After climbing the cliffs, the group works their way through another set of winding passageways, eventually ending up at the far side of the trapped section of corridors. A short section of clearly-trapped tunnel leads to the dark temple, from which dark chants can be heard mixed with the cry and squawk of ravens.
A few of the traps are magical, others are mechanical, all are dangerous.
[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 2 Results:
Toeto: Athletics 29, 3 points, +2 to next round's check
Yishim: Arcana 17, 1 point, -1 to next round's check
Scarm: Stealth 32, 3 points, +2 to next round's check
Fredrock: Endurance 34, 3 points, +2 to next round's check
Kaz: Perception 25, 2 points, +1 to next round's check
Eithal: Athletics 29, 3 points, +2 to next round's check
Round Total: 15 Points, 2 Victory Points and Advantage: +1 cumulative bonus to future skill checks(+2 total).
Skill challenge total: 4 Victory Points
Round 3 Focus
Your group is trying to get through the trapped hallway, either disabling or avoiding the variety of traps, pitfalls, false floors, and the like.
Traps: There are three traps the group must disable. Thievery or Arcana DC 21 or higher will disable two of them, the third is DC 26. This checks function as primary checks for the purpose of the challenge as well. Every trap not disabled will be set off, affecting the whole group.
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]