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<blockquote data-quote="Goonalan" data-source="post: 6007979" data-attributes="member: 16069"><p>Session 4 Part 2</p><p></p><p>The Skill Challenge comes in three parts, here’s the first part-</p><p></p><p><span style="font-size: 18px">Masters of the Market-Part 1</span></p><p></p><p><span style="font-size: 12px">Encounter 7 Skill Challenge Level 1 Complexity 6 (600 XP)</span></p><p></p><p>You’re in charge here-that’s what Murgeddin said, although he was laughing when he said it, I wonder why. Regardless this is the way leadership works; in this Skill Challenge you will each take it in turn to control a situation. That is to say during your time here certain problems are going to occur, you-as a group, must neutralise or solve each problem. This however must be done in a very specific way.</p><p></p><p>Your friendly DM will tell you about the situation, and then one player will choose to take control (until all five of you have taken charge once). Each situation must be resolved by the use of skill checks-a total of five Skill Checks to be exact, one for each player. The first four skill checks are considered to be Aid Another checks, the final Skill Check is the Primary check-which must be made by the player controlling the situation.</p><p></p><p>To reiterate-one PC is in control, the controller decides which other PC makes what check until four checks are complete, leading to a possible +12 (Aid Another results-see below) to the final check made the controlling PC.</p><p>Action Points</p><p></p><p>Remember for every encounter, including a Skill Challenge, you have an AP to spend-in this challenge you can use your Action Point to re-roll one dice roll, you must take the second result even if it is lower.</p><p></p><p>Note all checks are Standard Actions.</p><p></p><p><span style="font-size: 12px">Primary Skills:</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Any DC 20: (1 Success/Situation Resolved)</span></p><p></p><p>The controlling PC makes a skill check in an attempt to defuse whatever situation has arisen-to resolve it once and for all. This check can be aided-see Secondary Skills. This check must be attempted last, after four Secondary Skill checks-see below.</p><p></p><p><span style="font-size: 12px">Secondary Skills (Aid Another checks):</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Any DC 10:</span></p><p></p><p>The controlling PC orders one of his fellow adventurers to use their skills to aid in bringing whatever the problem is to a successful resolution. This check serves as an Aid Another check to the controlling PCs Primary check, note a ‘20’ bestows a +3 instead of the usual +2 bonus.</p><p></p><p><span style="font-size: 12px">Success:</span></p><p></p><p>You move on to the next part of the challenge, and what’s more you will receive minor rewards from the people you helped at a later date.</p><p></p><p><span style="font-size: 12px">Failure:</span></p><p></p><p>You move on to the next part of the challenge, however for each failure here all DCs in the final part of this challenge are increased by ‘1’.</p><p></p><p><span style="font-size: 12px">XP:</span></p><p></p><p>To be awarded later.</p><p></p><p>In reality it goes a little like this-</p><p></p><p>About an hour after the PCs arrive at the market place the PCs notice a surge in the crowd in the north west section of the market, they head over to investigate. They discover a well dressed lady (Lady Thanay), from a good household in the upper section of the city, hitting a Halfling Trader (Renk) again and again with her hand bag, and screaming ‘Thief!’ A crowd have of course gathered on the off-chance the confrontation will escalate.</p><p></p><p>At this point one PC takes charge of the situation, in this case it’s Jazz who attempts to ‘manage’ the encounter- ordering each of the other four PCs to complete some task (with associated Skill Check) in order to find a solution to the problem.</p><p></p><p>This investigation is called- ‘The Lady Doth Protest Too Much’, Jazz takes charge, first things first- Destructorr is brought in as crowd control. Then Morok is ordered to ‘persuade’ Renk to tell what he knows, Ayumu is sent to charm the Lady Thanay. And thus Jazz discovers that Renk is not really a thief, Lady Thanay bought a hand-bag from the Halfling trader yesterday- it is now on offer at 50% cheaper than she paid the day before- hence the kerfuffle.</p><p></p><p>Leodoor’s is used to spy out a fashionable hand-bag from the Halfling traders stall, and the last check from Jazz (with bonuses from the other four PCs aid another style checks) is in the form of a diplomatic solution to the problem- the Lady Thanay is happy to purchase a second, very fashionable, hand-bag at a much reduced price- every one is happy with the solution.</p><p></p><p>The PCs have their first success, all of this comes with a great deal of role-playing, and some churlish comments about the nature of women and their hand-bags.