Adventure: Food of the Gods (DM: ryryguy, Judge: renau1g)


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[sblock=ooc]In retrospect, I realized that the only thing she's actually bluffing about in there is the omens, which I actually have no clue what signifies which kind of omen. So maybe that came off more like intimidate, but whatever. I can fix the text to make more sense if need-be.[/sblock]
 


[sblock=ooc]

No worries. I don't plan on letting them have any kind of bean. I do want that last halfling slinger dead though lol. [/sblock]

//OOC: Do you mean the slinger Az and Cillani chased down and is currently smoking on some burning trees? Cuz we got both from the first fight.//
 


[sblock=bluff]
1d20+10=22 + whatever aid another bonus is out there for the bluff lol. If nothing else, I'm hoping to confuse them lol. [/sblock]

[sblock=ooc]Well you've confused the DM at least. :confused:

I'm not sure how to handle this... first of all, there are no halflings around (their bodies were burned), so the hobgoblin is not really going to understand what you're talking about. I suppose we could assume Jynxx explains a little further.

I'm also not sure what the Bluff was here, that was mostly the truth.

Setting the thugs on the trail of the attackers seems to run against the expressed intention of the party to go after them yourselves. (Not that you must go after the attackers, that's up to you. But that did seem to be what the consensus was.)

A bluff could be to send them on a false trail, i.e. lie about where the attackers went. But since you don't know yourselves, you'd kind of have to make a guess about where they didn't go...[/sblock]
 

[sblock=ooc]If I'm understanding correctly, it seems he thought that the running halfling slinger got away. He missed somewhere that Cillani and Az killed it and was trying to get them to take care of him for us.[/sblock]
 

[sblock=ooc]

LOL yeah I did miss that part. I was only partially talking in that direction. Stay with the change of pace, there is another one coming.

To let ya in on what Jynxx is doing... he's basically telling them the truth. Later (next bluff check) hopefully, he's going to "hint" at a larger stash somewhere else, probably telepathically sent to everyone. Sort of an "uh oh" moment. May start a fight, or they may think they outsmarted us. Either way, will be fun huh? LOL I hope I don't get you guys killed.

If they buck up... someone just remind them how tough we are (intimidate). My main thought process (which may be screwy since I have been RP-ing a gnome airhead wizard), is to show them more than one trail and let them pick their own path. Granted, I want to make one path seem more... um... rich than the others.

Here's why no harm no foul:

1) they take the stash and leave... we lost some but not all (if we don't fight)

2) they go after the larger stash... we follow, can even let them find it then take it from them

3) They pretend to leave and follow us. They will have a hard time following us due to high insight and perception.

4) they leave after some false quantity of zocalti

if I missed a scenario let me know. I try to think things out. Didn't mean to confuse the PC's lol. [/sblock]
 
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"From what all Krasseus has told me telepathically, the majority of the zocalti went with those rather pesky halflings."

[sblock=To the Hobgoblin Leader]

"The amount that is here is nothing compared to that which was taken. We could offer you much, much more."


**telepathically of course**
[/sblock]


Jynxx offers a sly smile as he offers his telepathic suggestion to the leader. "The halflings, while they were indeed difficult for us, should pose little to no threat to you. I daresay you could quadruple your rewards by simply taking it from the halflings. We were going to pursue that end ourselves, but we have other matters that we need Krasseus for."

[sblock=ooc]Ok, since Jynxx apparently has some longer plan in mind, let's defer this successful Bluff check for now. When Jynxx sees his opening, he can use that check at the time. So you basically have one successful check "in your pocket". :)

For now I'll just have the hobgoblin react in character to the bard's somewhat confusing offer...[/sblock]
The hobgoblin looks around him with a somewhat confused expression, turning back with a sharp glare when the kalashtar speaks directly in his mind.

"Halflings?" he asks. "What halflings? I only see a bunch of... weirdos." More laughter from his men.

"I personally don't give a **** about these dumb beans. The boss just told us to get the ones Krassus had here. I just wanna get the job done and get out of this miserable stinkin' jungle. So stay out of our way before I lose my patience."

Azryah turns her head to face the vocal leader.

"Honestly, I'm not sure you really ought to be continuing this. I recognize that symbol you're wearing, and I know what it means. However, I am Merkari's messenger and this is a matter of commerce, his domain. Didn't you see those two dead crows over there? My studies taught me that is a terrible omen for mercenaries. They signify death and significant loss. You may want to rethink your course."

This could be Bluff or Intimidate, why not make it Intimidate, so you still have one more possible Bluff success open.

The cloaked goblin spins around and looks under the tree. When he catches sight of the dead birds, he makes a choking sound. He grasps at his holy symbol as if for comfort and croaks out, "The sons?!? no..." The other hobgoblins stir uneasily and begin muttering to each other.

The leader tries to regain control. "C'mon, it's just a couple of dead birds. What, we gonna faint next time someone orders a couple'a chickens in a tavern?" But the deva's warning has definitely struck home; there's more than a hint of uncertainty in both his face and his tone.

Intimidate success! For the extra-high result you gain 2 total successes!

[sblock=Status]
  • Chaku, Papolstaanas, Kaesari, Charm still to go this round.
  • Jynxx's Bluff has been "saved", so we still need at least on check for success failure - probably Chaku's Athletics.
  • +2 bonus to Initimidate still available.
[/sblock]
[sblock=Skill Challenge: Face Down the Ruffians]

Level 1, Complexity 2: 6 successes before 3 failures.

Status: 4 successes, 0 failures.

Success: The ruffians back down without a fight.

Failure: Fight!

Note: This challenge is optional... you might want to avoid a fight to save some resources, plus you might pick up some clues by engaging them in a conversation. However, at any time you can go straight to combat. Merely draw your weapons. They will be happy to oblige!

Procedure: We'll go in "rounds". Each PC makes one check per round. At least two of these checks must be primary or secondary skill checks "for effect", meaning that the check counts towards the success and failure counts in the challenge. The other checks may be aid another checks (see below).

Successes with some skills might unlock others or give additional bonuses on top of granting a success in the challenge.

Primary Skills (DC 15*): Intimidate (max 3 2 successes), Bluff (max 2 successes), Streetwise (max 2 successes), Religion (max 1 success), Arcana (max 1 success), Diplomacy (DC 22, max 1 success)

Secondary Skills (DC 20): any, be creative! Max one success per skill. (Powers might work too.)

Diplomacy (DC 20): Jynxx offered to let the thugs take Krassus' stash. If anyone wants to try to modify that deal, it will take a DC 20 check to convince them. Success here doesn't add a success to the challenge (but failure would add a failure).

Aid Another (DC 10/15): In addition to using the same skill as being used for the primary check (i.e., using Intimidate to aid Intimidate), you can use another skill if you can describe a way in which it makes sense (i.e., using Athletics to look strong to aid Intimidate). It's DC 10 when using the same skill, or DC 15 when using a different skill, but I will give circumstance bonuses for good ideas and descriptions when using different skills. Powers might work too. A successful Aid Another check gives +2 to the main skill check; failure has no effect.

* - FYI, I go with the pre-errata DCs, I think the errataed ones are just too low. But I'm pretty generous with circumstance bonuses for good ideas and roleplaying[/sblock]
 

[sblock=ooc]Intimidate works for me. Like I said, I realized after the fact that the way I worded it came out more intimidating, so I'm perfectly happy with going that route.[/sblock]
 

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