Looking around the beach you see a lot of floatsome and wreckage has been washed ashore, along with several corpses. They appear to be mostly pirates. You look around to see if you can find something useful.
Tomas' story
Looking around the beach you see a lot of floatsome and wreckage has been washed ashore, along with several corpses. They appear to be mostly pirates. You look around to see if you can find something useful.
Rolls
Investigation Roll - (1d20)
(12) = 12
FYI: Here are some basic gamer's plane conventions. Post anything your character says aloud in bold text and any of your thoughts in italics. Not everyone uses these conventions but most do. That makes it much easier to keep track of conversations and allows you to skim read a little easier if you lack the timd to read everything in its entirety.
Also, try to make your next post in character. To do this at the top of the url you should see a "post as player" tab. You can click the drop down icon next to "player" and change it to "Insert character name here". Then your character's name will be displayed on top of your account name. Also, if you have uploaded a picture to your character sheet it will also display the picture.
Looking inland you see smoke rising a small distance away. It could be some kind of settlement. The rest of your immediate area is surrounded by a semi-thick forest. You can see some mountains in the distance that stretch down from the horizon down to the coast but you don't know which direction they are.
What do you do?
He breaks the raft into smaller planks (using trees and rocks as leverage, if necessary), shaves off any unsatisfactory parts with one of his daggers, and pokes holes into the planks. Then he threads the rope through those holes, lashes the entire affair together, and creates loops to stick his arm into and to hold with his hand.
"Sweat!"
2. You can roleplay your stats or not. That's 100% on you. I'll never tell you how to play your character, and again, in my opinion, neither should anyone else.
3. Some people prefer first person, others prefer third person. It's up to you!
Rolls
Tides of Chaos Survival Check 1 - (1d20+3)
(2) + 3 = 5
Tides of Chaos Survival Check 2 - (1d20+3)
(19) + 3 = 22
To get to the town, you follow the coast until it becomes an impassable cliff . You have no choice but to head into the wilderness. It's much more difficult to navigate inside the thick canopy.
One more survival check please
If you like the first suggestion, would you like a standard OOC reminder to be placed in each posting where I cast a spell to help you remember?
Rolls
Navigating the Wilderness (Survival) - (1d20+3)
(5) + 3 = 8
It's not as though I'd be able to change the value of the roll, if I'm the one rolling on the table instead of you.
Or, if you want to have it be all on your end (only consulting me if there's a target), then you could do the "equal or under spell level" roll for determining if there's a surge + the surge roll, if there is one. Instead of me doing one and you doing the other.
Also, what do you think about wild magic surges resulting in my Tides of Chaos regenerating? In RAW they're two separate features where regenerating Tides of Chaos is just an automatic Wild Magic Surge determined by the DM. However, the rolling on every spell cast plus the "equal or under" factor for determining surge chance increases the overall amount of surges compared to the normal wild magic surge chance rolling. So, comparing normal wild magic surge chance rolls + automatic surges and regenerating Tides with modified magic surge chance rolls that regenerate tides - it should come out to about equal (given the disposition of one's GM). If you have another way of determining when Tides of Chaos regenerates, that'd be good to hear too.
Another question: How much of the 50 ft. of hempen rope was used in the creation of the shield?
Tomas looks around to try and find his bearings. If he's still unable to see anything after glancing around, he's going to take off his armor and shield, then use the rope to help him climb slowly but steadily up the nearest sturdy looking tree from branch to branch until he thinks it's no longer safe and/or can see the direction of the smoke or other sign of civilization.
Rolls
I'm lost and I gotta find my way! (Survival) - (1d20+3)
(10) + 3 = 13
Rolls
Dire wolf stealth - (1D20+4)
(2) + 4 = 6
"Oh!"
As his muscles tense, he grips his stave firmly and holds it in position with his shield in front of him. If there's enough time to do a quick glance around, he checks to see if the wolf is hunting alone.
Rolls
Initiative - (1d20)
(1) = 1
Intimidate check, if required - (1d20+3)
(17) + 3 = 20
Animal Handling check, if required - (1d20+1)
(19) + 1 = 20
Quarterstaff attack, if required - (1d20+5)
(11) + 5 = 16
Quarterstaff damage (bludgeoning), on hit - (1d6+3)
(2) + 3 = 5
Anyway, I'll let you take a quick look around as your bonus action for the round. I'll take your first roll as your perception check.
The Dire wolf pounces on you but you manage to shove it off with your shield. Your shield withstands the impact and it's still fully functional.
Round 2 fight!
Rolls
Dire wolf attack - (1D20+5)
(6) + 5 = 11
Damage (piercing) - (2d6+3)
(52) + 3 = 10
0-25 and your shield breaks. - (1D100)
(45) = 45
"Thinks, men! I wanted halp." And he flashes his new buddy a big, simple grin as he smacks at the wolf once more.
Rolls
Club Wolf (Attack) - (1d20+5)
(8) + 5 = 13
Damage! - (1d6+3)
(4) + 3 = 7
Oh and you still have 45 feet of hempen rope left.
Rolls
Attack Roll - (1d20+4)
(13) + 4 = 17
Longbow damage - (1d8)
(2) = 2
Round 3 fight!
Rolls
Dire Wolf Attack - (1D20+5)
(6) + 5 = 11
Damage (piercing) - (2d6+3)
(11) + 3 = 5
0-25 and your shield breaks. - (1D100)
(81) = 81
"WaaAAaaaAAAhhhhhh!!!"
Rolls
Third Time's The Charm (Attack) - (1d20+5)
(13) + 5 = 18
Damage (bludgeoning) - (1d6+3)
(6) + 3 = 9