Bringing The Girl Back Alive
A check must be made every hour to ensure that the girl does not die.
Complexity 3 (8 Sucesses before 3 Failures)
XP: Equal to the level of the party (3 standard monsters equal to party level) (375 @lvl 2)
Primary Skills: Heal, Nature, Dungeoneering,
Heal: (easy DC, hard if not trained.) will allow the character to spend a healing surge and stabilize the girl.
Nature: (easy DC, hard if not trained.) will allow the character to spend a healing surge and apply the leech like insect or cactus to the wounds and stabilize the girl.
Dungeoneering: (moderate DC, hard if not trained.) will allow the character to spend a healing surge and be able to find a mushroom that grows in the dung of Z’tal Horde. The mushroom converts its normally noxious poison and can be prepared into a healing salve with the use of water and a mortar and pestle.
Secondary Skills: Perception, Athletics, History, Endurance
Perception: A hard DC check will let the character notice a rare cactus that is said to have healing properties similar to a healing potion but not as potent. The check will count towards a success a maximum of 1 time and require 2 healing surges instead of 1.
Athletics: A moderate DC check will allow the character to overturn heavy rocks. This will give the characters a +5 on the next Nature Roll to identify leech like insects that have been known to be used to suck poison out of wounds when used properly.
History: A moderate DC check will allow the character remember the following information – leech like insects are in these parts of the world that have been known to be used to suck poison out of wounds when used properly. Rare catus can also be spotted in the desert if one is perceptive enough. This will give a +5 bonus to any primary skill used next round. Only useable once.
Endurance: An easy DC check will allow a character to closely monitor the girl which will alert other characters to immediate roll a heal check. All Characters must roll a heal check immediately. 3 people failing the heal check will result in a failure. Successful healing checks will result in a Success for the challenge. Can be used once per round
Aid Another: Any character may aid another to give the character a +2 to his next roll.