Algrim nods his head "Aye! I'd be happy ta not walk through no more water fer a bit."
Lost
- GreyWolfVT
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Re: Lost
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Lost
Algrim leads the way up the stairs to examine the door there and any potential locks. He finds the door is bronze bound oak. Still in good condition, perhaps enchanted somehow to prevent the wood from rotting. The lock is likewise in good condition. Of Khuzdul make and high quality. Algrim knows this will be a difficult lock to pick.
The lock is a 7 quality lock (on a scale of 1 to 10). 1 is no penalty and it is -5 per point above 1. So this lock is -30 to Lockcraft EML. Algrim has a 85 ML, so his chance to open it is 55%. There are some ways to to help him out available to the group. Algrim could pray or others could pray for him, spending Piety points to increase his EML for 1 roll. Arngeir could try his invocation if he can think of a way to get one of the maidens help. Might be others I am missing.
The lock is a 7 quality lock (on a scale of 1 to 10). 1 is no penalty and it is -5 per point above 1. So this lock is -30 to Lockcraft EML. Algrim has a 85 ML, so his chance to open it is 55%. There are some ways to to help him out available to the group. Algrim could pray or others could pray for him, spending Piety points to increase his EML for 1 roll. Arngeir could try his invocation if he can think of a way to get one of the maidens help. Might be others I am missing.
Re: Lost
Metal craft would apply to breaking it not opening it. Mechanisms are specifically the area covered by Lockcraft. Warp wood is a good back up plan if need be. A plea to Ylina seems reasonable, if you are going that route you can roll for it once Algrim decides he is going to attempt to pick the lock. Any spell or invocation that increases someone's Dex, Eye, or Will would also increase his Locrcraft EML. +5% per point of attribute increase.
Re: Lost
Yes, 20 points is max at one time. He can also use it to increase Algrim's attempt directly as I allow its use for others as long as it "makes sense" in the use. It is really just saying a quick prayer for your Gods aid for your self or another.
Re: Lost
Spending 20 points to get (most likely) +20, with a 16% change of getting +50%. Seems most efficient to use it directly, assuming others also add. Although, effectively being able to use it twice, directly and via invocation is useful. I guess it depends on other assistance, I'd rather not burn 40% in one go.
Re: Lost
Makes sense. Just making sure everyone understands how it works since others can pitch in Piety if they think it is necessary. Keep in mind this isn't D&D and he can try more than once, although a CF risks damaging the lock or his tools.shaidar wrote: ↑Sat Jun 29, 2024 11:34 am Spending 20 points to get (most likely) +20, with a 16% change of getting +50%. Seems most efficient to use it directly, assuming others also add. Although, effectively being able to use it twice, directly and via invocation is useful. I guess it depends on other assistance, I'd rather not burn 40% in one go.
- GreyWolfVT
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Re: Lost
Here is Algrims attempt at the lock without any "re-rolls" Non-Combat Skill Roll [1d100]=72
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Lost
Is Arngeir going to cast his invocation for Alfgim first? If he does and succeeds Algrim will succeed, if he doesn't he fails.shaidar wrote: ↑Sat Jun 29, 2024 11:34 am Spending 20 points to get (most likely) +20, with a 16% change of getting +50%. Seems most efficient to use it directly, assuming others also add. Although, effectively being able to use it twice, directly and via invocation is useful. I guess it depends on other assistance, I'd rather not burn 40% in one go.
Re: Lost
Arngeir
I'll spend 20 piety points, effectively bring my skill up to 81%
Percentage: [1d100]=76
Good job I spent the piety, a MS, +20%. I've updated my remaining piety.
I'll spend 20 piety points, effectively bring my skill up to 81%
Percentage: [1d100]=76
Good job I spent the piety, a MS, +20%. I've updated my remaining piety.
Re: Lost
The door opens with a hard pull and a creak. Beyond your light shows another large room, this one clearly the great hall. Wooden tables surround a fire pit in the center of the room, they are mostly dry rotted and unusable but clearly once sturdy and well made tables. Chandeliers made from antlers hang from the ceiling. Old rotted barrels, probably for ale line the northern wall. Two open doorways lead north and the room continues south out of your light. Across from the door you enter from is a shrine to Siem and Sereniel sits in an alcove. Items litter the tables and floor where they have fallen but will require closer inspection to determine exactly what they are. Alcoves line the walls (the small outline boxes in the walls). Some appear to have items still in them. The Khuzdul among you know the alcoves would be for an individual Khuzdul, with just enough space in front of it for their bedroll.