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]