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<blockquote data-quote="Iron Sky" data-source="post: 5515037" data-attributes="member: 60965"><p><span style="color: DarkRed">"Um... what they said,"</span> Xander says.</p><p></p><p>[sblock=Xander's rolls]Diplomacy: 1d20+9-2=16, 1 point, -1 to next round's roll.[/sblock]</p><p></p><p>---</p><p></p><p>The tribesmen are awed by Earth, impressed by Illarion, and taken in by Mab and Raijin's claims. They point the way the 'bleak ones' came through, show them two dragonborn they ripped apart in passing, and give them rough directions to the 'bad place' in the center of the island.</p><p></p><p>They even feed the group, watching with curiosity telling broken hard-to-follow tales of the village's oral history. After much hard listening and interpretation, you get the idea that these villagers are the descendants of some noble order of knights set on this island hundreds, maybe thousands of years ago to protect some temple in the center of the island.</p><p></p><p>Apparently, in the temple are sacred relics that keep the 'bleak ones' bound away behind some planar barrier, but if the relics are destroyed or removed from the temple, the barrier weakens all across the world, allowing more bleak ones through.</p><p></p><p>The dragonborn tribe were set to keep any visitors to the island from reaching the temple, but they are willing to let you past since having 'outsiders' at the temple can't be worse than having the demons themselves loose in it.</p><p></p><p>The elder urges you onward, saying, <span style="color: YellowGreen">"Bleak Ones find many traps guarding forbidden place, it slow them down, but not long. Hurry before wall between their place and our place broken!"</span></p><p></p><p>The group presses on and, following the direction the elder gives and, near dark, reaches the temple. Its obvious some of the traps have been set off - some long, long ago, but the place is still dangerous and who knows what the demons are doing inside...</p><p></p><p>[sblock=Skill Challenge]<strong>Objective</strong>: Make your way through the jungle island towards the center of the island and whatever is located there.</p><p></p><p><strong>Rounds</strong>: 3</p><p></p><p><strong>Challenge Level</strong>: 4</p><p></p><p> <strong>Round 2 Results</strong>:</p><p><strong>Earth</strong>: <em>Nature 28, </em><strong>4</strong><strong> points</strong>, treasure found, +4 to next round's roll</p><p><strong>Raijin</strong>: <em>Bluff 29</em>, <strong>3 points</strong>, +2 to next round's roll, <strong>Jungle Itch</strong>(-2 to skill rolls)</p><p><strong>Mab</strong>: <em>Bluff 28</em>, <strong>3 points</strong>, +2 to next round's roll, <strong>Jungle Itch</strong>(-2 to skill rolls)</p><p><strong>Xander</strong>: <em>Diplomacy 16</em>, <strong>1 point</strong>, -1 to next round's roll, <strong>Jungle Itch</strong>(-2 to skill rolls)</p><p><strong>Devinihm</strong>: <em>Perception 13</em>, <strong>0 points</strong>, +0 to next round's roll, <strong>Black Rot</strong>(roll endurance 20 or lose a healing surge)</p><p><strong>Illarion</strong>: <em>Diplomacy 31</em>, <strong>3 points</strong>, +2 to next round's roll, <strong>Jungle Itch</strong>(-2 to skill rolls)</p><p></p><p><strong>Note</strong>: Repeating the same skill multiple rounds in a row imposes a cumulative -3 penalty. <strong>NOTE:</strong> The listed roll bonus above includes personal, group, and disease bonuses/penalties.</p><p></p><p>Round Total: <strong>14 Points</strong>: <strong>2 Victory Points</strong> and <strong>Advantage</strong>: all pcs have a +1 bonus to skill checks during the skill challenge(total +2, factored in the numbers above).</p><p></p><p>Skill challenge total: <strong>4 Victory Points</strong></p><p></p><p>---</p><p></p><p><strong>Round 2 Focus</strong></p><p>Make it through the trapped approach and hallways to the temple.