Charwoman Gene
Adventurer
Hot on the trail of the hobgoblins and their captives, you all head into the mountains northeast of Brindol. The map aids you in your quest, but getting there isn't easy, even with the map.
In this skill challenge, you must track the goblins to their lair while staying safe from the other dangers of the wilderness.
Skill Challenge
Level: 1.
XP: 300
Complexity: 3 (requires 8 successes before 3 failures).
Primary Skills: Perception, Nature, Endurance.
Perception (DC 18): One or more PCs watch for signs that the hobgoblins have passed this way and otherwise keep the rest of the travelers on track.
Nature (DC 15): One or more PCs use their talent to guide the group around dead ends and natural hazards
such as unstable rock slopes.
Endurance (DC 10): In each set of checks, each character must roll an Endurance check to resist the effects of altitude and exposure to bad mountain weather.
During the challenge the PCs roll multiple sets of skill checks; each set equates to roughly an hour or two of travel.
Everyone must roll at an endurance check every round. DC 10. These are being processed in a specific way, they don't instantly translate to failures and successes.
One Character per round can roll Perception. DC 18. (I recommend Keyleth. What do you your Elf-eyes see?)
One Character per round can roll Nature. DC 15. (I recommend Brock)
Everyone else can Aid Another on one roll or the other adding a +2 for a DC 10 success on your own Perception or Nature checks.
You can try a creative skill use to aid any of the above checks. DC will be 20, unless it is very logical where it will be 15. Failure will not hurt the party directly.
You can just try a creative skill use straight. DC will be at least 20. Failure will hurt the party
Anyone not choosing these actions may use a power or a ritual or some other action to help. It will gain a success if I think it is a good idea.
In this skill challenge, you must track the goblins to their lair while staying safe from the other dangers of the wilderness.
Skill Challenge
Level: 1.
XP: 300
Complexity: 3 (requires 8 successes before 3 failures).
Primary Skills: Perception, Nature, Endurance.
Perception (DC 18): One or more PCs watch for signs that the hobgoblins have passed this way and otherwise keep the rest of the travelers on track.
Nature (DC 15): One or more PCs use their talent to guide the group around dead ends and natural hazards
such as unstable rock slopes.
Endurance (DC 10): In each set of checks, each character must roll an Endurance check to resist the effects of altitude and exposure to bad mountain weather.
During the challenge the PCs roll multiple sets of skill checks; each set equates to roughly an hour or two of travel.
Everyone must roll at an endurance check every round. DC 10. These are being processed in a specific way, they don't instantly translate to failures and successes.
One Character per round can roll Perception. DC 18. (I recommend Keyleth. What do you your Elf-eyes see?)
One Character per round can roll Nature. DC 15. (I recommend Brock)
Everyone else can Aid Another on one roll or the other adding a +2 for a DC 10 success on your own Perception or Nature checks.
You can try a creative skill use to aid any of the above checks. DC will be 20, unless it is very logical where it will be 15. Failure will not hurt the party directly.
You can just try a creative skill use straight. DC will be at least 20. Failure will hurt the party
Anyone not choosing these actions may use a power or a ritual or some other action to help. It will gain a success if I think it is a good idea.