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[Adventure] Hysteria's Ascendency (Judge: Stonegod)
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<blockquote data-quote="jsb420" data-source="post: 5638506" data-attributes="member: 6672544"><p>[gm]Quan notices fresh tracks and disturbances on the sewer landings and although the open sewer is truly foul, he can follow these fairly well. He leaves scratches on the wall so that Rikka and Kellindil can follow. (1 Success & made Endurance check)</p><p>[MENTION=73730]johnmeier1[/MENTION]: looks like you're the only one who doesn't auto-succeed sorry lol.</p><p> </p><p> Orsik delves into the psyche of the rat-men (trying not to delve too deep into the madness of lycanthropism) and can deduce that the wererats would most likely have their burrow deeper into the sewer system. He leads the party further into the sewers. (1 Success & Auto-succeed Endurance)</p><p> [MENTION=87106]MetaVoid[/MENTION]: yes, short break</p><p> </p><p> Braddock seems to doubt his way through these rancid tunnels, second guessing himself at every intersection. Thankfully, the dwarf warlock can depend on his fellow travelers for proper directions. (1 Failure & Auto-succeed Endurance)</p><p> </p><p> Muzdum soon becomes immune to the lingering stench from the open sewer. Feeling at home in the tight confines, he surges ahead and is able to ferret out the right direction. (1 Success & Auto-succeed Endurance).</p><p> </p><p> Your party has traveled roughly 2 miles in a south-eastern route, by the dwarves’ reckoning, and still nothing that resembles a rats’ warren. Continue with round 2.[/gm]</p><p> </p><p> [sblock=Skill Challenge]<strong>*GOAL</strong>: You are trying to find the location of the wererat’s den. </p><p> </p><p> *<strong>Complexity</strong>: 3 (8 successes before 3 failures)</p><p> Status: 3 Successes / 1 Failure</p><p> </p><p> *<strong>DC</strong>: All DCs are 15</p><p> </p><p> *<strong>Skills</strong>: You can use any skill that you can reasonably explain (excluding Endurance – see below). Any explanation I feel doesn’t correspond with the given skill, I will impose a -2 penalty to it.</p><p> [sblock=Endurance Check (everyone)]</p><p> <strong>Stage 1</strong>: Once per round, each player must make an Endurance check DC 10, due to the effort required to navigate the sewers.</p><p> </p><p> <strong>Failure</strong>: You gain a -1 penalty to your next skill roll, in addition to any other modifiers you currently have for that roll. Two consecutive failures with this skill means you have contracted <strong><em>Filth Fever</em></strong><em><u>.</u></em>[/sblock]</p><p> *<strong>Rolls</strong>: Stage 1: Everyone must roll one Endurance check and one other skill check per round. No need for initiative rolls, just keep track of who has gone and who needs to go. The same rules apply for skill challenges as apply for encounters (48-hour rule, etc).</p><p> </p><p> *<strong>Repeating the Same Skills</strong>: Any character repeating the same skill check in two successive rounds will impose a -2 cumulative penalty to the triggering roll (i.e. -2 for second check, -4 for third check, etc.)</p><p> </p><p> *<strong>Critical Success</strong>: A natural 20 counts as 2 successes <strong><u>OR</u></strong> 1 success and remove 1 failure.</p><p> </p><p> *<strong>Critical Failure</strong>: A natural 1 counts as 2 failures.</p><p> </p><p> *<strong>Aid Another</strong>: You can roll to aid another PC. Using the new compendium rules, a roll of 10+1/2 the rolling PC’s level or higher grants a +2 to that player’s skill check, while a failure grants a -1 penalty to that player’s skill check. A successful aid another roll does not count towards the total number of successes.</p><p> </p><p> *<strong>Primary Skills</strong>: Stage 1:</p><p> <strong>Perception</strong>: Any player who attempts this skill check gains a +2 to their roll (unless making the same skill check, then see above for cumulative penalties).[/sblock]</p><p> </p><p> [sblock=STATS]Braddock: <span style="color: green"><strong>49</strong></span>+5thp/52 hp; HS 8/11; AP 1; Dwarven Resilience; Status: </p><p> Quan: <span style="color: green"><strong>30</strong></span>/37; HS 3/7; AP 1; Second Wind; Elven Accuracy; Status: </p><p> Orsik: <span style="color: green">5<strong>3</strong></span>/53 hp; HS 6/10; AP 1; Second Wind; stone’s endurance; Rune of Mending [1], [2]; Status: </p><p> Muzdum: <span style="color: green"><strong>62</strong></span>/62; HS 10/12; AP 1; Dwarven Resilience; Status:</p><p> </p><p> Kellindil: <span style="color: green"><strong>33</strong></span>/38 hp; HS 4/6; AP 1; Second Wind; Elven Accuracy; Status: </p><p> Rikka: <span style="color: green"><strong>37</strong></span>/50 hp; HS 6/8; AP 1; Second Wind; Elven Accuracy; Status: <strong><em>Filth Fever</em></strong></p><p> [/sblock]</p><p> </p><p> [sblock=Filth Fever]</p><p> At the end of the encounter, those afflicted by <strong><em>Filth Fever</em></strong> must make a check to see if the disease stabilizes (or improve)</p><p> Stabilizes: Endurance check DC 14</p><p> Improves: Endurance check DC 21</p><p> </p><p> Stage 0: cured</p><p> Initial Stage: target loses 1 healing surge</p><p> Stage 2: target takes a -2 penalty to AC, Fortitude and Reflex</p><p> Stage 3: target takes an additional -2 penalty to AC, Fortitude, and Reflex and loses all healing surges and cannot regain hit points.[/sblock]</p></blockquote><p></p>
