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Assassination! DM: FourMonos Judge: Renau1g
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<blockquote data-quote="FourMonos" data-source="post: 5894787" data-attributes="member: 88601"><p><strong>The Chase, Round 2</strong></p><p></p><p>The heroes take off in great haste after the assassin. Despite the speed and astute observations of the group, the assassin seems to stay easily ahead of you and out of reach of any of your potent abilities.</p><p></p><p>In truth, it is only keen eyes of kal'Tarron and Malehan which prevent the assassin from losing you completely. His knowledge of the streets is unsurpassed, and he moves quickly through alleys to other venues.</p><p></p><p>[sblock=KarinsDad] The guard has slipped into unconsciousness. No further information can be gained from him. The chase is starting to get away from the Tavern... [sblock=ooc] Only one roll per round please per character. I will use Chael's heal roll, which fails, but remember, no negative outcomes for failure <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> . [/sblock] [/sblock]</p><p></p><p>[sblock=Neurotic] While the assassin's path seems to be to lose the heroes, it is clear he has a destination in mind. He is not mindlessly fleeing, he is going somewhere... [/sblock]</p><p></p><p>Just as the group appears to be closing the gap, the assassin crosses the Justicar Skybridge, moving from the Dura Tower to the Central Tower. The man in black pauses briefly at the opposite column, activating the retraction mechanism. The sky bridge breaks at the center and starts to retract. </p><p></p><p>With a casual wave, the man and black turns and heads further into the Central Tower.</p><p></p><p>[sblock=Free Knowledge Checks]</p><p>[sblock=history 15] The sky bridge retraction abilities are infrequently used. The last time this sky bridge was used was when the mass of Lyrandar airship armada was on display in Sharn. [/sblock]</p><p></p><p>[sblock=acranca 15] The activation of the sky bridges is no easy task. One must either have an astute mind for techo-magic or a very high activation rune key... [/sblock] [/sblock]</p><p></p><p>[sblock=Skill Challenge]</p><p>Recap: This challenge uses the <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/241440-stalker0s-obsidian-skill-challenge-system-new-version-1-2-a.html" target="_blank">Obsidian Skill Challenge system</a></p><p></p><p>There will be 3 segments. In each segment, every player posts 1 action and can make a Skill Check. At the end of 3 segments, if you have a total of:</p><p></p><p><strong>Round One</strong>: Successes: 5</p><p></p><p>12 or more successes: Victory!</p><p>10 or 11 successes: Partial Victory.</p><p>9 or fewer successes: Failure.</p><p></p><p>The DC for each Skill Check is <strong>23</strong>. Yes, that's pretty high. So you'll want to increase your chances by being creative. Here are some options you have to increase your chances:</p><p></p><p><strong>Good Roleplaying:</strong> If your action is exceptionally clever or well described, I'll give you a +2 to your skill check.</p><p></p><p><strong>Primary Skill:</strong> If you use one of the primary skills for the challenge (see below), you get a +2.</p><p></p><p><strong>Aid Another:</strong> You can skip your roll for the skill challenge to roll an assist instead. The DC for this roll is 14. You get no successes towards the challenge, but the next player to roll gets a +2, as long as their action is related to the skill you rolled (it doesn't have to be the exact same skill). </p><p></p><p><strong>Critical Success:</strong> If you roll a natural 20, it's an automatic success and you get an extra success! (2 successes total.)</p><p></p><p><strong>Bold Recovery:</strong> You may spend an Action Point to reroll a skill check. (Only one point per challenge, just like it's one per encounter for combat.)</p><p></p><p><strong>Unburdened:</strong> You may spend a healing surge to ignore the Armour Check Penalty for one skill <em>for the rest of the challenge</em>. You can spend more healing surges to do this for more skills.</p><p></p><p><strong>Go For Broke:</strong> In the third and last segment of the challenge, before anybody rolls, the group can decide that they're going for broke. In this case, <em>all</em> rolls are at -5, but if you succeed you get an extra success. (So if you crit, you get 3 successes!)</p><p></p><p><strong>Rituals and Powers:</strong> Appropriate rituals will give either an automatic success or a bonus to a roll. Same with use of a Daily Power, if you can figure out how it would apply out of combat. Use of Encounter powers generally give a +2 if I feel it's appropriate, but they can only be used once during the challenge.