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#26 Fri Nov 30, 2012 2:34 pm
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Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
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Khav gives the gnoll a hard look, then gazes towards their target as inconspicuously as possible. _______________ Salazar Miller - Human Sorcerer 24 - Scales of War Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light Khavak'aashta - Half-Orc Thief 5 - Eberron Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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#27 Sat Dec 01, 2012 8:48 pm
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Registered: Oct 2008
Posts: 4627
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Khav cannot see any stands set up at their desired location yet. _______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#28 Mon Dec 03, 2012 12:21 am
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Registered: Oct 2008
Posts: 4627
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In addition, Khav knows that the smallest booth will just barely cover the dig site, requiring the digging to be one at a time until substantial progress has been made, while the largest would allow all of the Kech Volaar to participate while still allowing one or more of the group to be inside the tent. _______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#29 Mon Dec 03, 2012 11:23 am
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Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
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"We will take a large tent," Khav tells the gnoll. _______________ Salazar Miller - Human Sorcerer 24 - Scales of War Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light Khavak'aashta - Half-Orc Thief 5 - Eberron Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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#30 Tue Dec 04, 2012 11:43 pm
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Moderator
Registered: Oct 2008
Posts: 7786
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Lan mentally tallies up what this escapade will cost them. "Well then, we'd better get to digging for information sooner rather than later. Master Kurvilis, Chief Sentinel, tell us what you need us to do." he says, going along with the prearranged setup as far as he understood it. Hopefully the digging won't take too long. _______________ Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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#31 Sun Dec 09, 2012 5:12 pm
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Moderator
Registered: Oct 2008
Posts: 4627
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You take out 30 GP and hand it over to the vendor. He gives you a cart with everything that you need. By arriving early, you lay claim to the spot that Yeraa identified with a tent large enough to hide most of their activities (+2 bonus on all skill checks for the coming Skill Challenge for buying the large tent). It doesn't take long to set up the stall and tent, and as soon as you do the Wordbearers have the cobblestones pried up and begin digging. Meanwhile, the five of you concentrate on distracting the denizens of Graywall from whatever is going on inside of your tent.
Skill Challenge (12 success before 3 failures): You are to distract anyone that might be near enough to the tent to get suspicious of the noises inside. This can be done be attempting to buy, sell, entertain (or any other way). Each round will be about a half an hour. A map of the marketplace is also shown below, with your tent having a large red star on top of it. Just about any skill can be used, with appropriate role play. Every skill check also has a +2 bonus for buying the large tent. Some suggestions and limitations below
Primary Skills:
Athletics - Two characters engage in demonstrations of physical prowess, with one aiding the other (1 success per round and up to 3 Athletics attempts allowed)
Acrobatics - One character engages in an acrobatic display to get the crowd cheering loudly (1 success per round and up to 3 Athletics attempts allowed)
Bluff - Engage some patrons by telling a tall tale (only 1 success per round allowed)
Diplomacy - Placates someone either already angry or that looks like they might cause trouble (only 1 success per round allowed)
Secondary Skills
I nsight or Perception - Watch the crowd to determine how certain people can be distracted (+2 bonus on next primary skill)
Other skills may be used as good ideas come up. Each skill can only be successful a maximum of once per round, and any skill used successfully as a secondary skill will generate a +2 bonus on the next skill check.
 _______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#32 Mon Dec 10, 2012 11:01 am
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Registered: Oct 2008
Posts: 7786
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Lan looks around the marketplace as it begins to fill with merchants, hawkers, and some customers. He thinks to recognize some beggars acting as a distraction for prowling pickpockets. He points this out to the others in case they want to cause a distraction by claiming their pockets were picked.
Streetwise to aid the group. (1d20+12+1=15)
OOC: I think by the current skill aid another rules the DC is 10 + half-level, rounded down. So DC 12.
