Re: Dark Sun: Chapter 1
When the group returns to the Caravan as it is obvious that those in the Caravan were too far away from the fight to realize what sort of attacks the group used, only that the group managed to defeat the approaching threat without getting so much as a scratch on their clothing. While a few members of the Caravan were able to watch the fight at a distance, they couldn't make out all the details of each attack, just the obvious results of such attacks. While this means they are aware of things such as Trace's decapitating attack against one of the zombies, and Treads manhandling of the other two, fortunately it also indicates that no one in the caravan is aware of the arcane powers that were utilized since no defiling occurred. And soon whispers throughout the Caravan start up about how the Caravan's guards utterly destroyed
The group passes by the Caravan Master and Corrin, and it is clear both are pleased with how the fight turned out. Corrin can be overheard saying, "I trust that any concerns about the skills of the guards we hired are put at ease."
To which the Caravan Master replies, "That they are. They handed those Salt Zombies and Lesser Silt Elementals quite easily, and used good tactics, if nothing else your guards will have an impressive carreer ahead of them either as caravan guards, or if they seek fame, wealth, and glory, I suspect they would make impressive paid gladiators in an arena somewhere."
Corrin laughs, as what little he knows of the group's mission from the Crystal Cloister indicates that this group isn't out for fame, wealth, and glory, "While that is true, I suspect that our guards are a bit more adventurous than that."
The rest of the evening passes by without further incident. The air turns frigid while the sun has set as it does every night. In the morning, as the air starts to heat up with the sun once again warming the land and sky, Corrin plays his flute as he has every morning, to sooth and motivate the mounts, as well as keeping the morale of the rest of the caravan high. And thus the group continues to head southeast at its impressive pace.
In the wasteland when the wind picks up, blowing yellow sand ends up almost everywhere, while when the wind stills, it is apparent that heat seems to shimmer in the bare, beige landscape. Fortunately, the group is easily able to endure this climate, especially with the protective gear being used to conceal the identity of their species. For the rest these hardships are endured, although the groups contribution to assisting the Caravan endure the weather is appreciated by everyone in the Caravan.
Once again Seluku's ever observant eyes play a useful role in spotting large drifts in the path up ahead allowing the Caravan to circumvent them without being delayed.
[OOC: Skill Challenge, Complexity 1: Requires 4 Successes before 3 Failures. The 2 results of 'auto successes on a 1+' for a skill have already been noted above.
Primary Skills: Athletics, Perception, Endurance, Intimidate, Nature.
Secondary skills: Heal, Insight (special), remember Corrin's streetwise based +1 bonus is still in effect for Endurance, Nature, and Perception checks.
Athletics (moderate DC by level, 12): The character assists in keeping supplies from falling off a wagon due to a strong gust of wind pushing a crate out from under the ropes holding it to the wagon, without the character falling off the wagon in the process. This skill can be used to gain a maximum of 2 successes in this challenge.
Perception (moderate DC by level, 12): The character spies signs of danger, such as spots of treacherous terrain. This skill can be used to gain a maximum of 2 successes in this challenge. - Seluku can't fail this check even on a roll of 1 due to his Perception score of 11 so these are considered 2 auto-successes and are noted above.
Endurance (hard DC by level, 19): The character takes on additional work, easing the burden of exhausted workers. This skill can be used to gain a maximum of 2 successes in this challenge, but no character can contribute more than 1 Endurance check success.
Intimidate (moderate DC by level, 12): The character pushes the caravan's pack animals forward mercilessly, making sure travel is efficient and no one lags behind or pulls ahead. This skill can be used to gain a maximum of 2 success in this challenge.
Nature (moderate DC by level, 12): The character manages to assist the mounts in coping with the harsh weather making it easier for them to continue moving in formation. This skill usage can be used to gain a maximum of 2 successes in this challenge.
Nature (hard DC by level, 19): Even with the harshness of the wasteland, it is still possible to forage extra supplies for the Caravan after it has stopped for the day. This skill usage can be used to gain a maximum of 1 success in this challenge.
Heal (hard DC by level, 19): When a character fails an Endurance check, another adventurer can make a Heal check to neutralize that failure. Heal can be used in this manner once during the challenge.
Insight (DC 12+): The character notices something amiss in the caravan. While this skill does not provide success or failure for the Skill Challenge, it will have an affect... the higher the Insight check result, the more that is to be found. Each character can only attempt this check once. However instead of doing their own check, they can work together via aid another. I won't list here what the affect is as it would spoil an upcoming surprise.
Streetwise As with last time, Corrin's good crew is still present so everyone has a +1 bonus to Endurance, Nature, and Perception checks until the end of the challenge.
With the Auto successes noted, only 2 more successes is needed before 3 failures occur to pass this challenge. Success for this encounter rewards each character with 20 XP. It's a complexity 1 encounter so it isn't worth much. The Insight check is something that is going on during the encounter, but not completely related to it. If you want to know more about it, you have to pass the Insight DC.]
This message was last edited by the player at 00:50, Tue 07 Dec 2010.