There is a loud crash as the main doors swing open and several zombies enter the room. Some of them are dressed in the tattered remains of military uniforms, while others just bear rags. One of the side doors also opens partially, and more zombies push their way inside.
Meanwhile, towards the rear of the temple, a pair of zombies enter through another side door. These two give off an incredibly foul odor, and their skin appears to be dripping with black pitch.
Lastly, one of the loose piles of earth begins to twitch and tremble, and suddenly hundreds of rats pour out across the floor, tiny flickers of fire in empty eye sockets.
[sblock=Actions and Status]The zombies' initiative is
6. Wow. Good job, zombies. You all go first.
So, there are a couple very important things that I changed about the skill challenge. First, I added a legitimate use for Arcana, because, well, it sort of makes sense that you could use Arcana to ward off the undead. Especially since the Undead Ward ritual uses Arcana. Second, I increased all the DCs by 5 to represent the damage the temple has taken as well as the increased vigor of the zombies.
Bellegon: 50/50, Surges: 4/7, AP: 1, 2nd Wind: avail;
Brondin: 44/48, Surges: 6/11, AP: 0, 2nd Wind: used;
Deimos: 40/40, Surges: 7/8, AP: 2, 2nd Wind: avail;
Ghourra: 42/42, Surges: 6/10, AP: 0, 2nd Wind: avail;
Tana: 49/49, Surges: 9/11, AP: 2, 2nd Wind: avail;
Zombie Rotter 1:
Zombie Rotter 2:
Zombie Rotter 3:
Zombie Rotter 4:
Zombie Rotter 5:
Dread Zombie 1:
Dread Zombie 1:
Corpse Rat Swarm 1:
Corpse Rat Swarm 2:
Corruption Corpse 1:
Corruption Corpse 2:
[/sblock]
[sblock=Skill Challenge Status]Current Successes: 0/4
Failures: 0/3
[/sblock]
[sblock=Shoring Up the Defenses]
Level: 5
Complexity: 1 (requires 4 successes before 3 failures).
Primary Skills: Arcana, Athletics, Dungeoneering, Religion, Thievery.
- Arcana (DC 20, standard action, 1 success, no maximum): The character either attempts to raise a minor ward against the undead, or attempts to suppress the beckoning call of the crystal.
- Athletics (DC 20, standard action, 1 success, no maximum): The character realizes finesse is no trade for quick and effective physical labor. The character pounds nails, carries heavy objects, and uses brute strength shove invading zombies back through the doors.
- Dungeoneering (DC 20, standard action, 1 success, no maximum): The character’s knowledge of stone and underground construction lets him or her see how the temple might best be fortified using the meager supplies available.
- Religion (DC 20, standard action, 1 success, no maximum): The character offers a prayer to Onatar, asking him to lend his strength to the characters’ endeavor and slow the tide of undead seeking to further desecrate his temple.
- Thievery (DC 20, standard action, 1 success, no maximum): The character has spent a lifetime getting into places he or she is not wanted. It’s not terribly difficult to turn that concept on its head and use those skills to craft sturdy barricades.
Secondary Skills: Perception.
- Perception (DC 15, minor action, no successes): The character’s keen eyes help more skilled companions find the best materials to aid in fortifying the temple. A successful check grants a +2 bonus to one ally’s next Dungeoneering or Thievery check made as part of this skill challenge, provided that the check is made on that ally's next turn.
The combat and skill challenge will be run concurrently once again. There needs to be at least one primary skill check per round, or the group will be given a failure.
As per usual, if a skill isn't mentioned, but you can come up with a plausible reason to use it, please do. DC 20 for such skills.
Again, note that the DCs have changed.[/sblock]
[sblock=Enemy Info]
Dread Zombie - AC: 21, F: 19, R: 15, W: 16

+12 vs. AC; 1d8+5 damage.
Zombie Rotter - AC: 15, F: 15, R: 11, W: 12

+10 vs. AC; 5 damage.
Corpse Rat Swarm - AC: 20, F: 16, R: 17, W: 15

+11 vs. AC; 1d6+5 damage, and ongoing 5 poison damage (save ends).
- Aura 1: The swarm makes an MBA against any creature that starts its turn in the aura.
Corruption Corpse - AC: 17, F: 16, R: 14, W: 14

+8 vs. AC; 1d6+3 damage.
- Aura 1: Living creatures in the aura take a -5 penalty to attack rolls.
All zombies except the corpse rat swarms have resist 10 necrotic and vulnerable 5 radiant. The swarms do the typical swarm thing of taking half damage from melee and ranged attacks while being vulnerable 10 to close and area attacks.[/sblock]