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Campaign Commentary- Adventures in Fallcrest
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<blockquote data-quote="Goonalan" data-source="post: 5408973" data-attributes="member: 16069"><p>This is the second Skill Challenge I handed out- for keeping hidden as they investigate Kiris Dahn...</p><p></p><p>Keep Hidden in Kiris Skill Challenge.</p><p></p><p>This is a long Skill Challenge (no set number of Successes or Failures- see below), which comes in to play every time you attempt to journey around the occupied town of Kiris Dahn, or should I say Gorizbadd. It is paramount that you remain hidden, the number of enemies in the town- Goblin & Kobold , are certainly far too many that you should look to take them on or else betray your position, they would hunt you down and destroy you if they knew you were here.</p><p></p><p>This Skill Challenge is also different in that it uses two new terms-</p><p></p><p>Journey- the distance and/or difficulty between points A and B, as determined by the DM, for example the Journey between the ruined farmhouse and the Kiris Library is a difficulty 2- which means it requires two Turns of Skill Checks.</p><p></p><p>Turns- each turn all PCs must make a Skill Check (Primary or Secondary) of some sort, a Turn is successful if the PCs gain more successes than failures, a Turn counts as a failure if the PCs gain the same or less successes than failures; see below for failures and successes.</p><p></p><p>This is a Level 2 Skill Challenge, see below for Success & Failure.</p><p></p><p>All Primary Skill Checks are Standard Actions.</p><p></p><p>Athletics DC15- you climb old stone walls, swim rivers and/or leap from rooftop to rooftop.</p><p></p><p>Bluff DC15- a PC tricks a single enemy, or a small group of enemies, into believing that he or she has the right to be in Gorizbadd. Note bribery is an obvious option. Further note, while you can use this skill as many times as is needed, the DC increases by 5 each time- you can't fool them forever.</p><p></p><p>Diplomacy DC15- as per Bluff above.</p><p></p><p>Dungeoneering DC15- the PC determines the best way from point A to point B, keeping in cover of other ruins en route. Note this skill can only be used once per journey.</p><p></p><p>Endurance DC12- the PC keeps on going and urges his fellows to do likewise. Note this skill can only be used once per journey.</p><p></p><p>History DC12- the PC plots a safe route using his or her knowledge of the town, and town layouts in general. Note this skill can only be used once per journey.</p><p></p><p>Stealth DC12- the PC makes sure the group remain undercover and out of sight on their journey.</p><p></p><p>Streetwise DC12- the PC convinces a single enemy, or small group of enemies, that have successfully been convinced that the PCs are not enemies, to share information or offer specific advice. Note this skill can only be used once per journey.</p><p></p><p>Aid another DC10- you can chose to aid an ally in their attempt to to do any of the above. Success grants a +2 bonus to the ally's next Primary Skill check. Note only two characters can aid another per turn.</p><p></p><p>All Secondary Skill Checks are Standard Actions.</p><p></p><p>Insight DC15- observing the area and its inhabitants the PC can figure the safest time to move off. This grants a +2 bonus to your next Stealth check. This check can only be used once per journey.</p><p></p><p>Intimidate DC12- the PC threatens a single enemy, or a small group of enemies, this can only be used to negate a single failure, it does not grant a success. Each time it is used the DC increases by 5.</p><p></p><p>Perception DC12- the PCs observes closely the way ahead, looking for enemies. You grant a +2 bonus to the next Primary Skill check. This check can be used only once per journey.</p><p></p><p>Outcomes</p><p></p><p>One Turn Success- you continue your journey unobserved and in no present danger.</p><p></p><p>Journey Success- you arrive at your destination unobserved and in no present danger.</p><p></p><p>One Turn Failure- something bad happens- determined by your DM, depending on how many failures you have accumulated in total- remember the consequences of failure may not be immediate. Furthermore you have probably been spotted, the level of threat in Kiris increases, rumours of your presence begin to spread.</p><p></p><p>Journey Failure- as One Turn Failure, the likelihood of an encounter increases dramatically. Furthermore the threat grows.</p><p></p><p>Complete Failure- all creatures are on alert, almost impossible to surprise- furthermore they actively attempt to summon other groups nearby. The creatures may even attempt to hunt the PCs down- should this happen then all DCs for all Skill Checks increase by 5, making travel incredibly dangerous and encounters with large groups almost inevitable. You have been warned.</p><p> </p><p>Note Skill Challenges are dynamic, I need you to tell me just exactly what your PC is doing, I don't want- 'I'll make an Arcana check', this is a narrative after all it's your job as well as mine to carry the story.