- Lan
- Kalashtar Enlightened Ardent, Level 5
- Passive Perception: 15, Passive Insight: 22
- AC: 18 Fort: 16 Reflex: 13 Will: 19 Speed: 5/6, Initiative: +4 (base 2 +2 from Gestalt Anchor)
- HP: 46, Bloodied: 23, Surge Value: 11, Surges: 9/9
- Dual Soul: save rolls vs dazed or dominated at start of turn
- Telepathy: two-way communication, range 5
- Mantle of Clarity: allies in range 5, +2 perception/insight, +3 def (WIS mod) vs. OA
- Axe Expertise: +1/+2/+3 attack per tier, can re-roll one damage die which results in a 1, but must use the second roll
- Bolstering Mantle: when Lan spends a healing surge, an ally within his mantle (5 spaces) can either gain 5 temp hp or make a saving throw
- Gestalt Anchor: +2 initiative all, when using last power point, allies within 5 gain +2 defenses UENT Lan
- Martyr's Surge: +1d6 hp to Ardent Surge when Lan is bloodied
- Powers
- Demoralizing Strike (no augment -2 def, augment 2 burst creatures -3 def)
- Energizing Strike (no augment grants 7 thp)
- Impatient Strike (shift 1 before attack)
- Ardent Alacrity (free, if bloodied, burst 5, allies shift 1 or move 1/2 speed)
- Amulet of Life +1 (when spending a healing surge, you can spend a second healing surge)
- Ardent Surge 1 (minor, surge +1d6 and +1 defenses)
- Ardent Surge 2 (minor, surge +1d6 and +1 defenses)
- Augment Points: 1 2 3 4
- Bastion of Mental Clarity (imm int, att vs my will, burst 5, +4 will all)
- Blood Fury Halberd +1 (minor, count as bloodied for all purposes UENT)
- Dimension Swap (teleport swap places with ally, burst 5)
- Second Wind
- Invitation to Defeat
- Recursive Emotions
- Items
- Camouflaged Clothing (+1 stealth to hide)
- Footpads (+1 stealth to sneak)
- Disguise Kit (+2 bluff for passing off disquises)
- Inquisitive's Kit (+2 perception to search an area for something specific)
- Climber's Kit (+2 athletics for climbing)
- Chainmail
- Hand Crossbow
- Crowbar
- Fine Clothing
- Fake Identification and Travel Papers
- Silver goblin necklace, given to him by Govaan
- Amulet of Life +1
- Blood Fury Halberd +1 (+1d8 crit, +1d12 crit when bloodied)
- Healing Potion
- Skills
- Bluff, Diplomacy, Insight, Streetwise: 12
- Intimidate: 6
- Dungeoneering, Heal, Nature, Perception, Stealth: 5
- Endurance: 3
- Acrobatics, Athletics, Thievery: 1
- Arcana, History, Religion: 1
Group Initiative: Lan-4, Sentinel-6, Geen-8, Kurvilis-9, Khav-11
(allies within 5 gain +2 perception/+2 insight, allies and Lan gain +3 defense vs OA)_______________ Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War) « Last edit by Viktor on Mon Dec 10, 2012 12:14 pm. »
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#33 Mon Dec 10, 2012 12:51 pm
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Moderator
Registered: Jun 2009
Posts: 3164
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Kurvilis, lacking some of the social graces that might help in an endeavor like this, chooses to rely on his magical trickery. A small child and his mother walk close by, but are distracted by the sounds of an exotic bird off behind them. As they turn and try to find the creature, Kurvilis smiles to himself.
Using Ghost Sound, if that can be allowed. I think it fits within the spirit of the challenge?_______________ Dungeon Master - The Dark Campaign Sir Muurak - Mul Cavalier 14, Scales of War Demuriath - Revenant Assassin 5, Points of Light Kurvilis - Gnome Mage 4, Eberron
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#34 Sat Dec 15, 2012 1:11 pm
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Moderator
Registered: Oct 2008
Posts: 4627
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Lan watches the crowd to gain advantage later on, specifically looking for any criminal element he can use to cause a ruckus. At the same time, Kurvilis causes a strange bird call to sound out in the corner of the marketplace, causing many people to look that direction and away from the tent.
OOC: That is 1 success, and 1 aid (+2 on next check). Ghost sound was great, but you only get to do it once.
