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[Adventure] The Predicament of Mr. Gimo Tine [Judge:?]
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<blockquote data-quote="Voda Vosa" data-source="post: 5358260" data-attributes="member: 51271"><p>Morvannon and Cliff spot some handprints on the walls and begin following them. The rest tags along, trying their best to pull off the foul smell from their noses. </p><p>Grakk spots something, low on a wall next to a puddle of something repugnant. The clue was just a splatter left by some rat, but the puddle is there, and it stinks!</p><p></p><p></p><p>[sblock= Skill Challenge N°2]</p><p>Avoid the smell and find the trail: Endurance, Perception: Each fail on the endurance check, and the player is attacked by nauseas (-1 to all actions). Success means no ill effects. Perception checks are made to find the trail. Each failure forces the players to roll another endurance check against the nauseas. Perception DC: 16 , Endurance DC: 14</p><p></p><p>Success 2</p><p>Failures 1</p><p></p><p>Grakk needs to make an additional endurance check.</p><p></p><p>Success-Failure and time values:</p><p></p><p>8 Success before more than 2 Failures: 1 hour</p><p>8 Success before more than 4 Failures: 2 hour</p><p>8 Success before more than 6 Failures: 4 hour</p><p>For each additional 2 Failures, x2 the required time. </p><p></p><p>Good luck! And be creative with your actions/skills, it might be helpful.</p><p></p><p>EDIT: If you don't make a perception check, you need to take an Endurance for each "round". If you fail two consecutive Endurance checks, you lose a HS. Each additional failed check takes another HS from you.[/sblock]</p><p></p><p></p><p>You have <strong><span style="color: Red">21 hours </span></strong>before execution. New stuff underlined.</p><p></p><p>[sblock=Places to go you actually know of]</p><p><strong>-Address on the paper</strong>[Current Location]</p><p><strong>-Tavern</strong>[3 hour walking,3 hour returning]</p><p><strong>-Mr Tine House</strong>[3 hours walking, 3 hours returning]</p><p><strong>-The Clay pits</strong> [4 hours walking, 4 hours returning]</p><p><strong>-Mr. Simpletown establishment</strong>[3 hour walking, 3 hour returning]</p><p><strong><u>-Addressless door</u></strong>[3 hours walking, 3 hours returning]</p><p><strong>-City watch</strong>[1 hours walking, 1 hours returning]</p><p><strong>-Crime scene </strong>[2 hours walking, 2 hours returning]</p><p><strong>-City watch</strong>[1 hours walking, 1 hours returning]</p><p>[/sblock]</p><p>[sblock=Important NPCs]</p><p>Mr. Simpletown</p><p>Mrs Tine</p><p>Mr Tine</p><p>Mr Raspyhand</p><p>Simpletown's foreman</p><p>Watch's Captain</p><p>Dwarf</p><p>[/sblock]</p><p></p><p>[sblock=Current Evidence]</p><p>-A bag with 100gp used to bribe Mr Raspyhand. </p><p>-A box with a broke flask.</p><p>-Shatered pieces of glass with orange liquied</p><p>-Schematics of somewhere</p><p>-A code: 5409385</p><p>-An address (Of the sewers)</p><p>-A necklace with an eye sculpted on it.</p><p>[/sblock]</p><p></p><p>[sblock=Current clues]</p><p>-You found a code on a public place schematic, perhaps its a password of sorts.</p><p>-Gimo smells lie rotten water</p><p>-The dwarf at the strange door had weird eyes.</p><p>-Gimo's shovel is missing (Not in wagon, clay stablishment, nor watch)</p><p>-Gimo appeared to know nothing of what happened</p><p>-Several witnesses recognized him</p><p>-Mr Simpletown and Mrs Tine are certain Gimo is innocent</p><p>-Gimo's memory gape happened in the backstore of Mr Raspyhand</p><p>-Mr Raspyhand was bribed by someone to send Gimo to the addressless door next to his pottery.</p><p>-There is a password that the group needs in order to enter the addressless door. They could also attempt to bash in. Apparently there's a magical ward from the other side that makes trespassing the door almost impossible.</p><p>-The house was full of warriors with intentions of silencing anyone who intruded.</p><p><em>-There are hand prints of mud on the walls of the Sewers</em></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5358260, member: 51271"] Morvannon and Cliff spot some handprints on the walls and begin following them. The rest tags along, trying their best to pull off the foul smell from their noses. Grakk spots something, low on a wall next to a puddle of something repugnant. The clue was just a splatter left by some rat, but the puddle is there, and it stinks! [sblock= Skill Challenge N°2] Avoid the smell and find the trail: Endurance, Perception: Each fail on the endurance check, and the player is attacked by nauseas (-1 to all actions). Success means no ill effects. Perception checks are made to find the trail. Each failure forces the players to roll another endurance check against the nauseas. Perception DC: 16 , Endurance DC: 14 Success 2 Failures 1 Grakk needs to make an additional endurance check. Success-Failure and time values: 8 Success before more than 2 Failures: 1 hour 8 Success before more than 4 Failures: 2 hour 8 Success before more than 6 Failures: 4 hour For each additional 2 Failures, x2 the required time. Good luck! And be creative with your actions/skills, it might be helpful. EDIT: If you don't make a perception check, you need to take an Endurance for each "round". If you fail two consecutive Endurance checks, you lose a HS. Each additional failed check takes another HS from you.[/sblock] You have [B][COLOR="Red"]21 hours [/COLOR][/B]before execution. New stuff underlined. [sblock=Places to go you actually know of] [B]-Address on the paper[/B][Current Location] [B]-Tavern[/B][3 hour walking,3 hour returning] [B]-Mr Tine House[/B][3 hours walking, 3 hours returning] [B]-The Clay pits[/B] [4 hours walking, 4 hours returning] [B]-Mr. Simpletown establishment[/B][3 hour walking, 3 hour returning] [B][U]-Addressless door[/U][/B][3 hours walking, 3 hours returning] [B]-City watch[/B][1 hours walking, 1 hours returning] [B]-Crime scene [/B][2 hours walking, 2 hours returning] [B]-City watch[/B][1 hours walking, 1 hours returning] [/sblock] [sblock=Important NPCs] Mr. Simpletown Mrs Tine Mr Tine Mr Raspyhand Simpletown's foreman Watch's Captain Dwarf [/sblock] [sblock=Current Evidence] -A bag with 100gp used to bribe Mr Raspyhand. -A box with a broke flask. -Shatered pieces of glass with orange liquied -Schematics of somewhere -A code: 5409385 -An address (Of the sewers) -A necklace with an eye sculpted on it. [/sblock] [sblock=Current clues] -You found a code on a public place schematic, perhaps its a password of sorts. -Gimo smells lie rotten water -The dwarf at the strange door had weird eyes. -Gimo's shovel is missing (Not in wagon, clay stablishment, nor watch) -Gimo appeared to know nothing of what happened -Several witnesses recognized him -Mr Simpletown and Mrs Tine are certain Gimo is innocent -Gimo's memory gape happened in the backstore of Mr Raspyhand -Mr Raspyhand was bribed by someone to send Gimo to the addressless door next to his pottery. -There is a password that the group needs in order to enter the addressless door. They could also attempt to bash in. Apparently there's a magical ward from the other side that makes trespassing the door almost impossible. -The house was full of warriors with intentions of silencing anyone who intruded. [I]-There are hand prints of mud on the walls of the Sewers[/I] [/sblock] [/QUOTE]
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[Adventure] The Predicament of Mr. Gimo Tine [Judge:?]
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