Beyond the Rerisen Tower(DM Iron Sky, Judge: renau1g)


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Toeto peers into the mist and increases her pace once more. Fredrock is counting on everyone, she thinks, so we must be swift.

OOC: Action point!
 
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Fredrock slips past one of the dead as it tries to get around him, plugging up the gap again. The dead hurl themselves at him but he stands like a wall and they can't move him.

Unfortunately, beasts are scaling the walls around him, moving in to surround him and the shimmer of a Stalker appears next to the Lord that is pushing the assault forward.

Meanwhile, Eithal and Kaz are struggling, in spite of Toeto's leading them safely along the trail that has again gotten treacherous. Scarm's song keeps Yishim calm and becomes a steady rhythm that the group labors on to, breath heavy in everyone's chest.

[sblock=The Path(Skill challenge)]Round 2 results:
Scarm: Bluff 20 - 2 points
Kaz: Perception 15 - 1 points(-1 to next round's check)
Toeto: Nature 34 - 3 points(+1 to next round's check, AP: Perception 23, 2 points
Eithal: Athletics 17 - 1 point(-1 to next round's check)
Total: 9 total points, 2 group points, Advantage(additional +1 to all future skill checks)

Repeating the same check multiple rounds in a row imposes a cumulative -2 penalty.

Objective: Make your way through the rocky ravine full of boulders, narrow gaps, loose rocks, tangled undergrowth, and dense fog, all while wrestling Rerisen Yishim along, enduring the pain of your many wounds and the fatigue of a long day of hard travel and heavy combat.

Rounds: Until 5 group points are earned.

Current Status: 4 group points, +2 to all skill checks

DCs:
14-: 0 points
15-19: 1 point
20-24: 2 points
25+: 3 points
Natural 1: -1 point
Natural 20: +1 point

Group Totals(4 PCs):
0-3 total points: 0 group points and Disaster
4-7 total points: 1 group point and Complication
8-11 total points: 2 group points and Advantage
12+ total points: 3 group points and Miracle

Note: The final round determines the overall result of the skill challenge.

[sblock=Roll Options]Action Points: An action point may be used to roll an additional skill check in a round.
Aid Another: You may take -2 on their skill check to grant someone else +2.
Heroic Effort: You may spend a healing surge before a roll to gain +3 on the roll or after the roll to gain a +1.[/sblock][/sblock]

[sblock=The Ravine(Combat)][sblock=Terrain]The area in front of Fredrock narrows to a 3x3 area before dropping to 1 square (that Fredrock is filling). 1 square behind Fredrock it widens to 2 squares, beyond that it is 3. If he gets pushed back more than 1 square, they'll be able to quickly surround him.[/sblock]

[sblock=Enemy Actions]Rerisen Hulk(in gap), shifts adjacent to Fredrock, Fredrock shifts into gap. Nat1 vs AC.
Rerisen Hulk x 3: vs AC 14, 9, 13, all miss.
Death Mote x 5: vs Fort 11, 22, 17, 20, 19, 3 hit, each 5 necrotic damage reduced to 1 for 3 damage total.
Rerisen Archer x 5: vs AC Nat1, Crit, 22, 16, 22, 1 hit, 4 damage reduced to 0.
Rerisen Lord: 16 vs Fort, miss.[/sblock]

[sblock=Combatants]
Behind Gap: Rerisen Hulk, marked
In Gap: Fredrock: 16 damage taken, bloodied, DR4, Regen 5 bloodied
First Row: Rerisen Hulk, Rerisen Hulk(28 damage taken, bloodied), Rerisen Hulk(12 damage taken)
Second Row: Rerisen Hulk, Rerisen Dead x 2
Third Row: Rerisen Dead, Rerisen Lord, Rerisen Stalker
Support: Death Mote x 5, Rerisen Archer x 5
On Cliffs: Rerisen Beast x 2

