OOC - Yeah, you could have!! lol It must have been too late. We're going to miss fast coffee drive-thrus.
Sighing tiredly, Tom nods "Yeah, these things are insane. Welding torches might struggle with the locks. Still, hopefully worth the effort, once I can see in the morning. Put me on second watch and wake me then." With that, Tom shimmies back down to his ship and heads to his cabin (unless something else comes up) for a nap until his watch.
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“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
Uthvern awkwardly puts on the armour and sword. Looking around, "I know that this sword is going to be wonky with me using a shield as well, but hehehe this shit looks pretty damn cool! I'll take first watch, if yall don't mind. I kind of want to examine the sword while I can."
This post has potentially manipulated dice roll results.
The night passes uneventfully though the weather was a bit rough for the landlubbers. Your lock pickers start early with George helping Thomas. You get six tries per hour. The others can continue searching containers during the day. The only other find not on the manifest is the 50kg of fentanil.
To move this along here are 8 hours of lock pick attempts.
Exhausted, George plops down on the deck of the catamaran and stretches himself out.
'Whatever is in this stupid container better be worth it.......'
'We should be able to crack this last lock tomorrow - hopefully, the salvage teams from Yacht won't be too far behind and we can get on our way to Portland'
His head aching from focusing on such a small target, Tom keeps his eyes closed as he, too lies down to rest after dinner. "Even gold isn't worth this much trouble. I hope we don't suddenly find the keys somewhere."
Rollback Post to RevisionRollBack
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
Juliette is staying back at the ship and providing "moral support", since she isn’t very helpful at picking locks. She is on the lookout for any ships, hoping to see the backup soon. Perception 14
Juliette is staying back at the ship and providing "moral support", since she isn’t very helpful at picking locks. She is on the lookout for any ships, hoping to see the backup soon. Perception 14
She is actually. Judicious use of Bardic Inspiration would have ended this problem hours ago. For example when Thomas rolled 26 (5th roll first row) a bonus on the next roll 3 would have given success.
As we approach dusk your lookouts spot a couple of approaching boats from the south. We close enough they hail you, it is the Sheriff and some townsfolk. He climbs on board the ship and with him is Raff (the 2nd story man who you captured on your first adventure) "Any locks not opened yet?" The ex-con salivates when he sees the last padlock "These are beauties... dude! You've open four of them...respect." He gets out his own tools "Gimme a hand." 271731
Three tries and he opens it.
DM: now wouldn't it be annoying if there where like rocket launchers or something in there.
You open the case and find 10 sets of experimental combat body armour. You find a set of papers with a write-up about how these are version 7.3 and that they have improved the faults with previous versions. (In game terms these are splint equivalent without the dex penalties, critical hits don't do extra damage but there is a fault and after a critical hit roll 1d20 and on a 1 the armour is destroyed).
There is also talk about how the next version may have this problem fixed and there will be a initial production run of 100 of that version on 2nd of March 2019 at the Truth or Consequence Factory in New Mexico.
'Well, these were worth the effort - we should all suit up in these bad boys. And a future run to New Mexico might be worthwhile - but first we gotta get to Portland and through the coming winter.
Everyone should suit up in these bad boys - including you U - this is easier to wear and sneak in than that old Samurai Armor - as a matter of fact, maybe the Sheriff here should suit up in the old armor - look more official-like.' George says the last bit with a sink in his eye - a jibe at the Sherriff's worn and frayed uniform.
'Well, these were worth the effort - we should all suit up in these bad boys. And a future run to New Mexico might be worthwhile - but first we gotta get to Portland and through the coming winter.
Everyone should suit up in these bad boys - including you U - this is easier to wear and sneak in than that old Samurai Armor - as a matter of fact, maybe the Sheriff here should suit up in the old armor - look more official-like.' George says the last bit with a sink in his eye - a jibe at the Sherriff's worn and frayed uniform.
The sheriff takes the samurai armour. "Cool!" He explains that the Mayor had visited the town to the north and made a deal with them to supply boats to help move anything useful that you've found "She has always been a tough negotiator but the way she talked their council into taking the deal (70/30) was almost supernatural. Tomorrow some more boats will be arriving." If you leave now you'll hit the coast just after dark, which if I remember correctly was the original plan.
Nope, these locks need two consecutive DC25 rolls to open.
George is proficient with Thieves Tools as well:
"I hope this isn't some f$%King rocket launcher'
20 22 12 21 21 22
George:
"Crap - no luck at all - I'm gonna give it one more try and then we can give up for the night'
21 23 22 20 24 24
After Thomas struggles with the lock, Uthvern goes off to examine the sword and armour before grabbing it.
