DM Inspiration: Gives ADVANTAGE on any rolls. One use and it's gone.
@Beegred: Edit your post. Roll d20 again.
Also, if you want to HELP someone do something, you can roll a d20 and use their skill modifier. It's like giving them advantage, which is what HELP does, but you roll the 2nd d20 instead of waiting for them to do it. Makes things go faster, and allows the HELP action to be used in PBP without slowing things down.
Delmae (CoffeeNoise) hasn't been active on the website in the last 2 days. Usually people are highly active at the beginning of adventures, and lose interest as time goes on. Going inactive right at the beginning doesn't bode well. If (s)he doesn't show up by tomorrow, I will sacrifice Delmae and invite another player (I have a couple who asked to be put on waiting lists.)
CoffeeNoise is out. 3 days inactive and no reason given. I have invited another player to take his/her place.
When you are out on work detail, you are encouraged to try to think of things that you can do or steal to try and make escape easier. Remember, the whole point of this module is to escape. I'm going to do my best to accommodate your ideas.
Those that are not in a work detail, if you are not going to engage in any conversation then 'go to sleep'. If you've interacted with other PC's or NPC's, list out the post # and then roll a Charisma (Persuasion) check to try and improve your influence with them. I will adjust the DC and the difference is added (or substracted) from your influence total. I will make this transparent and show you all the results so you can see your progression.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
Here's an example of the Influence thing:
Official thread Post #6: Beegred tells Narstin he took a beating to distract the drow for the benefit of the other prisoners (as misguided as that is). DC -5
Official thread Post #14: Offering to help Narstin break his chains: DC -5
Beegred is Lawful Good, Narstin is Lawful Good. No DC penalty.
No enmity between Halflings and Dwarves. No DC penalty.
Base DC 10 - 5 - 5 = 0. Minimum is DC 5.
Rolling for Beegred for this example: 2
So 16 - 5 = 11
Narstin starts with -100 influence towards Beegred. Now Narstin has -89 influence. (Need 100 to for Narstin to consider Beegred a true friend.)
It works the exact same way with NPC's.
From now on, you all keep track of your own efforts to build friendships. Submit what you think are DC modifiers in your favor, and to make my life easier, you can submit DC modifiers not in your favor (I'll be grateful!). Then roll your persuasion check.
I do not expect any of you to post even once per day during weekends. If you do post, I will do my best to keep the story moving, when I can get to a PC, which is usually only evenings. Enjoy your weekends and see you Monday!
Official thread Post #6: Beegred tells Narstin he took a beating to distract the drow for the benefit of the other prisoners (as misguided as that is). DC -5
Official thread Post #14: Offering to help Narstin break his chains: DC -5
Beegred is Lawful Good, Narstin is Lawful Good. No DC penalty.
No enmity between Halflings and Dwarves. No DC penalty.
Base DC 10 - 5 - 5 = 0. Minimum is DC 5.
Rolling for Beegred for this example: 16
So 16 - 5 = 11
Narstin starts with -100 influence towards Beegred. Now Narstin has -89 influence. (Need 100 to for Narstin to consider Beegred a true friend.)
It works the exact same way with NPC's.
From now on, you all keep track of your own efforts to build friendships. Submit what you think are DC modifiers in your favor, and to make my life easier, you can submit DC modifiers not in your favor (I'll be grateful!). Then roll your persuasion check.
I will review and post your result.
If I understand this system correctly, then each player would need to know the alignment of the other players' characters. From what I can tell, however, none of us can know the alignment (not to mention the traits, flaws, bonds, ideals, and backstories) of other characters in the campaign. A character's alignment is found under the "Description" tab, which is not available when looking at someone else's character sheet. Here's a screenshot of what I see when I look at Valthana (note the absence of the "Description' tab in the lower right):
@Tozer: During your work detail, there are plenty of items that you spot that you could take. However some would be immediately noticed if gone missing and others would be too big to hide. Your perception roll wasn't great, but your sleight of hand was a Nat. 20. So, you can pick from these two choices:
A 5 foot strand of silk rope
A hand crossbow bolt, likely still covered with poison.
@Tozer: During your work detail, there are plenty of items that you spot that you could take. However some would be immediately noticed if gone missing and others would be too big to hide. Your perception roll wasn't great, but your sleight of hand was a Nat. 20. So, you can pick from these two choices:
A 5 foot strand of silk rope
A hand crossbow bolt, likely still covered with poison.
