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]