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Failure stakes for a travel Skill Challenge
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<blockquote data-quote="Manbearcat" data-source="post: 7563331" data-attributes="member: 6696971"><p>Alright, so let us say the Perilous Journey is on the Kings Road from Fallcrest to Winterhaven. Roughly 50 miles, on Riding Horses, that is a day's travel skirting the northern wisps of The Cloak Wood and dead through the ruin-pocked moors of Gardbury Downs.</p><p></p><p>1) Everyone spends 1 Healing Surge.</p><p></p><p>2) Complexity 1, Level +1 SC (4 Medium DCs @ 13 and 1 Secondary Skill for +2)</p><p></p><p>3) Roles are sorted out as follows:</p><p></p><p>* The Cleric/Warlord will <strong><em>Quartermaster </em></strong>(folding Make Camp/Forage/Manage Provisions into one) as this involves steadying the nerves and fortitude of allies.</p><p></p><p>* The Ranger/Cleric will <strong><em>Navigate</em> </strong>as (a) he knows the way, (b) can handle the horses if they get spooked, and (c) it allows multitasking to take inventory of the surrounding paranormal climate (aberrant or shadow).</p><p></p><p>* The Rogue will <strong><em>Scout Ahead</em></strong> as much of the character's life has been "head on a swivel", (s)he has a sixth sense for detecting danger and things amiss.</p><p></p><p>* The Warlock will anchor the <strong><em>Group Endurance Check</em></strong> of <strong><em>Take Watch</em></strong> with physical and arcane fortitude born on the back of his patron.</p><p></p><p>4) Resolution:</p><p></p><p>Quartermaster succeeds at their Diplomacy, Insight, or Heal </p><p></p><p>Navigator succeeds at their Nature</p><p></p><p>Scout succeeds at their Stealth</p><p></p><p>Despite the Warlock succeeding at their Endurance and an Endurance Secondary Skill to buff a low Endurance by the Rogue, the other 3 PCs fail.</p><p></p><p>So we have a <em>Take Watch</em> complication that needs to put some adversity into the collective face of the PCs.</p><p></p><p>This could be:</p><p></p><p>* An unnerving chill as a supernatural pall spreads through the camp. The horses spook and run off into the gloom.</p><p></p><p>* The sky crackles ominously as an explosive thunderstorm erupts out of nowhere. The campers better take shelter or risk a rush to their destination.</p><p></p><p>* One of the PCs taking watch hears the cry of a babe somewhere off in the dark. Maybe its a swaddled drow babe and a brief note in the language from her desperate mother, pleeing for someone to take it before its sacrificed to Lolth. She must have dropped it off recently...and her footfalls off into the darkness indicate speed...possibly pursuit?</p><p></p><p>Maybe its something more sinister.</p><p></p><p>[HR][/HR]</p><p></p><p>Depending on what you might pick for a Danger/Discovery and how the PCs respond, things can go in many different directions, possibly ending in a snowball of Failures that cause the challenge itself to fail.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7563331, member: 6696971"] Alright, so let us say the Perilous Journey is on the Kings Road from Fallcrest to Winterhaven. Roughly 50 miles, on Riding Horses, that is a day's travel skirting the northern wisps of The Cloak Wood and dead through the ruin-pocked moors of Gardbury Downs. 1) Everyone spends 1 Healing Surge. 2) Complexity 1, Level +1 SC (4 Medium DCs @ 13 and 1 Secondary Skill for +2) 3) Roles are sorted out as follows: * The Cleric/Warlord will [B][I]Quartermaster [/I][/B](folding Make Camp/Forage/Manage Provisions into one) as this involves steadying the nerves and fortitude of allies. * The Ranger/Cleric will [B][I]Navigate[/I] [/B]as (a) he knows the way, (b) can handle the horses if they get spooked, and (c) it allows multitasking to take inventory of the surrounding paranormal climate (aberrant or shadow). * The Rogue will [B][I]Scout Ahead[/I][/B] as much of the character's life has been "head on a swivel", (s)he has a sixth sense for detecting danger and things amiss. * The Warlock will anchor the [B][I]Group Endurance Check[/I][/B] of [B][I]Take Watch[/I][/B] with physical and arcane fortitude born on the back of his patron. 4) Resolution: Quartermaster succeeds at their Diplomacy, Insight, or Heal Navigator succeeds at their Nature Scout succeeds at their Stealth Despite the Warlock succeeding at their Endurance and an Endurance Secondary Skill to buff a low Endurance by the Rogue, the other 3 PCs fail. So we have a [I]Take Watch[/I] complication that needs to put some adversity into the collective face of the PCs. This could be: * An unnerving chill as a supernatural pall spreads through the camp. The horses spook and run off into the gloom. * The sky crackles ominously as an explosive thunderstorm erupts out of nowhere. The campers better take shelter or risk a rush to their destination. * One of the PCs taking watch hears the cry of a babe somewhere off in the dark. Maybe its a swaddled drow babe and a brief note in the language from her desperate mother, pleeing for someone to take it before its sacrificed to Lolth. She must have dropped it off recently...and her footfalls off into the darkness indicate speed...possibly pursuit? Maybe its something more sinister. [HR][/HR] Depending on what you might pick for a Danger/Discovery and how the PCs respond, things can go in many different directions, possibly ending in a snowball of Failures that cause the challenge itself to fail. [/QUOTE]
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