PC
|
Round 1 |
Round 2 |
Round 3 |
Round 4 |
Round 5 |
Geen
|
No check |
No check |
No check |
No check |
No check |
Khav
|
No check |
No check |
No check |
No check |
No check |
Kurvilis
|
Ghost Sound success |
No check |
No check |
No check |
No check |
Lan
|
Streetwise Aid success |
No check |
No check |
No check |
No check |
Sentinel
|
No check |
No check |
No check |
No check |
No check |
- Skill Challenge
-
Skill Challenge (12 success before 3 failures): You are to distract anyone that might be near enough to the tent to get suspicious of the noises inside. This can be done be attempting to buy, sell, entertain (or any other way). Each round will be about a half an hour. A map of the marketplace is also shown below, with your tent having a large red star on top of it. Just about any skill can be used, with appropriate role play. Every skill check also has a +2 bonus for buying the large tent. Some suggestions and limitations below
Primary Skills:
Athletics - Two characters engage in demonstrations of physical prowess, with one aiding the other (1 success per round and up to 3 Athletics attempts allowed)
Acrobatics - One character engages in an acrobatic display to get the crowd cheering loudly (1 success per round and up to 3 Athletics attempts allowed)
Bluff - Engage some patrons by telling a tall tale (only 1 success per round allowed)
Diplomacy - Placates someone either already angry or that looks like they might cause trouble (only 1 success per round allowed)
Secondary Skills
Insight or Perception - Watch the crowd to determine how certain people can be distracted (+2 bonus on next primary skill)
Other skills may be used as good ideas come up. Each skill can only be successful a maximum of once per round, and any skill used successfully as a secondary skill will generate a +2 bonus on the next skill check.
_______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#35 Mon Dec 17, 2012 11:57 pm
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Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
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Khav notices someone looking too closely at the area where the digging is ongoing, and tries to distract them with some juggling. Unfortunately, he drops one of the balls, which promptly rolls right towards the edge of the pit.
Skill check - Acrobatics (1d20+11=12)
Natural 1 with a skill check isn't an AUTOMATIC failure, but... yeah...
- Khavak'aashta
- Male Half-Orc Rogue-Thief (Assassin) 5
- Full Character Sheet
- Passive Perception: 19, Passive Insight: 14, Senses: Low-Light Vision
- AC: 19, Fort: 17, Reflex: 20, Will: 16 - Speed: 6
- HP: 45/45, Bloodied: 22, Surge Value: 11, Surges left: 8/8
- Action Points: 1
- Resists: 5 Necrotic, 5 Poison
- Half-Orc Resiliance (Race): Gain 5 temp HP first time bloodied in an encounter.
- Swift Charge (Race): +2 speed when charging.
- First Strike (Class): At the start of an encounter, gain combat advantage against foes who have not yet acted.
- Sneak Attack (Class): Once per turn, deal 2d8 (Backstabber feat) bonus damage with combat advantage when using a crossbow, light blade, short bow, or sling.
- Skill Mastery (Class): Gain additional trained skill, and during a skill challenge, a natural 20 automatically succeeds and counts as an additional success.
- Light Blade Expertise (Feat): +1/tier to hit with light blades, and +1/tier damage with combat advantage with light blades.
- Powers
- -Ambush Trick
- -Tumbling Trick
- -Unbalancing Trick
- -Backstab 1 / 2
- -Cunning Escape
- -Furious Assault
- -Half-Orc Resilience
- -Second Wind
- -Shadow Step
- -Sudden Leap
- -Deathcut Leather Armor (Item Power)
- Items
- -Final Sleep Ki Focus +1 - Properties - +1d12 Crit. Right after you reduce an enemy to 0 hit points with an implement attack or a weapon attack using this ki focus, you can shift 1 square as a free action.
- -Deathcut Leather Armor +1 - Properties - Resist 5 necrotic. Resist 5 poison.
- -Deathcut Leather Armor +1 - Power (Daily • Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 necrotic damage to that enemy.
- -Amulet of Protection +2
_______________ Salazar Miller - Human Sorcerer 24 - Scales of War Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light Khavak'aashta - Half-Orc Thief 5 - Eberron Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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#36 Sun Dec 23, 2012 12:55 pm
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Moderator
Registered: Oct 2008
Posts: 4627
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The crowd watches Khav for just a moment, before he drops a ball. They promptly begin roaring with laughter and move on with their shopping.
OOC: Two successes, no failures. Sentinel and Geen need to take their turns.
