The Hunted (DM: IronSky, Judge: ???)

Voda Vosa

First Post
Earth attunes himself with the natural spirits of the island, asking them to lead the party through the shorter path.
 
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jkason

First Post
Devinihm finds himself at home in the humid jungle, pointing out the easier path for his companions and quickly getting a bead on the center of the island. His enthusiasm, however, comes at a price, as he scratches his arm on an unseen thorny plant. Immediately he feels ill, though he manages for now to shake it off.

OOC: Black Rot, lose a healing surge, must make an endurance check each round of the skill challenge or lose another healing surge and then have Black Rot after the skill challenge.


[sblock=resources used]Daily: Summon Giant Toad
Healing surges remaining: 8/11 [/sblock]
 
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pacdidj

First Post
"Oh my dearies, we don't want to wade through that bog! Heaven knows it's probably full of leeches, mosquitoes, and all manner of bitey nasties. Now, just wait a moment, Auntie knows a great trick for rooftop breaking and enter-... er, that is, a good trick for moving about in the treetops. Yes, that's it. Now, I'll just shimmy up this tree... My but that sap itches... Hmm, I know I've got a rope in here somewhere... Aha! Here it is," Tying her rope into a noose, Mab tosses the loop, lassoing a stout branch on the other side of the bog. Then, using her cane as a crossbar, she ziplines her way across to the other side.

"Come on dearies, after me! Better the itch than a hundred leech bites!"

OOC: Thievery, Endurance (1d20+15=21, 1d20+4=15) Forgot to add my +1 bonus while on the Island, but it doesn't matter this time. 2 points and I've contracted Jungle Itch.
 


Iron Sky

Procedurally Generated
Xander attempts to help those struggling with the various diseases found in the swamp. He doesn't do much, partially since he came down with a case himself.

[sblock=Xander's rolls]Heal: 1d20+12=15, 1 point, -1 to next round's roll.. Endurance: 1d20+2=17, has Jungle Itch.[/sblock]

---

The group pushes through the worst of the jungle, eventually finding themselves at the edge of a village built half in the tree-tops and half on the ground. Fortunately, some of their scouts seem to have spotted you before you arrived, so you didn't surprise them.

As they close, they seem to be some half-wild breed of dragonborn. Most wear skins, furs, or clothing made of bright jungle vines. They seem agitated that you the group is here, but are not immediately attacking. After a short while of dozens of them standing around the group with blowguns, spears, and clubs, an elder comes forward that seems to speak some basic common.

"What you do here? This island is curse - no should be here! Bleak ones come through, no more must freedom!"

GM: Oops, last round I put the "add/subtract rounds" from the skill challenge under individual DCs when they were supposed to be under group.


[sblock=Skill Challenge]Objective: Make your way through the jungle island towards the center of the island and whatever is located there.

Rounds: 3

Challenge Level: 4

Round 1 Results:
Earth: Nature 29, 3 points, +3 to next round's roll
Raijin: Arcana 23, 2 points, +2 to next round's roll, Jungle Itch(-2 to skill rolls)
Mab: Thievery 21, 2 points, +2 to next round's roll, Jungle Itch(-2 to skill rolls)
Xander: Heal 15, 1 point, +0 to next round's roll, Jungle Itch(-2 to skill rolls)
Devinihm: Nature 22, 2 points, +2 to next round's roll, Black Rot(roll endurance 20 or lose a healing surge)
Illarion: Stealth 27, 3 points, +3 to next round's roll, Jungle Itch(-2 to skill rolls)

Note: Repeating the same skill multiple rounds in a row imposes a cumulative -3 penalty. The listed roll bonus does not include disease penalties.

Round Total: 13 Points: 2 Victory Points and Advantage: all pcs have a +1 bonus to skill checks during the skill challenge.

Skill challenge total: 2 Victory Points

---

Round 2 Focus
Convince the tribes-people to help you out, or at least not hinder your progress.

Round Rules: Non-social checks suffer a -2 penalty. If your character speaks draconic and makes a social check, he/she gains a +2 bonus.

Individual Skill DCs:
14-: 0 points, -2 to next round's skill check
15-19: 1 point, -1 to next round's skill check
20-24: 2 points, +1 to next round's skill check
25+: 3 points, +2 to the next round's skill check
Natural 1: -1 point, lose a healing surge
Natural 20: +1 point, stumble upon treasure

[sblock=Roll Options]Action Points: An action point may be used to roll an additional skill check in a round, though it must be different than the original check.
Aid Another: You may take -3 on a skill check to grant someone else a reroll.
Heroic Effort: You may spend a healing surge before a roll to gain +3 on the roll or after the roll to gain a +1 - or both for two surges.[/sblock]

Round Totals(6 PCs):
0-5 total points: 0 victory points and Disaster: The tribe attacks!
6-11 total points: 1 victory point and Complication: The tribe misdirects the group, adding 1 round to the skill challenge.
12-17 total points: 2 victory points and Advantage: The tribe lets the group go on, with basic directions.
18+ total points: 3 victory points and Miracle: The tribe provides the party with a guide, their blessings, and provides remedies that heal all their diseases(takes effect at the end of the round).

Victory Points: Individual round totals will determine progress and impediments to reaching the center of the island. Final totals will determine the final result of the skill challenge.

Final Victory Point Totals
0-2 total points: Disaster
3-5 total points: Complication
6-8 total points: Advantage
9+ total points: Miracle[/sblock]
 
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Voda Vosa

First Post
Earth feeling that these creatures are attuned with the natural spirits, tries to show their elder, that he and the group are also attuned with the natural world. The warforged is so much in harmony with nature and the raw spirits of the world, that he almost seems like a walking earth spirit.
 

jkason

First Post
Devinihm, wilden druid

Even as the group encounters the dragonborn, Devinihm notices the scratch from the plant is already infected, as a black fungus seems to be spreading along his bark. The nausea leaves the wilden disinclined to speaking, so he instead he does his best to distract himself from his condition by surveying the tribe, reading body language to try to glean the best approach.

"The others will follow the speaker, but they are very scared. No sudden moves," the wilden offers weakly.

OOC: Lose another surge, 1 point gained this round, -1 next round


[sblock=resources used]Daily: Summon Giant Toad
Healing surges remaining: 7/11[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
Illarion subtly changes his appearance as they approach to hint at saurian ancestors without trying to obviously be a dragonborn.

"We're not here to harm you, the bleak ones made a forray into our hunting grounds and we do not allow or forgive such incursion, especially if they kill few of our own. We're here to end the curse once and for all. You can choose to help or to hinder, but take note, we closed dozens of rifts and destroyed two big bleak ones and dozen smaller ones only getting here. Our is the path of right."

He uses his knowledge of people of various cultures to quickly adjust his speech to fit perceived hunter/warrior society bragging about accomplishments and hinting at ancestor worship.

Diplomacy (1d20+11+3-2+1=31)
 

pacdidj

First Post
"That's right dearies. Not only is ours the path of right... it has been FORETOLD!," Auntie Mab intones with much mysterious finger waggling.

"The stars augur great portents of change for your people, and we have been ordained as the harbingers! Look, you can read it in the bones," she says, pulling out a satchel of chicken bones that she had been saving as snack for Tristram.

Shaking the bones vigorously, she tosses them like dice onto the sand, then pointing at them she continues, "Behold! The wishbone has landed in the third house of the major arcana of the girdle of Venus! It is a clear sign that we shall triumph over the bleak ones," Mab finishes, with a sly wink at Illarion.

Bluff (1d20+10+1+2-2=28)
 


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