#376
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"In the land I now know to be mine - with a heart so dark its near blind..." Last edited by iwood2465; Feb 26th, 2013 at 09:19 PM. |
#377
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Sorry for the delay in posting. The internet on the cruise proved to be less than reliable. I will back in town later tonight and I will get everything fully updated over the remainder of the weekend.
Khodexus: A concentration check is just a d20 plus your caster level and intelligence modifier. I set the difficulty between wind and rain (DC 5) and vigorous motion (DC 10). As described, the difficulty should probably be higher but I'd rather you have a decent chance of succeeding since the spell is a solid idea. Also, it is only the DC plus the spell level for this, not the DC plus twice the spell level as I stated earlier. So your total DC on that is 9. iwood: The dolphin could provide a +4 bonus to one person's swim attempts, or +2 to two people, for each round that it exists. Seems like it would be the most help in getting Thomas out to Jape.
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Playing - High Risk, Heist Reward | The Grand Tour
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#378
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Pop, verdict? I'll spend the hero point if that dolphin makes it a success.
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Current Games: The Knick Knacks of Doom | Star Wars: The Jensaarai | The Iron Gods | Goldmyr's Rise of the Runelords | Breach Runners | Black Sun Rising |
#379
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Yes, a +4 from the dolphin and a +4 from spending a hero point after your roll would make the total 20 so that would do it.
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Playing - High Risk, Heist Reward | The Grand Tour
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#380
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Okay! Post updated.
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Current Games: The Knick Knacks of Doom | Star Wars: The Jensaarai | The Iron Gods | Goldmyr's Rise of the Runelords | Breach Runners | Black Sun Rising |
#381
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I didn't remember to include the +2 due to current circumstances, so that pushes Conchobar into the helpful bracket right?
If so, then I'll use my next ship action to try and find some more loot somewhere onboard the ship. Kev still wants to finish paying back Ratline, grab some more pipeweed, and pick up a few small presents ![]() |
#382
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I have a quick question for Darkshard. Owlbear is already helpful, so why the diplomacy for him? That's an awfully good roll to use on something with no real benefit.
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"In the land I now know to be mine - with a heart so dark its near blind..." |
#383
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'Cause I thought I could get him up to friendly? Unless I've gotten the ranking confused and 'helpful' is better than 'friendly'? I wasn't sure who else to diplomacise at, since you guys seemed to have everything else covered.
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#384
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If by 'covered' you mean abysmal failure vs. Conchobar then yeah, we got everything covered.
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Current Games: The Knick Knacks of Doom | Star Wars: The Jensaarai | The Iron Gods | Goldmyr's Rise of the Runelords | Breach Runners | Black Sun Rising |
#386
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Helpful is better I'd assumed, since it's helpful where we get experience. As for who... Cog, Conchobar, Tilly... I suppose you could even try making Syl indifferent, or Caulky who's currently friendly. I'm not entirely sure, however.
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"In the land I now know to be mine - with a heart so dark its near blind..." |
#387
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I was thinking the next time we get to use diplomacy, I'd start working on some of the hostile ones, see if I can't make some headway with them. We got lucky with Jape, but it would be nice to have 3/4-ths of the crew on good terms with us, rather than slightly above half way. Better chances for a mutiny then
![]() Last edited by Aerandor; Mar 10th, 2013 at 03:16 PM. |
#388
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To move someone from Friendly to Helpful the DC is just 10+Cha Modifier+2, whereas to move someone from Hostile to Unfriendly it's 25+Cha Modifier+2. Pretty tough given our level, though at least next time we might not have the +2 DC from the tension. Anyone who has actions available could bump up Caulky or Ratline without much trouble.
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#389
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Kshnik: I'm not sure what you are looking for with Narwhal. Trying to determine aspects of a crew member's personality utilizes Sense Motive or Diplomacy. Perception would simply allow you to detect visual elements of that person, like the fact that they are a dwarf with a big nose. I suppose you could notice that he spends a lot of time around Scourge and Plugg if you watch him enough.
Aerandor: You have one action remaining for snooping about. Every public area listed in the Wormwood description still has something to be found. The locked areas like the officer's quarters, quartermaster's store and the captain's cabin have the best loot but the biggest risk. iwood: Yes, the first roll is enough. The second roll can be applied to someone else. With help from an ally you could make Caulky helpful. Darkshard: Helpful is the best result possible. Since that wasn't clear to you I will let you apply that exceptional second roll to Syl, if you'd prefer, as it would bring her up to indifferent. Every public area listed in the Wormwood description still has something to be found. The locked areas like the officer's quarters, quartermaster's store and the captain's cabin have the best loot but the biggest risk. Slapstick: With a +2 from Rosie to avoid the horrible failure on the first roll, you've succeeded in making Cogward helpful. Dracon: Even with a hero point you can't salvage that roll since Conchobar has a solid Charisma modifier. Aerandor's attempt brings him back to indifferent so you could always try again if you want. You do still have 2 ship actions remaining by my count. A hero point spent before you roll grants a +8 to the attempt if you're so inclined. The current disposition adjustments for this stretch (assuming people opt for the suggestions I've made) are: Ratline, Caulky Cogward & Kroop at Helpful. Tilly at Friendly. Syl and Conchobar at Indifferent. Please adjust your sheets for hero points spent. I will give everyone a day to finish off their actions and then post the summary tomorrow.
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Playing - High Risk, Heist Reward | The Grand Tour
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#390
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Also, when you make sure your sheets are up to date this time you should also make sure your current spells memorized list is accurate.
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Playing - High Risk, Heist Reward | The Grand Tour
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