</p><p></p><p><strong>Round Rules</strong>: Skill checks must be in some way related to the traps; disarming, avoiding, spotting, helping with, etc.</p><p></p><p><strong>Individual Skill DCs</strong>:</p><p><em>14-</em>: <strong>0 points</strong>, -2 to next round's skill check, set off a deadly personal trap, take serious (3d10+4) damage</p><p><em>15-19</em>: <strong>1 point</strong>, -1 to next round's skill check, set off a minor personal trap, take light(1d10+8) damage</p><p><em>20-24</em>: <strong>2 points</strong>, +1 to next round's skill check, avoid any traps, no damage</p><p><em>25+</em>: <strong>3 points</strong>, +2 to the next round's skill check, avoid traps and push someone else out of the way of a trap(grant 1 person a re-roll this round).</p><p><em>Natural 1</em>: <strong>-1 point</strong>, lose a healing surge</p><p><em>Natural 20</em>: <strong>+1 point</strong>, stumble upon treasure</p><p></p><p>[sblock=Roll Options]<strong>Action Points</strong>: An action point may be used to roll an additional skill check in a round, though it must be different than the original check.</p><p><strong>Aid Another</strong>: You may take -3 on a skill check to grant someone else a reroll.</p><p><strong>Heroic Effort</strong>: 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]</p><p></p><p><strong>Round Totals</strong>(6 PCs):</p><p>0-5 total points: <strong>0 victory points</strong> and <strong>Disaster</strong>: Everyone stumbles into a trapped room as a group, each PC taking 3d10+4 damage.</p><p>6-11 total points: <strong>1 victory point</strong> and <strong>Complication</strong>: Everyone gets in each other's way and sets of minor traps, each PC taking 1d10+8 damage.</p><p>12-17 total points: <strong>2 victory points</strong> and <strong>Advantage</strong>: The group works together gets through the traps successfully.</p><p>18+ total points: <strong>3 victory points</strong> and <strong>Miracle</strong>: Not only does the group get through the traps, but they find treasure on the bodies of long-dead adventurers that made it into the temple, but not back out.</p><p></p><p><strong>Victory Points</strong>: 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.</p><p></p><p><strong>Final Victory Point Totals</strong></p><p>0-2 total points: <strong>Disaster</strong></p><p> 3-5 total points: <strong>Complication</strong></p><p> 6-8 total points: <strong>Advantage</strong></p><p> 9+ total points: <strong>Miracle</strong>[/sblock]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5515037, member: 60965"] [COLOR=DarkRed]"Um... what they said,"[/COLOR] Xander says. [sblock=Xander's rolls]Diplomacy: 1d20+9-2=16, 1 point, -1 to next round's roll.[/sblock] --- The tribesmen are awed by Earth, impressed by Illarion, and taken in by Mab and Raijin's claims. They point the way the 'bleak ones' came through, show them two dragonborn they ripped apart in passing, and give them rough directions to the 'bad place' in the center of the island. They even feed the group, watching with curiosity telling broken hard-to-follow tales of the village's oral history. After much hard listening and interpretation, you get the idea that these villagers are the descendants of some noble order of knights set on this island hundreds, maybe thousands of years ago to protect some temple in the center of the island. Apparently, in the temple are sacred relics that keep the 'bleak ones' bound away behind some planar barrier, but if the relics are destroyed or removed from the temple, the barrier weakens all across the world, allowing more bleak ones through. The dragonborn tribe were set to keep any visitors to the island from reaching the temple, but they are willing to let you past since having 'outsiders' at the temple can't be worse than having the demons themselves loose in it. The elder urges you onward, saying, [COLOR=YellowGreen]"Bleak Ones find many traps guarding forbidden place, it slow them down, but not long. Hurry before wall between their place and our place broken!"