</p><p></p><p>Any thoughts... too obvious, I know how I'm going to change things, but I'd like to hear any suggestions.</p><p></p><p>Cheers Goonalan</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5408973, member: 16069"] This is the second Skill Challenge I handed out- for keeping hidden as they investigate Kiris Dahn... Keep Hidden in Kiris Skill Challenge. This is a long Skill Challenge (no set number of Successes or Failures- see below), which comes in to play every time you attempt to journey around the occupied town of Kiris Dahn, or should I say Gorizbadd. It is paramount that you remain hidden, the number of enemies in the town- Goblin & Kobold , are certainly far too many that you should look to take them on or else betray your position, they would hunt you down and destroy you if they knew you were here. This Skill Challenge is also different in that it uses two new terms- Journey- the distance and/or difficulty between points A and B, as determined by the DM, for example the Journey between the ruined farmhouse and the Kiris Library is a difficulty 2- which means it requires two Turns of Skill Checks. Turns- each turn all PCs must make a Skill Check (Primary or Secondary) of some sort, a Turn is successful if the PCs gain more successes than failures, a Turn counts as a failure if the PCs gain the same or less successes than failures; see below for failures and successes. This is a Level 2 Skill Challenge, see below for Success & Failure. All Primary Skill Checks are Standard Actions. Athletics DC15- you climb old stone walls, swim rivers and/or leap from rooftop to rooftop. Bluff DC15- a PC tricks a single enemy, or a small group of enemies, into believing that he or she has the right to be in Gorizbadd. Note bribery is an obvious option. Further note, while you can use this skill as many times as is needed, the DC increases by 5 each time- you can't fool them forever. Diplomacy DC15- as per Bluff above. Dungeoneering DC15- the PC determines the best way from point A to point B, keeping in cover of other ruins en route. Note this skill can only be used once per journey. Endurance DC12- the PC keeps on going and urges his fellows to do likewise. Note this skill can only be used once per journey. History DC12- the PC plots a safe route using his or her knowledge of the town, and town layouts in general. Note this skill can only be used once per journey. Stealth DC12- the PC makes sure the group remain undercover and out of sight on their journey. Streetwise DC12- the PC convinces a single enemy, or small group of enemies, that have successfully been convinced that the PCs are not enemies, to share information or offer specific advice. Note this skill can only be used once per journey. Aid another DC10- you can chose to aid an ally in their attempt to to do any of the above. Success grants a +2 bonus to the ally's next Primary Skill check. Note only two characters can aid another per turn. All Secondary Skill Checks are Standard Actions. Insight DC15- observing the area and its inhabitants the PC can figure the safest time to move off. This grants a +2 bonus to your next Stealth check. This check can only be used once per journey. Intimidate DC12- the PC threatens a single enemy, or a small group of enemies, this can only be used to negate a single failure, it does not grant a success. Each time it is used the DC increases by 5. Perception DC12- the PCs observes closely the way ahead, looking for enemies. You grant a +2 bonus to the next Primary Skill check. This check can be used only once per journey. Outcomes One Turn Success- you continue your journey unobserved and in no present danger. Journey Success- you arrive at your destination unobserved and in no present danger. One Turn Failure- something bad happens- determined by your DM, depending on how many failures you have accumulated in total- remember the consequences of failure may not be immediate. Furthermore you have probably been spotted, the level of threat in Kiris increases, rumours of your presence begin to spread. Journey Failure- as One Turn Failure, the likelihood of an encounter increases dramatically. Furthermore the threat grows. Complete Failure- all creatures are on alert, almost impossible to surprise- furthermore they actively attempt to summon other groups nearby. The creatures may even attempt to hunt the PCs down- should this happen then all DCs for all Skill Checks increase by 5, making travel incredibly dangerous and encounters with large groups almost inevitable. You have been warned. Note Skill Challenges are dynamic, I need you to tell me just exactly what your PC is doing, I don't want- 'I'll make an Arcana check', this is a narrative after all it's your job as well as mine to carry the story. Any thoughts... too obvious, I know how I'm going to change things, but I'd like to hear any suggestions. Cheers Goonalan [/QUOTE]
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