</p><p></p><p>And thus it continues- every couple of hours or so the PCs are called in to deal with some trifling matter-</p><p></p><p>In ‘The Lady in Waiting’ the PCs have to come to the rescue of a foreign lady, with a thick almost incoherent accent who wishes to buy ‘a looong wait, yesss!’ It turns out the Lady Corrus, daughter of a visiting merchant from a faraway land, actually wishes to purchase a large weight for her father’s Merchant scales. Alas an enterprising member of Fallcrest’s underclass charged her five gold coins and ordered her to ‘stand there for your long wait.’</p><p></p><p>The PCs rescue the day- find weights and measures to buy, locate the miscreant and get her money back- another case solved.</p><p></p><p>In ‘Find the Lady’ the PCs are put on the trail of a possible thief (again), they head off into the market in search of Lady Helena, again from a good household, who has stolen a pair of high fashion shoes. Of course the PCs are actually armed with the most generic of descriptions- they have to head through the crowd gathering clues, or else trying to spot the lady with the missing shoes. It all, of course, turns out to be a misunderstanding- the Lady Helena is most apologetic and pays up in full and rewards the PCs a little for their efforts.</p><p></p><p>In ‘The Lady in Black’ the PCs are told by a stallholder that he overheard a lady dressed in black say that she was a Witch-</p><p></p><p>“She headed off that way.” Guz, the stallholder, points vaguely to the south, “you’d better do sommats, she cud be turnin’ folk ina frogs by now- witch I tell ya- lady of the night.”</p><p></p><p>And thus the PCs head off again, finding Lady Dusk easily, however it takes a great effort, and much role-playing, to finally discover that she is in fact a member of the Watch, and not a Witch- an easy mistake to make.</p><p></p><p>In “My Fair Lady”, the final test of the PCs management &/or leadership abilities, Rasmussen a good-looking local youth begs the PCs to deliver a bunch of flowers to a beautiful lady that ‘just walked by’. Again the description of the woman is vague- this however turns out to be the twist, in their investigation the PCs, lead by Ayumu this time, discover that Rasmussen is a ‘pervert’. The PCs finally solve the situation by arresting the young lad, after several women complain about his attentions.</p><p></p><p>And thus it is the PCs manage to complete the first section of the Skill Challenge, with a good hour of role-play and lots of humour as the various investigations unfold.</p><p></p><p>Which leads us to the next section of the challenge, there’s been something bothering the PCs, while they’ve been out and about in the market- some itch they have collectively failed to scratch.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 6007979, member: 16069"] Session 4 Part 2 The Skill Challenge comes in three parts, here’s the first part- [SIZE="5"]Masters of the Market-Part 1[/SIZE] [SIZE="3"]Encounter 7 Skill Challenge Level 1 Complexity 6 (600 XP)[/SIZE] You’re in charge here-that’s what Murgeddin said, although he was laughing when he said it, I wonder why. Regardless this is the way leadership works; in this Skill Challenge you will each take it in turn to control a situation. That is to say during your time here certain problems are going to occur, you-as a group, must neutralise or solve each problem. This however must be done in a very specific way. Your friendly DM will tell you about the situation, and then one player will choose to take control (until all five of you have taken charge once). Each situation must be resolved by the use of skill checks-a total of five Skill Checks to be exact, one for each player. The first four skill checks are considered to be Aid Another checks, the final Skill Check is the Primary check-which must be made by the player controlling the situation. To reiterate-one PC is in control, the controller decides which other PC makes what check until four checks are complete, leading to a possible +12 (Aid Another results-see below) to the final check made the controlling PC. Action Points Remember for every encounter, including a Skill Challenge, you have an AP to spend-in this challenge you can use your Action Point to re-roll one dice roll, you must take the second result even if it is lower. Note all checks are Standard Actions. [SIZE="3"]Primary Skills: Any DC 20: (1 Success/Situation Resolved)[/SIZE] The controlling PC makes a skill check in an attempt to defuse whatever situation has arisen-to resolve it once and for all. This check can be aided-see Secondary Skills. This check must be attempted last, after four Secondary Skill checks-see below. [SIZE="3"]Secondary Skills (Aid Another checks): Any DC 10:[/SIZE] The controlling PC orders one of his fellow adventurers to use their skills to aid in bringing whatever the problem