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<blockquote data-quote="bert1000" data-source="post: 4218055" data-attributes="member: 29013"><p>Ok here's another one...</p><p></p><p><strong>“Batten Down the Hatches”</strong></p><p><span style="color: Lime">Appropriate Skills (Moderate DC): Nature, Perception, Thievery, Arcana</span></p><p><span style="color: Blue">Unlockable Skills (Easy DC): Religion, Stealth</span></p><p><span style="color: Red">Forbidden Skills: Streetwise</span></p><p>All other skills (Hard DC)</p><p></p><p>The challenge: A tribe of local Orcs have been tracking the PCs, and are now only a couple hours behind them and closing fast. The party has found a large abandoned farm house, and decides to make their stand. They must quickly create make-shift defenses to help hold off the Orcs’ attacks. </p><p></p><p>Difficulty: 6 successes before 3 failures.</p><p></p><p><span style="color: Lime">Nature:</span> Some of the vines growing outside the farmhouse and snaking up the barn are actually “Ironweed”, an incredibly strong plant that can be used to tie close windows, doors, etc. </p><p></p><p><span style="color: Lime">Perception (unlocks Religion, realize Streetwise): </span> You notice a unusually large amount of country wards and charms scattered throughout the farm house. The local population must be highly superstitious. Maybe the Orcs of this region share those characteristics? This unlocks Religion. If a Hard DC is beaten, the character will also realize that a “Streetwise” check will not be successful in this situation, and can warn a character about to try this skill not to waste time on this activity.</p><p></p><p><span style="color: Blue">Religion:</span> You never understood why your temple elders taught you about the worship of Grumish until now. You use this knowledge to paint strong symbols of Orcish curses on the house’s entrances.</p><p></p><p><span style="color: Lime">Thievery (unlocks Stealth): </span> You construct make-shift pit traps along the perimeter of the house. You’ve now done a thorough inspection of the grounds. Although the pit traps will help stop a massed charge, you don’t think this will hinder 1 or 2 scouts from carefully approaching. Unlocks Stealth.</p><p></p><p><span style="color: Blue">Stealth:</span> You successfully sneak up on the house by using various hillocks, trees, and farm debris scattered throughout the property. Your “trial run” allows you to direct your party to destroy the cover you used, and lay additional traps near likely hiding places.</p><p></p><p><span style="color: Lime">Arcana:</span> From your knowledge of astronomy, you estimate that the Sun will be rising and particularly bright when the Orcs arrive. By making a side path facing east look like the easiest entry point into the house, you will channel the Orcs in a direction where the sun’s glare will make it hard for them to see the traps and your archery positions in the windows</p><p></p><p><span style="color: Red">Not usable - Streetwise: </span> The rules of the city are tough to apply in a country setting, and you spend considerable time trying to block a small cellar entrance when you realize that unlike the city homes you “frequent” these country homes have 2 other larger entrances to the cellar as well...</p><p></p><p><u><strong>Results</strong></u></p><p></p><p>Success: The defenses make a considerable difference and 1/4 the Orcs fall prey to the traps set. The party will only have to fight off waves of 4-5 orcs at a time from two entry points. </p><p></p><p>Failure: The battle becomes much harder. Only a few Orcs fall to the traps, and almost the full Orc party makes it through to the house past the defenses. The party will have to fight off 8-9 orcs at a time from three entry points</p></blockquote><p></p>
[QUOTE="bert1000, post: 4218055, member: 29013"] Ok here's another one... [B]“Batten Down the Hatches”[/B] [COLOR=Lime]Appropriate Skills (Moderate DC): Nature, Perception, Thievery, Arcana[/COLOR] [COLOR=Blue]Unlockable Skills (Easy DC): Religion, Stealth[/COLOR] [COLOR=Red]Forbidden Skills: Streetwise[/COLOR] All other skills (Hard DC) The challenge: A tribe of local Orcs have been tracking the PCs, and are now only a couple hours behind them and closing fast. The party has found a large abandoned farm house, and decides to make their stand. They must quickly create make-shift defenses to help hold off the Orcs’ attacks. Difficulty: 6 successes before 3 failures. [COLOR=Lime]Nature:[/COLOR] Some of the vines growing outside the farmhouse and snaking up the barn are actually “Ironweed”, an incredibly strong plant that can be used to tie close windows, doors, etc. [COLOR=Lime]Perception (unlocks Religion, realize Streetwise): [/COLOR] You notice a unusually large amount of country wards and charms scattered throughout the farm house. The local population must be highly superstitious. Maybe the Orcs of this region share those characteristics? This unlocks Religion. If a Hard DC is beaten, the character will also realize that a “Streetwise” check will not be successful in this situation, and can warn a character about to try this skill not to waste time on this activity. [COLOR=Blue]Religion:[/COLOR] You never understood why your temple elders taught you about the worship of Grumish until now. You use this knowledge to paint strong symbols of Orcish curses on the house’s entrances. [COLOR=Lime]Thievery (unlocks Stealth): [/COLOR] You construct make-shift pit traps along the perimeter of the house. You’ve now done a thorough inspection of the grounds. Although the pit traps will help stop a massed charge, you don’t think this will hinder 1 or 2 scouts from carefully approaching. Unlocks Stealth. [COLOR=Blue]Stealth:[/COLOR] You successfully sneak up on the house by using various hillocks, trees, and farm debris scattered throughout the property. Your “trial run” allows you to direct your party to destroy the cover you used, and lay additional traps near likely hiding places. [COLOR=Lime]Arcana:[/COLOR] From your knowledge of astronomy, you estimate that the Sun will be rising and particularly bright when the Orcs arrive. By making a side path facing east look like the easiest entry point into the house, you will channel the Orcs in a direction where the sun’s glare will make it hard for them to see the traps and your archery positions in the windows [COLOR=Red]Not usable - Streetwise: [/COLOR] The rules of the city are tough to apply in a country setting, and you spend considerable time trying to block a small cellar entrance when you realize that unlike the city homes you “frequent” these country homes have 2 other larger entrances to the cellar as well... [U][B]Results[/B][/U] Success: The defenses make a considerable difference and 1/4 the Orcs fall prey to the traps set. The party will only have to fight off waves of 4-5 orcs at a time from two entry points. Failure: The battle becomes much harder. Only a few Orcs fall to the traps, and almost the full Orc party makes it through to the house past the defenses. The party will have to fight off 8-9 orcs at a time from three entry points [/QUOTE]
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