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<blockquote data-quote="the Jester" data-source="post: 4427842" data-attributes="member: 1210"><p>Now that I've run this one... </p><p><strong><span style="font-size: 18px"></span></strong></p><p><strong><span style="font-size: 18px">THE DANGEROUS ZONE (LEVEL 2 SKILL TEST)</span></strong></p><p> </p><p>Seene: The pcs are heading underground. About an hour after they leave behind the scene of the blindheim attack (their last combat encounter), the pcs stumble into their next challenge. This consists of an area where there are thick fungal growths, some of which drip acidic or otherwise unpleasant substances. </p><p> </p><p><strong>Setup:</strong> The pcs must use their wits and skills to navigate the dangerous zone. This challenge will take about four hours’ worth of travel time to resolve. </p><p></p><p><strong>Level: </strong>2</p><p><strong>XP:</strong> 375</p><p><strong>Complexity:</strong> 3 (8 successes before 3 failures).</p><p><strong>Primary Skills:</strong> Acrobatics, Athletics, Dungeoneering, Endurance, Nature, Perception. (Heal can be opened by either Dungeoneering or Nature.)</p><p></p><p><strong><em>Acrobatics (DC 15): </em></strong>The character uses ledges, rocks and other items to leap and tumble through portions of the area without harm.</p><p> </p><p><strong><em>Athletics (DC 10):</em></strong> The character uses his ability to climb, jump, etc. to avoid hazards.</p><p> </p><p><em><strong>Dungeoneering (DC 10): </strong></em>The character uses his knowledge of dungeon hazards to avoid poisonous or toxic materials. (If a character hits DC 20, he can harvest one application of a gooey white toxin that, if smeared on a weapon, leaves its target weakened (save ends)). Using this skill also opens up the Heal skill for this challenge.</p><p> </p><p><strong><em>Endurance (DC 15): </em></strong>The character simply powers through any hazards, attempting to shrug off any effects. A character who attempts and fails an Endurance check loses a healing surge in addition to earning a failure.</p><p> </p><p><strong><em>Heal (DC 15): </em></strong>Can only be used after a successful Dungeoneering or Nature check. The character attempts to use grease, ointments, water or other easily-available materials to mitigate the effects of the hazardous materials around. In addition, if the party makes at least one successful Heal check during this skill test, the effects of failing the skill test are also mitigated (see Failure, below).</p><p> </p><p><strong><em>Nature (DC 15):</em></strong> Though less useful here than above ground, characters can still use a Nature check to aid another character’s check here. Failing an attempt to use this skill to aid another counts as a failure on the skill test. Using this skill also opens up the Heal skill for this challenge.</p><p> </p><p><strong>Perception (DC 15):</strong> A character may attempt to use their Perception to help pick out the best possible path. This can be used either to attempt to earn a success or to aid the next character’s check; either way, the DC is 15. If used to aid another, a failure does not earn a failure on the skill test.</p><p> </p><p><strong>Success:</strong> The characters successfully traverse the area without harm. </p><p> </p><p><strong>Failure:</strong> All characters lose two healing surges. If at least one success with the Heal skill was made, the characters instead lose one healing surge.</p><p></p><p><em>Note:</em> I am NOT using the part of the skill test errata that lowers the DC of an easy 1st level check to 5; rather, I'm leaving it at 10/15/20. (5 is <em>too</em> easy imho.)</p></blockquote><p></p>
[QUOTE="the Jester, post: 4427842, member: 1210"] Now that I've run this one... [B][SIZE="5"] THE DANGEROUS ZONE (LEVEL 2 SKILL TEST)[/SIZE][/B] Seene: The pcs are heading underground. About an hour after they leave behind the scene of the blindheim attack (their last combat encounter), the pcs stumble into their next challenge. This consists of an area where there are thick fungal growths, some of which drip acidic or otherwise unpleasant substances. [B]Setup:[/B] The pcs must use their wits and skills to navigate the dangerous zone. This challenge will take about four hours’ worth of travel time to resolve. [B]Level: [/B]2 [B]XP:[/B] 375 [B]Complexity:[/B] 3 (8 successes before 3 failures). [B]Primary Skills:[/B] Acrobatics, Athletics, Dungeoneering, Endurance, Nature, Perception. (Heal can be opened by either Dungeoneering or Nature.) [B][I]Acrobatics (DC 15): [/I][/B]The character uses ledges, rocks and other items to leap and tumble through portions of the area without harm. [B][I]Athletics (DC 10):[/I][/B] The character uses his ability to climb, jump, etc. to avoid hazards. [I][B]Dungeoneering (DC 10): [/B][/I]The character uses his knowledge of dungeon hazards to avoid poisonous or toxic materials. (If a character hits DC 20, he can harvest one application of a gooey white toxin that, if smeared on a weapon, leaves its target weakened (save ends)). Using this skill also opens up the Heal skill for this challenge. [B][I]Endurance (DC 15): [/I][/B]The character simply powers through any hazards, attempting to shrug off any effects. A character who attempts and fails an Endurance check loses a healing surge in addition to earning a failure. [B][I]Heal (DC 15): [/I][/B]Can only be used after a successful Dungeoneering or Nature check. The character attempts to use grease, ointments, water or other easily-available materials to mitigate the effects of the hazardous materials around. In addition, if the party makes at least one successful Heal check during this skill test, the effects of failing the skill test are also mitigated (see Failure, below). [B][I]Nature (DC 15):[/I][/B] Though less useful here than above ground, characters can still use a Nature check to aid another character’s check here. Failing an attempt to use this skill to aid another counts as a failure on the skill test. Using this skill also opens up the Heal skill for this challenge. [B]Perception (DC 15):[/B] A character may attempt to use their Perception to help pick out the best possible path. This can be used either to attempt to earn a success or to aid the next character’s check; either way, the DC is 15. If used to aid another, a failure does not earn a failure on the skill test. [B]Success:[/B] The characters successfully traverse the area without harm. [B]Failure:[/B] All characters lose two healing surges. If at least one success with the Heal skill was made, the characters instead lose one healing surge. [i]Note:[/i] I am NOT using the part of the skill test errata that lowers the DC of an easy 1st level check to 5; rather, I'm leaving it at 10/15/20. (5 is [i]too[/i] easy imho.) [/QUOTE]
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