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Heathen - Skill Challenge?
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<blockquote data-quote="functionciccio" data-source="post: 4376669" data-attributes="member: 35027"><p>Basically, as BeauNiddle said.</p><p></p><p>Ninja-to, </p><p>in the skill challenge you are mentioning (I guess is the one at page 32), the DM should say something like this: "Well guys, your characters seek out frontier villages, searching for information on Jaryn, the cult, and the location of the Black March. We'll resolve this trip across the borderlands using a skill challenge. The primary skills are Endurance, Nature, Streetwise, Perception. You need 12 successes before 6 failures to win this challenge (since it is 'difficulty 5')".</p><p></p><p>Every day of "travel", the party must make a "group" Endurance check (this means that ony one PC will make the actual check, while the others will provide a +2 bonus each if they beat an Endurance check with DC 10).</p><p>You can quote the adventure as to why they have to make this check ("The frontier is an inhospitable expanse of scrub... etc").</p><p>If the check is failed, they have earned a failure (they failed to endure the harsh environment). Otherwise, they have earned a success.</p><p></p><p>Also, every day of "travel", one of the PCs must make a Nature check. If the check is failed, they have earned a failure and they wander aimlessly in the borderlands for that day. Otherwise, not only they have earned a success, but they have found a village.</p><p></p><p>Every time they are inside a village, they can use Streetwise, Perception and Diplomacy, as explained in the adventure. </p><p></p><p>Diplomacy does not yeld successes or failures, but gives a +2/-2 to Streetwise and/or Perception. Every time a PCs makes a Streetwise and/or Perception check, the group has earned a success and obtained some information (see "rumors" at page 33). If someone fails one of those checks, the group has earned a failure.</p><p></p><p>Note that while the Endurance\Nature checks are basically "just checks" ("Ok guys, someone has to make me a Nature check"), the Streetwise, Perception and Diplomacy ones require ideas/motivations/roleplay in order to be accepted by the DM.</p><p></p><p>The nexd day the group hits the road again and it's time to make new Endurance and Nature checks, looking for the next village.</p><p></p><p>When the group has achieved 12 successes, they have won the skill challenge ("From the final village, the PCs are given directions to the Black March"). If they achieve 6 failures (before achieving the 12 successes), they have failed the skill challenge ("If the PCs are unsuccessful in the skill challenge, Auldwyl and the other townsfolk can give them only a rough bearing on the route the cultists take when they leave town. The encounter “Blades in the Night” gives the PCs a second chance to find the Black March.")</p><p></p><p>Final note: the DCs of the checks are broken. Decrease each DC by 5.</p><p></p><p>I hope this helps.</p></blockquote><p></p>
[QUOTE="functionciccio, post: 4376669, member: 35027"] Basically, as BeauNiddle said. Ninja-to, in the skill challenge you are mentioning (I guess is the one at page 32), the DM should say something like this: "Well guys, your characters seek out frontier villages, searching for information on Jaryn, the cult, and the location of the Black March. We'll resolve this trip across the borderlands using a skill challenge. The primary skills are Endurance, Nature, Streetwise, Perception. You need 12 successes before 6 failures to win this challenge (since it is 'difficulty 5')". Every day of "travel", the party must make a "group" Endurance check (this means that ony one PC will make the actual check, while the others will provide a +2 bonus each if they beat an Endurance check with DC 10). You can quote the adventure as to why they have to make this check ("The frontier is an inhospitable expanse of scrub... etc"). If the check is failed, they have earned a failure (they failed to endure the harsh environment). Otherwise, they have earned a success. Also, every day of "travel", one of the PCs must make a Nature check. If the check is failed, they have earned a failure and they wander aimlessly in the borderlands for that day. Otherwise, not only they have earned a success, but they have found a village. Every time they are inside a village, they can use Streetwise, Perception and Diplomacy, as explained in the adventure. Diplomacy does not yeld successes or failures, but gives a +2/-2 to Streetwise and/or Perception. Every time a PCs makes a Streetwise and/or Perception check, the group has earned a success and obtained some information (see "rumors" at page 33). If someone fails one of those checks, the group has earned a failure. Note that while the Endurance\Nature checks are basically "just checks" ("Ok guys, someone has to make me a Nature check"), the Streetwise, Perception and Diplomacy ones require ideas/motivations/roleplay in order to be accepted by the DM. The nexd day the group hits the road again and it's time to make new Endurance and Nature checks, looking for the next village. When the group has achieved 12 successes, they have won the skill challenge ("From the final village, the PCs are given directions to the Black March"). If they achieve 6 failures (before achieving the 12 successes), they have failed the skill challenge ("If the PCs are unsuccessful in the skill challenge, Auldwyl and the other townsfolk can give them only a rough bearing on the route the cultists take when they leave town. The encounter “Blades in the Night” gives the PCs a second chance to find the Black March.") Final note: the DCs of the checks are broken. Decrease each DC by 5. I hope this helps. [/QUOTE]
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