I didn’t realise you where proficient with lock picks. You could ‘help’ Thomas.
OOC - Yeah, you could have!! lol It must have been too late. We're going to miss fast coffee drive-thrus.
Sighing tiredly, Tom nods "Yeah, these things are insane. Welding torches might struggle with the locks. Still, hopefully worth the effort, once I can see in the morning. Put me on second watch and wake me then." With that, Tom shimmies back down to his ship and heads to his cabin (unless something else comes up) for a nap until his watch.
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Uthvern awkwardly puts on the armour and sword. Looking around, "I know that this sword is going to be wonky with me using a shield as well, but hehehe this shit looks pretty damn cool! I'll take first watch, if yall don't mind. I kind of want to examine the sword while I can."
George 'Perfect - wake me up for the second watch - Thomas we can work on those locks again tomorrow and see if we can't crack this sucker open'
The night passes uneventfully though the weather was a bit rough for the landlubbers. Your lock pickers start early with George helping Thomas. You get six tries per hour. The others can continue searching containers during the day. The only other find not on the manifest is the 50kg of fentanil.
To move this along here are 8 hours of lock pick attempts.
14 16 16 27 20 21
15 20 23 21 11 13
25 27 26 26 25 16
24 17 12 24 17 14
26 14 14 15 16 16
17 26 26 17 16 27
23 24 13 22 14 27
22 12 22 22 27 27
Three more locks opened, only one to go.
Exhausted, George plops down on the deck of the catamaran and stretches himself out.
'Whatever is in this stupid container better be worth it.......'
'We should be able to crack this last lock tomorrow - hopefully, the salvage teams from Yacht won't be too far behind and we can get on our way to Portland'
His head aching from focusing on such a small target, Tom keeps his eyes closed as he, too lies down to rest after dinner. "Even gold isn't worth this much trouble. I hope we don't suddenly find the keys somewhere."
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Eva is on lookout for any ship from the town or otherwise
Preception 21
Uthvern is going to look in the other containers we havent opened yet. Would that be investigation? Cause if it is, 2
Juliette is staying back at the ship and providing "moral support", since she isn’t very helpful at picking locks. She is on the lookout for any ships, hoping to see the backup soon. Perception 14
She is actually. Judicious use of Bardic Inspiration would have ended this problem hours ago. For example when Thomas rolled 26 (5th roll first row) a bonus on the next roll 3 would have given success.
As we approach dusk your lookouts spot a couple of approaching boats from the south. We close enough they hail you, it is the Sheriff and some townsfolk. He climbs on board the ship and with him is Raff (the 2nd story man who you captured on your first adventure) "Any locks not opened yet?" The ex-con salivates when he sees the last padlock "These are beauties... dude! You've open four of them...respect." He gets out his own tools "Gimme a hand." 27 17 31
Three tries and he opens it.
DM: now wouldn't it be annoying if there where like rocket launchers or something in there.
You open the case and find 10 sets of experimental combat body armour. You find a set of papers with a write-up about how these are version 7.3 and that they have improved the faults with previous versions. (In game terms these are splint equivalent without the dex penalties, critical hits don't do extra damage but there is a fault and after a critical hit roll 1d20 and on a 1 the armour is destroyed).
There is also talk about how the next version may have this problem fixed and there will be a initial production run of 100 of that version on 2nd of March 2019 at the Truth or Consequence Factory in New Mexico.
George:
'Well, these were worth the effort - we should all suit up in these bad boys. And a future run to New Mexico might be worthwhile - but first we gotta get to Portland and through the coming winter.
Everyone should suit up in these bad boys - including you U - this is easier to wear and sneak in than that old Samurai Armor - as a matter of fact, maybe the Sheriff here should suit up in the old armor - look more official-like.' George says the last bit with a sink in his eye - a jibe at the Sherriff's worn and frayed uniform.
The sheriff takes the samurai armour. "Cool!" He explains that the Mayor had visited the town to the north and made a deal with them to supply boats to help move anything useful that you've found "She has always been a tough negotiator but the way she talked their council into taking the deal (70/30) was almost supernatural. Tomorrow some more boats will be arriving." If you leave now you'll hit the coast just after dark, which if I remember correctly was the original plan.
Uthvern nods, "So with this, now we would go on with our quest I'm guessing?"
Ooc. What does the experimental armour look like?
Also ooc. Do I give the sheriff the katana as well or no?