Dekana
Explorer
The ravens caw as if in response to Beatrice, but they don't move. Never flitting, they remain on their perches in the village core. The fowls constantly watch you with fiery eyes, still occasionally cawing in protest.
After a few minutes of looking around, Damen finds a well built onto a dry spot of land. He calls the others over to have a look, whereupon Jarel-karn thinks to search for any magical auras. He senses nothing. But then, just as he is about to give up, he feels the familiar tinge of a magical aura. It is faint - very faint - and it seems to radiate over the entire village. It isn't more concentrated at the well than anywhere else.
There must be more to go on than this. Where are the insane lizardfolk? Where is this magical aura coming from? Is the well really tainted?
[sblock=skill challenge rules]I'll be using the Obsidian skill-challenge system for this. Basically, there will be 3 rounds of the challenge. In each round, you make one skill check. Meeting the DC for that round adds one success. At the end of the 3 rounds, the number of successes is used to determine the success or failure of the skill challenge.
You may use any of these skills: Arcana, Dungeoneering, Heal, History, Insight, Nature, Perception, or Religion. If you'd like to use a different skill, you need to have a compelling reason that makes it relevant to the challenge (and I still may impose a penalty to the check or disallow its use).
You have the following options during the skill challenge:
Bold Recovery: A player may spend an action point to reroll a skill check they have made. The player must take the result of the reroll.
Critical Success: A natural 20 on a skill check is an automatic success. In addition, the player gets one additional success.
Primary Skill: Every round, there will be one or two skills as the center point of the challenge. Players using that skill receive a +2 to their skill checks.
Unburdened: You may spend one healing surge and choose a skill that has an armor check penalty (such as endurance). For the rest of the skill challenge, you may ignore the armor check penalty for that skill. You may spend additional surges to select more skills.[/sblock]
After a few minutes of looking around, Damen finds a well built onto a dry spot of land. He calls the others over to have a look, whereupon Jarel-karn thinks to search for any magical auras. He senses nothing. But then, just as he is about to give up, he feels the familiar tinge of a magical aura. It is faint - very faint - and it seems to radiate over the entire village. It isn't more concentrated at the well than anywhere else.
There must be more to go on than this. Where are the insane lizardfolk? Where is this magical aura coming from? Is the well really tainted?
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You may use any of these skills: Arcana, Dungeoneering, Heal, History, Insight, Nature, Perception, or Religion. If you'd like to use a different skill, you need to have a compelling reason that makes it relevant to the challenge (and I still may impose a penalty to the check or disallow its use).
You have the following options during the skill challenge:
Bold Recovery: A player may spend an action point to reroll a skill check they have made. The player must take the result of the reroll.
Critical Success: A natural 20 on a skill check is an automatic success. In addition, the player gets one additional success.
Primary Skill: Every round, there will be one or two skills as the center point of the challenge. Players using that skill receive a +2 to their skill checks.
Unburdened: You may spend one healing surge and choose a skill that has an armor check penalty (such as endurance). For the rest of the skill challenge, you may ignore the armor check penalty for that skill. You may spend additional surges to select more skills.[/sblock]
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