The manor shows tracks from frequent traffic, but you don't see any sign of a watch post or any other kind of presence. Your party appears to be alone in this ruin.
I can roll for investigation, also do I get to keep the earring?
19
OOC: You are in possession of the earring. What you guys decide to do with it is not up to me.
Elila examines the stairs leading to the door, as well as the door itself. She can find no signs of any danger and the door doesn't appear to be locked.
I can roll for investigation, also do I get to keep the earring?
19
i think we agreed to 'cash out' the value of any items found within the realm of encumbrance. if you wish to try and role-play barter with shopkeeper for better value than stated you can do that. in this case, you are also the one who singularly found it and therefore can either keep the item as is, the full gold value or state that you wish to share it.
how are we supposed to co-ordinate a 'help' roll before its actually rolled in PBP?
can we add advantage after the fact, or should we arrange the group with standing orders of x person plus y person will always do z rolls?
Because of the nature of Play By Post, there has to be some leniency in the rules. Rules as written says that the 'Help' action has to be declared before any dice are rolled. But in PBP, that would make everything take forever. So our choices:
Allow the Help action after the fact
Assign skills to certain people.
Allowing the Help action after the fact is what I had proposed in my previous post. Disadvantage: the people that can post more frequently get to do more skill checks. Advantage: the people that post later can choose who to help after the fact, even after they've seen the dice rolls. So if they see one skill check scored pretty high, they can leave it, and help another skill check that rolled low.
Assigning skills to certain people is fine with me. But it opens the door for other people to cause your character to do something you didn't want them to. For example: You've assigned Rogue to do investigation checks, Cleric to do Perception checks, Wizard to do Arcana checks, etc.. Your party finds themselves in a long hallway with a door at the end. Someone posts, "Is the door locked? Lets investigate." I would go and see that Rogue does Investigation checks, and move him up to the door. Unfortunately, there was a trap in the floor and passive perception wasn't high enough to spot it. So rogue takes damage from the trap because someone else said, "Lets go check out the door."
You guys decide how you want to play it.
If you choose Help action after the fact, then quote the skill check you want to help, say you are helping and then YOU roll for the advantage, EXCEPT you use the skill modifier of the person you're helping.
ok. i see. so if we help someone after we roll the second dice of the 'advantaged set' but use the potentially higher bonus of their stats vs our possibly lower + modifier.
i support this method, but we should learn who have the 'best' bonus for common task and 'ask' them to roll the initial check. all agree?
i'm going to also roll perception trying to beat 19 21
ok. i see. so if we help someone after we roll the second dice of the 'advantaged set' but use the potentially higher bonus of their stats vs our own + modifier.
Whoever rolls first sets the skill modifier for the advantage roll. If you help, you roll (to avoid slowing things down) but use their modifier.
Kitryn opens the door all the way. The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels.
Klednir flies into the cellar. Unable to hover, the hawk lands on a barrel on the north side. Rindelk, blind and deaf, observes the room through Klednir's eyes.
The cellar is 10 feet high above the platform with the doorway leading up to the kitchens. The floor is 15 feet below the platform creating a vaulted room with a 35 foot ceiling. There is a cistern full of water which seems to be fed by pipes that disappear into the ceiling. On the north and south side are barrels, which appear in good condition. There is a door on the north side and west side of the room.
Rolling Perception - 19
The manor shows tracks from frequent traffic, but you don't see any sign of a watch post or any other kind of presence. Your party appears to be alone in this ruin.
I can roll for investigation, also do I get to keep the earring?
11
OOC: You are in possession of the earring. What you guys decide to do with it is not up to me.
Elila examines the stairs leading to the door, as well as the door itself. She can find no signs of any danger and the door doesn't appear to be locked.
I would like to detect magic.
how are we supposed to co-ordinate a 'help' roll before its actually rolled in PBP?
can we add advantage after the fact, or should we arrange the group with standing orders of x person plus y person will always do z rolls?
Katerielle and i have +5 perception so how does that work out to and assist roll? 20 +5 two die
Rindelk has the high +4 investigation, so aided by a +3 from someone like Leek thats? 20 +4 two die
i think we agreed to 'cash out' the value of any items found within the realm of encumbrance. if you wish to try and role-play barter with shopkeeper for better value than stated you can do that. in this case, you are also the one who singularly found it and therefore can either keep the item as is, the full gold value or state that you wish to share it.
Because of the nature of Play By Post, there has to be some leniency in the rules. Rules as written says that the 'Help' action has to be declared before any dice are rolled. But in PBP, that would make everything take forever. So our choices:
Allowing the Help action after the fact is what I had proposed in my previous post. Disadvantage: the people that can post more frequently get to do more skill checks. Advantage: the people that post later can choose who to help after the fact, even after they've seen the dice rolls. So if they see one skill check scored pretty high, they can leave it, and help another skill check that rolled low.
Assigning skills to certain people is fine with me. But it opens the door for other people to cause your character to do something you didn't want them to. For example: You've assigned Rogue to do investigation checks, Cleric to do Perception checks, Wizard to do Arcana checks, etc.. Your party finds themselves in a long hallway with a door at the end. Someone posts, "Is the door locked? Lets investigate." I would go and see that Rogue does Investigation checks, and move him up to the door. Unfortunately, there was a trap in the floor and passive perception wasn't high enough to spot it. So rogue takes damage from the trap because someone else said, "Lets go check out the door."
You guys decide how you want to play it.
If you choose Help action after the fact, then quote the skill check you want to help, say you are helping and then YOU roll for the advantage, EXCEPT you use the skill modifier of the person you're helping.
ok. i see. so if we help someone after we roll the second dice of the 'advantaged set' but use the potentially higher bonus of their stats vs our possibly lower + modifier.
i support this method, but we should learn who have the 'best' bonus for common task and 'ask' them to roll the initial check. all agree?
i'm going to also roll perception trying to beat 19 21
Rindelk spends another 10 minutes ritual casting Detect Magic. He does not sense anything even when up against the close door.
Whoever rolls first sets the skill modifier for the advantage roll. If you help, you roll (to avoid slowing things down) but use their modifier.
i will open the door partially and investigate for trap triggers around the frame
investigate 8
assuming failed check.. open fully
OOC: Elila had already investigated the door.
Kitryn partially opens the door paying heed for traps, but finds none. Elila watches Kitryn doing this and shrugs.
OOC: You can now see some of the map in Roll20.
full open
Kitryn opens the door all the way. The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels.
Katerielle would like to walk in the room, staying out of sight line to the left corridor.
ooc Can I use my darkvision to reveal what is in the hallway on the bottom left?
I would like to send in my familiar to get eyes on things.
"I summon Klednir, my trusty familiar and send him in the room to investigate."
Klednir's hit points: 0 (minimum 1)
Klednir flies into the cellar. Unable to hover, the hawk lands on a barrel on the north side. Rindelk, blind and deaf, observes the room through Klednir's eyes.
The cellar is 10 feet high above the platform with the doorway leading up to the kitchens. The floor is 15 feet below the platform creating a vaulted room with a 35 foot ceiling. There is a cistern full of water which seems to be fed by pipes that disappear into the ceiling. On the north and south side are barrels, which appear in good condition. There is a door on the north side and west side of the room.