PC
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Round 1 |
Round 2 |
Round 3 |
Round 4 |
Round 5 |
Geen
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No check |
No check |
No check |
No check |
No check |
Khav
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Acrobatics success |
No check |
No check |
No check |
No check |
Kurvilis
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Ghost Sound success |
No check |
No check |
No check |
No check |
Lan
|
Streetwise Aid success |
No check |
No check |
No check |
No check |
Sentinel
|
No check |
No check |
No check |
No check |
No check |
- Skill Challenge
-
Skill Challenge (12 success before 3 failures): You are to distract anyone that might be near enough to the tent to get suspicious of the noises inside. This can be done be attempting to buy, sell, entertain (or any other way). Each round will be about a half an hour. A map of the marketplace is also shown below, with your tent having a large red star on top of it. Just about any skill can be used, with appropriate role play. Every skill check also has a +2 bonus for buying the large tent. Some suggestions and limitations below
Primary Skills:
Athletics - Two characters engage in demonstrations of physical prowess, with one aiding the other (1 success per round and up to 3 Athletics attempts allowed)
Acrobatics - One character engages in an acrobatic display to get the crowd cheering loudly (1 success per round and up to 3 Athletics attempts allowed)
Bluff - Engage some patrons by telling a tall tale (only 1 success per round allowed)
Diplomacy - Placates someone either already angry or that looks like they might cause trouble (only 1 success per round allowed)
Secondary Skills
Insight or Perception - Watch the crowd to determine how certain people can be distracted (+2 bonus on next primary skill)
Other skills may be used as good ideas come up. Each skill can only be successful a maximum of once per round, and any skill used successfully as a secondary skill will generate a +2 bonus on the next skill check.
_______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#37 Sat Dec 29, 2012 10:53 pm
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Member
Registered: Sep 2010
Posts: 378
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"Here ye, here ye. I am Geen and a master acrobat. I plan on giving you a sample of the many feats and tricks I can do. I wish to impress upon you dearly, so you will come to our show later tonight." says Geen as the walks amongst the crowd. He has already taken the time to set up some barrels, crates, with a narrow beam between them. He performs a multitude of acrobatic tricks while walking the beam. He performs some unique juggling. Apple speed-bobbing. Corn cob stacking. He then nods to the crowd and readies himself the finale... He then climbs a nearby rope which he attached securely to a pole and manages to get atop the rooftops. He bounds from one to the next, before jumping off the last & out of view. The crowd gasps, but Geen reappears from behind the corner of the building unhurt. He rejoins the crowd near our tent, bows deeply, and then socializes. Acrobatics : Acrobatics (1d20+10=15) (please add +1 for 24hr if u wish). ***I have not been receiving emails, otherwise I would have responded right away
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#38 Sun Dec 30, 2012 5:09 pm
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Moderator
Registered: Oct 2008
Posts: 4627
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The monster denizens of Graywall watch in disbelief as the tree man dashes from one task to another. It's not that he is doing anything particularly well, just that he seems desperate for attention, which he manages to get. When he comes back and bows, the crowd sees that he is done and simply moves on.
OOC: Three successes, no failures. Sentinel needs to take his turns. And as far as taking your turns quickly, right now, no big deal. I think it is going to take a bit for all of us to get back into things. I am not sure why the system isn't e-mailing you (I don't subscribe to any threads, so I don't know if this one is unusual in that regard).