Official thread Post #8: Narstin binds beegred's wounds
Official thread post #49: Narstin shares information about the gates' weaknesses with beegred
Eldeth, persuasion: 6:
Official thread post #49: Narstin brings her food
Official thread post #49: Narstin shares with her what he learned from inspecting the gate at her suggestion
Official thread post #54: Discussing escape plans
Little grey man, persuasion: 16:
Official thread post #54: Discussing escape plans
Narstin and Beered have the same alignment and their races share no animosity. DC = 5
Perception 9 - DC 5 = 4
Influence before: -100 -> Influence after: -96
Narstin and Eldeth have the same alignment and are the same race. DC = 5
Perception 6 - DC 5 = 1
Influence before: -100 -> Influence after: -99
Narstin and Grey Man:
+10 DC for Lawful vs. Chaotic
+10 DC for Good vs. Evil
+5 DC for Dwarf vs. (unknown race)
-5 DC for sharing escape plans
DC = 10 + 10 + 10 + 5 - 5 = 30.
(I won't go lower than the base influence you start with, so no change). You may never be "friends" with some of your temporary allies...and that's OK. As for as social interactions go with your fellow prisoners, you'll always be indifferent. Unless I rule you go out of your way to antagonize them.
So I don't have to ask you to roll stealth checks, please Bold and Italics your speech when using telepathy granted by the little mushroom. Or make it clear in your text that you are speaking telepathically.
Rolling Sleight of Hand for Delmae: 15
DM Inspiration: Gives ADVANTAGE on any rolls. One use and it's gone.
@Beegred: Edit your post. Roll d20 again.
Also, if you want to HELP someone do something, you can roll a d20 and use their skill modifier. It's like giving them advantage, which is what HELP does, but you roll the 2nd d20 instead of waiting for them to do it. Makes things go faster, and allows the HELP action to be used in PBP without slowing things down.
You are free to try and do things while you are on your work duty.
Delmae (CoffeeNoise) hasn't been active on the website in the last 2 days. Usually people are highly active at the beginning of adventures, and lose interest as time goes on. Going inactive right at the beginning doesn't bode well. If (s)he doesn't show up by tomorrow, I will sacrifice Delmae and invite another player (I have a couple who asked to be put on waiting lists.)
Valthana is snoring away.
Beegred follows Valthana's lead, and is napping.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Here's an example of the Influence thing:
Base DC 10 - 5 - 5 = 0. Minimum is DC 5.
Rolling for Beegred for this example: 2
So 16 - 5 = 11
Narstin starts with -100 influence towards Beegred. Now Narstin has -89 influence. (Need 100 to for Narstin to consider Beegred a true friend.)
It works the exact same way with NPC's.
From now on, you all keep track of your own efforts to build friendships. Submit what you think are DC modifiers in your favor, and to make my life easier, you can submit DC modifiers not in your favor (I'll be grateful!). Then roll your persuasion check.
I will review and post your result.
One last thing before I call it for the night.
I do not expect any of you to post even once per day during weekends. If you do post, I will do my best to keep the story moving, when I can get to a PC, which is usually only evenings. Enjoy your weekends and see you Monday!
If I understand this system correctly, then each player would need to know the alignment of the other players' characters. From what I can tell, however, none of us can know the alignment (not to mention the traits, flaws, bonds, ideals, and backstories) of other characters in the campaign. A character's alignment is found under the "Description" tab, which is not available when looking at someone else's character sheet. Here's a screenshot of what I see when I look at Valthana (note the absence of the "Description' tab in the lower right):
I fill in those parts.
You just provide a list of positive and negative modifiers. For example:
Post #1 I healed.
Post #2 I invited so and so into our plans
Post #3 I got into a fight with him.
Etc.
I will add the rest.
Got it. I was making the process more difficult than it has to be. Typical.
@Tozer: During your work detail, there are plenty of items that you spot that you could take. However some would be immediately noticed if gone missing and others would be too big to hide. Your perception roll wasn't great, but your sleight of hand was a Nat. 20. So, you can pick from these two choices:
Beegred, persuasion: 8:
Eldeth, persuasion: 14:
Little grey man, persuasion: 6:
Tozer opts for the crossbow bolt...
Narstin and Beered have the same alignment and their races share no animosity. DC = 5
Perception 9 - DC 5 = 4
Influence before: -100 -> Influence after: -96
Narstin and Eldeth have the same alignment and are the same race. DC = 5
Perception 6 - DC 5 = 1
Influence before: -100 -> Influence after: -99
Narstin and Grey Man:
DC = 10 + 10 + 10 + 5 - 5 = 30.
(I won't go lower than the base influence you start with, so no change). You may never be "friends" with some of your temporary allies...and that's OK. As for as social interactions go with your fellow prisoners, you'll always be indifferent. Unless I rule you go out of your way to antagonize them.
And ToZer trips halfway back, stabbing himself with the poison crossbow bolt!
Yay, telepathy.
So I don't have to ask you to roll stealth checks, please Bold and Italics your speech when using telepathy granted by the little mushroom. Or make it clear in your text that you are speaking telepathically.
Roll stealth checks if you're speaking out loud in the prison cell. (Narstin and Tozer).