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The Fall of Civilization
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<blockquote data-quote="the Jester" data-source="post: 4863443" data-attributes="member: 1210"><p>I almost forgot- here's the skill challenge for the Maze of Lost Hope.</p><p></p><p><strong><span style="font-size: 12px">Navigating the Maze of Lost Hope</span></strong></p><p><strong>Level 12 Skill Challenge</strong></p><p>This skill challenge will go through three phases: in the first, the pcs must manage to get a grip on themselves and their surroundings, and realize that they are progressively under the influence of an evil force. This lasts until the pcs get two successes. In the second phase, the demonic force acting upon them intensifies, and they must resist its influence as it seeks to provoke them into frenzies of rage. Once they have six successes, the pcs can move to the final stage, where they must find their way to the far side of the maze as the malicious forces grow to their strongest might and deal with the terrifying monster in the Chamber of False Hope.</p><p> </p><p><strong>Level:</strong> 12</p><p><strong>XP:</strong> 3000</p><p><strong>Complexity:</strong> Special (10 successes to complete). Whenever a pc fails a skill check, see the notes in the Complications section, below. Once phase two of the skill challenge has begun, things get uglier; see Complications for details.</p><p><strong>Primary Skills (phase one): </strong>Arcana, Dungeoneering, Insight, Religion.</p><p><strong>Primary Skills (phase two):</strong> Arcana, Diplomacy, Insight, Perception, Religion.</p><p><strong>Primary Skills (phase three):</strong> Arcana, Dungeoneering, Insight, Perception.</p><p> </p><p><em>Arcana (DC 21): </em>In phase one, this allows a pc to sense some sort of malignant presence. In the second phase of the skill challenge, an Arcana check allows a pc to use his magical knowledge to help ward his mind against the evil influence pressing against him. In phase three, an Arcana check allows the pc to pierce the confusing spell that is twisting their minds.</p><p> </p><p><em>Diplomacy (DC 17):</em> In phase two only, a pc can use Diplomacy to try to talk an angry companion down. </p><p></p><p><em>Dungeoneering (DC 21):</em> This skill will help the pcs realize that they are being confused and disoriented, and help them get past it. </p><p></p><p><em>Insight (DC 17 in phase one, 21 otherwise):</em> Insight helps the pcs pierce illusions and find their way despite the befuddlement affecting them. It also helps in phase two by helping them become aware of the strange force affecting the party. </p><p></p><p><em>Perception (DC 25):</em> In phases two and three, Perception helps the character to find his way and avoid being further confused. </p><p></p><p><em>Religion (DC 21 in phase one, 17 in phase two):</em> In phase one, Religion helps the character realize that there is some kind of fell influence. In phase two, a character can use his faith to resist the influence of the powers working against the party. </p><p> </p><p><strong>Complications: </strong>Once phase two of the skill challenge begins, there are malignant forces working to enrage the pcs. They all begin to grow angry and irritable. If anyone fails a skill check on the challenge, that character makes a basic attack at the nearest ally. If two characters in a row succeed on their skill checks, a random pc grows angry enough that he or she must either make a basic attack at the closest ally or lose a healing surge. Once the third phase of the skill challenge starts, each character must either make a basic attack at his or her nearest ally or lose a healing surge each round on his or her turn (usually from charging, head down, into a wall out of frustration and anger).</p><p></p><p><strong>Success: </strong>Once the pcs have achieved two successes, they move to phase two of the skill challenge. Once they have achieved six total successes, they move on to phase three. When they achieve ten successes altogether, they find their way at last to the morkoth. The pcs cannot “fail” the skill challenge, per se; however, failing to succeed can lead them to their deaths.</p></blockquote><p></p>
[QUOTE="the Jester, post: 4863443, member: 1210"] I almost forgot- here's the skill challenge for the Maze of Lost Hope. [B][SIZE="3"]Navigating the Maze of Lost Hope[/SIZE][/B] [B]Level 12 Skill Challenge[/B] This skill challenge will go through three phases: in the first, the pcs must manage to get a grip on themselves and their surroundings, and realize that they are progressively under the influence of an evil force. This lasts until the pcs get two successes. In the second phase, the demonic force acting upon them intensifies, and they must resist its influence as it seeks to provoke them into frenzies of rage. Once they have six successes, the pcs can move to the final stage, where they must find their way to the far side of the maze as the malicious forces grow to their strongest might and deal with the terrifying monster in the Chamber of False Hope. [B]Level:[/B] 12 [B]XP:[/B] 3000 [B]Complexity:[/B] Special (10 successes to complete). Whenever a pc fails a skill check, see the notes in the Complications section, below. Once phase two of the skill challenge has begun, things get uglier; see Complications for details. [B]Primary Skills (phase one): [/B]Arcana, Dungeoneering, Insight, Religion. [B]Primary Skills (phase two):[/B] Arcana, Diplomacy, Insight, Perception, Religion. [B]Primary Skills (phase three):[/B] Arcana, Dungeoneering, Insight, Perception. [I]Arcana (DC 21): [/I]In phase one, this allows a pc to sense some sort of malignant presence. In the second phase of the skill challenge, an Arcana check allows a pc to use his magical knowledge to help ward his mind against the evil influence pressing against him. In phase three, an Arcana check allows the pc to pierce the confusing spell that is twisting their minds. [I]Diplomacy (DC 17):[/I] In phase two only, a pc can use Diplomacy to try to talk an angry companion down. [I]Dungeoneering (DC 21):[/I] This skill will help the pcs realize that they are being confused and disoriented, and help them get past it. [I]Insight (DC 17 in phase one, 21 otherwise):[/I] Insight helps the pcs pierce illusions and find their way despite the befuddlement affecting them. It also helps in phase two by helping them become aware of the strange force affecting the party. [I]Perception (DC 25):[/I] In phases two and three, Perception helps the character to find his way and avoid being further confused. [I]Religion (DC 21 in phase one, 17 in phase two):[/I] In phase one, Religion helps the character realize that there is some kind of fell influence. In phase two, a character can use his faith to resist the influence of the powers working against the party. [B]Complications: [/B]Once phase two of the skill challenge begins, there are malignant forces working to enrage the pcs. They all begin to grow angry and irritable. If anyone fails a skill check on the challenge, that character makes a basic attack at the nearest ally. If two characters in a row succeed on their skill checks, a random pc grows angry enough that he or she must either make a basic attack at the closest ally or lose a healing surge. Once the third phase of the skill challenge starts, each character must either make a basic attack at his or her nearest ally or lose a healing surge each round on his or her turn (usually from charging, head down, into a wall out of frustration and anger). [B]Success: [/B]Once the pcs have achieved two successes, they move to phase two of the skill challenge. Once they have achieved six total successes, they move on to phase three. When they achieve ten successes altogether, they find their way at last to the morkoth. The pcs cannot “fail” the skill challenge, per se; however, failing to succeed can lead them to their deaths. [/QUOTE]
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