[Adventure] The Mine-Militia Identity. (DM: horticulture; Judge: covaithe)

Prime puts his shield aside so it doesn't encumber him and starts working on clearing the site so the rest of the group have an easier time. unfortunately he seems to be shoveling away a lot of useful parts along with debris and rock.
 
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"I think I remember seeing something like this farther up the passage... Or maybe that was just a large spider... I think it was a spider. Nevermind."

OOC: rolling Dungeoneering: failure
 

The group makes some headway into reactivating the strange communication device, but a few slip-ups by Prime and Felix gives the group pause.

GM: As with any skill challenge, as long as you can come up with a plausible reason, you can use just about any skill as a primary skill, so don't feel that you're constrained to just those listed skills.

The DC for using a skill not listed will be 12, FYI.

Next round, go.
[sblock=Current Skill Challenge Status]
  • Successes - 3
  • Failures - 2
[/sblock][sblock=Please Read]
GM: Standard skill challenge to get the communication network working again.

A few notes: next to each skill, you'll see a check DC, the number of successes a check provides, and the maximum number of successes each check can provide during the entirety of the skill challenge.

For example: Arcana has a skill check DC of 10, each check is worth one success, and there can be a total of four successes with the skill in the skill challenge.

Each character can make one skill check per round (whether a primary or secondary check); after everyone has gone, I'll update the totals.

The secondary skills can only be used once per character during the skill challenge. They provide no successes towards the completion of the skill challenge but offer a bonus to the next primary skill check. Each secondary skill will only give a total of two successes during the skill challenge.

Any questions, feel free to ask.
[/sblock][sblock=Contacting Coppernight]
Level: 2
Complexity: 3 (8 successes before 3 failures)

Primary Skills: Arcana, Athletics, Dungeoneering, History, Nature, Thievery
  • Arcana (DC 10, 1 success, 4 maximum successes): At least two successes in the skill challenge must be from Arcana checks in order to understand the arcane powers that the system uses.
  • Athletics (DC 12, 1 success, 2 maximum successes): You improve the system’s performance by physically removing debris which blocks parts of it.
  • Dungeoneering (DC 9, 1 success, 3 maximum successes): At least two successes in the skill challenge must come from Dungeoneering checks. Understanding how sound travels underground and how passages are made help get the communication system functioning properly.
  • Thievery (DC 12, 1 success, 3 maximum successes): Some parts of the system work similarly to traps and alarm systems you have seen.
Secondary Skills: History, Insight, Perception
  • History (DC 13, trained only; 0 successes, 2 maximum successes): You assist (+2 to the roll) the next character who makes a primary skill check by pointing out how Coppernight’s design borrows concepts from a similar design employed in other dwarven constructions.
  • Insight (DC 14, 0 successes, 2 maximum successes): All inventions are created by equal parts ingenuity and inspiration. You have a flash of insight into how this system is meant to work which aids the next primary skill check (+2).
  • Perception (DC 15, 0 successes, 2 maximum successes): Your keen eye spots a detail that others overlooked, granting a +2 bonus on the next primary skill check.
[/sblock]
 



I think I'm getting a signal.. or was it sigil? Anywho, put your claw into that, he says to the dragon, tieing a bow around the wires.

The di-flaxalites were fluctuating in the wrong arcanemagnetic spectrowhatchmacallit, or something. Anyway, its about fixed. he says proudly, smacking it with his sword again, causing it to light up and start to flash.

 


Felix peeks over Drew's shoulder and attempts to patiently offer some advice. "Ah, now I see it... Try connecting that there... here, let me try..." Patience is tossed to the wind as he steps in and lends his fingers to the project.
 

Now that the room is relatively clear of everything useful and not, Prime is the one in charge of lifting heavy things to the right place, a task he's quite good at.

OOC: Edit: Now that I think on it, we've covered the required Arcana checks quota, but I don't think we have even 1 of the Dunegoneering successes needed
 
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