PC
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Round 1 |
Round 2 |
Round 3 |
Round 4 |
Round 5 |
Geen
|
Acrobatics success |
No check |
No check |
No check |
No check |
Khav
|
Acrobatics success |
No check |
No check |
No check |
No check |
Kurvilis
|
Ghost Sound success |
No check |
No check |
No check |
No check |
Lan
|
Streetwise Aid success |
No check |
No check |
No check |
No check |
Sentinel
|
No check |
No check |
No check |
No check |
No check |
- Skill Challenge
-
Skill Challenge (12 success before 3 failures): You are to distract anyone that might be near enough to the tent to get suspicious of the noises inside. This can be done be attempting to buy, sell, entertain (or any other way). Each round will be about a half an hour. A map of the marketplace is also shown below, with your tent having a large red star on top of it. Just about any skill can be used, with appropriate role play. Every skill check also has a +2 bonus for buying the large tent. Some suggestions and limitations below
Primary Skills:
Athletics - Two characters engage in demonstrations of physical prowess, with one aiding the other (1 success per round and up to 3 Athletics attempts allowed)
Acrobatics - One character engages in an acrobatic display to get the crowd cheering loudly (1 success per round and up to 3 Athletics attempts allowed)
Bluff - Engage some patrons by telling a tall tale (only 1 success per round allowed)
Diplomacy - Placates someone either already angry or that looks like they might cause trouble (only 1 success per round allowed)
Secondary Skills
Insight or Perception - Watch the crowd to determine how certain people can be distracted (+2 bonus on next primary skill)
Other skills may be used as good ideas come up. Each skill can only be successful a maximum of once per round, and any skill used successfully as a secondary skill will generate a +2 bonus on the next skill check.
_______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#39 Sun Dec 30, 2012 5:10 pm
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Moderator
Registered: Oct 2008
Posts: 4627
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OOC: Two successes, no failures. Geen needs to retake his turn (only one Acrobatics each round, and Khav already took it. Sentinel needs to take his turn. And as far as taking your turns quickly, right now, no big deal. I think it is going to take a bit for all of us to get back into things. I am not sure why the system isn't e-mailing you (I don't subscribe to any threads, so I don't know if this one is unusual in that regard).
PC
|
Round 1 |
Round 2 |
Round 3 |
Round 4 |
Round 5 |
Geen
|
No check |
No check |
No check |
No check |
No check |
Khav
|
Acrobatics success |
No check |
No check |
No check |
No check |
Kurvilis
|
Ghost Sound success |
No check |
No check |
No check |
No check |
Lan
|
Streetwise Aid success |
No check |
No check |
No check |
No check |
Sentinel
|
No check |
No check |
No check |
No check |
No check |
- Skill Challenge
-
Skill Challenge (12 success before 3 failures): You are to distract anyone that might be near enough to the tent to get suspicious of the noises inside. This can be done be attempting to buy, sell, entertain (or any other way). Each round will be about a half an hour. A map of the marketplace is also shown below, with your tent having a large red star on top of it. Just about any skill can be used, with appropriate role play. Every skill check also has a +2 bonus for buying the large tent. Some suggestions and limitations below
Primary Skills:
Athletics - Two characters engage in demonstrations of physical prowess, with one aiding the other (1 success per round and up to 3 Athletics attempts allowed)
Acrobatics - One character engages in an acrobatic display to get the crowd cheering loudly (1 success per round and up to 3 Athletics attempts allowed)
Bluff - Engage some patrons by telling a tall tale (only 1 success per round allowed)
Diplomacy - Placates someone either already angry or that looks like they might cause trouble (only 1 success per round allowed)
Secondary Skills
Insight or Perception - Watch the crowd to determine how certain people can be distracted (+2 bonus on next primary skill)
Other skills may be used as good ideas come up. Each skill can only be successful a maximum of once per round, and any skill used successfully as a secondary skill will generate a +2 bonus on the next skill check.
_______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#40 Sat Jan 05, 2013 12:17 pm
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Moderator
Registered: Sep 2009
Posts: 1238
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Sentinel can tell that several people find his presence unnerving and drawing attention. Figuring that his best bet is to draw lots of attention, away from the tent, he buys a crate of rotten vegetables. He then carries them over to some children, and lets them try pelting him with food while he dodges and retaliates.
