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[Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe)
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<blockquote data-quote="jsb420" data-source="post: 5559662" data-attributes="member: 6672544"><p>As sunset nears, your party manages to continue forward towards the island. You pass numerous wrecks, much older than the ships outside the coral reef, some are only barely recognizable. You get the impression that this island has been claiming victims for ages. </p><p></p><p>Eager to reach dry land, you press on.</p><p> </p><p> [gm]Stage 1: Navigate shipwrecks & sea grass - 5 successes; 2 failures[/gm]</p><p> </p><p> Finnean uses his deft hands and knowledge of ropes to work the rigging. (<strong>Success</strong>) [spends 1 surges; 3/7]</p><p> </p><p> Cyrus remains calm and quiet. As he rows the boat, he keeps the ship smooth and lets it glide across the waves. Hopefully this will keep any unwanted predators away from then for the time being. (<strong>Critical Success</strong>) [spends 3 surges; 5/9]</p><p> </p><p> Damien uses his skill in nature to guide the boat to avoid obstacles and make most effective use of the currents on the ocean's surface to sail to the island. (<span style="color: red"><strong>FAILURE</strong></span>) [Spends 2 surges; 6/9]</p><p> </p><p> Moving to the front of the boat, Ardens holds his hands out over the edge of the boat. As he concentrates on his spell, the sea grass moving around the boat seems to part and make a path for the boat to pass through. (<strong>Success</strong>) [Spends 2 surges; 7/9]</p><p> </p><p> Jesse keeps steady as the boat made a sudden lurch, just barely keeping himself on. The tiefling made a quick prayer to which ever god looks over the sea. (<strong>Success</strong>) [Spends 3 surges; 4/7]</p><p> </p><p> Ixenvalignat Ixen spends his time alternating between helping row the <em>Loose Lady</em> and helping steady the boat through the ever thickening sea grass. (<span style="color: red"><strong>FAILURE</strong></span>) [Spends 2 surges; 2/8]</p><p> </p><p> [sblock=Participants] Finnean: 24/24; HS 3/7; <s>AP 1</s>; Ardent Surge [1]; Status</p><p> Ixenvalignat: 22/22; HS 1/8; <s>AP 1</s>; Inspiring Word [1] [2]; Status</p><p> Cyrus: 26/26; HS 5/9; <s>AP 1</s>; Status</p><p> Damien: 28/28; HS 5/9; AP 1; Status Aspect of the Pouncing Lynx</p><p> Ardens: 26/26; HS 7/9; <s>AP 1</s>; Status</p><p> Jesse: 23/23; HS 4/7; AP 1; Potion of Healing; Status[/sblock]</p><p> </p><p> [gm]We are now proceeding with Round 2 of this stage. Same rules as last round, but remember if you attempt the same skill for the second time this stage, you roll with a -2 penalty. Be sure to roll your Endurance check too.</p><p>Finnean: Thievery</p><p>Cyrus: Stealth</p><p>Damien: Nature</p><p>Ardens: Arcana</p><p>Ixenvalignat: Athletics</p><p>Jesse: Religion[/gm]</p><p> </p><p> [sblock=Rules]*<strong>DC</strong>: All DCs are 12.</p><p> </p><p> *<strong>Skills</strong>: Use 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> </p><p> [sblock=Endurance Check (everyone)]Stage 1: Once per round, each player must make an Endurance check DC 8, due to the effort required to navigate shipwrecks.</p><p> </p><p> [sblock=Failure]You gain a -1 penalty to your next skill roll, in addition to any other modifiers you currently have for that roll[/sblock][/sblock]</p><p> </p><p> *<strong>Rolls</strong>: Stage1: 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 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>Bold Recovery</strong>: Action points may be spent to re-roll a failed skill check roll (This skill challenge will count as a milestone, and you will re-gain an action point at the end of the challenge).</p><p> </p><p> *<strong>Critical Success</strong>: A natural 20 counts as 2 successes.</p><p> </p><p> *<strong>Desperate Gambit</strong>: In the last round of the challenge, a player can take a -5 to their roll, but a success gives 2 points instead of one.</p><p> </p><p> *<strong>Aid Another</strong>: You can roll to aid another PC. 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: Perception: 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).</p><p> </p><p>If you have any questions, please feel free to ask.[/sblock]</p></blockquote><p></p>
