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


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"As I predicted, this is really a much better route than that other passage, don't you agree?" Scarmiglione asks jauntily as he has to be pulled out of yet another hole. "Not only are these stalactites and stalac--whatever you call the ones that point up... Down? Hmm. As I was saying, they're really quite picturesque--look at the shape of that one, almost like a twisted human body, isn't it? Not only do we get to follow a much less dangerous path"--he pauses as some ravening undead are heard uncomfortably close by, and starts up again from where he left off as soon as they pass on--"but we get a chance to enjoy ourselves. It reminds me of a song, actually..." He waits for a bit, humming a lively, engaging little tune, as Fredrock and Yishim, consulting hand-drawn diagrams and straining to see into dark corners, try to figure out where they are. When the group sets off again, Scarmiglione continues his infectious flood of cheerful nonsense, and soon everyone has almost forgotten that they're half-lost in a dank tunnel inhabited by walking corpses. "That passage leading to the old treasure rooms was probably just a ruse, anyway," he continues gaily. "If I were designing a passage to a treasure room, I'd make it look like--well, just like this, actually. Why not? Dark and with a horribly uneven floor, full of holes. Clever, eh? Nobody would ever guess that it was--oops, I think I need a little help again. Wait a second. There's something in here."

[sblock=Bluff check]Bluff 1d20+16=36 is a natural 20. Even with that check, I think we're at "Complication," so I'm spending an action point.

Diplomacy (to go with general cheering-up theme) 1d20+11=15 ouch. I'll also spend a surge to get that to 16 for the extra point.[/sblock]
[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 5
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:20, Fort:15, Reflex:19, Will:18; Resist 5 psychic
HP:44/44, Bloodied:22, Surge Value:11, Surges left:5/7
Action Points: 1
Blazing Starfall
Sly Flourish

Wave of Light
Low Slash
Sneak In the Attack
Songmaster’s Boon (item)
Second Wind

Blinding Barrage
Thunder Leap
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: phase of the moon

Full sheet: Scarmiglione[/sblock]
 

Kaz manages to lead the few dead that the group attracted in the wrong direction, then meeting up with the group. As a whole, the group just barely makes it out of the warrens without stepping into a massive trapped corridor then almost doubling back to the mass of dead that Kaz cleverly rerouted.

The group has almost given up when Scarm steps in, raising the group's spirits and somehow stumbling on the right way out(and pocketing a shiny on the way).

Unfortunately, he leads them to a massive underground cavern that seems to be a dead end, until the group notices another tunnel atop a huge underground cliff, the stairs that once ran up it long since crumbled to nothing in most places. To make it worse, trickles of strange reddish liquid leak from it here and there, putting off a rotting stench...

[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.

Rounds: 3

Round 1 Results:
Yishim: Dungeoneering 14->23, 2 points, +1 to next round's check
Kaz: Stealth 25->26(undead avoided), Perception 19, 1 point, -1 to next round's check
Fredrock: Dungeoneering 24, 2 points, +1 to next round's check
Eithal: Nature 20, 1 point, -1 to next round's check
Toeto: Nature 17, 1 point, -1 to next round's check
Scarm: Bluff 36(Nat 20, treasure found), 4 points, +2 to next round's check, Diplomacy 15->16, 1 point, -1 to next round's check(+1 combined total).

[sblock=Treasure]1 x 100gp gem

Downside of random treasure systems...[/sblock]

Round Total: 12 Points, 2 Victory Points and Advantage: +1 cumulative bonus to future skill checks.

Skill challenge total: 2 Victory Points

Round 2 Focus
The group is trying to get to the top of the cliff, avoiding the liquid and crumbling rock.

Strange Liquid: Anyone who gets less than 2 points this round, has accidentally touched the liquid. If you do so, make a saving throw(at -5 if you got 0 points). Failure is bad, m'kay?

Climb
: Everyone must make an Athletics check to climb, but each PC can decide whether its your primary check or a secondary check(before you roll). Either way, consult the Climb results below.

[sblock=Climb Results]15-: You fell, hard. Everyone else winces: Lose 2 healing surges, -2 to your primary check if Athletics isn't it.
16-20: You fell, but caught yourself on a broken stair: Lose 1 healing surge, -1 to your primary check if Athletics isn't it.
21-25: You climbed without incident: +1 to your primary check if Athletics isn't it.
26+: You free-climbed it so quickly you have time to give someone else a hand: Grant 1 ally a reroll OR +1d6 to their climb check. +2 to your primary skill check if Athletics isn't it(for some reason)
Natural 1: You fell all the way down, screaming like a little girl the whole way: Lose another healing surge, additional -2 to your primary skill check if Athletics isn't it.
Natural 20: You had time to rest while you were climbing up: Gain 1 healing surge, additional +2 to your primary check if Athletics isn't it.[/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
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]
 

Toeto bounds up the cliff with unusual speed, at times leaping from rock to rock. Once she reaches the top, she kneels beside the edge and offers a hand to anyone who might still be struggling beneath her.

