Second Day of Mourning (Part II; Judge: Renau1g)

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"Come on fangs" Lo-kag states as he grabs Alexia, steadying her from her fall, and pushes her foward, all the while, not breaking stride.

ooc: aide another athletics roll: 15
 


[sblock=Horned Turtle]
DnDi on the Streetwise Skill said:
When in a settlement—a village, a town, or a city—make a Streetwise check to find out what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go.Streetwise: Using this skill takes 1 hour and might be part of a skill challenge.
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DC
: See the table.
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Success
: You collect a useful bit of information, gather rumors, find out about available jobs, or locate the best deal.
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Failure
: You can try again, but you might draw attention to yourself if you keep chasing after the same information.


Based on this description of the skills use, and with a lack of understanding on who Riel is getting his information from, I'm having a hard time wrapping my brain around how Riel's use of Streetwise allows him to understand the dangers of the current situation. Perhaps if you can explain your thought process on this I'll get a better feeling for what your character is doing. I certainly don't want to seem like a jerk, but I jus' don' git it ;) If you would like to (or if you can't find a good way to explain your thought process), you can keep your very awesome d20 roll and just substitute a different skill. Either Arcana, Thievery, or Dungeoneering would give a character the kind of knowledge your character seems to be after with your above post, as the Arcana would give him the knowledge of how volatile the chemicals in the glass vials are; Thievery would let you know how dangerous of a bomb he was looking at, and Dungeoneering would let him know how structurally unsound this area was.



More than willing to run with Streetwise, but I just want to know your thought process on it :)



P.S. I'm sorry if I'm making things overly complicated for you, I just want to get a good picture in my head of what's going on with Riel :) [/sblock]

[sblock=Aid Another] The latest errata has changed the way that Aid Another works, and I'd just like everyone to be aware of the new rules for this:

The DC for Aid Another (skill check) is no longer just 10. Now the DC is 10 + 1/2 the level of the person you are trying to aid. Success grants a +2 bonus to the person you are trying to aid with the skill you used in your Aid Another check. This bonus stacks with itself up to a +8 bonus.

Biggest Difference: If you FAIL this Aid Another skill check, you give your target a -1 PENALTY to his/her skill check. This penalty stacks with itself up to a -4 penalty.

There is no longer an attack roll check with the standard action Aid Another to grant a +2 bonus to attack or +2 to defense against a specific enemy. This is now an automatic bonus and you simply need designate that you are taking a standard action to do so while you and your ally are adjacent to the target enemy and you need to designate what kind of bonus you are giving your target ally (either +2 bonus to ally's next attack before the end of the ally's next turn, or +2 bonus against the target enemies next attack before the end of its next turn). [/sblock]

[sblock=ooc] I will be updating again soon to give you guys an update on your round 1 skill check results [/sblock]
 
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[sblock=occ streetwise]sorry i hadn't thought it out that well myself and i hadn't had the description of the skills right at had. My thought had been that streewise would give the kind of information that someone who had lived on the streets would know, namely in this case that a bomb will go boom and that you don't want to ne there when that happens. From your examples thevery is what i was thinking of, i guess, which would be 1d20(17)+2+2=21.[/sblock]
 

[sblock=ooc] Thanks, HT, and sorry making you rework your post. I appreciate your understanding of my confusion. [/sblock]

[sblock=ooc] Now I just need Grryth's actions and we can move on to round 2 where the fun really starts! [/sblock]
 

Once it is discovered that the bomb cannot be disarmed, Grryth quickly takes off covering as much ground as possible. "Lets get movin'" he shouts to the others as he rushes past them.

[sblock=Mechanics]
Athletics Check = 1d20+12 (Athletics)=26
[/sblock]
 

Seeing the bomb hit the ground, the group takes off! Although Lo-Kag is unable to haul Alexia to her feet immediately, they manage to get going. While running along with the rest, Gurdan looks at the cave walls and tries to determine where it would be safest should the bomb explode. What Gurdan determines is that the only thing that will keep the group safe is distance. Lots and lots of distance.

[sblock=Gurdan] Gurdan also determines that while the cavern is volatile, it could easily be strengthened by bracing the main ceiling and wall beams. Were someone to do so, it could buy the group some valuable time should there be a collapse. [/sblock]

Thinking on his feet, Garrick taps into his arcane knowledge and proceeds to ad-lib a quick spell. Behind the group, a thin wall of force appears. It's not much, but it should slow down the explosion at least a little. Every second counts when the group is running, and the explosion is not upon them, and Garrick has given the group several.

While looking at the bomb, Riel gets a very good understanding of just how deadly it is and moving forward, and away from certain death, he relays this information to his companions, spurring them along.

Pulling up the rear, Grryth moves with speed and quickly finds himself in the middle of the group as they run away from the impending detonation.

Soon the light of the tunnel diminishes as they leave their light source behind, and just as they turn a corner, they hear a thunderous explosion. The sound of tumbling rocks is exceeded only by the constant, earthquake-like rumbling of the ground and walls all around them. After a few moments the rumbling quiets and everything is still...until, that is, they begin hearing a sharp cracking sound behind them that seems to chase them, moving faster and faster. When the cracking sound is heard over head and then passes the heroes, they are not sure what to make of it until they begin hearing the tell-tale sound of a collapse in the distance behind them!

[sblock=Skill Challenge: Part 1]

- Alexia: Athletics 11 (Fail) + 2 from Lo-Kag Aid Another = 13 (still
fail). This causes Alexia to lose 1 healing surge.

- Riel: Thievery 21 (minor success). (This gives the group a +1 to their next non-knowledge-based skill check [athletics, acrobatics, etc] )

- Gurdan: Dungeoneering 19 (minor Success) (Unlocks the Thievery Skill for
Part 1)

- Lo-Kag: Aid Another (Athletics) for Alexia (minor success) (grants Alexia
a +2 bonus to her Athletics check).

- Garrick: Arcana 17 (minor success) (This cancels the first failure of round 2)

- Grryth: Athletics 26 (Success)

Successes: 1/12

Failures: 1/3
[/sblock]
 



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