[QUOTE="jsb420, post: 5638506, member: 6672544"] [gm]Quan notices fresh tracks and disturbances on the sewer landings and although the open sewer is truly foul, he can follow these fairly well. He leaves scratches on the wall so that Rikka and Kellindil can follow. (1 Success & made Endurance check) [MENTION=73730]johnmeier1[/MENTION]: looks like you're the only one who doesn't auto-succeed sorry lol. Orsik delves into the psyche of the rat-men (trying not to delve too deep into the madness of lycanthropism) and can deduce that the wererats would most likely have their burrow deeper into the sewer system. He leads the party further into the sewers. (1 Success & Auto-succeed Endurance) [MENTION=87106]MetaVoid[/MENTION]: yes, short break Braddock seems to doubt his way through these rancid tunnels, second guessing himself at every intersection. Thankfully, the dwarf warlock can depend on his fellow travelers for proper directions. (1 Failure & Auto-succeed Endurance) Muzdum soon becomes immune to the lingering stench from the open sewer. Feeling at home in the tight confines, he surges ahead and is able to ferret out the right direction. (1 Success & Auto-succeed Endurance). Your party has traveled roughly 2 miles in a south-eastern route, by the dwarves’ reckoning, and still nothing that resembles a rats’ warren. Continue with round 2.[/gm] [sblock=Skill Challenge][B]*GOAL[/B]: You are trying to find the location of the wererat’s den. *[B]Complexity[/B]: 3 (8 successes before 3 failures) Status: 3 Successes / 1 Failure *[B]DC[/B]: All DCs are 15 *[B]Skills[/B]: You can use any skill that you can reasonably explain (excluding Endurance – see below). Any explanation I feel doesn’t correspond with the given skill, I will impose a -2 penalty to it. [sblock=Endurance Check (everyone)] [B]Stage 1[/B]: Once per round, each player must make an Endurance check DC 10, due to the effort required to navigate the sewers. [B]Failure[/B]: You gain a -1 penalty to your next skill roll, in addition to any other modifiers you currently have for that roll. Two consecutive failures with this skill means you have contracted [B][I]Filth Fever[/I][/B][I][U].[/U][/I][/sblock] *[B]Rolls[/B]: Stage 1: Everyone must roll one Endurance check and one other skill check per round. No need for initiative rolls, just keep track of who has gone and who needs to go. The same rules apply for skill challenges as apply for encounters (48-hour rule, etc). *[B]Repeating the Same Skills[/B]: Any character repeating the same skill check in two successive rounds will impose a -2 cumulative penalty to the triggering roll (i.e. -2 for second check, -4 for third check, etc.) *[B]Critical Success[/B]: A natural 20 counts as 2 successes [B][U]OR[/U][/B] 1 success and remove 1 failure. *[B]Critical Failure[/B]: A natural 1 counts as 2 failures. *[B]Aid Another[/B]: You can roll to aid another PC. Using the new compendium rules, a roll of 10+1/2 the rolling PC’s level or higher grants a +2 to that player’s skill check, while a failure grants a -1 penalty to that player’s skill check. A successful aid another roll does not count towards the total number of successes. *[B]Primary Skills[/B]: Stage 1: [B]Perception[/B]: Any player who attempts this skill check gains a +2 to their roll (unless making the same skill check, then see above for cumulative penalties).[/sblock] [sblock=STATS]Braddock: [COLOR=green][B]49[/B][/COLOR]+5thp/52 hp; HS 8/11; AP 1; Dwarven Resilience; Status: Quan: [COLOR=green][B]30[/B][/COLOR]/37; HS 3/7; AP 1; Second Wind; Elven Accuracy; Status: Orsik: [COLOR=green]5[B]3[/B][/COLOR]/53 hp; HS 6/10; AP 1; Second Wind; stone’s endurance; Rune of Mending [1], [2]; Status: Muzdum: [COLOR=green][B]62[/B][/COLOR]/62; HS 10/12; AP 1; Dwarven Resilience; Status: Kellindil: [COLOR=green][B]33[/B][/COLOR]/38 hp; HS 4/6; AP 1; Second Wind; Elven Accuracy; Status: Rikka: [COLOR=green][B]37[/B][/COLOR]/50 hp; HS 6/8; AP 1; Second Wind; Elven Accuracy; Status: [B][I]Filth Fever[/I][/B] [/sblock] [sblock=Filth Fever] At the end of the encounter, those afflicted by [B][I]Filth Fever[/I][/B] must make a check to see if the disease stabilizes (or improve) Stabilizes: Endurance check DC 14 Improves: Endurance check DC 21 Stage 0: cured Initial Stage: target loses 1 healing surge Stage 2: target takes a -2 penalty to AC, Fortitude and Reflex Stage 3: target takes an additional -2 penalty to AC, Fortitude, and Reflex and loses all healing surges and cannot regain hit points.[/sblock] [/QUOTE]
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[Adventure] Hysteria's Ascendency (Judge: Stonegod)
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