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Post by Caledonian Achilles on May 22, 2009 2:04:45 GMT 1
Prologue When; 10th hour, 20th day of Maitine, 3806EYM Where; Daggerpoint Pass, en route from Hoarbrim to Icendia
The brilliant blue of the ice and sky is a wondrous sight with a pure blanket of pristine powder upon the moutainsides.
The sherpas at Hoarbrim had come well equipped, a testament to Palorius' wealth or perhaps to the experience of these hardy wilderness men. They had provided winterclothing, snow shoes and cloth head garmets incorporating a smoky quartz to shield the eyes from the arctic glare.
The journey to Icendia wouldn't be long and Feik, the leader of the tundra men, was hopeful that they would reach Icendia by this evening.
Spirits are high and some of the men begin to sing; a traditional folk song of naughty children being stolen by whimsical winter spirits and a brave mother who braves their wrath to beg for their return.
The procession is halted by a brief shout, punctuated by gasps. As the group crowd round to witness the new discovery Feik points to some turmoil in the snow
"A blizzard bear and its mate. She looks like a big one too." The sense of danger is mirrored clearly in the experienced sherpa's features. "They passed here within hours."
With these ominous words a stiff breeze picks up, throwing a scarf of snow from the hilltops and across the trail. The sky darkens slightly as clouds appear suddenly on the horizon.
game status; not in combat, RP allowed
Feik looks as if he is considering turning back.
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Post by Ilya on May 22, 2009 16:34:27 GMT 1
Kerzeme chooses not to tell everyone else that he'd rather sacrifice the sherpas, Chieftain Feik, Alyanna, and anything else that's alive than stay behind and defend any of the mentioned individuals.
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Post by Caledonian Achilles on May 23, 2009 10:04:13 GMT 1
Scene One; 'An Impasse in the pass' When; 10th hour, 20th day of Maitine, 3806EYM Where; Daggerpoint Pass, en route from Hoarbrim to IcendiaSeveral of the superstitius mountainmen gather around their leader with fear in their eyes, breaths steaming in quick puffs in the crisp alpine air.
see the new house rule on non-combat skill encounters by CLICKING HEREOBJECTIVE; convince the sherpas to head on and not turn back DIFFICULTY; 12 skill successes before 3 skill failures PRIMARY SKILLS; Diplomacy - win over the sherpas Intimidate - bully the sherpas (might be a hidden consequence) Knowledge nature - demonstrate your superior expertise to reassure Spot - find signs of danger or the absence of threats Bluff - grants a +2/-2 modifier on any of the other three primary skills. [addendum] this bonus applies to the next appropriate skill check unless otherwise statedYou can use any non-primary skill but only once and if you can give me a good reason! Remember that actions might influence the DC for your skill check (e.g. giving them money then making a diplomacy check, strangling a snow bunny then making an intimidate check, writing a great post then making a diplomacy check, etc)
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Post by Ilya on May 23, 2009 11:09:36 GMT 1
While he'd rather not get into anything unnecessarily dangerous, Kerzeme thinks that, as long as there's a group he can hide in, the risk is worth the pay. As long as these cowards don't turn back and make their mission fail, because then there won't be any pay. With his hand subtly returning to touch his Charm Person wand from time to time during his vivid gestures, he begins speaking, "I promise you, we're going to get you there safely. Personally, I'll die before letting you or any of my friends," the sorceror passionately lies to everyone's faces, "die, or even be harmed. I'm certain the same can be said about those fine protectors of good." With the wide motion of an orator, he gestures towards the others.
Bluff roll: 1d20+9=14+9=23 DM edit =success! result; +1 encounter success & +2 Aid Another (AA) next skill check, +1 Action Point (for exemplary RP-ing and G-ing)
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Post by nodaisho on May 25, 2009 0:19:23 GMT 1
" Well then," the dwarf says, face red from the cold, " Let's not wait for 'em to come back." Seeing the Sherpa's reluctance, he asks " You have six guards, we just fought an army of minotaurs and demons, we can handle it." He decides not to mention that they were driven out of the city they were defending.
diplomacy aid another: 1d20-2=12I figure this is what he was doing with his earlier speech, trying to help whoever else is trying to convince them. I've got a +4 on intimidate, but I think it would probably not be the best choice right now. Carrot before stick.
