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[Adventure]Curious & Curiouser (Judge: Stonegod)
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<blockquote data-quote="jsb420" data-source="post: 5714983" data-attributes="member: 6672544"><p>Skill Challenge: Round 2</p><p> [sblock=Previous Rounds]<a href="http://www.enworld.org/forum/5714224-post58.html" target="_blank">Round 1</a> [/sblock]</p><p> Muzdum's system, saturated by alcohol, is more than a weak disease can handle. The dwarf shakes off the effects of the bites in a blink. "Hey!" scowls the dwarf. "We just saved yer ass here, remember WHO killed that wolf-chick who was kicking this big guy's butt! I could also help ye curing those wounded. Like that guy, he could use some cold compresses." (SUCCESS - Heal; Improve and cured of <em>Moon Fever</em>)</p><p> </p><p> Quan thinks for but a brief moment suggests The other tribe is still out there even if they were driven off for now. Your struggle is not with us, for we claim no territory. (SUCCESS – Nature)</p><p> </p><p> Rikka shifted back into her elven form- with her feral look and sharp teeth, she had been mistaken for a razorclaw shifter herself many times. She gestured sharply with her totem, and a swirling blast of ice-cold air damped one of the smaller fires. She bowed respectfully to the old shifter woman. "We have traveled far, to deal with creatures such as these. The whisper of the wind spirits, and the light of the moons, they have guided us on the path. And we came to the aid of your folk without thought of reward- the spirits would be saddened if we were forced to be foes." (SUCCESS – Nature)</p><p> </p><p> Braddock bows deep, "Greatmother, we travel here to solve this strife. We knew not of your troubles till walkin' on the scene, but clearly we were sent to help. Aye, we be of different culture from ye, but look at what we accomplished together. Does not the synergy of Balinor and the Devourer complete the cycle of life. Without both influences, nature is unbalanced. We (indicating his comrades) may be that missing aspect to bring peace to your people." (SUCCESS – Religion)</p><p> </p><p> "You don't have to worry about us threatening you. Your fight with the wolves will attract The Flamists and while you could kill us, you would be weakened by it. Instead allow us to help you. If no bandits attack the merchants again, there is no reason more attention will be called to you secret. We're here to help. You are proud people, like mine, but we're dying out because of it. Don't let it happen to you." (Insight - +2 to next primary skill check)</p><p> </p><p> Grandmother smiles and purrs with zeal. Turning toward the wereboar she speaks softly, almost a whisper, <span style="color: orange">”These may yet be the ones. We may yet be free of Y’slaandria’s power.”</span> Turning back to the party she says louder, <span style="color: orange">”Pray continue, <em>Defenders of Hearthhome</em>.”</span></p><p> </p><p> Totoruan stands protectively at Grandmother’s side, arms crossed on his chest.</p><p> </p><p> Most of the villager’s work on putting the flames out, but steal curious glances towards your party. The village hunters encircling your group stops their advance but grip their weapons. </p><p> </p><p> You and your allies can feel the tensions in the air begin to ease, making way for a time of mourning.</p><p> [sblock=Skill Challenge]*<strong>GOAL: </strong> You are trying to convince the shifter Grandmother – obviously the village Matriarch - why her warriors shouldn’t kill your party.</p><p> </p><p> *<strong>Complexity: 2</strong> (6 successes before 2 failures)</p><p> Status: Successes: 4</p><p> Failures: 0</p><p> </p><p> *<strong>DC: </strong> All DCs are listed below. All DCs for skills not listed are considered hard (DC 23).</p><p> </p><p> *<strong>Skills: </strong> You can use a skill not listed below, only if you can explain it reasonably. Any explanation I feel doesn’t correspond with the given skill, I will impose a -2 penalty to it.</p><p> </p><p> *<strong>Rules: </strong>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 OR 1 success and remove 1 failure.</p><p> </p><p> *<strong>Critical Failure: </strong> A Natural 1 automatically counts as 1 Failure, regardless of any modifiers.</p><p> </p><p> *<strong>Aid Another: </strong> You can roll to aid another PC. Using the 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> [sblock=*Primary Skills][sblock=Bluff (DC 23)]You try to use beguiling words in order to convince the ancient Matriarch to spare you and your allies. A success counts towards the Skill Challenge.