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]