Dolph sloooowly turns to look at the scorpions. He hefts his shield for a moment, readying himself, but then thinks better of it. He's alone, he's not been taught to fight underwater, and he's in these creatures' natural environment. With considerable regret (and faint hope that they can come back for it) he lets go of the chest and moves as quickly as possible up the beach with his shield on his arm (not leaving that behind!). If any scorpions get in his way, he'll bang them with his targ (hence the term "targbanger").
Dolph gasps in pain--a truly bizarre sensation when you have saltwater in your lungs--and tries to fight the sudden stars in front of his eyes and keep pushing the chest. He can see down here, but there isn't much to see, so he tries to gage which way the beach is based on the motion of the water and whether the sea bed goes up or down (he does up, obviously), all the while preying to the great gods of steel that this stuff he drank lasts long enough.
Generally speaking, spells do what they do and nothing more. They're not like science or engineering where you look for secondary possibilities. They're very specifically limited effects. It's a bummer for someone whose thinking is permanently stuck on "lateral," I know, but that's the way the system is designed.
Dolph looks down into the choppy water, drinks the potion, which tastes vaguely of chlorine and rubber, and then fights every instinct in his dwarven body in order to jump into the water. It's a moment or two before he can actually bring himself to "breath" the water, and it feels very strange breathing something that tastes so strongly of salt, but after a few seconds, he gets used to it. He lets himself sink to the ocean floor--which shouldn't be a problem given that his lungs are full of liquid--then finds the crate and starts dragging it in the direction of the nearest beach. Between the crate's buoyancy and his own darkvision, it should be a piece of cake (he thinks, thus tempting fate to fart in his face again, as it has been doing since he stepped onto that godsforsaken boat).
Initiative: 11 + 3 = 14 As soon as the shield is free from the hull, Dolph hustles towards the captain's room and locates the chest. He then uses the shield to push the chest towards the big hole in the side of the Jenivere (they have so many uses, everyone should have one). His intention is to dump it into the water and then follow it down so that he can drag the chest up to the beach.
I don't see no way of getting through that lock, not without picking it. Is the captain's body around? He might have a key. Dolph also takes a moment--of which there aren't many, he knows--to look at the rest of the chest looking for non-steel bits that he might just bust through, wood being more frangible than steel, after all.
Dolph, being unarmed, will grab up any stick, chair leg, or cudgel he can find. If he can't find anything, he'll have to go with his trusty stompin' boots. In either event, he'll attack the nearest scorpion, while very briefly explaining: My shield is wedged in the mast. When I pull it, whole boat will collapse pretty quickly. Grab what we can and get out of here! Attack: 17 +4 (melee) -2 (circumstance) = 19
Dolph looks around quickly to see if there's anything of similar thickness that he can jam into the space where the shield is so that he both frees his shield and avoids destroying the boat. If he can't see anything, he'll step out of that room and find the others so that he can warn them before he pulls the shield. Int check: 8 +2 = 10
I'm not going to lie to you, says the dwarf. You're on the list. Dolph steps gingerly forward, not wanting to jar anything, and carefully attempts to lift the table off of Sasha just enough for her to scurry out. Strength 16 means he should be able to lift 460 lbs (double his max load). If and when she's safely out from under the table, he then tries to get a quick read on how to extract his shield without the whole ship being destroyed in the process. Int check to determine if other things will be seriously destroyed when Dolphs pull out his shield: 7 +2 = 9, probable failure
The way I've been handling it in other PBP games is that we establish Initiative order and then, in every round, individual players states their actions as "intentions." Then, the DM places those actions in order into a Round Summary post, making adjustments as necessary to take into account what's happened. You have to trust the DM to do things like resolve Attacks of Opportunity, but there will be a minimum of those in this game, and it's useful to post a couple of options if your actions are at all conditional on other things. It's also a bit of work for the DM, to be sure. I take anywhere from 30 to 60 minutes to make up a round summary when there are two full teams of characters on the (virtual) board, and you don't get the benefit, if you're late in the initiative order, to adjust your actions according to what's happened, although I kind of like that in a chaos-of-combat kind of way. It does mean, though, that everyone can post in whatever order they like, and we don't end up waiting on one player who was held up for some (usually quite legitimate) reason. If you don't manage to post that day, then your character simply does nothing for the round. That's what I've been doing and, as long as the DM is willing to put in the time, it works pretty well. That's just one suggestion. Anybody know of a better method?
