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<blockquote data-quote="the Jester" data-source="post: 4770685" data-attributes="member: 1210"><p>It was a skill challenge, but by the time they were in the dwarven waterworks they were almost done with it. It was an extra-difficult skill challenge- the party needed 14 successes, which is more than the standard system calls for. Here are the details:</p><p></p><p><em>The pcs must engage in a skill test to find the Cathedral of War. At this point, asking the dwarves for help is no longer a completely lost cause; the pcs have proven themselves staunch allies. Thus, persuasion- Diplomacy- is an option. Alternatively, the pcs can attempt to use misdirection in order to search the miles of tunnels that make up the dwarven waterworks themselves; it’s all the same skill test.</em></p><p><em></em></p><p><em>The skill test is a level 6, complexity 6 test (14 successes before 3 failures); the following are the primary skills: Bluff, Diplomacy, History, Insight, Perception and Streetwise. To succeed at this skill test, the pcs must have either three Diplomacy successes or five Perception successes, or a combination totally six Diplomacy and Perception checks.</em></p><p><em> </em></p><p><em>Bluff (DC 22): The pcs can use misdirection to both get clues as to the Cathedral of War’s location and access to the dwarven waterworks.</em></p><p><em> </em></p><p><em>Diplomacy (DC 26): If the pcs decide to ask openly about the Cathedral, they must use diplomacy to sway the Thane as to the seriousness of the situation and to reassure him as to the honorability of the party’s intentions. (Dwarves gain a +2 bonus on Diplomacy checks to persuade the thane.) To succeed at this skill test, the pcs must have either three Diplomacy successes or five Perception successes.</em></p><p><em> </em></p><p><em>History (DC 22): If the pcs go to the dwarves and attempt to persuade them to reveal the location of the cathedral, pcs may use History to attempt to build up the dwarven sense of camaraderie with the city, to shore up arguments relying on treaties between dwarf and man, etc. The party can use History to aid a Diplomacy check, or to gain a success in its own right.</em></p><p><em> </em></p><p><em>Insight (DC 22): A canny pc can use Insight when interacting with the Thane and other pcs are making Bluff or Diplomacy checks to try to try to glean important information. Only one success can be earned this way, but a success allows the pc to realize that an appeal to dwarven ancestor worship- to the ancestors that gave their lives to help the city in Grandfather’s day- might help (and thus, opens Religion). Insight can also be used to aid the next Bluff or Diplomacy check; the DC is 18.</em></p><p><em></em></p><p><em>Perception (DC 22): This consists of straight up searching. To succeed at this skill test, the pcs must have either three Diplomacy successes or five Perception successes. Characters can aid another in this Perception check; the DC is 18.</em></p><p><em></em></p><p><em>Streetwise (DC 26): The winding tunnels of the dwarven operation are hard to read with Streetwise, but a strong effort might yield the party success in the form of an increasing understanding of the waterways, where they go and access points to them. A dwarf gets a +5 bonus to a Streetwise check in this context.</em></p><p><em></em></p><p><em>Religion (DC 18) (only if opened by Insight): The pcs appeal to the dwarven respect and worship of their ancestors in the name of those dwarves that died for Fandelose in Grandfather’s time. </em></p><p></p><p>Cheers! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="the Jester, post: 4770685, member: 1210"] It was a skill challenge, but by the time they were in the dwarven waterworks they were almost done with it. It was an extra-difficult skill challenge- the party needed 14 successes, which is more than the standard system calls for. Here are the details: [i]The pcs must engage in a skill test to find the Cathedral of War. At this point, asking the dwarves for help is no longer a completely lost cause; the pcs have proven themselves staunch allies. Thus, persuasion- Diplomacy- is an option. Alternatively, the pcs can attempt to use misdirection in order to search the miles of tunnels that make up the dwarven waterworks themselves; it’s all the same skill test. The skill test is a level 6, complexity 6 test (14 successes before 3 failures); the following are the primary skills: Bluff, Diplomacy, History, Insight, Perception and Streetwise. To succeed at this skill test, the pcs must have either three Diplomacy successes or five Perception successes, or a combination totally six Diplomacy and Perception checks. Bluff (DC 22): The pcs can use misdirection to both get clues as to the Cathedral of War’s location and access to the dwarven waterworks. Diplomacy (DC 26): If the pcs decide to ask openly about the Cathedral, they must use diplomacy to sway the Thane as to the seriousness of the situation and to reassure him as to the honorability of the party’s intentions. (Dwarves gain a +2 bonus on Diplomacy checks to persuade the thane.) To succeed at this skill test, the pcs must have either three Diplomacy successes or five Perception successes. History (DC 22): If the pcs go to the dwarves and attempt to persuade them to reveal the location of the cathedral, pcs may use History to attempt to build up the dwarven sense of camaraderie with the city, to shore up arguments relying on treaties between dwarf and man, etc. The party can use History to aid a Diplomacy check, or to gain a success in its own right. Insight (DC 22): A canny pc can use Insight when interacting with the Thane and other pcs are making Bluff or Diplomacy checks to try to try to glean important information. Only one success can be earned this way, but a success allows the pc to realize that an appeal to dwarven ancestor worship- to the ancestors that gave their lives to help the city in Grandfather’s day- might help (and thus, opens Religion). Insight can also be used to aid the next Bluff or Diplomacy check; the DC is 18. Perception (DC 22): This consists of straight up searching. To succeed at this skill test, the pcs must have either three Diplomacy successes or five Perception successes. Characters can aid another in this Perception check; the DC is 18. Streetwise (DC 26): The winding tunnels of the dwarven operation are hard to read with Streetwise, but a strong effort might yield the party success in the form of an increasing understanding of the waterways, where they go and access points to them. A dwarf gets a +5 bonus to a Streetwise check in this context. Religion (DC 18) (only if opened by Insight): The pcs appeal to the dwarven respect and worship of their ancestors in the name of those dwarves that died for Fandelose in Grandfather’s time. [/i] Cheers! :) [/QUOTE]
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