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

Quick check comes at Dungeoneering (Sharpe 1, Drew 3, Felix 1, Mina 1, Prime 3) so I'm thinking those with +1 do aid another, and either Drew or Prime does also while the other rolls main roll with whatever is collected...if we fail, it's the last fail so no sense in trying to have two +3 rolls. I'll wait for the next round while everyone else posts aid another rolls and then roll...or even I'll roll base roll and we all just add/subtract whatever we get (and if I roll high nothing will affect it :) )
 

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GM: You guys are sitting at 7 successes and 2 failures. As Someone pointed out, the group still needs 2 successful Dungeoneering checks to successfully accomplish the skill challenge.
 

Mina began to murmur under her breath, obviously trying to remember some of the details of dwarven culture that she had learned in her training. While she hadn't really paid too much attention to such things, perhaps her words might spark someone else's memory- more likely, though, her silvery voice might be a distraction...

[sblock= OOC]
>Aid another check for Dungeoneering, 1d20+2= 10 (fail, even to assist); roll Roll Lookup
[/sblock]
 

OOC: I think that's everyone for this turn. I'm voting that four of us Aid Another for Prime and we stretch this out for two more rounds.
 

Things are coming along nicely. The group is very near finally getting contact with the leader of the doomed expedition.

GM: The only checks that will bring this skill challenge to a conclusion are Dungeoneering checks; the group needs two of them.
[sblock=Current Skill Challenge Status]
  • Successes - 7
  • 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]
 
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As Mina continued her softly-sung recitation of historical tidbits, one reference jogged her memory. She paused for a moment, thinking, before she recalled another tale- a farce of miscommunication that took place in a dwarven mine, a comedic tale her teachers told to emphasize dwarven stubbornness. But part of the tale included a malfunctioning speaking-tube which sparked all kinds of misunderstandings- and after a few moments she remembered how the eladrin ambassador had solved the dwarves' problems in the tale...

[sblock= OOC]
>Secondary skill check, History 1d20+13= 20 (autosuccess, adds +2 to next primary check), roll Roll Lookup
[/sblock]
 



I see in your eyes the same fear that would take the heart of me! Sharpe says, looking quizzically at the apparatus. A day may come when the courage of men fails, when we forsake our friends and break all bonds of fellowship, and hire other people to do the electrical wiring, but it is not this day! It may be tomorrow, or a week from now, but this is not this day! In an hour there shall be woes and shattered shields, and lots of things will come crashing down! But it is not this second! This second we fight... this! he points to the magical communication system.

By all that you hold dear on this good earth, I bid you... get that blasted thing running so we can get to the slaying! he shouts, waving his sword around.

OOC: Using Diplomacy 22 with words of friendship used.
 

"I'm not good with the stone as dwarves, but I can still follow the paths somewhat. Prime, try aligning the end points on *this* line."

Drew points a vein of some mineral seen as a seem in the stone.
"It might help carry the vibration better."

After short pause..."Or may dampen it completely. Gods, I'm tired."
 

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