is to a successful resolution. This check serves as an Aid Another check to the controlling PCs Primary check, note a ‘20’ bestows a +3 instead of the usual +2 bonus. [SIZE="3"]Success:[/SIZE] You move on to the next part of the challenge, and what’s more you will receive minor rewards from the people you helped at a later date. [SIZE="3"]Failure:[/SIZE] You move on to the next part of the challenge, however for each failure here all DCs in the final part of this challenge are increased by ‘1’. [SIZE="3"]XP:[/SIZE] To be awarded later. In reality it goes a little like this- About an hour after the PCs arrive at the market place the PCs notice a surge in the crowd in the north west section of the market, they head over to investigate. They discover a well dressed lady (Lady Thanay), from a good household in the upper section of the city, hitting a Halfling Trader (Renk) again and again with her hand bag, and screaming ‘Thief!’ A crowd have of course gathered on the off-chance the confrontation will escalate. At this point one PC takes charge of the situation, in this case it’s Jazz who attempts to ‘manage’ the encounter- ordering each of the other four PCs to complete some task (with associated Skill Check) in order to find a solution to the problem. This investigation is called- ‘The Lady Doth Protest Too Much’, Jazz takes charge, first things first- Destructorr is brought in as crowd control. Then Morok is ordered to ‘persuade’ Renk to tell what he knows, Ayumu is sent to charm the Lady Thanay. And thus Jazz discovers that Renk is not really a thief, Lady Thanay bought a hand-bag from the Halfling trader yesterday- it is now on offer at 50% cheaper than she paid the day before- hence the kerfuffle. Leodoor’s is used to spy out a fashionable hand-bag from the Halfling traders stall, and the last check from Jazz (with bonuses from the other four PCs aid another style checks) is in the form of a diplomatic solution to the problem- the Lady Thanay is happy to purchase a second, very fashionable, hand-bag at a much reduced price- every one is happy with the solution. The PCs have their first success, all of this comes with a great deal of role-playing, and some churlish comments about the nature of women and their hand-bags. And thus it continues- every couple of hours or so the PCs are called in to deal with some trifling matter- In ‘The Lady in Waiting’ the PCs have to come to the rescue of a foreign lady, with a thick almost incoherent accent who wishes to buy ‘a looong wait, yesss!’ It turns out the Lady Corrus, daughter of a visiting merchant from a faraway land, actually wishes to purchase a large weight for her father’s Merchant scales. Alas an enterprising member of Fallcrest’s underclass charged her five gold coins and ordered her to ‘stand there for your long wait.’ The PCs rescue the day- find weights and measures to buy, locate the miscreant and get her money back- another case solved. In ‘Find the Lady’ the PCs are put on the trail of a possible thief (again), they head off into the market in search of Lady Helena, again from a good household, who has stolen a pair of high fashion shoes. Of course the PCs are actually armed with the most generic of descriptions- they have to head through the crowd gathering clues, or else trying to spot the lady with the missing shoes. It all, of course, turns out to be a misunderstanding- the Lady Helena is most apologetic and pays up in full and rewards the PCs a little for their efforts. In ‘The Lady in Black’ the PCs are told by a stallholder that he overheard a lady dressed in black say that she was a Witch- “She headed off that way.” Guz, the stallholder, points vaguely to the south, “you’d better do sommats, she cud be turnin’ folk ina frogs by now- witch I tell ya- lady of the night.” And thus the PCs head off again, finding Lady Dusk easily, however it takes a great effort, and much role-playing, to finally discover that she is in fact a member of the Watch, and not a Witch- an easy mistake to make. In “My Fair Lady”, the final test of the PCs management &/or leadership abilities, Rasmussen a good-looking local youth begs the PCs to deliver a bunch of flowers to a beautiful lady that ‘just walked by’. Again the description of the woman is vague- this however turns out to be the twist, in their investigation the PCs, lead by Ayumu this time, discover that Rasmussen is a ‘pervert’. The PCs finally solve the situation by arresting the young lad, after several women complain about his attentions. And thus it is the PCs manage to complete the first section of the Skill Challenge, with a good hour of role-play and lots of humour as the various investigations unfold. Which leads us to the next section of the challenge, there’s been something bothering the PCs, while they’ve been out and about in the market- some itch they have collectively failed to scratch. [/QUOTE]
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