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<blockquote data-quote="the Jester" data-source="post: 4487311" data-attributes="member: 1210"><p>Here's the oddest, most 'exception-based' skill test that I have run yet- <em>because the pcs didn't know that they were in a skill test.</em> This was a difficult one. The party was en route to the xvart city (see the skill test described above), which was four days away. They were traveling through gnome territory and passed through a terrifying series of illusions designed to disorient them and entice them into a trap, sending them into a dangerous gnome-wrought dungeon.</p><p></p><p>The reason for the gnome assault on the pcs are complex. The deep gnomes, or <em>svirfs</em>, of this area have joined forces with the rebellious xvarts loyal to Tulvehsgulf in an attempt to overthrow King Svelfelhel of Xvaangensleff. Their joint forces have also formed an alliance of convenience with the Six-Fingered Hand, a great alliance of goblinoids, kobolds, orcs, lizardfolk, gnolls and ogres, which is currently overrunning the human empire on the surface. Seeing the pcs, the <em>svirfs</em> assume that they are an imperial scouting mission, and are therefore hostile.</p><p></p><p><strong>THE SKILL TEST:</strong> The skill test that the pcs undergo is an odd one. At each step, different skills might apply, based on the actions of the pcs. Successes and failures accumulate at different rates based on both skill checks and decisions.</p><p> </p><p><strong>Level:</strong> 3</p><p><strong>Complexity:</strong> 2 (6 successes before 3 failures) </p><p> </p><p>As the pcs move along through the tunnel towards Xvaangensleff, they hear music (chimes, fiddles and flutes) from down a side passage. If they continue along past it, ignoring the noise, they gain one success and move on to “Path B” below. </p><p> </p><p>If they follow the side tunnel, it curves around. The pcs can see that whatever they are approaching is well lit. However, just as the lead character starts to see the opening, there is a “Shh!” from ahead, and the lights go out and the music stops. Pcs advancing enter a large, empty room with a cold fireplace and an empty table suitable for around 20 people. Three doors lead out; one is open, and a breeze seems to come out of it.</p><p> </p><p><strong>Check:</strong> At this point, any pc that specifically asks for the opportunity can make an Arcana, Insight or Perception check (DC 20). For each pc that succeeds, the party gains one success; each failure earns a failure. If no pc makes a successful check at this time, the party gains a failure.</p><p> </p><p>If pcs exit through a door other than the one from which the breeze emanates, they are routed around into the breezy hallway in short order, but any pcs making a Dungeoneering check at the next “check point” gets a +2 bonus.</p><p> </p><p>Characters following the breeze (or routed back into the hall) shortly come to a door. The door, bound with iron, has a brass boar’s face in the center of it. The boar’s mouth is open, and the breeze pours through it; it seems to lead outside! Even some sunlight comes through.</p><p> </p><p><strong>Check:</strong> At this point, any pc that specifically asks for the opportunity to do so (or seems suspicious and is examining the door) may make an Arcana, Dungeoneering, Insight, Perception or Thievery check (DC 20). Success earns the party a success, and informs the pc that something fishy is going on; each failure earns the party a failure. If no pcs make a successful check, the party earns a failure.</p><p> </p><p>If the pcs try to open the door with the boar head in it, the head suddenly belches wet fog into the area, enveloping everyone is heavily obscured terrain. In addition, several threatening roars suddenly sound from behind, left and right of the party. </p><p> </p><p><strong>Check:</strong> Any pcs who specifically ask may now make Arcana, Insight, Nature or Perception checks. Successes and failures earn successes and failures. If no pcs make a successful check, the party earns a failure.</p><p> </p><p>If the pcs have not passed or failed the skill test by now, the mist starts to swirl and more roars sound. Though nothing is quite close enough to see or attack, the roars are clearly coming from something big. </p><p> </p><p><strong>Check:</strong> Any pcs who specifically ask may now make Arcana, Insight, Nature or Perception checks. Successes and failures earn successes and failures. If no pcs make a successful check, the party earns a failure.</p><p> </p><p>By now the pcs must have passed or failed... right?</p><p></p><p> </p><p><strong>PATH B: </strong>Pcs ignoring the side tunnel move along about another ten minutes before they come to another side tunnel, this one with a strange, shimmering curtain of light dancing across it. As pcs approach, it vanishes. The passage again leads to a room with a table and a cold fireplace, as above. </p><p> </p><p>Should the pcs ignore this, they gain another success and may make an Arcana, Dungeoneering or Insight checks. Each success earns the pcs a success; each failure, a failure. </p><p></p><p><strong>SUCCESS:</strong> If the pcs succeed on the skill test, they pass through the gnome region and to their next encounter.</p><p> </p><p><strong>FAILURE:</strong> If the pcs fail to pass the skill test, they suddenly find themselves sliding, then falling. Each pc suffers 2d10 points of damage and falls prone as they fall into a pile of sand in area 1 of the Twists of Zelcair, and they are immediately attacked by the xvarts there.</p></blockquote><p></p>
