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<blockquote data-quote="the Jester" data-source="post: 4461940" data-attributes="member: 1210"><p>Here's another one I prepped, but doubt that I'll get to use. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>The pcs were heading for a xvart city of slavers (Xvaangensleff), but then they changed directions! So I prepped a couple more skill tests-</p><p></p><p>And they turned around and headed back to the xvart city. So I probably won't end up needing them.</p><p></p><p>But- one of them has taken the Linguist feat to learn to speak Xvart, so I no longer need this one either. Aargh! <img src="http://www.enworld.org/forum/images/smilies/rant.png" class="smilie" loading="lazy" alt=":rant:" title="Rant :rant:" data-shortname=":rant:" /></p><p></p><p>Anyway- here ya go!</p><p></p><p><strong><span style="font-size: 12px">SEARCHING FOR A TRANSLATOR (level 3 skill test)</span></strong></p><p> </p><p>Assuming that pcs seek a translator upon arriving in Xvaangensleff- a very wise idea- they must engage in a skill test to retain one. Without a way to communicate with the xvarts, the magnitude of the danger that Xvaangensleff presents is significantly higher.</p><p></p><p><strong>Setup:</strong> The pcs must use their ability to communicate and their knowledge of the way cities work to find a translator. </p><p> </p><p><strong>Level:</strong> 3</p><p><strong>XP:</strong> 750</p><p><strong>Complexity:</strong> 5 (12 successes before 3 failures).</p><p><strong>Primary Skills:</strong> Bluff, Diplomacy, Dungeoneering, Perception, Streetwise. (Insight can be opened by a successful Bluff or Diplomacy check.)</p><p> </p><p><em>Bluff (DC 10):</em> The character uses pantomime to try to get his meaning across. Alternatively, the character uses his skill at Bluffing to stave off some trouble. If at least one Bluff or Streetwise success is not made each turn, the characters gain an automatic failure as local slavers or guards start to take interest in them. A successful Bluff check made to convey information opens up Insight (the characters can try to read the responses of the xvarts and other locals).</p><p> </p><p><em>Diplomacy (DC 15):</em> The character uses his skill at communication to convey his meaning and try to get answers. If the character speaks Xvart, the DC is only 10. A successful Diplomacy check opens up the use of Insight.</p><p> </p><p><em>Dungeoneering (DC 15):</em> Using his understanding of dungeon layout and design, the character tries to predict the logical locations of potential translators and guides.</p><p> </p><p><em>Insight (DC 10):</em> The character tries to interpret the responses of the xvarts with whom he does not share a language. </p><p> </p><p><em>Perception (DC 10):</em> Simply by keeping his eyes open, the character attempts to help guide the party towards a whatever directions they think they have been given. Perception can be used to aid another character’s Dungeoneering or Streetwise check, but a failure still counts as a failure.</p><p> </p><p><em>Streetwise (DC 10):</em> The character’s knowledge of the streets and the ways of the underworld certainly helps in a place like Xvaangensleff. Streetwise can be used to navigate here as well as any skill can.</p><p> </p><p><strong>Success:</strong> The characters find a translator- an elderly goblin named Lork, who is willing to work for them (within the city only) for 1 gp per day. </p><p> </p><p><strong>Failure:</strong> The characters end up in an altercation with four xvart slavers. (See <a href="http://www.enworld.org/forum/4276411-post30.html" target="_blank">here</a> for xvart stats.)</p></blockquote><p></p>
[QUOTE="the Jester, post: 4461940, member: 1210"] Here's another one I prepped, but doubt that I'll get to use. :( The pcs were heading for a xvart city of slavers (Xvaangensleff), but then they changed directions! So I prepped a couple more skill tests- And they turned around and headed back to the xvart city. So I probably won't end up needing them. But- one of them has taken the Linguist feat to learn to speak Xvart, so I no longer need this one either. Aargh! :rant: Anyway- here ya go! [B][SIZE="3"]SEARCHING FOR A TRANSLATOR (level 3 skill test)[/SIZE][/B] Assuming that pcs seek a translator upon arriving in Xvaangensleff- a very wise idea- they must engage in a skill test to retain one. Without a way to communicate with the xvarts, the magnitude of the danger that Xvaangensleff presents is significantly higher. [B]Setup:[/B] The pcs must use their ability to communicate and their knowledge of the way cities work to find a translator. [B]Level:[/B] 3 [B]XP:[/B] 750 [B]Complexity:[/B] 5 (12 successes before 3 failures). [B]Primary Skills:[/B] Bluff, Diplomacy, Dungeoneering, Perception, Streetwise. (Insight can be opened by a successful Bluff or Diplomacy check.) [I]Bluff (DC 10):[/I] The character uses pantomime to try to get his meaning across. Alternatively, the character uses his skill at Bluffing to stave off some trouble. If at least one Bluff or Streetwise success is not made each turn, the characters gain an automatic failure as local slavers or guards start to take interest in them. A successful Bluff check made to convey information opens up Insight (the characters can try to read the responses of the xvarts and other locals). [I]Diplomacy (DC 15):[/I] The character uses his skill at communication to convey his meaning and try to get answers. If the character speaks Xvart, the DC is only 10. A successful Diplomacy check opens up the use of Insight. [I]Dungeoneering (DC 15):[/I] Using his understanding of dungeon layout and design, the character tries to predict the logical locations of potential translators and guides. [I]Insight (DC 10):[/I] The character tries to interpret the responses of the xvarts with whom he does not share a language. [I]Perception (DC 10):[/I] Simply by keeping his eyes open, the character attempts to help guide the party towards a whatever directions they think they have been given. Perception can be used to aid another character’s Dungeoneering or Streetwise check, but a failure still counts as a failure. [I]Streetwise (DC 10):[/I] The character’s knowledge of the streets and the ways of the underworld certainly helps in a place like Xvaangensleff. Streetwise can be used to navigate here as well as any skill can. [B]Success:[/B] The characters find a translator- an elderly goblin named Lork, who is willing to work for them (within the city only) for 1 gp per day. [B]Failure:[/B] The characters end up in an altercation with four xvart slavers. (See [url=http://www.enworld.org/forum/4276411-post30.html]here[/url] for xvart stats.) [/QUOTE]
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