Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
[Adventure] He Chained Their Minds (DM: CrimsonFlameWielder; Judge Needed )
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CrimsonFlameWielder" data-source="post: 6067493" data-attributes="member: 6684473"><p>The sound of rumbling and buzzing continues to get louder and louder, even as the group wisely begins to move away from the sounds. The horses on the east side of the glade begin to buck and dance until, SNAP, their reins break free of the tree they were tied to. Without heed to their masters, they dashed past the adventurers and past Evan (who this entire time had been cowering behind a bush, waiting to see if he would need to run away, or if those he had hired were capable of ending the sudden threat), trampling through the foliage toward the north-west creating a sort of path for the adventurers to follow.</p><p></p><p>Without their horses, the adventurers are not surprised when they catch sight of their enemy. Thousands of swarming pixies, and dozens of red-capped dwarves appear in the glade as you prepare to run after your horses. </p><p></p><p>[ooc] SKILL CHALLENGE: The Unseilee Death Race</p><p></p><p>For this next section, we're still rolling in turn sequence, but no initiative is needed... it will just be you guys acting, with my creatures acting in response to what you do (and perhaps what you roll). At the start of each of your turns roll Athletics (Base DC 17). If you have a speed greater than 6 squares (30 ft), give yourself a +2 bonus to the Athletics check for each 1 square/5 ft of movement you have above the normal movement rate of 6 squares/30 ft per move action. Likewise, if you have a speed lower than 6 squares (30 ft), give yourself a -2 penalty to the Athletics check for each square/5ft of movement you have below the normal movement rate of 6 squares/30 ft per move action.</p><p></p><p></p><p>Each of you are starting this skill challenge with a Buffer of 3. This buffer is a rate of how much space is between you, and the Unseilee creatures chasing you along the path! If you fail an Athletics check at the start of your turn, reduce your buffer by 1. If your buffer is reduced to 0, you lose a healing surge and must roll an Endurance check (DC 17). If you succeed, you manage to push yourself past your athletic limits and manage to give yourself a buffer of 1. If you are at a buffer of 0 at the start of your turn, you lose another healing surge and can roll the endurance check again to give yourself a buffer of 1. If you fail the Athletics check while at a buffer of 0 or lower, you CAN go into a negative buffer (as you fall further and further into the swarm of bad guys). </p><p></p><p>If you would lose a healing surge because of a failed athletics check (or starting your turn with a buffer of 0 or less) but have no more healing surges left, you instead take 2d6 damage.</p><p></p><p>For every round in which all members have a buffer of 1 or greater, you will gain 1 success toward the completion of this skill challenge.</p><p></p><p>That being said, this is a group challenge and not an challenge of successes for just yourself. As such, you have an option for helping out your friends!</p><p></p><p>If you have a buffer score that is equal to or greater than your friend, and want to help them out, you can take your turn to drop your buffer equal to your friends buffer (if your buffer is already equal to your ally's buffer, then go ahead and roll your helping athletics check then, accounting for the average speed of you and your ally). Then, at the beginning of both of your turns, you will each roll your athletics checks as though your speed was the average of your two speeds. The helper will count as the main roller, and the ally being helped will count as an assist. If the helped ally succeeds with his Athletics check, he gives the helper a +2 bonus to his check. If the helped ally fails his Athletics check, he gives the helper a -2 penalty. </p><p></p><p>If the helper succeeds on a DC 21 Athletics check, then the helper and the helped ally gain one buffer each. If the helper rolls at least DC 17 on the athletics check, then both the helper and the helped ally remain where they are, losing or not losing a healing surge as normal based on their current buffer score. If the helper does not manage to succeed on that DC 17 athletics check, then both the helper and the helped ally lose one buffer, taking healing surge loss/hit point damage as normal based on their buffer score.</p><p></p><p>If you are not helping out another ally, feel free to get creative while on the run! I'll be narrating the chase. Feel free to utilize anything in my descriptions to help describe how you're pulling away from the baddies, or perhaps you'll even be given the chance to do something that would slow them down! </p><p></p><p>It's now your turn... try to get away if you can! MUAHAHAHA! [/ooc]</p></blockquote><p></p>
