The Chase, Round 3
[sblock=Correction of Geography] I need to correct an error. The Dura tower is west of the Central tower, so our outlaw is fleeing east (not west as previously stated) [/sblock]
After two amazing athletic feats by Rohna and Malehan, the kalashatar's quick thinking and even quicker tongue save the day.
The guard captain, alerted to the danger, runs quickly to the western column and activates the controls to close the bridge. Almost as if unaware, the Karnathi knight strides past him. With a grinding of gears, the bridge reverses its direction.
Steadily the knight walks its length, faster than the sky bridge can close. Several pedestrians hold their breath as the knight lifts its armored leg over the edge of oblivion... and the armored boot falls just on the far side of the closing expanse. A moment later, the bridge is fully closed and the heroes chase on after the man in black.
Much farther along now, the group sees the man in black heading for one of the Central tower lifts.
[sblock=Skill Challenge]
Recap: This challenge uses the
Obsidian Skill Challenge system
There will be 3 segments. In each segment, every player posts 1 action and can make a Skill Check. At the end of 3 segments, if you have a total of:
Round One: Successes: 5
Round Two: Successes: 3 (Rohna, Malehan, Venakhad)
Total: 8
12 or more successes: Victory!
10 or 11 successes: Partial Victory.
9 or fewer successes: Failure.
The DC for each Skill Check is
23. Yes, that's pretty high. So you'll want to increase your chances by being creative. Here are some options you have to increase your chances:
Good Roleplaying: If your action is exceptionally clever or well described, I'll give you a +2 to your skill check.
Primary Skill: If you use one of the primary skills for the challenge (see below), you get a +2.
Aid Another: You can skip your roll for the skill challenge to roll an assist instead. The DC for this roll is 14. You get no successes towards the challenge, but the next player to roll gets a +2, as long as their action is related to the skill you rolled (it doesn't have to be the exact same skill).
Critical Success: If you roll a natural 20, it's an automatic success and you get an extra success! (2 successes total.)
Bold Recovery: You may spend an Action Point to reroll a skill check. (Only one point per challenge, just like it's one per encounter for combat.)
Unburdened: You may spend a healing surge to ignore the Armour Check Penalty for one skill
for the rest of the challenge. You can spend more healing surges to do this for more skills.
Go For Broke: In the third and last segment of the challenge, before anybody rolls, the group can decide that they're going for broke. In this case,
all rolls are at -5, but if you succeed you get an extra success. (So if you crit, you get 3 successes!)
Rituals and Powers: Appropriate rituals will give either an automatic success or a bonus to a roll. Same with use of a Daily Power, if you can figure out how it would apply out of combat. Use of Encounter powers generally give a +2 if I feel it's appropriate, but they can only be used once during the challenge.
Primary Skills: This round, primary skills are
Endurance and
Athletics. You've got to hustle to catch him! The bonus applies to these skills, but feel free to use others.
[/sblock]