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[Adventure] Marna is Missing (DM: pacdidj, Judge: renau1g)
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<blockquote data-quote="pacdidj" data-source="post: 5114776" data-attributes="member: 86793"><p><span style="font-size: 12px"><u>On the Street</u></span></p><p></p><p>The old woman hobbles off further northward on Carenvale Blvd., and out of sight.</p><p></p><p><u><span style="font-size: 12px">In the Alley</span></u></p><p></p><p>Garry pans his sunrod, constrained to show only a narrow beam, around the alley, and spots a shadowy figure crouched behind several derelict barrels.</p><p></p><p><a href="http://www.enworld.org/forum/attachment.php?attachmentid=43185&stc=1&d=1268172953" target="_blank">Garry's View</a></p><p></p><p><strong><span style="font-size: 15px"><span style="color: Silver"></span></span></strong></p><p><strong><span style="font-size: 15px"><span style="color: Silver"><span style="color: Gray">OOC: Skill Challenge</span></span></span></strong><span style="color: Gray"></span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">Alright, so go ahead and take a couple of rounds to RP Verloc into the party, but the structured skill challenge begins now.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray"><u>Here are the mechanics:</u></span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">To forge departure papers you will need to acquire departure forms from inside the office and stamp them with wax using a Customs Seal. Your party will first need to decide who will enter the office, and who if any will remain outside to run interference as needed.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">On your turn, your character can move up to his/her speed. No action substitution for a double move will be allowed for the characters inside the office as maintaining some degree of stealth is critical. Your character can also take minor and standard actions as normal, and free actions within reason.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">Each turn, characters who enter the office can do one of the following as a standard action - Make a Thievery or Strength check to attempt to open a locked door or container, OR make a Perception check vs. DC 12 to search a surface or container for any of the items required to forge the departure papers. -2 penalties apply to all such checks made by characters without low-light vision when in dim light. -5 penalties apply to all such checks made by characters when in total darkness.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">At the start of any turn that there is an NPC present outside--e.g. the guard, or any townsfolk who happen by--all characters inside the the office will need to make a Stealth check vs. DC 13 to avoid attracting the attention of NPCs with lights and sounds emanating from inside the office.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">Whenever an NPC is alerted by a failed stealth check, or by a loud noise--e.g. breaking a door by force, each character outside the office can make a Diplomacy, Bluff, or Intimidate check to allay the NPC's suspicions. I may award up to 2 auto successes here for excellent RP.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">Your party is welcome to either try to continually distract the guard via ongoing hijinks--e.g. the damsel in distress act, or to attempt to remove him from the picture somehow. Keep in mind though that any evidence you leave behind counts against full success in the encounter. Also, if anyone catches you in the act and gets a good look at your face, it may mean ongoing legal consequences for your character in Daunton.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">Actions should be describe IC. Strategizing can take place in OOC sblocks.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">Victory in this skill challenge occurs when your party has obtained either forged departure papers, or at least the materials necessary to forge them, and escapes from the office without notice. Failure in this skill challenge could attract the attention of the City Watch.</span></p></blockquote><p></p>
[QUOTE="pacdidj, post: 5114776, member: 86793"] [SIZE=3][U]On the Street[/U][/SIZE] The old woman hobbles off further northward on Carenvale Blvd., and out of sight. [U][SIZE=3]In the Alley[/SIZE][/U] Garry pans his sunrod, constrained to show only a narrow beam, around the alley, and spots a shadowy figure crouched behind several derelict barrels. [URL="http://www.enworld.org/forum/attachment.php?attachmentid=43185&stc=1&d=1268172953"]Garry's View[/URL] [B][SIZE=4][COLOR=Silver] [COLOR=Gray]OOC: Skill Challenge[/COLOR][/COLOR][/SIZE][/B][COLOR=Gray] Alright, so go ahead and take a couple of rounds to RP Verloc into the party, but the structured skill challenge begins now. [U]Here are the mechanics:[/U] To forge departure papers you will need to acquire departure forms from inside the office and stamp them with wax using a Customs Seal. Your party will first need to decide who will enter the office, and who if any will remain outside to run interference as needed. On your turn, your character can move up to his/her speed. No action substitution for a double move will be allowed for the characters inside the office as maintaining some degree of stealth is critical. Your character can also take minor and standard actions as normal, and free actions within reason. Each turn, characters who enter the office can do one of the following as a standard action - Make a Thievery or Strength check to attempt to open a locked door or container, OR make a Perception check vs. DC 12 to search a surface or container for any of the items required to forge the departure papers. -2 penalties apply to all such checks made by characters without low-light vision when in dim light. -5 penalties apply to all such checks made by characters when in total darkness. At the start of any turn that there is an NPC present outside--e.g. the guard, or any townsfolk who happen by--all characters inside the the office will need to make a Stealth check vs. DC 13 to avoid attracting the attention of NPCs with lights and sounds emanating from inside the office. Whenever an NPC is alerted by a failed stealth check, or by a loud noise--e.g. breaking a door by force, each character outside the office can make a Diplomacy, Bluff, or Intimidate check to allay the NPC's suspicions. I may award up to 2 auto successes here for excellent RP. Your party is welcome to either try to continually distract the guard via ongoing hijinks--e.g. the damsel in distress act, or to attempt to remove him from the picture somehow. Keep in mind though that any evidence you leave behind counts against full success in the encounter. Also, if anyone catches you in the act and gets a good look at your face, it may mean ongoing legal consequences for your character in Daunton. Actions should be describe IC. Strategizing can take place in OOC sblocks. Victory in this skill challenge occurs when your party has obtained either forged departure papers, or at least the materials necessary to forge them, and escapes from the office without notice. Failure in this skill challenge could attract the attention of the City Watch.[/COLOR] [/QUOTE]
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[Adventure] Marna is Missing (DM: pacdidj, Judge: renau1g)
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