[QUOTE="the Jester, post: 4487311, member: 1210"] Here's the oddest, most 'exception-based' skill test that I have run yet- [i]because the pcs didn't know that they were in a skill test.[/i] This was a difficult one. The party was en route to the xvart city (see the skill test described above), which was four days away. They were traveling through gnome territory and passed through a terrifying series of illusions designed to disorient them and entice them into a trap, sending them into a dangerous gnome-wrought dungeon. The reason for the gnome assault on the pcs are complex. The deep gnomes, or [I]svirfs[/I], of this area have joined forces with the rebellious xvarts loyal to Tulvehsgulf in an attempt to overthrow King Svelfelhel of Xvaangensleff. Their joint forces have also formed an alliance of convenience with the Six-Fingered Hand, a great alliance of goblinoids, kobolds, orcs, lizardfolk, gnolls and ogres, which is currently overrunning the human empire on the surface. Seeing the pcs, the [I]svirfs[/I] assume that they are an imperial scouting mission, and are therefore hostile. [B]THE SKILL TEST:[/B] The skill test that the pcs undergo is an odd one. At each step, different skills might apply, based on the actions of the pcs. Successes and failures accumulate at different rates based on both skill checks and decisions. [B]Level:[/B] 3 [B]Complexity:[/B] 2 (6 successes before 3 failures) As the pcs move along through the tunnel towards Xvaangensleff, they hear music (chimes, fiddles and flutes) from down a side passage. If they continue along past it, ignoring the noise, they gain one success and move on to “Path B” below. If they follow the side tunnel, it curves around. The pcs can see that whatever they are approaching is well lit. However, just as the lead character starts to see the opening, there is a “Shh!” from ahead, and the lights go out and the music stops. Pcs advancing enter a large, empty room with a cold fireplace and an empty table suitable for around 20 people. Three doors lead out; one is open, and a breeze seems to come out of it. [B]Check:[/B] At this point, any pc that specifically asks for the opportunity can make an Arcana, Insight or Perception check (DC 20). For each pc that succeeds, the party gains one success; each failure earns a failure. If no pc makes a successful check at this time, the party gains a failure. If pcs exit through a door other than the one from which the breeze emanates, they are routed around into the breezy hallway in short order, but any pcs making a Dungeoneering check at the next “check point” gets a +2 bonus. Characters following the breeze (or routed back into the hall) shortly come to a door. The door, bound with iron, has a brass boar’s face in the center of it. The boar’s mouth is open, and the breeze pours through it; it seems to lead outside! Even some sunlight comes through. [B]Check:[/B] At this point, any pc that specifically asks for the opportunity to do so (or seems suspicious and is examining the door) may make an Arcana, Dungeoneering, Insight, Perception or Thievery check (DC 20). Success earns the party a success, and informs the pc that something fishy is going on; each failure earns the party a failure. If no pcs make a successful check, the party earns a failure. If the pcs try to open the door with the boar head in it, the head suddenly belches wet fog into the area, enveloping everyone is heavily obscured terrain. In addition, several threatening roars suddenly sound from behind, left and right of the party. [B]Check:[/B] Any pcs who specifically ask may now make Arcana, Insight, Nature or Perception checks. Successes and failures earn successes and failures. If no pcs make a successful check, the party earns a failure. If the pcs have not passed or failed the skill test by now, the mist starts to swirl and more roars sound. Though nothing is quite close enough to see or attack, the roars are clearly coming from something big. [B]Check:[/B] Any pcs who specifically ask may now make Arcana, Insight, Nature or Perception checks. Successes and failures earn successes and failures. If no pcs make a successful check, the party earns a failure. By now the pcs must have passed or failed... right? [B]PATH B: [/B]Pcs ignoring the side tunnel move along about another ten minutes before they come to another side tunnel, this one with a strange, shimmering curtain of light dancing across it. As pcs approach, it vanishes. The passage again leads to a room with a table and a cold fireplace, as above. Should the pcs ignore this, they gain another success and may make an Arcana, Dungeoneering or Insight checks. Each success earns the pcs a success; each failure, a failure. [B]SUCCESS:[/B] If the pcs succeed on the skill test, they pass through the gnome region and to their next encounter. [B]FAILURE:[/B] If the pcs fail to pass the skill test, they suddenly find themselves sliding, then falling. Each pc suffers 2d10 points of damage and falls prone as they fall into a pile of sand in area 1 of the Twists of Zelcair, and they are immediately attacked by the xvarts there. [/QUOTE]
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