As the adventurers move through the forest, Hergunna thought she spotted a Kobold hiding. She moved slowly toward it. And as she did, she stepped on a pine cone, nearly losing her balance. She took a moment to steady herself, and then moved forward. But as she lifted her foot off the cone, it started to roll backwards down the hill they had just climbed. The little cone picked up speed and hit a pile of loose rocks, which in turn tumbled down hill, making a cacophony of noise.
Kobold or otherwise, the noise spooked the hidden creature, and it took off deeper into the woods.
[sblock=mechanics]
I roll for Hergunna for Stealth, which has a +5 due to the ritual. Therefore, only a roll of 1 can fail. And the dice room result:
1D20 + 12 => 13
[/sblock][sblock=Skill Challenge]
Round 1
Successes:
- Kane (Endurance)
- Wil (Nature)
- Tessa (Nature)
Failures:
- Stanng (Perception)
- Hergunna (Stealth)
Round 2
Ready for all players.
Skill Challenge Rules
Setup: Players follow the wounded creatures into the forest, trying to catch them, while avoiding any kobold traps. The trek is long and mostly uphill as they approach the mountain.
Complexity: 2 (requires 6 successes before 3 failures)
DC: 14 (secondary Skills 18)
Primary Skills: Nature, Perception, Stealth, Endurance
Rules:
- Each character gets 1 roll per turn
- Each character can only use a single primary skill once. For example: If Hergunna uses Nature this round, she cannot use nature again. But everyone else could still use Nature this or any subsequent round once.
As stated in DMG1, the same single-use rule applies to secondary skills.[/sblock][sblock=OOC]Only one fail left. Choose Wisely! I'd say play it safe, talk out the tactics before anyone acts. I can roll again for Hergunna if you determine her skills as being the best to go with.
Also, remember that Stanng wasn't around when the ritual was cast, so he doesn't enjoy the benefit. [/sblock]