balancemod: (Default)
balance mod ([personal profile] balancemod) wrote in [community profile] balance_ooc 2019-04-26 02:58 am (UTC)

IT'S TIME TO GET FROGGING.

Just a note before we begin, your rolls will be affected by whether the Whomping Willow team is able to clear an easy path for you. That is to say, if their overall CTA is a success, we'll be adding a +2 advantage to all of your rolls. If not, while you will eventually be able to squeeze your way down to the forge, it will cost you time, and that ultimately will affect your final escape roll.

1. Untangling the dwarves should be a more easy feat — we'll give you a DC of 10, with a +2 advantage for McCree being a dexterous farm boy. If you get a failure at this point, we'll try one more time when undoing the yarn around the forge itself, once its bindings around the forge are loosened enough, the yarn will start frogging itself pretty rapidly.

2. Assuming they are freed here, convincing the dwarves to leave is not going to be as easy. You have to understand that this forge is part of their namesake, it's their collective most valuable possession, and even if Maru is splitting apart, they're desperate to ensure that they keep the forge theirs. It'll be a DC of 13, with a +2 advantage for Sans' charisma, to convince all them to evacuate. If that fails, a DC of 9 to intimidate them with bear noises or literally tying them up and carrying them out. We'll do a separate roll here if all else fails, to determine their ultimate fate as Maru falls apart.

3. We'll give you a DC of 11, with the same +2 dex advantage, for untangling the yarn from the forge without any major setbacks. Eventually, as they work, they're going to find that the yarn will start very rapidly rolling itself back up, which is extremely dangerous! A failure of more than 5 may result in severe injury to one or both of them.

A success here is going to give you the cleanest breaking apart of Maru you can get. Frogging, after all, keeps the yarn intact, so that the materials used can be restitched into something else later. It's not going to be some amazingly graceful descent to the ground, but it will be less impactful overall. If this roll fails, we'll do another extra roll to determine how dangerously Maru breaks apart and falls to the ground. If the dwarves aren't free by this point, we'll do a separate, much lower roll, to see if they escape the entanglement unscathed.

4. Escaping, as we noted earlier, is going to be the most dangerous part of the mission, and there is a pretty good chance that one or both of your characters will be killed in the process. Once the yarn starts rewinding itself, you will have a very limited time to escape — even moreso if you had to work your way to the forge yourselves. It will be a DC of 14 to get you both safely to the bubble, with either a +3 advantage (+2 for the Whomping Willow team's success, +1 for making use of the broom and your skills), or just a +1 advantage.

We'll be noting the ultimate fate of the forge in the log on Saturday as well.

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