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Adventure: The Power of Knowledge (DM: Fragsie, Judge: TwoHeadsBarking)

[sblock=On skill challenges]Choosing the right difficulty for skill challenges is always tricky. I know covaithe has an idea which I think has a lot of merit: it doesn't really matter what the DC is as long as the story moves forward.[/sblock]
 

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Skalisss attempts to assist Mikara's efforts to sneak around while in the Overgrowth but finds it hard to be inconspicuous at his size.

Aid Another using Stealth (DC10) (1d20-3+2+1=6)

[SBLOCK=OOC]I'm taking a little liberty here to assume the party can help Skalisss spot and nab a petty pickpocket out of combat. Would a spot check be needed from an ally? [/SBLOCK]

One of Overgrowth's many cutpurses picks his target poorly on this day, and within minutes Skalisss is able to "convince" him to give us valuable information.

Intimidate check to shake down a local cut purse for information (1d20+13=29)
 
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[sblock=OOC\Skill Challenges]Lol :p I was only teasing about the DC's letting the 'evil GM' side of me out a little.;)

Update: 4 successes so far; Mikara and Skalisss have done both their rolls, Growl has done his Mental, got a physical to go. Brother Shane and Ceryx, yet to act[/sblock]
 
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Shane looks around for a non-threatening street to follow through the Overgrowth. Picking one, he heads off, but soon runs the party into a tough-looking gang of street thugs. Thinking quickly, Shane begins to speak.
"Hey there! We want no trouble. There's a few victims of the fever just down the street here, and Brother Skalisss and I were on our way to tend to them at Maros' shrine. On a holy mission, we are, so stand aside."
[sblock=rolls]
Perception, Diplomacy (1d20+4+1+2=9, 1d20+8+1=25)
If you'd rather make the latter roll a bluff check, Shane has a +3 instead of a +8 mod.
[/sblock]
 

Growl shifts into his bear form, then climbs rather gracefully up the side of a building for a better view of the area.

OOC: Athletics (1d20+6=18)

[sblock=Growl's Info]Growl- "Male" Warforged Druid 2
Initiative: +1, Passive Perception: 20, Passive Insight: 20
AC: 19, Fort: 15, Reflex: 12, Will: 17 - Speed: 6
HP: 35/35, Bloodied: 17, Surge Value: 8 (10 in beast form), Surges left: 11/11
Action Points: 1

Powers:
Chill Wind
Savage Rend
Swarming Locusts
Wild Shape

Barkskin
Darting Bite
Second Wind
Warforged Resolve

Faerie Fire
Enduring Beast Hide Armor +1 (Daily)

Full character sheet[/sblock]
 


[sblock=OOC]Sorry guys. Ended up going out of town for the 1st. No internet. You can post actions for me if necessary. Don't want to be the reason that the game is held up. Gotta run again, my apologies, but I think Ceryx would most likely do a streetwise check to navigate the streets, and a perception check to notice any of the possible wrong-doings around him.[/sblock]
 

[sblock=OOC] Sorry there's been no update, or me posting for Ceryx. I am away from home at the moment, and although TwoHeadsBarking has been kind enough to send my adventure proposal back to me, The encounter maps aren't a good enough resolution to use properly. I will be back home on saturday, will do a proper update, which will be the start of a combat encounter. Even before Ceryx' actions you've got another total success which means the party has Surprise. I wouldn't normally count 2 skill challenges as a milestone (as there is a lot less risk involved compared to a combat encounter), but if Andrec isn't with the party by saturday I will give you all another action point to help balance the fight a bit.[/sblock]
 

[sblock=Ceryx's Rolls]1d20+2=22[/sblock]

Moving swiftly, Mikara strikes out from the group and heads in to the Overgrowth alone to scout out the area. Sliding unseen from shadow to shadow she stalks the dirty streets and alleyways, every so often the rubble of derelict buildings litter the streets providing extra cover.
The district is by no means empty, but the adults that walk the streets seem to be determined to get to their destination quickly, without looking anyone in the eyes unnecessarily Mikara notes. Though gangs of grubby urchins run from place to place playing at war, or chasing stray cats. From the general health and the clothing of the people about it is plain that this is the poorest area of Daunton.
Mikara pays attention to the places that people seem the most scared to walk; the places where groups of youths and young men and woman of a certain predatory demeanour gather at street corners or back alleys, and memorises a general route that should hopefully allow the party to avoid any dangerous liaisons.

The drow girl regroups with the other adventurers just as they reach the courtyard containing the decrepit hydra shaped fountain. When Growl recognises it as one of Gellon's landmarks he seems proud that his ranging abilities are no worse in this forest of crumbling stone than they are in the natural woodlands.
A pair of young girls who had been watching the group from a distance with wide eyes and the occasional titter, scream with surprise and run into a nearby building when the warforged dons his ursine form and begins to scale one of the more secure looking walls to get a firmer idea of the route Mikara suggests to the group.

Brother Shane takes the lead, but even with Skalisss' aid and knowledge from Mikara's earlier visit the group makes a wrong turn and ends up facing down a band of thieves. One tries to snatch the coin-purse from Ceryx's belt but the vigilant deva is too quick for the rogue and grabs his hand, holding it firm and stopping the lad from leaving.
The other two youths quickly turn and run when Skalisss roars with anger and draws his weapon; the fearsome dragonite closes on the captured thief with anger in his eyes but is held back by Shane's soft words. The two godly men ply the criminal for information, playing the 'good cop - bad cop' superbly.
Under such a psychological assault, the thief tells how he saw a group of minotaurs heading to the north along Old Rams Lane a couple of nights ago. With a destination to head for the group decides to let the thief go, but not without first instilling in him a realistic idea of how stupid it is to try to steal from a group of adventurers.

Ceryx remembers having once visited Old Rams Lane to meet with a... missionary... from his church. Under his guidance the group are soon back on track. On the journey from the back streets to Old Rams Lane, the party passes through an area filled with the stench of effluence and waste; the detour unfortunately takes them past an enrtrance to the sewers.

[sblock=Results]Skill Challenge S1: Find the Shrine of Maros - Total Victory(8 successes), The party navigate the slums like pros; spotting the shrine from a distance after only two hours of scouting and searching, they are able to approach from a hidden alley. The party gains surprise for encounter A1: The Forgotten Shrine

You all have an extra action point too! :)[/sblock]

Just as the sky turns from blue to the vivid oranges and pinks of dusk, the party notices the entrance to the shrine within a small ruined courtyard; they circle round and approach the stone edifice cautiously.
A wide open entrance that once sheltered impressive, heavy doors, stands empty (the wood most likely burnt for heat long ago). A slight flicker of light can be seen emanating from within. Directly through the archway steps lead downward into the ground. Sounds of activity and talking can be heard from below, but the ancient architecture seems to dull and mute the sound, making it impossible to discern the amount of people within, or understand what they are saying.

[sblock=OOC]Is there anything you guys want to do/prepare before you head into the shrine? The entrance is four squares wide, what is your marching order/formation?[/sblock]
 


Into the Woods

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