Athletics skill check (1d20+7=12)
OOC: Skill description makes this sound like this skill may be a two person job. _______________ Sentinel - Warforged Shielding Swordmage (Eberron) Allena Walmond - Human Paladin of Amaunator (Forgotten Realms) Variel - Elf Beastmaster Ranger Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4) « Last edit by nmathew on Sat Jan 05, 2013 12:19 pm. »
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#41 Mon Jan 07, 2013 4:58 pm
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Moderator
Registered: Oct 2008
Posts: 4627
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OOC: Geen still needs to go, and it is a two person job, with one person aiding the other. Geen can aid Sentinel or someone in the next round can (I will also allow Geen to use the Streetwise Aid for his Aid if he wants)._______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#42 Thu Jan 17, 2013 4:51 pm
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Moderator
Registered: Oct 2008
Posts: 7786
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Lan stands around idly leaning on his halberd propped up next to him. OOC: Are we taking another break? _______________ Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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#43 Thu Jan 17, 2013 10:35 pm
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Moderator
Registered: Oct 2008
Posts: 4627
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OOC: Not really. I was kind of waiting for Geen to retake his turn and I have been too busy to really push things on my own. If someone wants to try contacting Scott, maybe we could get things done that way._______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#44 Thu Jan 17, 2013 11:12 pm
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Moderator
Registered: Oct 2008
Posts: 7786
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OOC: I was just checking since I know we've taken breaks for work reasons before. Maybe if he doesn't react soon, you could just convert his acro roll into a successful acro aid instead and move to the next round. Up to you._______________ Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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#45 Fri Jan 18, 2013 1:32 am
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Member
Registered: Sep 2010
Posts: 378
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OOC-Sorry for the hold up guys. I'm not getting email updates, so I didn't realize the game was trying to move forward. I've now got this bookmarked on my tab line, so I'll check in everyday.
Just go ahead and convert that roll to an aid for Sentinel. I'll use that same 'body of text' for my next roll which will be acrobatics.
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#46 Sat Jan 19, 2013 1:42 pm
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Moderator
Registered: Oct 2008
Posts: 4627
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Sentinel tries carrying a crate of rotten fruit from one end of the market to the other to give the children a game to play (throwing them at him). Geen steps in to help, but this backfires, and causes the crate to drop right in front of the booth, the smell and color bringing everyone's attention there. At this point some of the guards at the market entrance are looking at the booth suspiciously.
OOC: 2 successes and 1 failure (need 12 successes before 3 failures). You have one Streetwise aid in the bank (no one has used it yet). This delay has probably been more my fault than anyone else's. I have been just busy enough (without it being consistent) that I haven't been pushing the game forward. Things should be better for a couple of months.
Round 2 starts now, anyone can go in any order. You can have one Acrobatics and one Athletics success this round.
PC
|
Round 1 |
Round 2 |
Round 3 |
Round 4 |
Round 5 |
Geen
|
Athletics Aid Failure |
No check |
No check |
No check |
No check |
Khav
|
Acrobatics success |
No check |
No check |
No check |
No check |
Kurvilis
|
Ghost Sound success |
No check |
No check |
No check |
No check |
Lan
|
Streetwise Aid success |
No check |
No check |
No check |
No check |
Sentinel
|
Athletics Failure |
No check |
No check |
No check |
No check |
- Skill Challenge
-
Skill Challenge (12 success before 3 failures): You are to distract anyone that might be near enough to the tent to get suspicious of the noises inside. This can be done be attempting to buy, sell, entertain (or any other way). Each round will be about a half an hour. A map of the marketplace is also shown below, with your tent having a large red star on top of it. Just about any skill can be used, with appropriate role play. Every skill check also has a +2 bonus for buying the large tent. Some suggestions and limitations below
Primary Skills:
Athletics - Two characters engage in demonstrations of physical prowess, with one aiding the other (1 success per round and up to 3 Athletics attempts allowed)
Acrobatics - One character engages in an acrobatic display to get the crowd cheering loudly (1 success per round and up to 3 Athletics attempts allowed)
Bluff - Engage some patrons by telling a tall tale (only 1 success per round allowed)
Diplomacy - Placates someone either already angry or that looks like they might cause trouble (only 1 success per round allowed)
Secondary Skills
Insight or Perception - Watch the crowd to determine how certain people can be distracted (+2 bonus on next primary skill)
Other skills may be used as good ideas come up. Each skill can only be successful a maximum of once per round, and any skill used successfully as a secondary skill will generate a +2 bonus on the next skill check.
_______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#47 Sat Jan 19, 2013 4:52 pm
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Moderator
Registered: Oct 2008
Posts: 7786
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Seeing Geen and Sentinel bungle so, Lan decides to walk over to the nearby onlookers and address the situation. "Please excuse my bumbling conspira-... err, companions. One has a screw loose and the other a branch up his... well, anyway, I'll be going then." he finishes abruptly as he notices the curious faces turning to glares around him. Lan makes a hasty retreat into the tent when he sees the previously curious guards now walking his way.
