DF's "The Slaying Stone" 4e

Inspiratorium

First Post
"What ritual are these components for, exactly?" Mathariel asks as he hands out the maps, before looking over his own himself. "Some kind of locating ritual?"
 

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"Indeed," says Alkirk. "Just dump out one of the pouches and incant the password. Treona, what's the incantation?"

"Slaying stone," she replies as she scoops another helping of stew into her bowl. "It will tell you whether you're in the right area. About 50-foot radius, so hunt for clues first."
 


Phaezen

First Post
Banmarden nods in agreement with Patrin, even though the wilden was not worried about being out in the rain, the tower did offer some protection from wolves and other wild life.
 

Inspiratorium

First Post
"Then we should plan how we'll get into the city tonight?" Mathariel asks. He looks at the map and looks around the borders of the city for any obvious entrances.
 

Alkirk unfurls one of the maps and lays it out before you. He indicates three possible entrances to Kiris. "The obvious way in is the front gate," he says. "It's guarded, but not impossible to sneak past. You could cross the river next to the gate, perhaps, and work your way through the kobold slums. It's nasty business, but much more discrete. There is a route through the forest to the north, and might prove the most elegant approach, but to find your way through would require a great deal of...outdoorsmanship. I'll leave it to you to choose your route, then you must leave immediately."
 

Phaezen

First Post
Banmarden looks at the map and seems to consider things.

"We are fairly well versed in outdoormanship and would suggest that route to our companions."
 



The old folks bless you with enough rations for several days' travels. The occupied town of Kiris lies directly to the north, but in order to cross the river, you must pass through a stretch of forest.

[sblock=Skill Challenge]
Thus begins our first skill challenge. I'd like to follow a general initiative format in which you may make your first check at any time, but cannot go again until EVERYBODY has made at least one.

Primary skills (maximum 1 success each):
Acrobatics: navigate a difficult path
Athletics: bypass an obstacle
Bluff: create a diversion
Insight: figure out patrol patterns
Stealth: move undetected
Other skills: get creative!

Secondary skills:
Perception: see danger coming. This will provide a benefit or penalty to the party's next check.

Other skills:
Nature: for each primary skill check, one character must also make a Nature check in order to continue in the right direction.[/sblock]

The adventurers find themselves at the edge of a boggy wood. Sounds of goblin patrols echo in the distance. The strange smell of swamp vapor permeates the air. This is a dangerous forest. Its navigation will be difficult, but once conquered, it will net you considerable access to the town.

GM: I'd like you to run this skill check yourselves. When you make a skill check, come up with the obstacle you'll be facing. Be creative! That'll get you a long way.
 

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