Darth_Asparagus
First Post
Any comments?
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Skill Challenge: Foraging Behind Enemy Lines
Travelling through the hostile land of Thay, the PCs have to find food and shelter without attracting attention.
For each day, there must be a single success per PC to avoid starvation. Only some of the “skill roll” failures count as challenge failures, i.e. those that will attract enemy attention. Those PCs not covered by a success will use a healing surge until they have an extended rest with two successes worth of food.
Complexity: Requires a number of successes equal to the number of PCs per day. Once the number of globally relevant failures has reached 4, the challenge is considered a failure. The skill challenge ends successfully once the PCs leave Thay.
Primary Skills:
*Endurance (DC 18): The Character making the check goes without food and sleep without any ill effect. Failure does not count against global failure total.
*Nature (DC 23): The character tries to forage. No easy task in the barren lands of Thay! A successful roll grants one success, for each 5 points above the DC, grant another success. Failure has no global skill challenge effect.
*Streetwise (DC 20): The character tries to buy things on the black market. A failure count as a global failure. A successful skill check counts as two succeses.
*Diplomacy (DC 15): The character tries to get support from people by begging and appealing to their good-will. This can work quite well with some people but is also likely to attract attention. Failure counts as two levels of global failure.
*Thievery (DC 18): Stealing food and sneaking into abandoned buildings for the night is also possible. Failure has a global effect.
Secondary Skills:
*Streetwise or Nature (DC 20): Streetwise or Nature can be used to cover up tracks (socially and physically). A success reduces the global failure level, a failure counts normally.
*Intimidate (DC 18): Intimidation can be used to delay the effect of a failed Streetwise, Diplomacy or Thievery roll for a day. I.e. the resulting rise of failure level only occurs the next day.
Success: Once the characters leave Thay, the skill challenge ends.
Failure: Failure has different levels that you should notify the PCs of.
Level 1: The PCs see black riders and possibly get warnings that agents of Szass Tamm are after them.
Level 2: People recognize the PCs from the many wanted posters that can be found everywhere.
Level 3: A patrol is waiting for them at the next town/landmark but they can easily spot and avoid it.
Level 4: A patrol of the lich emperor ambushes the PCs.
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Skill Challenge: Foraging Behind Enemy Lines
Travelling through the hostile land of Thay, the PCs have to find food and shelter without attracting attention.
For each day, there must be a single success per PC to avoid starvation. Only some of the “skill roll” failures count as challenge failures, i.e. those that will attract enemy attention. Those PCs not covered by a success will use a healing surge until they have an extended rest with two successes worth of food.
Complexity: Requires a number of successes equal to the number of PCs per day. Once the number of globally relevant failures has reached 4, the challenge is considered a failure. The skill challenge ends successfully once the PCs leave Thay.
Primary Skills:
*Endurance (DC 18): The Character making the check goes without food and sleep without any ill effect. Failure does not count against global failure total.
*Nature (DC 23): The character tries to forage. No easy task in the barren lands of Thay! A successful roll grants one success, for each 5 points above the DC, grant another success. Failure has no global skill challenge effect.
*Streetwise (DC 20): The character tries to buy things on the black market. A failure count as a global failure. A successful skill check counts as two succeses.
*Diplomacy (DC 15): The character tries to get support from people by begging and appealing to their good-will. This can work quite well with some people but is also likely to attract attention. Failure counts as two levels of global failure.
*Thievery (DC 18): Stealing food and sneaking into abandoned buildings for the night is also possible. Failure has a global effect.
Secondary Skills:
*Streetwise or Nature (DC 20): Streetwise or Nature can be used to cover up tracks (socially and physically). A success reduces the global failure level, a failure counts normally.
*Intimidate (DC 18): Intimidation can be used to delay the effect of a failed Streetwise, Diplomacy or Thievery roll for a day. I.e. the resulting rise of failure level only occurs the next day.
Success: Once the characters leave Thay, the skill challenge ends.
Failure: Failure has different levels that you should notify the PCs of.
Level 1: The PCs see black riders and possibly get warnings that agents of Szass Tamm are after them.
Level 2: People recognize the PCs from the many wanted posters that can be found everywhere.
Level 3: A patrol is waiting for them at the next town/landmark but they can easily spot and avoid it.
Level 4: A patrol of the lich emperor ambushes the PCs.
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