Bluff roll, +1 24h, +2 booth bonus. (1d20+12+1+2=16)
OOC: A critical failure! Unless a 16 still passes.
- Lan
- Kalashtar Enlightened Ardent, Level 5
- Passive Perception: 15, Passive Insight: 22
- AC: 18 Fort: 16 Reflex: 13 Will: 19 Speed: 5/6, Initiative: +4 (base 2 +2 from Gestalt Anchor)
- HP: 46, Bloodied: 23, Surge Value: 11, Surges: 9/9
- Dual Soul: save rolls vs dazed or dominated at start of turn
- Telepathy: two-way communication, range 5
- Mantle of Clarity: allies in range 5, +2 perception/insight, +3 def (WIS mod) vs. OA
- Axe Expertise: +1/+2/+3 attack per tier, can re-roll one damage die which results in a 1, but must use the second roll
- Bolstering Mantle: when Lan spends a healing surge, an ally within his mantle (5 spaces) can either gain 5 temp hp or make a saving throw
- Gestalt Anchor: +2 initiative all, when using last power point, allies within 5 gain +2 defenses UENT Lan
- Martyr's Surge: +1d6 hp to Ardent Surge when Lan is bloodied
- Powers
- Demoralizing Strike (no augment -2 def, augment 2 burst creatures -3 def)
- Energizing Strike (no augment grants 7 thp)
- Impatient Strike (shift 1 before attack)
- Ardent Alacrity (free, if bloodied, burst 5, allies shift 1 or move 1/2 speed)
- Amulet of Life +1 (when spending a healing surge, you can spend a second healing surge)
- Ardent Surge 1 (minor, surge +1d6 and +1 defenses)
- Ardent Surge 2 (minor, surge +1d6 and +1 defenses)
- Augment Points: 1 2 3 4
- Bastion of Mental Clarity (imm int, att vs my will, burst 5, +4 will all)
- Blood Fury Halberd +1 (minor, count as bloodied for all purposes UENT)
- Dimension Swap (teleport swap places with ally, burst 5)
- Second Wind
- Invitation to Defeat
- Recursive Emotions
- Items
- Camouflaged Clothing (+1 stealth to hide)
- Footpads (+1 stealth to sneak)
- Disguise Kit (+2 bluff for passing off disquises)
- Inquisitive's Kit (+2 perception to search an area for something specific)
- Climber's Kit (+2 athletics for climbing)
- Chainmail
- Hand Crossbow
- Crowbar
- Fine Clothing
- Fake Identification and Travel Papers
- Silver goblin necklace, given to him by Govaan
- Amulet of Life +1
- Blood Fury Halberd +1 (+1d8 crit, +1d12 crit when bloodied)
- Healing Potion
- Skills
- Bluff, Diplomacy, Insight, Streetwise: 12
- Intimidate: 6
- Dungeoneering, Heal, Nature, Perception, Stealth: 5
- Endurance: 3
- Acrobatics, Athletics, Thievery: 1
- Arcana, History, Religion: 1
Group Initiative: Lan-4, Sentinel-6, Geen-8, Kurvilis-9, Khav-11
(allies within 5 gain +2 perception/+2 insight, allies and Lan gain +3 defense vs OA)_______________ Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War) « Last edit by Viktor on Sat Jan 19, 2013 4:54 pm. »
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#48 Tue Jan 22, 2013 12:04 am
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Moderator
Registered: Oct 2008
Posts: 4627
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The guards that were looking over, hear what Lan has to say, laugh, shake their heads, and get back to scanning the crowd.
OOC: 3 successes and 1 failure (need 12 successes before 3 failures). You have one Streetwise aid in the bank (no one has used it yet).