[/sblock]</p><p> [sblock=Diplomacy (DC 15)]Choosing courtly manners and kind words, you try to convince the ancient shifter of your innocence and integrity. A success counts towards the Skill Challenge.[/sblock]</p><p> [sblock=Intimidate (DC 23)]You quietly proclaim swift vengeance against any who threaten you or your allies. A success counts towards the Skill Challenge. Failure imposes a -2 penalty to the next skill roll the failing PC makes.[/sblock]</p><p> [sblock=Nature (DC 15)]You are attuned to nature, immersed in the flowing cycle of life. You draw upon your experiences with the wild to bear, seeking to influence the Shifter Matriarch. [/sblock]</p><p> [sblock=Religion (DC 15)]You draw upon your knowledge of the Divine Realms in order to gain insight onto how to convince the matriarch your worthiness.[/sblock][/sblock]</p><p> </p><p> [sblock=*Secondary Skills][sblock=Arcana (DC 15)]You magically enhance yourself, seeming <em>larger</em> than life to these rural villagers. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]</p><p> [sblock=Heal (DC 15)]You offer to help any injured, staunching the flow of blood, mending sore muscles, setting broken bones. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]</p><p> [sblock=History (DC 23)]You try to recall any passages you’ve read in order to help your current situation. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]</p><p> [sblock=Insight (DC 15)]You try to read subtle stances, gestures and similar body language in order to see how to persuade the Shifter Matriarch not to bring harm against you and your allies. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]</p><p> [sblock=Perception (DC 23)]You look for any clues on the bodies nearby, linking them to the threat of the wererats, the werebats, or the rumors of bandits waylaying innocent travelers. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock][/sblock][/sblock]</p><p> [sblock=Map] [FONT=&quot]<a href="http://imgur.com/oNpDc" target="_blank"><img src="http://i.imgur.com/oNpDc.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a>[/FONT]</p><p> </p><p> Illumination: Daylight</p><p> Trees: blocking terrain (center square only)</p><p> Rocks: blocking terrain; 4-feet tall</p><p> Water: 5-feet deep; difficult terrain</p><p> Camp fire (L9, AA10, AH9): hindering terrain: any creature entering the square occupying the camp fire takes 3 fire damage. </p><p> Tents & Huts: 8-feet tall; blocking terrain; provides total cover if hiding behind</p><p> I1:L4: not on fire</p><p> J11:K12: fully inflamed</p><p> N7:O8: <s>partially on fire</s>; <s>mostly on fire </s>; <s>fully inflamed</s>; partially on fire</p><p> V3:Y7: <s>partially on fire </s>; mostly on fire</p><p> X11:Y12: <s>partially on fire</s>; <s>mostly on fire </s>; <s>fully inflamed</s> ; mostly on fire</p><p> AB7:AC8: <s>partially on fire</s>; <s>mostly on fire </s>; <s>fully inflamed</s> ; partially on fire</p><p> AF11:AG12: <s>partially on fire</s>; <s>mostly on fire </s>; <s>fully inflamed</s> ; partially on fire</p><p> AJ7:AK8: <s>fully inflamed</s> ; partially on fire</p><p> Any creature that starts its turn adjacent to a flaming section of a hut takes 5 fire damage. If nothing is done to prevent the fires from spreading, the fire will continue to spread at the rate of one square every other round. It takes a standard action to stop the flames and a standard <strong><u>AND</u></strong> a minor to put out one square. Any attempts to put out the fires must be made while adjacent to the inflamed hut.</p><p> [/sblock]</p><p> [sblock=Stats]<strong>Totoruan, Wereboar Leader</strong> </p><p> [sblock=Picture] <img src="http://i.imgur.com/mipf0.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p> </p><p> <strong>Grandmother, Shifter Matriarch</strong></p><p> [sblock=Picture] <a href="http://imgur.com/gHZdr" target="_blank"><img src="http://i.imgur.com/gHZdr.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a>[/sblock]</p><p> </p><p> </p><p> Braddock: <span style="color: green"><strong>39</strong></span>/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status: </p><p> Quan: <span style="color: green"><strong>32</strong></span> /42 hp; HS 7/7; AP 1; Second Wind; <s>Elven Accuracy </s>; Status: </p><p> Orsik: <span style="color: green"><strong>45</strong></span>/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance ; Rune of Mending <s>[1] </s>, [2]; Status: </p><p> Muzdum: <span style="color: green"><strong>42</strong></span>/62; HS 11/12; <s>AP 1 </s>; <s>Dwarven Resilience</s>; Status: contracted <strong><em>Moon Frenzy</em></strong>; ONGOING 5 damage (save ends)</p><p> Rikka: <span style="color: green"><strong>50</strong></span>/50 hp; HS 8/8; AP 1; Second Wind; <s>Elven Accuracy </s>; Status:[/sblock]</p><p> [gm]Summary:</p><p> Braddock: SUCCESS - Religion</p><p> Quan: SUCCESS - Nature</p><p> Orsik: SUCCESS (Secondary) - +2 to next primary check</p><p> Rikka: SUCCESS - Nature</p><p> Muzdum: cured of <strong><em>Moon Fever</em>; SUCCESS - Heal</strong>[/gm]</p></blockquote><p></p>
