horticulture
Slightly entitled.
Mina continues her point about draconic/humanoid relations with a short treatise on the skirmishes in the Feywild and the pivotal role the dragon riders played.
[sblock=History roll]Round 2 skill challenge, Diplomacy vs. WDW (1d20+10=20)[/sblock]
Placing a scaly chin in a clawed hand, the dragon nods slowly. "Excellent points, all. You've all but convinced me that your words ring true."
[sblock=How to Subdue Your Dragon!]Round 2
Skill Roll Results:
Luinnar - Bluff = 20; 2 points, +1 on next round's skill check
Felix - Diplomacy = 22; 2 points, +1 on next round's skill check
Drew - Perception = 23; 3 points, +2 on next round's skill check
Prime - Insight = 13; 1 points, -1 on next round's skill check
Mina - Diplomacy = 20; 2 points, +1 on next round's skill check
Round 2 Total = 10 points; 2 VPs and Advantage: +1 cumulative bonus to all future skill checks (+2 total).
Round 1 Total = 11 points; 2 VPs and Advantage: +1 cumulative bonus to all future skill checks.
Skill Challenge Totals (Rnd 2) = 21 points; 4 VPs
[sblock=Tables]Rounds: 3
Individuals' Skill Rolls
12-: 0 points, -2 on next round's skill check
13-17: 1 point, -1 on next round's skill check
18-22: 2 points, +1 on next round's skill check
23+: 3 points, +2 on next round's skill check
Natural 1: -1 point, lose a healing surge
Natural 20: +1 point, gain a healing surge
Round Totals
0-4 points: 0 Victory Points and Disaster: -2 cumulative penalty to all future skill checks
5-9 points: 1 Victory Points and Complication: -1 cumulative penalty to all future skill checks
10-14 points: 2 Victory Points and Advantage: +1 cumulative bonus to all future skill checks
15+ points: 3 Victory Points and Miracle: +2 cumulative bonus to all future skill checks
Final Victory Points
0-2 total points: Disaster, appropriate consequences
3-5 total points: Complication, appropriate result and consequence
6-8 total points: Advantage, appropriate result and benefit
9+ total points: Miracle, appropriate benefits[/sblock][sblock=Rules]Each character will roll a skill check once per round using a skill that you deem pertinent and compare their result to the Individual Skill Roll table to see what effect their roll has on the group's success that round and what effect it will have on their roll next round.
Once everyone has rolled, the group will have a group total that they compare to the Round Totals table that earns them Victory Points and applies cumulative bonuses or penalties to everyone's checks in future rounds. At the end of the set number of rounds, the PCs compare their Victory Point total to the Victory Point Totals table that will determine the end result of the skill challenge - how well they succeeded at the objective.
Repeating Skills
Repeating a skill two or more rounds in a row results in a cumulative -2 penalty to the skill roll.
Action Points
Action Points may be spent to roll an additional skill roll for the round. It must be different from the skill already used.
Aid Another
PCs may take -3 on a roll before their check to grant an ally a reroll this round; they may also take a -5 to their result to grant an ally a reroll this round.
Heroic Effort
A PC may decide to expend a healing surge to gain +3 to a check before it is rolled or to apply +1 to a check after it is rolled, or do both for two surges.[/sblock][/sblock]
[sblock=History roll]Round 2 skill challenge, Diplomacy vs. WDW (1d20+10=20)[/sblock]
Placing a scaly chin in a clawed hand, the dragon nods slowly. "Excellent points, all. You've all but convinced me that your words ring true."
[sblock=How to Subdue Your Dragon!]Round 2
Skill Roll Results:
Luinnar - Bluff = 20; 2 points, +1 on next round's skill check
Felix - Diplomacy = 22; 2 points, +1 on next round's skill check
Drew - Perception = 23; 3 points, +2 on next round's skill check
Prime - Insight = 13; 1 points, -1 on next round's skill check
Mina - Diplomacy = 20; 2 points, +1 on next round's skill check
Round 2 Total = 10 points; 2 VPs and Advantage: +1 cumulative bonus to all future skill checks (+2 total).
Round 1 Total = 11 points; 2 VPs and Advantage: +1 cumulative bonus to all future skill checks.
Skill Challenge Totals (Rnd 2) = 21 points; 4 VPs
[sblock=Tables]Rounds: 3
Individuals' Skill Rolls
12-: 0 points, -2 on next round's skill check
13-17: 1 point, -1 on next round's skill check
18-22: 2 points, +1 on next round's skill check
23+: 3 points, +2 on next round's skill check
Natural 1: -1 point, lose a healing surge
Natural 20: +1 point, gain a healing surge
Round Totals
0-4 points: 0 Victory Points and Disaster: -2 cumulative penalty to all future skill checks
5-9 points: 1 Victory Points and Complication: -1 cumulative penalty to all future skill checks
10-14 points: 2 Victory Points and Advantage: +1 cumulative bonus to all future skill checks
15+ points: 3 Victory Points and Miracle: +2 cumulative bonus to all future skill checks
Final Victory Points
0-2 total points: Disaster, appropriate consequences
3-5 total points: Complication, appropriate result and consequence
6-8 total points: Advantage, appropriate result and benefit
9+ total points: Miracle, appropriate benefits[/sblock][sblock=Rules]Each character will roll a skill check once per round using a skill that you deem pertinent and compare their result to the Individual Skill Roll table to see what effect their roll has on the group's success that round and what effect it will have on their roll next round.
Once everyone has rolled, the group will have a group total that they compare to the Round Totals table that earns them Victory Points and applies cumulative bonuses or penalties to everyone's checks in future rounds. At the end of the set number of rounds, the PCs compare their Victory Point total to the Victory Point Totals table that will determine the end result of the skill challenge - how well they succeeded at the objective.
Repeating Skills
Repeating a skill two or more rounds in a row results in a cumulative -2 penalty to the skill roll.
Action Points
Action Points may be spent to roll an additional skill roll for the round. It must be different from the skill already used.
Aid Another
PCs may take -3 on a roll before their check to grant an ally a reroll this round; they may also take a -5 to their result to grant an ally a reroll this round.
Heroic Effort
A PC may decide to expend a healing surge to gain +3 to a check before it is rolled or to apply +1 to a check after it is rolled, or do both for two surges.[/sblock][/sblock]
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