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Post by Caledonian Achilles on May 25, 2009 15:54:09 GMT 1
Alyana approaches Feik "Cheiftain Feik, I cannot pretend I know or understand the tundra. I know its reputation for danger, as the blizzard bear track have shown. You seem inclined to turn around but how do we know we will not meet new danger later. We are here to protect and we will. Worse case, we will give you time to escape. I will respect your choice but please know that you have seasoned warriors, magicians and the magic of Corellon Larethian at your disposal. [/color]"[/quote] DM edit; diplomacy +4 (+2 AA/Barendd, +2AA/Kerzeme) = +8 = 13 (target DC = 15 still time for AA from other characters)
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Post by puffthemagicdragon on May 25, 2009 17:34:10 GMT 1
Theodorre stands near the others, shivering, hugging himself to ward off the chill in the brisk air. He tries to smile at the thought of Kerzeme still keeping a distance from him since the incident at the tavern a while back, but he doesn't want the sherpas hearing his teeth chatter. At the warning of blizzard bears, Theo's ears perk up, maybe we could kill them and I could have one of their furs to try and keep me warmer, with that thought the half elven wizard starts trying to think of a plan to kill the bears without damaging the pelts too much. Suddenly, he realizes the others are talking and it sounds as if they are trying to keep the sherpas from turning back. Once some of his group have spoken and it looks as though the sherpas are starting to decide, Theodorre speaks up, "Wwwhat are we stopping for?" He looks at the sherpas incredulously, while the weather seems to play havoc with Theo's speech, "Wwwe're prepared, wwwe're protected, and we're ready to do battle. We.. we.. ah.. ah.. achoo!!! The poor wizard that has been in a fight already, with a menacing cold, grabs a piece of cloth from the end of his sleeve and wipes his nose. "Nnno sense in ttturning back. Tttrust us to do our jjjob and dddo it wwwell." He gives the sherpas a stern look, not kowing how it will be perceived after the sneezing and stuttering.
MY EDIT: No I thought I did what you wanted, I thought you wanted a spot check, we dont have to be actively looking for a spot check, someone might just notice something suddenly, same as listening. Ive heard things without actually having to take the time to listen, but whatever your game!!! DM edit; you might want to amend your post re the number of skill checks you are declaring as posting rolls suggests to me that you are 'actively' wanting to do these actions, not 'passively' therefore 3 skill checks (diplomacy, spot and listen) means that is what you want to do for the next 3 rounds. i'll delete this note once you decide to amend or not. yeah my bad, i forgot not everyone has played 4th ed.
every round characters only get to do oneskill check to actively try and complete the skill challenge. it is possible to make a skill check for the entire party. e.g. one character could do a climb check and everyone applies the results (it's assumed that the character making the check is acting as a leader and helping everyone else).
don't worry about passive checks, the DM makes them for you when appropriate
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Post by She-Elf on May 25, 2009 22:01:36 GMT 1
Taliea backs the others with vigorous nods of agreement when she deems them apropriate and lets the others speak before coming in with her own case. "Captain Feik," she begins, "I implore you not to turn back. If we keep up a good pace we can still reach Icendia by this evening. Don't worry about the blizzard bears, you can leave those to my friends and me. I'm an expert when it comes to killing animals." She looks to her comrades for their approval to back her up. "Also you seem to be good at tracking," she adds, gesturing to the bear prints Feik had pointed out, "We can all help each other out here." With that she takes a closer look at the tracks to see if she can glean any more information. Afterwards, she scans the horizon for any signs of danger or lack of.
Diplomacy +0 Knowledge Nature +4 Spot +6 Spot DM edit; i rolled knowledge nature for you and got a success
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Post by Caledonian Achilles on May 26, 2009 17:08:38 GMT 1
Scene One; 'An Impasse in the pass' Round 2 When; 10th hour, 20th day of Maitine, 3806EYM Where; Daggerpoint Pass, en route from Hoarbrim to Icendia
The mountain men seem bolstered by the arguments given by the adventurers. Taliea's boast about her huntress credentials is well received and the others assist Alyanna in partly convincing the sherpas that going on is the correct option.
