GM: | Stage 1 Results: Navigate shipwrecks & sea grass - 11 successes; 2 failures – PASS
Stage 2 Results: Defend the Loose Lady & Beach Landing - 7 success; 0 failures
*NOTE: this is the last round. | |
Ixenvalignat watches the figures appear on the sea floor, and his heart races. The oracle from his homeland warned him of the dead that walk beneath the sea, and he is ready, "Alright! We need at least two men to keep these nortai kitril at bay while the rest of us row!" (
Success)
Cyrus growls out as the zombies invade the boat. He leaps to his feet and draws his blades with lightning reflexes. “Take the reins.” He calls out to Ixen as he passes him on the tiny boat. He dashes towards the nearest of the zombies. His blades dancing together, slashing in unison. His Rapier slashing high and taking the frontal assault well he slips his dagger into the zombies ribcage from the side. Cyrus tears through the crowd of zombies. One badly injured, the other dropping dead after a single blow to the head. His dagger slipping into the zombie's temple. (
Critical Success)
Jesse, the oaf he is, couldn't keep his balance. As he struggles, he makes the boat rock hard. His stomach lurched forward as he gripped onto the sides of the boat. As he stabilized himself he started praying... "Oh, Keeper of the Sea, help us vanquish this poison from your waters. Let them not pollute your sacred kingdom any longer! May the Blessed Blue guide us! May the Blessed Blue watch over his child, for this dragonborn was of his creation!" (
Success)
"Errr... That was a pretty speech Jessie, but I find dead things always appreciate steel more than words." Finnean vaults towards the side of the ship where the zombies are climbing aboard, he stabs one in neck, his rapier running the zombie clean through. He then makes a defensive flourish towards the second, missing, but keeping his guard up. (
Success)
Damien keeps calm under the pressure of the undead monsters trying to climb on the ship. He focuses all his might on making sure the ship reaches land. (
Success)
GM: | [MENTION=15241]Arden[/MENTION]s: Auto-success - Arcana +9+2 (primary skill for challenge) (Success) | |
Cyrus quickly drops one zombie with a wicked strike, then vaults across the ship to defend the other side, connecting with a zombie on that side as well, which swings ineffectually at Cyrus.
(1d20+6=8, 1d8+2=9) MISS).
Finnean skewers one dead one as it tries to club him with its grasping hand in response
(1d20+6=14, 1d8+2=10 MISS). Finnean then tries to cut down another zombie as it climbs aboard, drawing an attack from the zombie in return
(1d20+6=18, 1d8+2=3 MISS).
The
Loose Lady continues to draw closer to the island. The ghostly light is now almost above you, casting its pale green light, dimly illuminating the nighttime sky. Around you, the wind begins to increase, buffeting the trimmed sails, and the waves become stronger, slamming into the ship. It’s almost as if the island doesn’t want you to make it to dry land.
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Three of the four dead ones have made it onto the
Loose Lady.
GM: | Now entering Stage 2: Defend the Loose Lady from Drowned Ones & Beach Landing.
Round 2: All DCs increased by 2 (both skill challenges and mandatory checks)
The PCs continue to defend the ship. One zombie for Cyrus (make only one attack) and two zombies for Finnean (make two attacks).
During Stage 2, all non-defending PCs gain a minor action that can be used if a defending PC is damaged. This stage will be 2 rounds.
Minor Action: Give up 1 healing surge to the warding PC to have them regain lost hit points immediately (The defending PC’s surge value). NOTE: This can only be used if the warding PC is bloodied. | |
[sblock=Participants]Drowned One: 20/20 hp; AC 13; Fort 15; Ref 13; Will 11; +6 vs. AC; 1d8+2 and target gains a -2 penalty to its next attack (simulates grabbed); Zombie Weakness: Any critical hit to the drowned one reduces it to 0hp.
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Drown One 1: (Cyrus)
Drown One 2: 1/20 (Cyrus)
Drown One 3: 5/20 (Finnean)
Drown One 4: 20/20 (Finnean)
Finnean: 24/24; HS 3+2/7;
AP 1; Ardent Surge [1]; Status +6 to AC/Ref EoNT
Ixenvalignat: 22/22; HS 1+2/8;
AP 1; Inspiring Word [1] [2]; Status
Cyrus: 26/26; HS 5+2/9;
AP 1; Status
Damien: 28/28; HS 5+2/9; AP 1; Status Aspect of the Pouncing Lynx
Ardens: 26/26; HS 7+2/9;
AP 1; Status
Jesse: 23/23; HS 4+2/7; AP 1; Potion of Healing; Status[/sblock]
[sblock=Mandatory Acrobatics or Athletics Check (everyone)]Stage 2: Once per round, each player must make either an Acrobatics check or an Athletics check DC 10 (increased in round 2), due to the motion of the waves and the grasping Drowned Ones (zombies).
[sblock=Failure]You gain a -1 penalty to your next skill roll, in addition to any other modifiers you currently have for that roll[/sblock][/sblock]
[sblock=Rules] *
Primary Skills:
Stage 1: Perception: Any player who attempts this skill check gains a +2 to their roll (unless making the same skill check, see below: Repeating Skills).
PASSED STAGE 1
Stage 2: Arcana or Religion: Any player who attempts either of these skill checks gains a +2 bonus to their roll (unless making the same skill check as the previous round, see below: Repeating Skills)
*
DC: All DCs are
NOW 14 (increased during round 2).
*
Skills: Use can use any skill that you can reasonably explain (excluding Acrobatics or Athletics). Any explanation I feel doesn’t correspond with the given skill, I will impose a -2 penalty to it.
*
Rolls: Stage1: Everyone must roll one Endurance check and one other skill check per round. No need for initiative rolls, just keep track of who has gone and who needs to go. The same rules apply for skill challenges as apply for encounters (48-hour rule, etc).
*
Repeating Skills: Any character repeating the same skill check in two successive rounds will impose a -2 cumulative penalty to the triggering roll (i.e. -2 for second check, -4 for third check, etc.)
*
Bold Recovery: Action points may be spent to re-roll a failed skill check roll that you missed during your turn. (NOTE: this is a personal re-roll, not to allow another to re-roll).
*
Critical Success: A natural 20 counts as 2 successes.
*
Desperate Gambit: In the last round of the challenge, a player can take a -5 to their roll, but a success gives 2 points instead of one.
*
Aid Another: You can roll to aid another PC. A roll of 10+1/2 the rolling PC’s level or higher grants a +2 to that player’s skill check, while a failure grants a -1 penalty to that player’s skill check. A successful aid another roll does not count towards the total number of successes.
[FONT="]If any questions arise, please feel free to ask[/FONT][/sblock]