Re: Dark Sun: Chapter 1
While there are no weaklings in the Caravan that have started to show signs of Sun Sickness, the hours of traveling on the Wagons under the heat of the sun for two days is starting to take its toll as the only shelter in the wagons is occupied to protect the precious cargo the Caravan carries.
On the second day, it looks like a quarrel is about to break out between a few of the merchants over a lack of personal space as the Caravan wagons don't have much free space with everyone riding on them in addition to the cargo they are carrying. However before the quarrel can get out of hand, Shardon is able to peacefully reach a diplomatic solution to the issue that satisfies all of the merchants.
Seluku's keen eyes also manage to spot routes that circumvent several patches of treacherous rubble and several sand dunes that a single wind gust could trigger a landslide which could ensnare an unfortunate caravan that wandered to close to the dunes. With the warnings, Corrin guides the Caravan around those areas without entering such dangerous areas that could slow the Caravan's progress.
Corrin smiles knowing that the Caravan Master hired the skilled workers that the Halfling had recommended and their skill is showing itself with how smoothly the wagons remain in formation even when abrupt changes in direction are made.
[OOC: Skill Challenge, Complexity 1: Requires 4 Successes before 3 Failures. The 3 results of 'auto successes on a 1+' for a skill have already been noted above.
Primary Skills: Diplomacy, Perception, Endurance, Intimidate, Nature.
Secondary skills: Heal, Streetwise (Corin Only)
Diplomacy (easy DC by level, 8): The character heads off a quarrel between the caravan’s personnel, making sure all workers and merchents are relatively content. This skill can be used to gain a maximum of 1 success in this challenge. - Shardon can't fail this check with his Diplomacy score of 8 so this is considered an auto-success and noted above.
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 1 success in this challenge.
Nature (moderate DC by level, 12): The character uses his knowledge of the land to forage for additional supplies while the Caravan is preparing camp for the evening. This skill can be used to gain a maximum of 2 successes 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.
Streetwise (moderate DC by level): This skill can be used only before the party begins traveling in the wilderness. With a successful Streetwise check, the character gathers a good crew, granting a +1 bonus to Endurance, Nature, and Perception checks until the end of the challenge. - Corrin rolled a 7 for this check which resulted in a 16 total which exceeds the DC for this. Thus everyone gains the +1 bonus to Endurance, Nature, and Perception checks for this skill challenge. (Not that Seluku needed the bonus for the Perception check DC.)
With the Auto successes noted, only 1 more success 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. Everyone is free to roll, if using Hamete virtual dice server for your rolls, please use 'log 1130 - Place Dark Sun Campaign Rolls in this log.' for your Dark Sun characters, and only for your Dark Sun characters. This will make it much easier to keep track of rolls. If you are using a different dice roller, please provide a link to that dice roll, the link can be contained within a private line to Dark Sun Narrator.]
This message was last edited by the player at 00:01, Tue 07 Dec 2010.