"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]