However there is still a heightened level of tension among the wildeness men. The blizzard bear must be a worthy adversary to strike such fear in to such hardy men.
3/12 successes, 0/3 failures remember you get to actively do one skill check per round the DM makes all passive skill checks (i'll add that to the house rules)
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Post by Ilya on May 26, 2009 17:30:06 GMT 1
"Guys, I'll be honest with you here." The sorceror keeps his hand on the wand. "I don't like to disclose trade secrets," He looks at the wizard and interjects, "I know you don't like to throw this information around either, but sometimes it must be done, to make sure our friends don't worry.", before continuing, "But I can foretell the future, and that's how I know we will arrive safely. There is no need to fear anything."
Does anyone have any suggestion about how he could carried away more?
Bluff roll: 1d20+9=14+9=23 = success! +2 on Alyanna's diplo roll Deja vu...
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Post by She-Elf on May 26, 2009 19:58:51 GMT 1
Taliea doesn't move a muscle when Kerzeme says his piece about being able to see the future, afraid a stray facial expression might give away his bluff. As he speaks she thinks about what to say next. It's apparent that the bears are a few hours ahead of the group, she points this out to the Sherpas suggests that keeping a good distance behind the bears may be enough to keep them safe. She scans the horizon to see if the bears are within sight or not.
Spot: +6 DM edit; you can roll your own active skill checks, but i rolled and got 19 = success! current tally = 5/12 success, 0/3 failure
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Post by Caledonian Achilles on May 26, 2009 20:03:55 GMT 1
(Achinca has asked me to NPC Alyanna for a week)
The elven priestess looks at the positive response the sherpas have to her words. She wonders if showing some cleavage would get these dumb superstitious men more likely to do her bidding. However she seizes the momentum and tries to persuade Feik and his comrades.
"If you turn back now, you will have to go alone for we are going ahead. What would you prefer? Stay with us or fend for yourselves? Those bears could be anywhere."
diplomacy +4 +2AA/Kerzeme = 18 (success!)
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Post by nodaisho on May 26, 2009 23:57:16 GMT 1
Barrend thinks frantically for a moment, trying to come up with something else. "Look, we all got hired for this, right? all our reputations are at stake here. You don't do your job now, nobody's gonna trust you later. We don't do our job, same thing. Best for all of us if we keep going."
Diplomacy aid another: 1d20-2=14Good rolls so far. DM edit; this is a successful aid another but doesn't count as a skill challenge success to reach the total of '12' needed to win the encounter. Normally I would apply this bonus to the next diplomacy check as Alyanna has already passed the diplo check this round. However, it's a great bit of RPing so I'm giving you a +2 circumstance bonus and converting the check from an aid another to a full blown skill check because i want to reward this sort of playing current tally; 7/12 success 0/3 failure
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Post by Caledonian Achilles on May 27, 2009 15:08:58 GMT 1
Scene One; 'An Impasse in the pass' Round 3 When; 10th hour, 20th day of Maitine, 3806EYM Where; Daggerpoint Pass, en route from Hoarbrim to Icendia
Barendd and Alyanna with unorthodox support from Kerzeme manage to bring another portion of sherpas round to their way of thinking. It seems that the adventurers have instilled some trust in the mountain men. Taliea and Theo convince everyone that there are no reent signs of the blizzard bears although they could still come back.
Some of the sherpas begin to strap on their gear whie others look fearful and hesitant. They look towards Feik for guidance.
i rolled a successful aid another diplomacy for Theo!* So the next person doing a diplomacy check has a +2 bonus 7/12 success, 0/3 failure
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Post by Ilya on May 27, 2009 21:51:32 GMT 1
A quick shadow, clearly visible in its dark contrast to the white snow covering the earth, flits towards the group and ends its linear flight near Kerzeme, where it, fluttering around the sorceror, begins peeping and squeaking highly. The sorceror strains his vocal cords and responds in similar tones, before telling the sherpas, "Limij, my bat, has taken a look around. There is nothing to be seen or heard, nothing for you to fear."
Note: since the familiar did the looking, I'm rolling for the familiar here.
Spot check: 1d20+8=1+8=9
Hey, it's a bat. It's blind. Can you blame it?
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