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


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OOC: I don't really like our chances with the traps as we only have one person with decent Arcana and one person with Thievery. (The tunnels sound to me like an area where everyone would be able to contribute in some way.) That said, I'm certainly willing to try the traps if the group prefers it.

My ranking would be tunnels, then either traps or big fights.

Edit: that was my out of character vote. In character, Scarmiglione prefers either the tunnels or the big fight. (His attitude toward the traps area is that he, personally, knows absolutely nothing about magic, and he certainly doesn't think of himself as a thiefy type, even if he happens to be rather good at it...

Also, relatives should be at the airport as I write this, so I'm back to normal posting speed.
 
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The group, after sitting down and weighing the options, decides the tunnels will be the safest, but only time will tell...

Advancing into the labyrinthine mix of natural and artificial abandoned crisscrossing paths proves to be quite a challenge and the group quickly risks getting lost.

To make matters worse, while most of the dead are packed into the halls the group avoided, some are still wandering here and there...

GM: In my systematic (slightly OCD) way, I assigned 2 points to each person's top pick, 1 to the second, and 0 to the third. I considered H.M. to vote 0 for each and Mewness as voting 2 for tunnels and 1 for each of fight and traps

Results:
Traps: 7
Tunnels: 7
Fight: 2

So, tiebreaker, 3 people voted tunnels as their top pick, 2 picked traps. Tunnels it is.

As a side note, thanks for being guinea pigs as I tinker with my skill challenge system. I think it's getting close to where I want it. Feel free to give any criticism/feedback about it that might help me make it better/more fun.


[sblock=Skill Challenge]Objective: Make your way to the dark temple at the heart of the warrens by navigating the treacherous hazards of the long, dark tunnels leading to them.

Round 1 Focus
The group is trying to find their way through a maze of abandoned hallways and tunnels, avoiding a smattering of the dead as they go.

Map Maker: If one player does not make a 2 Point or better Dungeoneering check, the group will be lost(+1 round to the challenge and -2 cumulative bonus to future checks). Otherwise, the roll applies to the challenge as usual.

Scout: One player may elect to be the Scout - they make both a Perception and a Stealth check and applies one to the challenge and one to "undead avoidance" - player's choice.

[sblock=Undead Avoidance]Skill Check Result:
15-: the group has caught the attention of many of the dead, all DCs are raised by 2 for the rest of the challenge as the group must also avoid the dead.
16-20: the group has aroused the suspicions of some of the dead, all DCs are raised by 1 for the rest of the challenge as the group must avoid the dead.
20-25: the group avoided notice this round.
26+: the group has slipped past any of the dead and doesn't have to worry about having a Scout for the rest of the challenge.[/sblock]

Rounds: 3

[sblock=For Later]Round Results:
Fredrock:
Eithal:
Toeto:
Yishim:
Kaz:
Scarn:

Challenge Total: 0 Points[/sblock]

Individual Skill DCs:
15-: 0 points, -2 to next round's skill check
16-20: 1 point, -1 to next round's skill check
21-25: 2 points, +1 to next round's skill check
26+: 3 points, +2 to the next round's skill check
Natural 1: -1 point, lose a healing surge due to exertion
Natural 20: +1 point, stumble upon treasure

Round Totals(6 PCs):
0-5 total points: 0 victory points and Disaster
6-11 total points: 1 victory point and Complication
12-17 total points: 2 victory points and Advantage
18+ total points: 3 victory points and Miracle

Victory Points: Individual round totals will determine progress and impediments to crossing the warrens. Final totals will determine the final result of the skill challenge.

Final Victory Point Totals
0-1 total points: Disaster
2-4 total points: Complication
5-7 total points: Advantage
8+ total points: Miracle

[sblock=Roll Options]Action Points: An action point may be used to roll an additional skill check in a round, though it must be different than the original check.
Aid Another: You may take -3 on a skill check to grant someone else a reroll.
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 - or both for two surges.[/sblock][/sblock]
 
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Kaz stealthy and silently flits in and out of the shadows to scout ahead. He avoids the undead and sucessfully informs the party of their whereabouts.

OOC: Will scout ahead:
Roll
Stealth = 25, the Party avoids the undead this round.
Skill check: Perception = 19.
 

OOC: if you spend a Healing surge, you can add 1 to that stealth roll and we avoid undead for the rest of the skill challenge...


Fredrock uses his dwarven knowledge of dungeons to figure out this maze.
 
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"Hey Yeeshum!" Eithal whispers back to the struggling wizard, "Ah theyink Freddie's got it layed owt pretty good." Eithal takes a look at Fredrock's notes and starts to match descriptions on the map to patterns she sees in the structure of the tunnels. It's not exactly like the surface, but there are similarities, and Eithal does what she can to make sense of it. [sblock=Nature]1d20+10=20[/sblock]
 

Toeto takes a look at Fredrock's notes as well. She tries to confirm Eithal's observations about the layout of the maze. She also beckons for Yishim to come help. "Maybe... t-try Fred's maps instead?"

OOC: Nature in the same vein as Eithal's check. Also, I'll take -4 to grant Yishim a reroll.
 

Kaz stealthy and silently flits in and out of the shadows to scout ahead. He avoids the undead and sucessfully informs the party of their whereabouts.

OOC: Will scout ahead:
Roll
Stealth = 25, the Party avoids the undead this round.
Skill check: Perception = 19.
OOC: Kaz will spend a surge to get 25 on stealth :) (he now has 4/9)
 

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