[QUOTE="jsb420, post: 5714983, member: 6672544"] Skill Challenge: Round 2 [sblock=Previous Rounds][URL="http://www.enworld.org/forum/5714224-post58.html"]Round 1[/URL] [/sblock] Muzdum's system, saturated by alcohol, is more than a weak disease can handle. The dwarf shakes off the effects of the bites in a blink. "Hey!" scowls the dwarf. "We just saved yer ass here, remember WHO killed that wolf-chick who was kicking this big guy's butt! I could also help ye curing those wounded. Like that guy, he could use some cold compresses." (SUCCESS - Heal; Improve and cured of [I]Moon Fever[/I]) Quan thinks for but a brief moment suggests The other tribe is still out there even if they were driven off for now. Your struggle is not with us, for we claim no territory. (SUCCESS – Nature) Rikka shifted back into her elven form- with her feral look and sharp teeth, she had been mistaken for a razorclaw shifter herself many times. She gestured sharply with her totem, and a swirling blast of ice-cold air damped one of the smaller fires. She bowed respectfully to the old shifter woman. "We have traveled far, to deal with creatures such as these. The whisper of the wind spirits, and the light of the moons, they have guided us on the path. And we came to the aid of your folk without thought of reward- the spirits would be saddened if we were forced to be foes." (SUCCESS – Nature) Braddock bows deep, "Greatmother, we travel here to solve this strife. We knew not of your troubles till walkin' on the scene, but clearly we were sent to help. Aye, we be of different culture from ye, but look at what we accomplished together. Does not the synergy of Balinor and the Devourer complete the cycle of life. Without both influences, nature is unbalanced. We (indicating his comrades) may be that missing aspect to bring peace to your people." (SUCCESS – Religion) "You don't have to worry about us threatening you. Your fight with the wolves will attract The Flamists and while you could kill us, you would be weakened by it. Instead allow us to help you. If no bandits attack the merchants again, there is no reason more attention will be called to you secret. We're here to help. You are proud people, like mine, but we're dying out because of it. Don't let it happen to you." (Insight - +2 to next primary skill check) Grandmother smiles and purrs with zeal. Turning toward the wereboar she speaks softly, almost a whisper, [COLOR=orange]”These may yet be the ones. We may yet be free of Y’slaandria’s power.”[/COLOR] Turning back to the party she says louder, [COLOR=orange]”Pray continue, [I]Defenders of Hearthhome[/I].”[/COLOR] Totoruan stands protectively at Grandmother’s side, arms crossed on his chest. Most of the villager’s work on putting the flames out, but steal curious glances towards your party. The village hunters encircling your group stops their advance but grip their weapons. You and your allies can feel the tensions in the air begin to ease, making way for a time of mourning. [sblock=Skill Challenge]*[B]GOAL: [/B] You are trying to convince the shifter Grandmother – obviously the village Matriarch - why her warriors shouldn’t kill your party. *[B]Complexity: 2[/B] (6 successes before 2 failures) Status: Successes: 4 Failures: 0 *[B]DC: [/B] All DCs are listed below. All DCs for skills not listed are considered hard (DC 23). *[B]Skills: [/B] You can use a skill not listed below, only if you can explain it reasonably. Any explanation I feel doesn’t correspond with the given skill, I will impose a -2 penalty to it. *[B]Rules: [/B]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 OR 1 success and remove 1 failure. *[B]Critical Failure: [/B] A Natural 1 automatically counts as 1 Failure, regardless of any modifiers. *[B]Aid Another: [/B] You can roll to aid another PC. Using the 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. [sblock=*Primary Skills][sblock=Bluff (DC 23)]You try to use beguiling words in order to convince the ancient Matriarch to spare you and your allies. A success counts towards the Skill Challenge.