</p><p></p><p><strong>Primary Skills</strong>: This round, primary skills are <strong>Streetwise</strong> and <strong>Arcana</strong> to either circumvent or stop the bridge from closing. Still, this just means you get a bonus to use these - be creative with your skills.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="FourMonos, post: 5894787, member: 88601"] [b]The Chase, Round 2[/b] The heroes take off in great haste after the assassin. Despite the speed and astute observations of the group, the assassin seems to stay easily ahead of you and out of reach of any of your potent abilities. In truth, it is only keen eyes of kal'Tarron and Malehan which prevent the assassin from losing you completely. His knowledge of the streets is unsurpassed, and he moves quickly through alleys to other venues. [sblock=KarinsDad] The guard has slipped into unconsciousness. No further information can be gained from him. The chase is starting to get away from the Tavern... [sblock=ooc] Only one roll per round please per character. I will use Chael's heal roll, which fails, but remember, no negative outcomes for failure :) . [/sblock] [/sblock] [sblock=Neurotic] While the assassin's path seems to be to lose the heroes, it is clear he has a destination in mind. He is not mindlessly fleeing, he is going somewhere... [/sblock] Just as the group appears to be closing the gap, the assassin crosses the Justicar Skybridge, moving from the Dura Tower to the Central Tower. The man in black pauses briefly at the opposite column, activating the retraction mechanism. The sky bridge breaks at the center and starts to retract. With a casual wave, the man and black turns and heads further into the Central Tower. [sblock=Free Knowledge Checks] [sblock=history 15] The sky bridge retraction abilities are infrequently used. The last time this sky bridge was used was when the mass of Lyrandar airship armada was on display in Sharn. [/sblock] [sblock=acranca 15] The activation of the sky bridges is no easy task. One must either have an astute mind for techo-magic or a very high activation rune key... [/sblock] [/sblock] [sblock=Skill Challenge] Recap: This challenge uses the [URL="http://www.enworld.org/forum/4e-fan-creations-house-rules/241440-stalker0s-obsidian-skill-challenge-system-new-version-1-2-a.html"]Obsidian Skill Challenge system[/URL] There will be 3 segments. In each segment, every player posts 1 action and can make a Skill Check. At the end of 3 segments, if you have a total of: [B]Round One[/B]: Successes: 5 12 or more successes: Victory! 10 or 11 successes: Partial Victory. 9 or fewer successes: Failure. The DC for each Skill Check is [B]23[/B]. Yes, that's pretty high. So you'll want to increase your chances by being creative. Here are some options you have to increase your chances: [B]Good Roleplaying:[/B] If your action is exceptionally clever or well described, I'll give you a +2 to your skill check. [B]Primary Skill:[/B] If you use one of the primary skills for the challenge (see below), you get a +2. [B]Aid Another:[/B] You can skip your roll for the skill challenge to roll an assist instead. The DC for this roll is 14. You get no successes towards the challenge, but the next player to roll gets a +2, as long as their action is related to the skill you rolled (it doesn't have to be the exact same skill). [B]Critical Success:[/B] If you roll a natural 20, it's an automatic success and you get an extra success! (2 successes total.) [B]Bold Recovery:[/B] You may spend an Action Point to reroll a skill check. (Only one point per challenge, just like it's one per encounter for combat.) [B]Unburdened:[/B] You may spend a healing surge to ignore the Armour Check Penalty for one skill [I]for the rest of the challenge[/I]. You can spend more healing surges to do this for more skills. [B]Go For Broke:[/B] In the third and last segment of the challenge, before anybody rolls, the group can decide that they're going for broke. In this case, [I]all[/I] rolls are at -5, but if you succeed you get an extra success. (So if you crit, you get 3 successes!) [B]Rituals and Powers:[/B] Appropriate rituals will give either an automatic success or a bonus to a roll. Same with use of a Daily Power, if you can figure out how it would apply out of combat. Use of Encounter powers generally give a +2 if I feel it's appropriate, but they can only be used once during the challenge. [B]Primary Skills[/B]: This round, primary skills are [B]Streetwise[/B] and [B]Arcana[/B] to either circumvent or stop the bridge from closing. Still, this just means you get a bonus to use these - be creative with your skills. [/sblock] [/QUOTE]
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