! I saw a fancy spear that would make a perfect lever." Mrs. Crinkle bustles off, sing-songing to herself: "We're playing with a dragon's treasure. Who knows if we'll get killed! Heehee!"
"Ah! Here we go. I'll just insert it here and lift that shield to support what's on top of the jar..."
Crafting: 1d20 + 6 ⇒ (1) + 6 = 7
Hero Point Reroll: 1d20 + 6 ⇒ (11) + 6 = 17
DM Carbide |
Round 5, Obstacle 5:
Deerslicer-
Desmond-Success, Obstacle 4!
Eldryon-Success, Obstacle 4!
Mrs. Crinkle-Failure (barely)
Nikma-Critical success, Obstacle 5!
Zac-Failure
Mrs. Crinkle is about to mess up very badly indeed when she manages to stabilize the pile. Unfortunately, she can't quite take advantage of that to reach the jar.
Deerslicer to go!
DM Carbide |
Botting Deerslicer to keep things moving:
Thievery check: 1d20 + 9 ⇒ (15) + 9 = 24 Success!
Round 6:
Deerslicer-
Desmond-
Eldryon-
Mrs. Crinkle-
Nikma-
Zac-
Obstacle 5: 3 successes/6 needed
Everyone can act!
Nikma Odria |
Looks like this pile is almost in order...
Crafting: 1d20 + 6 ⇒ (4) + 6 = 10
I see a glyph left on the slides, so...
HERO POINT Crafting: 1d20 + 6 ⇒ (16) + 6 = 22
DM Carbide |
You can indeed.
Round 6, Obstacle 5:
Deerslicer-
Desmond-Failure
Eldryon-
Mrs. Crinkle-
Nikma-Success!
Zac-
Nikma manages to recover, but despite his considerable natural aptitude Desmond isn't quite able to manage to extract the jar.
Obstacle 5: 4 successes/6 needed
Deerslicer, Eldryon, Mrs. Crinkle, and Zac to go! If you lack the skill, let me know that you're not trying (and since crit fails will set you back, unless you have really good stats it's best not to try untrained).
Mrs. Crinkle |
Realizing that she's too short to take full advantage of the lever she's constructed, Mrs. Crinkle upends a couple of jars and sets them on the floor where she wants to put her feet. "Now let's try. Heehee!" She throws her weight onto the lever.
Crafting: 1d20 + 6 ⇒ (3) + 6 = 9
"Woop!" She didn't stabilize the jars, which flip at just the wrong moment, sending her tumbling. Everyone gets a view of her pantaloons, whether they like it or not. She bursts out laughing as she gets up and rights her clothing. "Heehee! Well, I made a rather exuberant mess of things, didn't I? Heehee!"
DM Carbide |
Round 6, Obstacle 5:
Deerslicer-
Desmond-Failure
Eldryon-
Mrs. Crinkle-Failure
Nikma-Success!
Zac-
Mrs. Crinkle, fortunately, only damages her dignity (such as it is) in the fall, and doesn't make things worse. Just a failure, not a crit fail.
Zac, Eldryon, and Deerslicer to go!
DM Carbide |
Round 6, Obstacle 5:
Deerslicer-Success!
Desmond-Failure
Eldryon-Success!
Mrs. Crinkle-Failure
Nikma-Success!
Zac-
Eldryon gets most of the remaining treasure pile away from the jar.
Pushing things so we can finish, here's Deerslicer's next Thievery check:
Thievery: 1d20 + 9 ⇒ (16) + 9 = 25
The goblin reaches past Eldryon and pulls the hippogriff in a jar out of the heap.
Finally, the ghost courier fulu is found in the chamber where the party fought the first group of hermit rats. Unfortunately, it's set thirteen feet off the ground.
Less-difficult Athletics check or more-difficult Acrobatics check to retrieve it.
Zac is the last one to go this round!
Mrs. Crinkle |
"Who needs a boost? Come stand on an old lady! Heehee!" Mrs. Crinkle lifts up the first person to volunteer.
Athletics: 1d20 + 8 ⇒ (4) + 8 = 12
Well, she tries, anyway. "Oof! Dump those bricks out of your pockets first, silly! Heehee!"
DM Carbide |
Zac barely manages to eke out a success.
Round 7, Obstacle 6:
Deerslicer-
Desmond-
Eldryon-
Mrs. Crinkle-Failure
Nikma-
Zac-
Mrs. Crinkle can't manage to climb the wall.
Obstacle 6: 1 success/6 needed
Everyone but Mrs. Crinkle can act!
DM Carbide |
Round 7, Obstacle 6:
Deerslicer-Success!
Desmond-Failure
Eldryon-
Mrs. Crinkle-Failure
Nikma-
Zac-Failure
Neither Desmond nor Zac get anywhere, but Deerslicer does a pretty good job.
Nikma & Eldryon?
Obstacle 6: 2 successes/6 needed
Nikma Odria |
Use these for foodholds and handholds Ms. Crinkle! Nikma attempts to show her where he finds contact points on the wall.
Athletics: 1d20 + 7 ⇒ (4) + 7 = 11
But... he's not doing so well himself.
Um, maybe not those ones. One moment...
DM Carbide |
Round 7:
Nikma finds the walls to be devoid of handholds.
Eldryon?
DM Carbide |
Eldryon fails, but manages to avoid undoing the work that the others have done.
Round 8, Obstacle 6:
Deerslicer-
Desmond-
Eldryon-
Mrs. Crinkle-
Nikma-
Zac-
Everyone can act again!
Obstacle 6: 2 successes/6 needed
DM Carbide |
These boots were clearly *not* made for climbing.
Nikma Odria |
Nikma, embarrassed, looks around at other parts of the surface.
There's got to be a foothold here somewhere...
Athletics: 1d20 + 7 ⇒ (8) + 7 = 15
Eldryon Spearheaven |
Athletics: 1d20 + 6 ⇒ (16) + 6 = 22
This time, after making sure to not take the path her comrades took, Eldryon takes care to not walk on her robes and starts climbing.
DM Carbide |
Round 8:
Eldryon succeeds where Desmond and Nikma failed, putting the party closer to retrieving the talisman.
Deerslicer and Zac to go!
Obstacle 6: 3 successes/6 needed
DM Carbide |
Round 8:
Zac nearly slips, but still manages to advance the effort.
Deerslicer?
Obstacle 6: 4 successes/6 needed
Mrs. Crinkle |
Mrs. Crinkle gives Deerslicer a mischievous look. "Wanna be two short folks in a cloak, dearie? Heehee!" If he consents, she lifts him up onto her head.
Athletics to Aid Deerslicer: 1d20 + 6 ⇒ (9) + 6 = 15
Whew! Looks like I made the right choice.