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


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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]
 

Fredrock tries to determine where likely traps might be set up along the path (Insight). He also draws upon his knowledge of how things are built to help locate dangers (ap: dungeoneering)

[sblock=checks]
Insight: 35 looks like a crit on the insight..
AP: to use dungeoneering:
[/sblock]

[sblock=Fredrock]
HP down 5 of 58
AP used this skill challenge

Fredrock Hammersmith - Male Dwarf Battlemind, level 5
Passive Perception: +16, Passive Insight: +21 Senses: Low-Light
Init +1, Speed:5
AC:22, Fort:18, Reflex:18, Will:20
HP 53/58, Bloodied:29, Surge Value:14, Surges left:10/13
Action Points: 1/3, Power points 4/4
Powers-
Blurred Step link
:close:Battlemind Demand link
:melee:Mind Spike link
:melee:Bull's Strength link
:melee:Iron Fist link
:melee:Mist Weapon link
Second Wind link
Battle Resilience link
:close:Telepathic Challenge link
:melee:Aspect of Elevated Harmony link
:melee:Beckoning Strike link
:melee:Beckoning Strike attack

Item powers
Dwarven Scale armor link

:melee:MBA +11 vs AC, 1d10+6 (brutal 2)
:ranged:RBA +1 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock]
 
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Still smarting from his fall earlier in the tunnels, Yishim is glad to find a way to help. He quickly deciphers the eldrich runes on the tunnel walls. Not the most imaginative traps I've ever seen, but certainly would have stopped us in our tracks if we hadn't noticed them.
OOC: 1d20=16+12 (Skill) +1 (Group) -1 (Individual) = 28

Do I need to identify the trap I'm trying to uncover? I did not do so when I rolled, so if you want choose randomly.
 

OOC: I think it's just DC 21 for the 1st two traps we encounter, and dc26 for the 3rd one--at least that is how I read it.

Also, the round bonus is +2, not +1, so you got a 30 (not that it matters with that roll :)
 

GM: I'll let the highest rolls disable the worst traps. As such, the DC 26 trap is disabled, leaving just the other two.
 

Scarmiglione is walking blithely down a twisted passage, continuing his usual stream of amusing nonsense (as much a device to soothe his own nerves than a method for calming anyone else's), when he stops short. "Peculiar," he mutters, peering at some very faint runes carved into a wall. "I could swear that's a Virneth's Incendiary Special. I can't imagine what it's doing here. Not exactly easy to construct... Or so I'm informed." Clearing his throat, he spends a considerable amount of time searching through his own pockets, finding nothing except shiny trinkets. Momentarily stumped, he has a flash of recollection and feels along the hem of his cloak, pulling out a set of hooked wires and thin blades. Waving everyone else back, he sets to work with the tools.

[sblock=Thievery]Thievery 1d20+11+2(advantage)+2(previous check)+2(tools)=35[/sblock]

OOC: I've already spent my AP this encounter so I can only disarm one trap. Can anyone else get the last one?
 
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Kaz, recalling his days as a thief, studies the last trap and identifies it. He then walks a short ways away and picks up a rock and throws it on the trap. There is a loud crack and six foot spikes erupt around it from the ground; though nobody was around to get hurt.

 


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