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<blockquote data-quote="Manbearcat" data-source="post: 8957903" data-attributes="member: 6696971"><p><strong>XP</strong></p><p></p><p>* SKILL CHALLENGE RESOLVED (Ascend to Stoneroot’s Perch) = 1000 -48 (B-B’s pivotal Stealth)/2 = 476.</p><p></p><p>L<strong>OOT</strong></p><p></p><p>* 140 Gold.</p><p></p><p>* 3 gems worth 100 Gold apiece.</p><p></p><p>[HR][/HR]</p><p></p><p>Decide whether you guys want to Make Camp (Level +2 C1 SC as we’ve discussed prior) at Stoneroot's Perch and perform the Spiritual Sojourn ritual the following day or if you want to do it now. The Spiritual Sojourn ritual is going to be a very difficult/dangerous SC (Level +3, C3) with a dangerous combat (Level +4) on a failure. It costs 1 Healing Surge to crossover into The Spirit Realm (on top of a required successful Primary Check).</p><p></p><p>If it is indeed a Make Camp Skill Challenge for an Extended Rest, here are the details:</p><p></p><p></p><p><strong>MAKE CAMP</strong> (Level 6, Complexity 1 Skill Challenge. 1 Secondary Skill. DCs 11/15 and 18/20 for NAD/AC). Resolve a successful Primary Check for each of the 4 obstacles below. See the obstacles, constraining fiction, consequence of failure:</p><p></p><p></p><p><strong>1) Ensure low danger. </strong></p><p></p><p><em>* lurking denizens, caustic fumes, unstable floor/ceiling</em></p><p></p><p><strong>FAILURE:</strong> Lose 1 Healing Surge due to fighting off a swarm of creatures or resolving a hazard and take Hard DC forward to next attemp.</p><p></p><p><strong>2) Locate/create shelter/concealment. </strong></p><p></p><p><em>* exposure, drip-drip-drip-drip, dampness everywhere</em></p><p></p><p><strong>FAILURE: </strong> Whoever attempts this Primary Check and one other Character (or all if Group Check) is attacked by Altitude Sickness.</p><p></p><h3><span style="font-size: 15px">Altitude Sickness - Level 4 Disease </span></h3><p><em>Dizziness assaults, fatigue takes you, hunger never comes.</em></p><p></p><p><strong>Attack</strong>: +7 vs Will</p><p><strong>Stage 0</strong>: The target recovers from the disease.</p><p><strong>Stage 1</strong>: Initial Effect: The target's speed is reduced by 1 until cured.</p><p><strong>Stage 2</strong>: The target takes -1 All Defenses and Skill Checks.</p><p><strong>Stage 3</strong>: Final State: The target is slowed.</p><p><strong>Check</strong>: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.</p><p><em>17 or lower</em>: The stage of the disease increases by one.</p><p><em>18-22</em>: No Change</p><p><em>23 or higher</em>: The stage of the disease decreases by one</p><p></p><p><strong>3) Locate/create amenities (food/water/fire supply via hunting/foraging/survivalism etc). </strong></p><p></p><p><em>* befouled water basin, drafty, volatile flora </em></p><p></p><p><strong>FAILURE</strong>: Whoever attempts this Primary Check and one other Character (or all if Group Check) is attacked by The Shakes.</p><h3><span style="font-size: 15px">The Shakes - Level 4 Disease </span></h3><p><em>Involuntary twitches and tremors that grow progressively worse.</em></p><p></p><p><strong>Attack</strong>: +7 vs Fort</p><p><strong>Stage 0</strong>: The target recovers from the disease.</p><p><strong>Stage 1</strong>: Initial Effect: The target loses 1 healing surge and takes -2 Fort until cured.</p><p><strong>Stage 2</strong>: The target takes -2 All Defenses.</p><p><strong>Stage 3</strong>: Final State: Roll 1d6 at beginning of turn. On a 5/6, the character is dazed UtEoYNT.</p><p><strong>Check</strong>: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.</p><p><em>17 or lower</em>: The stage of the disease increases by one.