[/COLOR] The group presses on and, following the direction the elder gives and, near dark, reaches the temple. Its obvious some of the traps have been set off - some long, long ago, but the place is still dangerous and who knows what the demons are doing inside... [sblock=Skill Challenge][B]Objective[/B]: Make your way through the jungle island towards the center of the island and whatever is located there. [B]Rounds[/B]: 3 [B]Challenge Level[/B]: 4 [B]Round 2 Results[/B]: [B]Earth[/B]: [I]Nature 28, [/I][B]4[/B][B] points[/B], treasure found, +4 to next round's roll [B]Raijin[/B]: [I]Bluff 29[/I], [B]3 points[/B], +2 to next round's roll, [B]Jungle Itch[/B](-2 to skill rolls) [B]Mab[/B]: [I]Bluff 28[/I], [B]3 points[/B], +2 to next round's roll, [B]Jungle Itch[/B](-2 to skill rolls) [B]Xander[/B]: [I]Diplomacy 16[/I], [B]1 point[/B], -1 to next round's roll, [B]Jungle Itch[/B](-2 to skill rolls) [B]Devinihm[/B]: [I]Perception 13[/I], [B]0 points[/B], +0 to next round's roll, [B]Black Rot[/B](roll endurance 20 or lose a healing surge) [B]Illarion[/B]: [I]Diplomacy 31[/I], [B]3 points[/B], +2 to next round's roll, [B]Jungle Itch[/B](-2 to skill rolls) [B]Note[/B]: Repeating the same skill multiple rounds in a row imposes a cumulative -3 penalty. [B]NOTE:[/B] The listed roll bonus above includes personal, group, and disease bonuses/penalties. Round Total: [B]14 Points[/B]: [B]2 Victory Points[/B] and [B]Advantage[/B]: all pcs have a +1 bonus to skill checks during the skill challenge(total +2, factored in the numbers above). Skill challenge total: [B]4 Victory Points[/B] --- [B]Round 2 Focus[/B] Make it through the trapped approach and hallways to the temple. [B]Round Rules[/B]: Skill checks must be in some way related to the traps; disarming, avoiding, spotting, helping with, etc. [B]Individual Skill DCs[/B]: [I]14-[/I]: [B]0 points[/B], -2 to next round's skill check, set off a deadly personal trap, take serious (3d10+4) damage [I]15-19[/I]: [B]1 point[/B], -1 to next round's skill check, set off a minor personal trap, take light(1d10+8) damage [I]20-24[/I]: [B]2 points[/B], +1 to next round's skill check, avoid any traps, no damage [I]25+[/I]: [B]3 points[/B], +2 to the next round's skill check, avoid traps and push someone else out of the way of a trap(grant 1 person a re-roll this round). [I]Natural 1[/I]: [B]-1 point[/B], lose a healing surge [I]Natural 20[/I]: [B]+1 point[/B], stumble upon treasure [sblock=Roll Options][B]Action Points[/B]: An action point may be used to roll an additional skill check in a round, though it must be different than the original check. [B]Aid Another[/B]: You may take -3 on a skill check to grant someone else a reroll. [B]Heroic Effort[/B]: 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] [B]Round Totals[/B](6 PCs): 0-5 total points: [B]0 victory points[/B] and [B]Disaster[/B]: Everyone stumbles into a trapped room as a group, each PC taking 3d10+4 damage. 6-11 total points: [B]1 victory point[/B] and [B]Complication[/B]: Everyone gets in each other's way and sets of minor traps, each PC taking 1d10+8 damage. 12-17 total points: [B]2 victory points[/B] and [B]Advantage[/B]: The group works together gets through the traps successfully. 18+ total points: [B]3 victory points[/B] and [B]Miracle[/B]: Not only does the group get through the traps, but they find treasure on the bodies of long-dead adventurers that made it into the temple, but not back out. [B]Victory Points[/B]: 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. [B]Final Victory Point Totals[/B] 0-2 total points: [B]Disaster[/B] 3-5 total points: [B]Complication[/B] 6-8 total points: [B]Advantage[/B] 9+ total points: [B]Miracle[/B][/sblock] [/QUOTE]
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