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<blockquote data-quote="darkbard" data-source="post: 9225438" data-attributes="member: 1282"><p>Dryope's immediate safety has been secured, but you're correct that whatever malevolence has manifested or grown in this part of the forest must be dealt with to put the greater threat it poses to rest permanently. To that end, you will travel to the Sunken Vault, where you hope to discover and destroy the origin of the ghoul and its twig blight servants and whatever fell power is behind them (being rewarded with <em>Leather Armor of Dark Majesty +1; </em>Jendi's research indicates this armor was crafted from the scaly hide of a hellborn beast and worn by a Hellsworn warlock who succumbed to the dark powers he sought and who, according to legend, dissolved into smoke when performing a dangerous ancient rite in the Vault. [These details were provided by the player.]).</p><p></p><p>We'll handle the travel to the Sunken Vault as a <strong>Perilous Journey Skill Challenge</strong>, L+2 (to represent the danger of being so deep into the untrammeled forest), Complexity 1 (4 Successes before 3 Failures; Easy/Moderate DCs only 9/13; one Secondary Skill available), with four distinct phases: <strong>Bolster Ally</strong> (to fortify Dryope before your departure), <strong>Navigate</strong> (to translate the information on Jendi's maps into discovery of the Vault), <strong>Manage Provisions </strong>(both nourishment and equipment along the way), and <strong>Scout Ahead</strong> (to get the drop on any enemies). We'll take these obstacles in the order listed, and you will choose to match one PC to one obstacle (and Primary Skill check; with one ally able to lend a hand via Secondary Skill check once).</p><p></p><p>In addition to any additional fallout created through the fiction for microfailures, your success level will impact the ensuing combat encounter outside the Vault: 0 failures = +2 initiative + your choice of starting squares for each PC + Encounter Budget of Level +1; 1 failure = Encounter Budget of Level +2; 2 failures = Encounter Budget of Level +3; 3 failures = Encounter Budget of Level +3 + enemies get a Surprise Round (1 Standard Action) against you once initiative is rolled.</p><p></p><p><strong>Perilous Journey to the Sunken Vault</strong> L3, C1 SC; DCs 9/13; 0 Successes/0 Failures/1 Secondary Skill available.</p><p></p><p><em>Though passionate and true, Toriq and Dryope's relationship has always been like this: emphemeral moments stolen from the divergent logic of two very separate worlds, that of the Dryad bound to her grove, who counts seasons as days across her centuries-long life, and that of the roving forester, warden to a vast expanse of wilderness, never settling in one place for very long.</em></p><p><em></em></p><p><em>You know Dryope is safe from any immediate threat, but when two such existential assaults upon her life and grove manifested in the span of a few days, Dryope cannot help but see a radical, sustained attack upon the grove she is sworn to protect ... and her very life. So she wipes the sap that runs from her eyes like tears and puts on a smile to appease your emotions. She gifts you with a wooden crown carved in incredible detail by her own hands, woodland scenes of whimsy and delight unmatched by the craftmanship possible with human hands, and two vessels containing water collected from the nearby brook that borders her grove, imbued with healing power by her connection to the regenerative powers of earth.</em></p><p><em></em></p><p><em>But she still exhibits unease in the beautiful eladrin face she wears, unable to keep her fear for her grove from you.</em></p><p></p><p>What do you do to Bolster Dryope's spirits before you depart?</p></blockquote><p></p>
[QUOTE="darkbard, post: 9225438, member: 1282"] Dryope's immediate safety has been secured, but you're correct that whatever malevolence has manifested or grown in this part of the forest must be dealt with to put the greater threat it poses to rest permanently. To that end, you will travel to the Sunken Vault, where you hope to discover and destroy the origin of the ghoul and its twig blight servants and whatever fell power is behind them (being rewarded with [I]Leather Armor of Dark Majesty +1; [/I]Jendi's research indicates this armor was crafted from the scaly hide of a hellborn beast and worn by a Hellsworn warlock who succumbed to the dark powers he sought and who, according to legend, dissolved into smoke when performing a dangerous ancient rite in the Vault. [These details were provided by the player.]). We'll handle the travel to the Sunken Vault as a [B]Perilous Journey Skill Challenge[/B], L+2 (to represent the danger of being so deep into the untrammeled forest), Complexity 1 (4 Successes before 3 Failures; Easy/Moderate DCs only 9/13; one Secondary Skill available), with four distinct phases: [B]Bolster Ally[/B] (to fortify Dryope before your departure), [B]Navigate[/B] (to translate the information on Jendi's maps into discovery of the Vault), [B]Manage Provisions [/B](both nourishment and equipment along the way), and [B]Scout Ahead[/B] (to get the drop on any enemies). We'll take these obstacles in the order listed, and you will choose to match one PC to one obstacle (and Primary Skill check; with one ally able to lend a hand via Secondary Skill check once). In addition to any additional fallout created through the fiction for microfailures, your success level will impact the ensuing combat encounter outside the Vault: 0 failures = +2 initiative + your choice of starting squares for each PC + Encounter Budget of Level +1; 1 failure = Encounter Budget of Level +2; 2 failures = Encounter Budget of Level +3; 3 failures = Encounter Budget of Level +3 + enemies get a Surprise Round (1 Standard Action) against you once initiative is rolled. [B]Perilous Journey to the Sunken Vault[/B] L3, C1 SC; DCs 9/13; 0 Successes/0 Failures/1 Secondary Skill available. [I]Though passionate and true, Toriq and Dryope's relationship has always been like this: emphemeral moments stolen from the divergent logic of two very separate worlds, that of the Dryad bound to her grove, who counts seasons as days across her centuries-long life, and that of the roving forester, warden to a vast expanse of wilderness, never settling in one place for very long. You know Dryope is safe from any immediate threat, but when two such existential assaults upon her life and grove manifested in the span of a few days, Dryope cannot help but see a radical, sustained attack upon the grove she is sworn to protect ... and her very life. So she wipes the sap that runs from her eyes like tears and puts on a smile to appease your emotions. She gifts you with a wooden crown carved in incredible detail by her own hands, woodland scenes of whimsy and delight unmatched by the craftmanship possible with human hands, and two vessels containing water collected from the nearby brook that borders her grove, imbued with healing power by her connection to the regenerative powers of earth. But she still exhibits unease in the beautiful eladrin face she wears, unable to keep her fear for her grove from you.[/I] What do you do to Bolster Dryope's spirits before you depart? [/QUOTE]
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