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<blockquote data-quote="the Jester" data-source="post: 4479339" data-attributes="member: 1210"><p><strong><span style="font-size: 15px">MOVING THROUGH XVAANGENSLEFF</span></strong></p><p> </p><p>Level 3 Skill Test (450 xp)</p><p><strong>Setup:</strong> Xvaangensleff is a xvart city in the Underdark. It was on the pcs' way as they fled from a humanoid army that was invading their homeland. They were trying to get out the other side of the mountain tunnels they were in, and back to the surface, so they just wanted to get through the city quickly. The pcs try to wind their way through the city while avoiding trouble. The streets are winding, narrow and crowded, not to mention running with slaver gangs, so there are many opportunities for trouble. </p><p> </p><p><strong>Level:</strong> 3</p><p><strong>XP:</strong> 450</p><p><strong>Complexity:</strong> 3 (8 successes before 3 failures).</p><p><strong>Primary Skills:</strong> Diplomacy, Insight, Intimidate, Streetwise</p><p></p><p><em>Diplomacy (DC 20):</em> Only a character that speaks Xvart can make a Diplomacy check. Using honeyed words, the character attempts to get directions or assistance from someone. If a pc attempts to hire a guide, he gets a +5 bonus on his Diplomacy check and can make this check without speaking Xvart, but this will cost 1d6+5 gp.</p><p> </p><p><em>Insight (DC 15):</em> A lot of what the pcs must do to navigate through the xvart city without getting into trouble involves reading the body language of the xvarts around them. Sometimes it is worth finding an alternate route around a particularly seedy-looking gang of xvarts; sometimes just a knowing glare at the perpetrators can deter an ambush. </p><p> </p><p><em>Intimidate (DC 10):</em> Xvarts are cowards and are easily intimidated- especially given the dragon parts that the party has festooned all over their wagon. If they have gotten rid of the these, the DC for Intimidate checks increases to 13 for this skill test. </p><p> </p><p><em>Streetwise (DC 15):</em> Streetwise characters can help guide the group around bad neighborhoods, head off gang attacks or thieves, predict effective routes and gather enough intelligence to avoid falling into any truly dangerous situations. If the group does not have a Streetwise success by the time they get their second failure, see Complications, below.</p><p> </p><p><strong>Complications: </strong>If the characters get two failures before they get at least one Streetwise success, they will be attacked by a xvart street gang. (This is a level 4 encounter.) </p><p> </p><p><strong>Success:</strong> The pcs get to the other side of Xvaangensleff. </p><p><strong></strong></p><p><strong>Failure:</strong> The pcs are hassled and abused on their way. It takes them three days; each pc must spend 3d6 additional gold pieces or else be subject to imprisonment for debt (and thereby enslavement). In addition, when the exhausted pcs finally reach the far side of the city, each loses one healing surge.</p></blockquote><p></p>
[QUOTE="the Jester, post: 4479339, member: 1210"] [B][SIZE="4"]MOVING THROUGH XVAANGENSLEFF[/SIZE][/B] Level 3 Skill Test (450 xp) [B]Setup:[/B] Xvaangensleff is a xvart city in the Underdark. It was on the pcs' way as they fled from a humanoid army that was invading their homeland. They were trying to get out the other side of the mountain tunnels they were in, and back to the surface, so they just wanted to get through the city quickly. The pcs try to wind their way through the city while avoiding trouble. The streets are winding, narrow and crowded, not to mention running with slaver gangs, so there are many opportunities for trouble. [B]Level:[/B] 3 [B]XP:[/B] 450 [B]Complexity:[/B] 3 (8 successes before 3 failures). [B]Primary Skills:[/B] Diplomacy, Insight, Intimidate, Streetwise [I]Diplomacy (DC 20):[/I] Only a character that speaks Xvart can make a Diplomacy check. Using honeyed words, the character attempts to get directions or assistance from someone. If a pc attempts to hire a guide, he gets a +5 bonus on his Diplomacy check and can make this check without speaking Xvart, but this will cost 1d6+5 gp. [I]Insight (DC 15):[/I] A lot of what the pcs must do to navigate through the xvart city without getting into trouble involves reading the body language of the xvarts around them. Sometimes it is worth finding an alternate route around a particularly seedy-looking gang of xvarts; sometimes just a knowing glare at the perpetrators can deter an ambush. [I]Intimidate (DC 10):[/I] Xvarts are cowards and are easily intimidated- especially given the dragon parts that the party has festooned all over their wagon. If they have gotten rid of the these, the DC for Intimidate checks increases to 13 for this skill test. [I]Streetwise (DC 15):[/I] Streetwise characters can help guide the group around bad neighborhoods, head off gang attacks or thieves, predict effective routes and gather enough intelligence to avoid falling into any truly dangerous situations. If the group does not have a Streetwise success by the time they get their second failure, see Complications, below. [B]Complications: [/B]If the characters get two failures before they get at least one Streetwise success, they will be attacked by a xvart street gang. (This is a level 4 encounter.) [B]Success:[/B] The pcs get to the other side of Xvaangensleff. [B] Failure:[/B] The pcs are hassled and abused on their way. It takes them three days; each pc must spend 3d6 additional gold pieces or else be subject to imprisonment for debt (and thereby enslavement). In addition, when the exhausted pcs finally reach the far side of the city, each loses one healing surge. [/QUOTE]
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