[/sblock] [sblock=Diplomacy (DC 15)]Choosing courtly manners and kind words, you try to convince the ancient shifter of your innocence and integrity. A success counts towards the Skill Challenge.[/sblock] [sblock=Intimidate (DC 23)]You quietly proclaim swift vengeance against any who threaten you or your allies. A success counts towards the Skill Challenge. Failure imposes a -2 penalty to the next skill roll the failing PC makes.[/sblock] [sblock=Nature (DC 15)]You are attuned to nature, immersed in the flowing cycle of life. You draw upon your experiences with the wild to bear, seeking to influence the Shifter Matriarch. [/sblock] [sblock=Religion (DC 15)]You draw upon your knowledge of the Divine Realms in order to gain insight onto how to convince the matriarch your worthiness.[/sblock][/sblock] [sblock=*Secondary Skills][sblock=Arcana (DC 15)]You magically enhance yourself, seeming [I]larger[/I] than life to these rural villagers. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock] [sblock=Heal (DC 15)]You offer to help any injured, staunching the flow of blood, mending sore muscles, setting broken bones. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock] [sblock=History (DC 23)]You try to recall any passages you’ve read in order to help your current situation. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock] [sblock=Insight (DC 15)]You try to read subtle stances, gestures and similar body language in order to see how to persuade the Shifter Matriarch not to bring harm against you and your allies. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock] [sblock=Perception (DC 23)]You look for any clues on the bodies nearby, linking them to the threat of the wererats, the werebats, or the rumors of bandits waylaying innocent travelers. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock][/sblock][/sblock] [sblock=Map] [FONT="][URL="http://imgur.com/oNpDc"][IMG]http://i.imgur.com/oNpDc.jpg[/IMG][/URL][/FONT] Illumination: Daylight Trees: blocking terrain (center square only) Rocks: blocking terrain; 4-feet tall Water: 5-feet deep; difficult terrain Camp fire (L9, AA10, AH9): hindering terrain: any creature entering the square occupying the camp fire takes 3 fire damage. Tents & Huts: 8-feet tall; blocking terrain; provides total cover if hiding behind I1:L4: not on fire J11:K12: fully inflamed N7:O8: [s]partially on fire[/s]; [s]mostly on fire [/s]; [s]fully inflamed[/s]; partially on fire V3:Y7: [s]partially on fire [/s]; mostly on fire X11:Y12: [s]partially on fire[/s]; [s]mostly on fire [/s]; [s]fully inflamed[/s] ; mostly on fire AB7:AC8: [s]partially on fire[/s]; [s]mostly on fire [/s]; [s]fully inflamed[/s] ; partially on fire AF11:AG12: [s]partially on fire[/s]; [s]mostly on fire [/s]; [s]fully inflamed[/s] ; partially on fire AJ7:AK8: [s]fully inflamed[/s] ; partially on fire Any creature that starts its turn adjacent to a flaming section of a hut takes 5 fire damage. If nothing is done to prevent the fires from spreading, the fire will continue to spread at the rate of one square every other round. It takes a standard action to stop the flames and a standard [B][U]AND[/U][/B] a minor to put out one square. Any attempts to put out the fires must be made while adjacent to the inflamed hut. [/sblock] [sblock=Stats][B]Totoruan, Wereboar Leader[/B] [sblock=Picture] [IMG]http://i.imgur.com/mipf0.jpg[/IMG][/sblock] [B]Grandmother, Shifter Matriarch[/B] [sblock=Picture] [URL="http://imgur.com/gHZdr"][IMG]http://i.imgur.com/gHZdr.jpg[/IMG][/URL][/sblock] Braddock: [COLOR=green][B]39[/B][/COLOR]/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status: Quan: [COLOR=green][B]32[/B][/COLOR] /42 hp; HS 7/7; AP 1; Second Wind; [s]Elven Accuracy [/s]; Status: Orsik: [COLOR=green][B]45[/B][/COLOR]/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance ; Rune of Mending [s][1] [/s], [2]; Status: Muzdum: [COLOR=green][B]42[/B][/COLOR]/62; HS 11/12; [s]AP 1 [/s]; [s]Dwarven Resilience[/s]; Status: contracted [B][I]Moon Frenzy[/I][/B]; ONGOING 5 damage (save ends) Rikka: [COLOR=green][B]50[/B][/COLOR]/50 hp; HS 8/8; AP 1; Second Wind; [s]Elven Accuracy [/s]; Status:[/sblock] [gm]Summary: Braddock: SUCCESS - Religion Quan: SUCCESS - Nature Orsik: SUCCESS (Secondary) - +2 to next primary check Rikka: SUCCESS - Nature Muzdum: cured of [B][I]Moon Fever[/I]; SUCCESS - Heal[/B][/gm] [/QUOTE]
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