</p><p><em>18-22</em>: No Change</p><p><em>23 or higher</em>: The stage of the disease decreases by one</p><p></p><p><strong>4) Quartermaster/stewardship of supplies and spirits/setup camp (including consume 1 ration per).</strong></p><p></p><p><em>* hungry bellies, moodiness, exhaustion</em></p><p></p><p><strong>FAILURE</strong>: Misery. All PCs recover 25 % less than their max Healing Surges from their next Extended Rest.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8957903, member: 6696971"] [B]XP[/B] * SKILL CHALLENGE RESOLVED (Ascend to Stoneroot’s Perch) = 1000 -48 (B-B’s pivotal Stealth)/2 = 476. L[B]OOT[/B] * 140 Gold. * 3 gems worth 100 Gold apiece. [HR][/HR] Decide whether you guys want to Make Camp (Level +2 C1 SC as we’ve discussed prior) at Stoneroot's Perch and perform the Spiritual Sojourn ritual the following day or if you want to do it now. The Spiritual Sojourn ritual is going to be a very difficult/dangerous SC (Level +3, C3) with a dangerous combat (Level +4) on a failure. It costs 1 Healing Surge to crossover into The Spirit Realm (on top of a required successful Primary Check). If it is indeed a Make Camp Skill Challenge for an Extended Rest, here are the details: [B]MAKE CAMP[/B] (Level 6, Complexity 1 Skill Challenge. 1 Secondary Skill. DCs 11/15 and 18/20 for NAD/AC). Resolve a successful Primary Check for each of the 4 obstacles below. See the obstacles, constraining fiction, consequence of failure: [B]1) Ensure low danger. [/B] [I]* lurking denizens, caustic fumes, unstable floor/ceiling[/I] [B]FAILURE:[/B] Lose 1 Healing Surge due to fighting off a swarm of creatures or resolving a hazard and take Hard DC forward to next attemp. [B]2) Locate/create shelter/concealment. [/B] [I]* exposure, drip-drip-drip-drip, dampness everywhere[/I] [B]FAILURE: [/B] Whoever attempts this Primary Check and one other Character (or all if Group Check) is attacked by Altitude Sickness. [HEADING=2][SIZE=4]Altitude Sickness - Level 4 Disease [/SIZE][/HEADING] [I]Dizziness assaults, fatigue takes you, hunger never comes.[/I] [B]Attack[/B]: +7 vs Will [B]Stage 0[/B]: The target recovers from the disease. [B]Stage 1[/B]: Initial Effect: The target's speed is reduced by 1 until cured. [B]Stage 2[/B]: The target takes -1 All Defenses and Skill Checks. [B]Stage 3[/B]: Final State: The target is slowed. [B]Check[/B]: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2. [I]17 or lower[/I]: The stage of the disease increases by one. [I]18-22[/I]: No Change [I]23 or higher[/I]: The stage of the disease decreases by one [B]3) Locate/create amenities (food/water/fire supply via hunting/foraging/survivalism etc). [/B] [I]* befouled water basin, drafty, volatile flora [/I] [B]FAILURE[/B]: Whoever attempts this Primary Check and one other Character (or all if Group Check) is attacked by The Shakes. [HEADING=2][SIZE=4]The Shakes - Level 4 Disease [/SIZE][/HEADING] [I]Involuntary twitches and tremors that grow progressively worse.[/I] [B]Attack[/B]: +7 vs Fort [B]Stage 0[/B]: The target recovers from the disease. [B]Stage 1[/B]: Initial Effect: The target loses 1 healing surge and takes -2 Fort until cured. [B]Stage 2[/B]: The target takes -2 All Defenses. [B]Stage 3[/B]: Final State: Roll 1d6 at beginning of turn. On a 5/6, the character is dazed UtEoYNT. [B]Check[/B]: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2. [I]17 or lower[/I]: The stage of the disease increases by one. [I]18-22[/I]: No Change [I]23 or higher[/I]: The stage of the disease decreases by one [B]4) Quartermaster/stewardship of supplies and spirits/setup camp (including consume 1 ration per).[/B] [I]* hungry bellies, moodiness, exhaustion[/I] [B]FAILURE[/B]: Misery. All PCs recover 25 % less than their max Healing Surges from their next Extended Rest. [/QUOTE]
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