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[Adventure] Dusk and Her Embrace (Judge: THB)
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<blockquote data-quote="horticulture" data-source="post: 5580725" data-attributes="member: 6671055"><p>The hole in the middle of the temple floor gives birth to another group of slavering zombies, each clawing their way inside. They moan unceasingly in their search for living flesh.</p><p>[sblock=Initiative]<a href="http://invisiblecastle.com/roller/view/3054543/" target="_blank">Bellegon, Brondin, Deimos, Ghourra, Tana, Monsters (1d20+6=9, 1d20+2=20, 1d20+3=15, 1d20+2=9, 1d20+3=5, 1d20+1=19)</a></p><ul> <li data-xf-list-type="ul">Brondin - 20</li> <li data-xf-list-type="ul">Monsters - 19</li> <li data-xf-list-type="ul">Deimos - 15</li> <li data-xf-list-type="ul">Bellegon - 9</li> <li data-xf-list-type="ul">Ghourra - 9</li> <li data-xf-list-type="ul">Tana - 5</li> </ul><p></p><p>Only Brondin goes before the monsters.[/sblock][sblock=Please Read][gm]Here's how this will work: The skill challenge will still continue through the combat. If there isn't at least one primary skill check, or there is a failed primary skill check at any time, during the round, more zombies will enter the fight. So, the group will have to decide how much emphasis they want to put on fortifying the temple defenses and how much they want on quelling the zombie surge.</p><p></p><p>Each primary skill (Athletics, Dungeoneering, Religion, Thievery) requires a standard action; Perception requires a minor action.</p><p></p><p>See Skill Challenge Status sblock for current totals.[/gm][/sblock][sblock=ADDENDUM]As with all skill challenges, if you have a skill not listed within the primary skill list, but can come up with a way that will allow it to be useful (as a couple of people have asked about Arcana) feel free to use it. The DC for the check will be the same as the other primary skill checks.</p><p></p><p>I apologize for not mentioning this earlier.[/sblock][sblock=Skill Challenge Status] <ul> <li data-xf-list-type="ul">Current Successes: 5</li> <li data-xf-list-type="ul">Failures: 2</li> </ul><p>[/sblock][sblock=Map]<img src="http://i309.photobucket.com/albums/kk400/jgormley2/Dusk%20and%20Her%20Embrace/encounter2rnd3.png" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock][sblock=Status]Bellegon (C18) - HP: <span style="color: green">50</span>/50, Surges: 5/7, AP: 1, Second Wind: avail</p><p>Brondin (N10) - HP: <span style="color: green">45</span>/48, Surges: 9/11, AP: 0, Second Wind: avail</p><p>Deimos (I5) - HP: <span style="color: green">40</span>/40, Surges: 7/8, AP: 1, Second Wind: avail</p><p>Ghourra (K16) - HP: <span style="color: green">42</span>/42, Surges: 7/10, AP: 1, Second Wind: avail</p><p>Tana (L14) - HP: <span style="color: green">40</span>/49, Surges: 11/11, AP: 1, Second Wind: avail</p><p></p><p>Zombie Soldier (H17) - HP: <span style="color: green">54</span>/54</p><p>Zombie Rotters (G15, G16, J16) - HP: <span style="color: green">1</span>/1</p><p>[/sblock][sblock=Enemies]<strong>Zombie Soldier</strong> - AC: 20, F: 17, R: 17, W: 15</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> +9 vs. AC; 2d6+5 damage.</p><p><strong>Zombie Rotter</strong> - AC: 15, F: 15, R: 11, W: 12</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> +10 vs. AC; 5 damage.[/sblock]</p></blockquote><p></p>
[QUOTE="horticulture, post: 5580725, member: 6671055"] The hole in the middle of the temple floor gives birth to another group of slavering zombies, each clawing their way inside. They moan unceasingly in their search for living flesh. [sblock=Initiative][url=http://invisiblecastle.com/roller/view/3054543/]Bellegon, Brondin, Deimos, Ghourra, Tana, Monsters (1d20+6=9, 1d20+2=20, 1d20+3=15, 1d20+2=9, 1d20+3=5, 1d20+1=19)[/url] [list] [*]Brondin - 20 [*]Monsters - 19 [*]Deimos - 15 [*]Bellegon - 9 [*]Ghourra - 9 [*]Tana - 5 [/list] Only Brondin goes before the monsters.[/sblock][sblock=Please Read][gm]Here's how this will work: The skill challenge will still continue through the combat. If there isn't at least one primary skill check, or there is a failed primary skill check at any time, during the round, more zombies will enter the fight. So, the group will have to decide how much emphasis they want to put on fortifying the temple defenses and how much they want on quelling the zombie surge. Each primary skill (Athletics, Dungeoneering, Religion, Thievery) requires a standard action; Perception requires a minor action. See Skill Challenge Status sblock for current totals.[/gm][/sblock][sblock=ADDENDUM]As with all skill challenges, if you have a skill not listed within the primary skill list, but can come up with a way that will allow it to be useful (as a couple of people have asked about Arcana) feel free to use it. The DC for the check will be the same as the other primary skill checks. I apologize for not mentioning this earlier.[/sblock][sblock=Skill Challenge Status][list][*]Current Successes: 5 [*]Failures: 2[/list][/sblock][sblock=Map][IMG]http://i309.photobucket.com/albums/kk400/jgormley2/Dusk%20and%20Her%20Embrace/encounter2rnd3.png[/IMG][/sblock][sblock=Status]Bellegon (C18) - HP: [COLOR="green"]50[/COLOR]/50, Surges: 5/7, AP: 1, Second Wind: avail Brondin (N10) - HP: [COLOR="green"]45[/COLOR]/48, Surges: 9/11, AP: 0, Second Wind: avail Deimos (I5) - HP: [COLOR="green"]40[/COLOR]/40, Surges: 7/8, AP: 1, Second Wind: avail Ghourra (K16) - HP: [COLOR="green"]42[/COLOR]/42, Surges: 7/10, AP: 1, Second Wind: avail Tana (L14) - HP: [COLOR="green"]40[/COLOR]/49, Surges: 11/11, AP: 1, Second Wind: avail Zombie Soldier (H17) - HP: [color="green"]54[/color]/54 Zombie Rotters (G15, G16, J16) - HP: [color="green"]1[/color]/1 [/sblock][sblock=Enemies][B]Zombie Soldier[/B] - AC: 20, F: 17, R: 17, W: 15 :melee: +9 vs. AC; 2d6+5 damage. [B]Zombie Rotter[/B] - AC: 15, F: 15, R: 11, W: 12 :melee: +10 vs. AC; 5 damage.[/sblock] [/QUOTE]
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