Ok. It seems I broke the forum. Either too many rolls in the same post, or too many edits to the same post. Many of the rolls keep changing every time I edit that post.
I don't know what causes it, but I've seen it too.
I had a post where the saving throw was high. I edited it to say "success", and roll changed to a low number. I edited it to say "failure", and the roll changed to a high number again... I finally put in a note saying to screw the number that shows up, as it was a "success" the first time I saw it.
Rollback Post to RevisionRollBack
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)
OOC: Since Valthana didn't need to break her own, she'll help someone.
You can help as many people as you want. The restriction is towards the individual that is chained. That individual gets 1 attempt to break, one to slip out and now, one to have the lock picked.
Stool is not going to try and break out of his chains on his own, but there is very little point. He can still move and that's about all he can do. If you don't like the chains, you can try to break or slip them off on his behalf.
And if you're going to OOC, do it in this thread please.
I believe that Ront, Jimjar, Derendil, Shuushar, and Buppido need to be freed. Tozer is preparing to use the [.magicitem]Metal Shard of Many Uses[./magicitem] in an attempt to unlock their manacles. Although, I'm not sure if unlocking Ront fits with the barbarian's current outlook on life...
Just for clarification: There are stairs that go down about 20 feet, but the only way into this outpost from below is by lift. At the lowest point to the north, the drop is still a good 80 feet.
I'm assuming the 23 to pick Ferry's manacles was a success? Let me know if not, and I'll alter my in-game post.
Can we get a brief description of the picked manacles in case we want to use them as a makeshift weapon? Also: is the pick or a key required to quickly re-fasten them to something else?
And are the spider webs on the map accurate, location-wise? In other words, if things go south and players decide to try to jump in the river, can we use the map to figure out where to jump, or are there pretty much spider webs everywhere?
Asking for DM inspiration for post #174 - Personality Trait "I love a good insult, even one directed at me."
Rollback Post to RevisionRollBack
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)
Just for clarification: There are stairs that go down about 20 feet, but the only way into this outpost from below is by lift. At the lowest point to the north, the drop is still a good 80 feet.
I'm assuming the 23 to pick Ferry's manacles was a success? Let me know if not, and I'll alter my in-game post.
Can we get a brief description of the picked manacles in case we want to use them as a makeshift weapon? Also: is the pick or a key required to quickly re-fasten them to something else?
And are the spider webs on the map accurate, location-wise? In other words, if things go south and players decide to try to jump in the river, can we use the map to figure out where to jump, or are there pretty much spider webs everywhere?
Yes, with a lock pick roll of 23, you are free.
The manacles require a key to lock them into place. They have a chain that passes through a loop on a belt. It can be used as an improvised weapon, but standard improvised weapon rules apply.
Yes, the map is accurate regarding the location of the webs.
Tozer is holding off on the break-the-gate attempt. I figure success or failure will start some fireworks of some sort. Don't want to do that unless all of you are on board.
@DM
When the time comes, is breaking down/through the gate a strength check with advantage for each prisoner who attempts it?
I don't know what causes it, but I've seen it too.
I had a post where the saving throw was high. I edited it to say "success", and roll changed to a low number. I edited it to say "failure", and the roll changed to a high number again... I finally put in a note saying to screw the number that shows up, as it was a "success" the first time I saw it.
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)
You can help as many people as you want. The restriction is towards the individual that is chained. That individual gets 1 attempt to break, one to slip out and now, one to have the lock picked.
Stool is not going to try and break out of his chains on his own, but there is very little point. He can still move and that's about all he can do. If you don't like the chains, you can try to break or slip them off on his behalf.
And if you're going to OOC, do it in this thread please.
Sorry. You want me to delete the post?
Are there still people besides sarith and stool who haven't broken or escaped their chains?
I believe that Ront, Jimjar, Derendil, Shuushar, and Buppido need to be freed. Tozer is preparing to use the [.magicitem]Metal Shard of Many Uses[./magicitem] in an attempt to unlock their manacles. Although, I'm not sure if unlocking Ront fits with the barbarian's current outlook on life...
None of the lock picking attempts in post 166 was made with advantage.
I thought Beegred's help merely canceled the disadvantage created by the fact that the metal shard isn't truly a lockpicking tool.
Manacles:
If Stool has no "proper arms and legs", how is it chained?
Valthana will help Shuushar try to break his bonds. Do I roll with advantage or does he?
Shuushar doesn't even help or try. You have to break them.
Stool is chained by the feet, more for symbolism than anything.
STR: 6
Just for clarification: There are stairs that go down about 20 feet, but the only way into this outpost from below is by lift. At the lowest point to the north, the drop is still a good 80 feet.
I'm assuming the 23 to pick Ferry's manacles was a success? Let me know if not, and I'll alter my in-game post.
Can we get a brief description of the picked manacles in case we want to use them as a makeshift weapon? Also: is the pick or a key required to quickly re-fasten them to something else?
And are the spider webs on the map accurate, location-wise? In other words, if things go south and players decide to try to jump in the river, can we use the map to figure out where to jump, or are there pretty much spider webs everywhere?
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
Asking for DM inspiration for post #174 - Personality Trait "I love a good insult, even one directed at me."
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)
Good to know. Bad for Tozer's plan, however.
Yes, with a lock pick roll of 23, you are free.
The manacles require a key to lock them into place. They have a chain that passes through a loop on a belt. It can be used as an improvised weapon, but standard improvised weapon rules apply.
Yes, the map is accurate regarding the location of the webs.
Took me a minute to figure out what you were talking about... but sure. Granted.
Hey, team.
Tozer is holding off on the break-the-gate attempt. I figure success or failure will start some fireworks of some sort. Don't want to do that unless all of you are on board.
@DM
When the time comes, is breaking down/through the gate a strength check with advantage for each prisoner who attempts it?
Yah, we definitely want everyone ready before we do a noisy gate break.
@ DM
Just confirming that, based on post 172, two drow guards are currently on duty in the tower west of the prisoners, right?