OOC: Spent a surge to get +3 on the roll. 7/10 surges remain.

Leaping lizards! I guess I'll save that reroll / +1d6 for when the others start climbing.
 
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Yishim inspects the red liquid in an attempt to identify its source and impact. A slight miscalculation lands a touch of it on his robes, but he is quickly able to cut that portion off.

Climbing's not my strong suit, but I don't mind trying it. He climbs with confidence and with Fredrock's help. Even so, Yishim's lack of experience shows. His grip slips, and he tumbles to a ledge a dozen feet down. Stunned for a moment, it takes time to regain his strength, and he continues to the top.
OOC: Note that I took Fred's reroll, but granted someone a reroll if they want it

[sblock=Rolls]
Original Climb: Climb (1d20+1=2) Nat1
Reroll: (1d20=6) +1 (Mod) +1 Advantage=8. Only two surges lost instead of three. Thanks, Xeterog.
Arcana +12mod-2climb-3reroll = 17. Took minus 3 to grant another person a reroll.
I make the Save (1d20=19)[/sblock]
[sblock=Yishim Stat Block]Yishim- Male Human Wizard 5
Passive Perception: 14, Passive Insight: 17
AC:19, Fort:14, Reflex:19, Will:18, Resist 10 Force -- Speed:6
HP:34/37, Bloodied:18, Surge Value:9, Surges left:4/6
Initiative +6
Action Points: 0, Second Wind: not used
Powers: Scorching Burst, Phantom Bolt, Shield, Heroic Effort, Grasping Shadows, Maze of Mirrors, Orb of Deception, Orb of Insurmountable Force, Phantom Chasm, Visions of Avarice, Brooch of Shielding
Other: Deathwalker's Boon, Resplendent Gloves[/sblock]
 
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GM: Quick note: Don't forget to add both your individual bonuses/penalties from your individual roll(s) last round AND the bonus the whole group got(Advantage, +1).
 

Putting his shield on his back to get a better grip, Fredrock quicly climbs the cliff then turns his attention to helping the others naviagte the climb, tirelessly working to make sure everyone gets up safe and sound
OOC: hey, want to rr that natural 1 on the climb check, Yishim..even if you fail, at least it won't be a nat 1, hopefully
 
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Kaz quickly climbs up the rocks. His keen eyesight allowing him to dodge any strange liquids as well as find good areas to hold on too.

[sblock=rolls]
roll
Athletics = 21
Perception = 24+1=25 (-2 since I used it in last round, correct? if not it is 27).
[/sblock]
 

Eithal scrambles up the cliff, easily avoiding the gruesome red liquid.[sblock=Athletics]I'll go ahead and make Eithal's Athletics roll, her primary check as well.

1d20+14-1+1=29
Woot![/sblock][sblock=Ministats]Eithal Lemindt Arehei Female Goliath Warden Level 6
Initiative: +3
Speed 6
Passive Perception: 18; Passive Insight: 13; Senses: Normal
Powerful Athlete: Roll twice for Jump/Climb Athletics checks
AC: 21; Fort: 19; Reflex: 13; Will: 15
HP: 71/71
Surge Value: 17; Surges left: 12/13
Action Points: 1
At Will Powers:
:melee: Strength of Stone link
:melee: Thorn Strike link
:melee:Warden's Fury link
Warden's Grasp link


Encounter Powers:
:melee: Grasping Winds link
:melee: Relentless Panther Attack
link
:close: Burst of Earth's Fury link
Stone's Endurance link
Warden's Tempest link
Second Wind

Daily Powers:
Form of the Relentless Panther link
Storm Strike link
Bear's Endurance link

Feats:

Sudden Roots: Whenever Eithal hits an enemy with an Opportunity Attack, that enemy is slowed until the end of its next turn.

Crushing Earthstrength: When Eithal uses her second wind, she gains a +4 bonus to her weapon damage rolls until the end of her next turn.


Guard of Stone: While Eithal is under the effect of her stone’s endurance racial power, each enemy marked by Eithal takes an additional penalty to attack rolls for attacks that don’t include Eithal as a target. The penalty equals her Constitution modifier and lasts until the end of her next turn.

Courage of the Lone Stag: When you mark three or more enemies with Nature’s Wrath, you gain a +2 bonus to weapon damage rolls against creatures you mark until the start of your next turn. This bonus increases to +3 at 11th level, and to +4 at 21st level.[/sblock]
OOC: OK. [MENTION=85493]ronakshah2000[/MENTION] or [MENTION=14889]Mewness[/MENTION]! Want another re-roll?
 

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