I Talk to the Wind Coordination
Posted: Mon Sep 04, 2023 5:40 am
Talk to the Wind [D7, LM] [Combat]
Skill Challenge: Elemental Impasse
Background: In the narrow pathways of Sigil's Lower Wards, an impasse has arisen between a Djinni and a Dao. Their elemental pride threatens to erupt into combat, but the PCs aim to use their skills and wits to convince one of the genies to yield the path without violence.
Objective: Convince either the Djinni or the Dao to yield the pathway without resorting to combat.
Setup: The skill challenge consists of four rounds, with each round representing a new attempt to persuade one of the genies. The challenge begins with both genies highly resistant to compromise, and each round offers different approaches to convincing them. Spells are allowed, but any hostile spells or actions will provoke combat immediately by both parties against you, so it may not be wise to give them a common foe.
Each PC must select one target to try to convince each round.
Round 1: Diplomacy or Persuasion (DC 14)
Description: The PCs can try to diplomatically reason with one of the genies, emphasizing the importance of harmony in Sigil and the potential consequences of their feud.
Success: The genie shows signs of reconsideration.
Failure: The genie remains obstinate.
Round 2: Insight or Investigation (DC 16)
Description: The PCs may attempt to uncover personal information about either genie that could be used to leverage their willingness to yield. This could be a personal history, a preference, or a vulnerability.
Success: The genie becomes more open to negotiation.
Failure: No useful information is revealed.
Round 3: Arcana or Nature (DC 17)
Description: The PCs may tap into their knowledge of elemental beings to present a compelling argument about the importance of elemental balance in Sigil.
Success: The genie begins to see the bigger picture.
Failure: The argument fails to sway the genie.
Round 4: Performance or Intimidation (DC 19)
Description: If all else fails, the PCs can attempt to use an impressive performance or a display of strength to influence the genie's decision.
Success: The genie relents, unwilling to escalate the situation further.
Failure: The genie becomes enraged.
Outcome: Both Jinn must be placated with a equal amount of successes in order to avoid combat. Players may choose not to roll and instead aid in the task and instead offer the aid skill. If one has more successes than the other one, the one with the lower successes will attack the party for being insulted, while the other one aid in combat, for feeling like they were validated in their righteous cause. In the unlikely event that no successes are made, both will attack the party for being interrupted during their important discussion.
Skill Challenge: Elemental Impasse
Background: In the narrow pathways of Sigil's Lower Wards, an impasse has arisen between a Djinni and a Dao. Their elemental pride threatens to erupt into combat, but the PCs aim to use their skills and wits to convince one of the genies to yield the path without violence.
Objective: Convince either the Djinni or the Dao to yield the pathway without resorting to combat.
Setup: The skill challenge consists of four rounds, with each round representing a new attempt to persuade one of the genies. The challenge begins with both genies highly resistant to compromise, and each round offers different approaches to convincing them. Spells are allowed, but any hostile spells or actions will provoke combat immediately by both parties against you, so it may not be wise to give them a common foe.
Each PC must select one target to try to convince each round.
Round 1: Diplomacy or Persuasion (DC 14)
Description: The PCs can try to diplomatically reason with one of the genies, emphasizing the importance of harmony in Sigil and the potential consequences of their feud.
Success: The genie shows signs of reconsideration.
Failure: The genie remains obstinate.
Round 2: Insight or Investigation (DC 16)
Description: The PCs may attempt to uncover personal information about either genie that could be used to leverage their willingness to yield. This could be a personal history, a preference, or a vulnerability.
Success: The genie becomes more open to negotiation.
Failure: No useful information is revealed.
Round 3: Arcana or Nature (DC 17)
Description: The PCs may tap into their knowledge of elemental beings to present a compelling argument about the importance of elemental balance in Sigil.
Success: The genie begins to see the bigger picture.
Failure: The argument fails to sway the genie.
Round 4: Performance or Intimidation (DC 19)
Description: If all else fails, the PCs can attempt to use an impressive performance or a display of strength to influence the genie's decision.
Success: The genie relents, unwilling to escalate the situation further.
Failure: The genie becomes enraged.
Outcome: Both Jinn must be placated with a equal amount of successes in order to avoid combat. Players may choose not to roll and instead aid in the task and instead offer the aid skill. If one has more successes than the other one, the one with the lower successes will attack the party for being insulted, while the other one aid in combat, for feeling like they were validated in their righteous cause. In the unlikely event that no successes are made, both will attack the party for being interrupted during their important discussion.