Perception: 20 +0 =20 succexy! My friends, Dolph calls out, I can see a lifeboat! He points. Viridian, can you get the cloth off the mast, as you say, and then tie to the lifeboat so it does not float away? I also see a way to the upper-decks. We can climb down. I hear someone in the... galley, I think, but there's also something snapping and clawing in the supply room--which is suck because there is probably supplies in there--and there's also captain's room and kitchen. We might need weapons for the thing in the supply room. I should have grabbed mein hammer. This ship is not going to be here much longer. The water will take it away. Aria, you come with me to the below-decks? We go to the galley first. The trapped one is first. If Aria and Viridian agree, then he and Dolph head down to the galley while Viridian deal with the cloth/scarf/rope.
Thank you for clarifying! Yes, I will take back the last action. Dolph ties the cloth to the crow's nest, looking for a spot of the wood that's still secure of course, and then throws the other end back to Aria. You swing down to the deck, and I will follow. Then we climb back up and get your cloth. Yes?
Dolph hears the commotion, spots the sea monsters, and then yells down to Aria. We must get back to the beach! The boat can wait. Don't come up. I'll come down! I'm hoping that Dolph can make the same jump over to the cliff from the crow's nest: Jump: 11 +7 = 18 action: move as quickly as possible back to the beach with the intention of grabbing the hammer and attacking the sea monsters.
If Dolph Makes The Jump: Dolph hustles across the cliff towards the beach, and yells to Aria on his way by: We'll get your cloth later! Dolph promises!
Dolph looks at the crow's nest again, trying to push the myth that Dwarves don't float out of his mind. He crouches and, not so much leaps but rather throws himself hurtling through the air. The top of the mast slams into his chest--that's going to leave a mark--and he drops down to the crow's nest with a thud followed by a series of shivers and creaks down the whole boat (or maybe that's just his imagination). If you can, now throw me your cloth and I will swing down...?
Dolph surveys the situation: the mast, the boat, the water. He cups his hands around his mouth and yells, as loud as he can, from the cliff: Does anybody have any rope? Scott, does it look, from Dolph's perspective, as if it he could just jump straight into the boat? He thinks he can survive that fall, if necessary.
I should have made that more explicit. Dolph starts to climb the cliff. I've listed multiple checks (10) to cover the cliff's eight (i.e., up to 100 ft.). 18 +7 = 25
Let me know what happens as a result of all of that. I might have just died on the beach before even getting to the adventure.
Dolph synchs his belt and makes a decisive grunting noise (which is actually a complex expression in Dwarfish that translates roughly as The thing I have to do right now is more dangerous than anyone present will admit out of pride, but I will do it anyway because I have no choice, so I might as well treat it like I'm being heroic"). We Targbangers aren't swimmers, but I can climb a little, and I can take a fall if necessary. Let's get to it. And he trudges towards the cliffs, fully assuming that several people will follow him and aid in the task, but blissfully unaware that no one has moved yet. I think I'm discovering how to play Dolph's low Wisdom.
A mule? He stairs at Viri's curled lip and visibly makes a decision All right. A mule then. I will definitely keep my eyes open for mule. Who is not green. But then, hearing Aria, he shouts Yes, yes! Let us venture back into that great beast and salvage what we can... and keep an eye out for my shield. A Gundatch shield. Circular, with a... Never mind. Dolph goes into the boat and grabs the biggest thing he thinks he can drag up the beach. Perception +0 = 7 |