PC
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Round 1 |
Round 2 |
Round 3 |
Round 4 |
Round 5 |
Geen
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Athletics Aid Failure |
No check |
No check |
No check |
No check |
Khav
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Acrobatics success |
No check |
No check |
No check |
No check |
Kurvilis
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Ghost Sound success |
No check |
No check |
No check |
No check |
Lan
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Streetwise Aid success |
Bluff Success |
No check |
No check |
No check |
Sentinel
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Athletics Failure |
No check |
No check |
No check |
No check |
- Skill Challenge
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Skill Challenge (12 success before 3 failures): You are to distract anyone that might be near enough to the tent to get suspicious of the noises inside. This can be done be attempting to buy, sell, entertain (or any other way). Each round will be about a half an hour. A map of the marketplace is also shown below, with your tent having a large red star on top of it. Just about any skill can be used, with appropriate role play. Every skill check also has a +2 bonus for buying the large tent. Some suggestions and limitations below
Primary Skills:
Athletics - Two characters engage in demonstrations of physical prowess, with one aiding the other (1 success per round and up to 3 Athletics attempts allowed)
Acrobatics - One character engages in an acrobatic display to get the crowd cheering loudly (1 success per round and up to 3 Athletics attempts allowed)
Bluff - Engage some patrons by telling a tall tale (only 1 success per round allowed)
Diplomacy - Placates someone either already angry or that looks like they might cause trouble (only 1 success per round allowed)
Secondary Skills
Insight or Perception - Watch the crowd to determine how certain people can be distracted (+2 bonus on next primary skill)
Other skills may be used as good ideas come up. Each skill can only be successful a maximum of once per round, and any skill used successfully as a secondary skill will generate a +2 bonus on the next skill check.
_______________ Mal Geminous - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light
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#49 Tue Jan 22, 2013 2:36 pm
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Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
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Khav decides to give the juggling balls a rest and instead does some tumbling. A few flips and handstands later, and all eyes are on him, instead of the excavation.
Skill check - Acrobatics (1d20+11=25)
Acrobatics 25.
- Khavak'aashta
- Male Half-Orc Rogue-Thief (Assassin) 5
- Full Character Sheet
- Passive Perception: 19, Passive Insight: 14, Senses: Low-Light Vision
- AC: 19, Fort: 17, Reflex: 20, Will: 16 - Speed: 6
- HP: 45/45, Bloodied: 22, Surge Value: 11, Surges left: 8/8
- Action Points: 1
- Resists: 5 Necrotic, 5 Poison
- Half-Orc Resiliance (Race): Gain 5 temp HP first time bloodied in an encounter.
- Swift Charge (Race): +2 speed when charging.
- First Strike (Class): At the start of an encounter, gain combat advantage against foes who have not yet acted.
- Sneak Attack (Class): Once per turn, deal 2d8 (Backstabber feat) bonus damage with combat advantage when using a crossbow, light blade, short bow, or sling.
- Skill Mastery (Class): Gain additional trained skill, and during a skill challenge, a natural 20 automatically succeeds and counts as an additional success.
- Light Blade Expertise (Feat): +1/tier to hit with light blades, and +1/tier damage with combat advantage with light blades.
- Powers
- -Ambush Trick
- -Tumbling Trick
- -Unbalancing Trick
- -Backstab 1 / 2
- -Cunning Escape
- -Furious Assault
- -Half-Orc Resilience
- -Second Wind
- -Shadow Step
- -Sudden Leap
- -Deathcut Leather Armor (Item Power)
- Items
- -Final Sleep Ki Focus +1 - Properties - +1d12 Crit. Right after you reduce an enemy to 0 hit points with an implement attack or a weapon attack using this ki focus, you can shift 1 square as a free action.
- -Deathcut Leather Armor +1 - Properties - Resist 5 necrotic. Resist 5 poison.
- -Deathcut Leather Armor +1 - Power (Daily • Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 necrotic damage to that enemy.
- -Amulet of Protection +2
_______________ Salazar Miller - Human Sorcerer 24 - Scales of War Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light Khavak'aashta - Half-Orc Thief 5 - Eberron Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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#50 Thu Jan 24, 2013 5:25 pm
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Member
Registered: Sep 2010
Posts: 378
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Geen is impressed with Khav's acrobatic skill, but he frowns ever so slightly knowing he won't be able to anything like that on his own, since he has already attracted the crowd. Instead, Geen walks amongst the town folk, keeping a look out for any trouble or anything else that seems out of the ordinary. perception (1d20+10=16)Will you allow no roll below my passive score of 20? D&D next has a rule that covers this, and I thought it would be cool to do the same. Your call, oh nice GM that you are.
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