[QUOTE="jsb420, post: 5559662, member: 6672544"] As sunset nears, your party manages to continue forward towards the island. You pass numerous wrecks, much older than the ships outside the coral reef, some are only barely recognizable. You get the impression that this island has been claiming victims for ages. Eager to reach dry land, you press on. [gm]Stage 1: Navigate shipwrecks & sea grass - 5 successes; 2 failures[/gm] Finnean uses his deft hands and knowledge of ropes to work the rigging. ([B]Success[/B]) [spends 1 surges; 3/7] Cyrus remains calm and quiet. As he rows the boat, he keeps the ship smooth and lets it glide across the waves. Hopefully this will keep any unwanted predators away from then for the time being. ([B]Critical Success[/B]) [spends 3 surges; 5/9] Damien uses his skill in nature to guide the boat to avoid obstacles and make most effective use of the currents on the ocean's surface to sail to the island. ([COLOR=red][B]FAILURE[/B][/COLOR]) [Spends 2 surges; 6/9] Moving to the front of the boat, Ardens holds his hands out over the edge of the boat. As he concentrates on his spell, the sea grass moving around the boat seems to part and make a path for the boat to pass through. ([B]Success[/B]) [Spends 2 surges; 7/9] Jesse keeps steady as the boat made a sudden lurch, just barely keeping himself on. The tiefling made a quick prayer to which ever god looks over the sea. ([B]Success[/B]) [Spends 3 surges; 4/7] Ixenvalignat Ixen spends his time alternating between helping row the [I]Loose Lady[/I] and helping steady the boat through the ever thickening sea grass. ([COLOR=red][B]FAILURE[/B][/COLOR]) [Spends 2 surges; 2/8] [sblock=Participants] Finnean: 24/24; HS 3/7; [s]AP 1[/s]; Ardent Surge [1]; Status Ixenvalignat: 22/22; HS 1/8; [s]AP 1[/s]; Inspiring Word [1] [2]; Status Cyrus: 26/26; HS 5/9; [s]AP 1[/s]; Status Damien: 28/28; HS 5/9; AP 1; Status Aspect of the Pouncing Lynx Ardens: 26/26; HS 7/9; [s]AP 1[/s]; Status Jesse: 23/23; HS 4/7; AP 1; Potion of Healing; Status[/sblock] [gm]We are now proceeding with Round 2 of this stage. Same rules as last round, but remember if you attempt the same skill for the second time this stage, you roll with a -2 penalty. Be sure to roll your Endurance check too. Finnean: Thievery Cyrus: Stealth Damien: Nature Ardens: Arcana Ixenvalignat: Athletics Jesse: Religion[/gm] [sblock=Rules]*[B]DC[/B]: All DCs are 12. *[B]Skills[/B]: Use 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)]Stage 1: Once per round, each player must make an Endurance check DC 8, due to the effort required to navigate shipwrecks. [sblock=Failure]You gain a -1 penalty to your next skill roll, in addition to any other modifiers you currently have for that roll[/sblock][/sblock] *[B]Rolls[/B]: Stage1: 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 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]Bold Recovery[/B]: Action points may be spent to re-roll a failed skill check roll (This skill challenge will count as a milestone, and you will re-gain an action point at the end of the challenge). *[B]Critical Success[/B]: A natural 20 counts as 2 successes. *[B]Desperate Gambit[/B]: In the last round of the challenge, a player can take a -5 to their roll, but a success gives 2 points instead of one. *[B]Aid Another[/B]: You can roll to aid another PC. 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: Perception: 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). If you have any questions, please feel free to ask.[/sblock] [/QUOTE]
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[Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe)
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