[QUOTE="CrimsonFlameWielder, post: 6067493, member: 6684473"] The sound of rumbling and buzzing continues to get louder and louder, even as the group wisely begins to move away from the sounds. The horses on the east side of the glade begin to buck and dance until, SNAP, their reins break free of the tree they were tied to. Without heed to their masters, they dashed past the adventurers and past Evan (who this entire time had been cowering behind a bush, waiting to see if he would need to run away, or if those he had hired were capable of ending the sudden threat), trampling through the foliage toward the north-west creating a sort of path for the adventurers to follow. Without their horses, the adventurers are not surprised when they catch sight of their enemy. Thousands of swarming pixies, and dozens of red-capped dwarves appear in the glade as you prepare to run after your horses. [ooc] SKILL CHALLENGE: The Unseilee Death Race For this next section, we're still rolling in turn sequence, but no initiative is needed... it will just be you guys acting, with my creatures acting in response to what you do (and perhaps what you roll). At the start of each of your turns roll Athletics (Base DC 17). If you have a speed greater than 6 squares (30 ft), give yourself a +2 bonus to the Athletics check for each 1 square/5 ft of movement you have above the normal movement rate of 6 squares/30 ft per move action. Likewise, if you have a speed lower than 6 squares (30 ft), give yourself a -2 penalty to the Athletics check for each square/5ft of movement you have below the normal movement rate of 6 squares/30 ft per move action. Each of you are starting this skill challenge with a Buffer of 3. This buffer is a rate of how much space is between you, and the Unseilee creatures chasing you along the path! If you fail an Athletics check at the start of your turn, reduce your buffer by 1. If your buffer is reduced to 0, you lose a healing surge and must roll an Endurance check (DC 17). If you succeed, you manage to push yourself past your athletic limits and manage to give yourself a buffer of 1. If you are at a buffer of 0 at the start of your turn, you lose another healing surge and can roll the endurance check again to give yourself a buffer of 1. If you fail the Athletics check while at a buffer of 0 or lower, you CAN go into a negative buffer (as you fall further and further into the swarm of bad guys). If you would lose a healing surge because of a failed athletics check (or starting your turn with a buffer of 0 or less) but have no more healing surges left, you instead take 2d6 damage. For every round in which all members have a buffer of 1 or greater, you will gain 1 success toward the completion of this skill challenge. That being said, this is a group challenge and not an challenge of successes for just yourself. As such, you have an option for helping out your friends! If you have a buffer score that is equal to or greater than your friend, and want to help them out, you can take your turn to drop your buffer equal to your friends buffer (if your buffer is already equal to your ally's buffer, then go ahead and roll your helping athletics check then, accounting for the average speed of you and your ally). Then, at the beginning of both of your turns, you will each roll your athletics checks as though your speed was the average of your two speeds. The helper will count as the main roller, and the ally being helped will count as an assist. If the helped ally succeeds with his Athletics check, he gives the helper a +2 bonus to his check. If the helped ally fails his Athletics check, he gives the helper a -2 penalty. If the helper succeeds on a DC 21 Athletics check, then the helper and the helped ally gain one buffer each. If the helper rolls at least DC 17 on the athletics check, then both the helper and the helped ally remain where they are, losing or not losing a healing surge as normal based on their current buffer score. If the helper does not manage to succeed on that DC 17 athletics check, then both the helper and the helped ally lose one buffer, taking healing surge loss/hit point damage as normal based on their buffer score. If you are not helping out another ally, feel free to get creative while on the run! I'll be narrating the chase. Feel free to utilize anything in my descriptions to help describe how you're pulling away from the baddies, or perhaps you'll even be given the chance to do something that would slow them down! It's now your turn... try to get away if you can! MUAHAHAHA! [/ooc] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
[Adventure] He Chained Their Minds (DM: CrimsonFlameWielder; Judge Needed )
Top