Stats
Rerisen Dead: Minion, 14 AC, 14 Fort, 12 Ref, 12 Will, Resist 10 Necrotic. MBA - Slam: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 6
Rerisen Hulk: 36 Max HP, 15 AC, 14 Fort, 11 Ref, 12 Will, Resist 10 Necrotic, Vulnerable 5 Radiant. MBA - Slam: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Archer: Minion, 14 AC, 12 Fort, 14 Ref, 12 Will, Resist 10 Necrotic. MBA - Slam: +6 vs AC, 3 damage.
Death Mote: Minion, 15 AC, 12 Fort, 15 Ref, 14 Will. MBA - None.
Rerisen Lord: 74 Max HP, 17 AC, 14 Fort, 16 Ref, 17 Will, Resist 10 Necrotic, Vulnerably 5 Radiant. MBA - Rot Blade: 1d6+4 necrotic damage + 5 ongoing necrotic.[/sblock][/sblock]
 
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Fredrock continues his defense of the gap, swinging his hammer like a smith in a forge, taking down one of the hulking dead. He then sheaths his hammer and draws out a small vial.

[sblock=actions]
Start of Turn: Regen 5 hp

Standard: :melee:Iron Fist on Hulk with 28 damage on it in the 1st row: effect DR 4 TEONT
Minor: sheath hammer
Move->Minor: Draw healing potion


[/sblock]
[sblock=Fredrock]
not bloodied, so no regen this turn
Regen 5 when bloodied
DR 4
down 16 hp (29/45)


Fredrock Hammersmith - Male Dwarf Battlemind, level 3
Passive Perception: +15, Passive Insight: +20 Senses: Low-Light
Init +0, Speed:5
AC:21, Fort:16, Reflex:16, Will:18
HP 29/45, Bloodied:22, Surge Value:11, Surges left:1/13
Action Points: 0/3, Power points 0/4
Powers-
:close:Battlemind Demand link
:melee:Mind Spike link
Blurred Step link
:melee:Bull's Strength link
:melee:Iron Fist link
:melee:Mist Weapon link
Second Wind link
Battle Resilience link
:close:Telepathic Challenge link
:melee:Aspect of Elevated Harmony link

Item powers
deathscarred boon link
Dwarven Scale armor link

:melee:MBA +7 vs AC, 1d10+4 (brutal 2)
:ranged:RBA -0 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock]
 
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Kaz's leaps over the rocks with ease. His keen eyesight spots the end of the ravine, he was almost there. Praying that Fred was alright, he dashes to safety.

[sblock=roll]
Athletics check = 19 + 7 + 2 =28? (I'm not sure he he gets a -1, or if that is for perception)
[/sblock]
 


OOC: I guess I pass the turn. Kaz and Eithal's actions should be enough to finish the challenge, so I don't want to risk rolling a 1 for no reason.
 

OOC: My understanding is that the overall result of the round is important as well, and ending the challenge with only 4 points in the last round would be bad.

Although Scarmiglione tries to keep singing, his voice begins to falter, causing Yishim to strain restlessly at his bonds. As Kaz starts speeding up, he becomes concerned about what might be ahead. "We should move cautiously," he croaks, and starts finding concealment for the group, although dragging a struggling zombie into a hiding place is largely an exercise in futility.

[sblock=rolls]Bluff 1d20+15-4+2=15 *bangs head* Not a 1 at least.

AP: Stealth 1d20+13+2=25. 10 is my highest roll yet in this challenge! I'll go stand near Eithal.[/sblock]
[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 4
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:19, Fort:15, Reflex:18, Will:18; Resist 5 radiant
HP:4/39, Bloodied:19, Surge Value:9, Surges left:0/7
Action Points: 0
Blazing Starfall
Sly Flourish

Wave of Light
Low Slash
Sneak In the Attack
Second Wind

Shocking Magnetism
Shadowdance Armor (item)
Lucky Charm (item)


Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant

First Time Bloodied: Change immediately to next phase.

Conditions: bloodied, phase of the stars, 1 failed death save

Full sheet: Scarmiglione[/sblock]
 

GM: The preceding rounds were important because they got you to the final round. If you get at least 1 group point, then the challenge is over and the final result of the challenge will be whatever result the group gets this round.

I.E. if the group gets 4-7 individual points this round, the challenge will end at Disadvantage, if the group ends with 12+ points the challenge will end at Miracle. In other words, this is the most important round to get as many points as possible.
 

OOC: I... see. In any case, it's the same situation. We have 8 points in this round, so it still makes sense for me to pass the turn.
 

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