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<blockquote data-quote="Iron Sky" data-source="post: 5474845" data-attributes="member: 60965"><p>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 <em>then</em> almost doubling back to the mass of dead that Kaz cleverly rerouted.</p><p></p><p>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).</p><p></p><p>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...</p><p></p><p>[sblock=Skill Challenge]<strong>Objective</strong>: 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. </p><p></p><p><strong>Rounds</strong>: 3</p><p></p><p><strong>Round 1 Results</strong>:</p><p><strong>Yishim</strong>: <em>Dungeoneering 14->23</em>, <strong>2 points</strong>, +1 to next round's check </p><p><strong>Kaz</strong>: <em>Stealth 25->26</em>(undead avoided), <em>Perception 19</em>, <strong>1 point</strong>, -1 to next round's check</p><p><strong>Fredrock</strong>: <em>Dungeoneering 24</em>, <strong>2 points</strong>, +1 to next round's check</p><p><strong>Eithal</strong>: <em>Nature 20, </em><strong>1 point</strong>, -1 to next round's check</p><p><strong>Toeto</strong>: <em>Nature 17</em>, <strong>1 point</strong>, -1 to next round's check</p><p><strong>Scarm</strong>: <em>Bluff 36(Nat 20, treasure found)</em>, <strong>4 points</strong>, +2 to next round's check, <em>Diplomacy 15->16</em>, <strong>1 point</strong>, -1 to next round's check(+1 combined total).</p><p></p><p>[sblock=Treasure]1 x 100gp gem</p><p></p><p><span style="font-size: 9px">Downside of random treasure systems...</span>[/sblock]</p><p></p><p>Round Total: <strong>12 Points</strong>, <strong>2 Victory Points</strong> and <strong>Advantage</strong>: +1 cumulative bonus to future skill checks.</p><p></p><p>Skill challenge total: <strong>2 Victory Points</strong></p><p></p><p><strong>Round 2 Focus</strong></p><p>The group is trying to get to the top of the cliff, avoiding the liquid and crumbling rock.</p><p></p><p><strong>Strange Liquid</strong>: 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?</p><p><strong></strong></p><p><strong>Climb</strong>: 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.</p><p></p><p>[sblock=Climb Results]<em>15-</em>: <strong>You fell, hard. Everyone else winces</strong>: <em>Lose 2 healing surges, -2 to your primary check if Athletics isn't it.</em></p><p> <em>16-20</em>: <strong>You fell, but caught yourself on a broken stair</strong>: <em>Lose 1 healing surge, -1 to your primary check if Athletics isn't it.</em></p><p> <em>21-25</em>: <strong>You climbed without incident</strong>: <em>+1 to your primary check if Athletics isn't it.</em></p><p> <em>26+</em>: <strong>You free-climbed it so quickly you have time to give someone else a hand</strong>: <em>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)</em></p><p> <em>Natural 1</em>: <strong>You fell all the way down, screaming like a little girl the whole way</strong>: <em>Lose another healing surge, additional -2 to your primary skill check if Athletics isn't it.</em></p><p> <em>Natural 20</em>: <strong>You had time to rest while you were climbing up</strong>: <em>Gain 1 healing surge, additional +2 to your primary check if Athletics isn't it.</em>[/sblock]</p><p></p><p><strong>Individual Skill DCs</strong>:</p><p><em>15-</em>: <strong>0 points</strong>, -2 to next round's skill check</p><p><em>16-20</em>: <strong>1 point</strong>, -1 to next round's skill check</p><p><em>21-25</em>: <strong>2 points</strong>, +1 to next round's skill check</p><p><em>26+</em>: <strong>3 points</strong>, +2 to the next round's skill check</p><p><em>Natural 1</em>: <strong>-1 point</strong>, lose a healing surge</p><p><em>Natural 20</em>: <strong>+1 point</strong>, stumble upon treasure</p><p></p><p><strong>Round Totals</strong>(6 PCs):</p><p>0-5 total points: <strong>0 victory points</strong> and <strong>Disaster</strong></p><p>6-11 total points: <strong>1 victory point</strong> and <strong>Complication</strong></p><p>12-17 total points: <strong>2 victory points</strong> and <strong>Advantage</strong></p><p>18+ total points: <strong>3 victory points</strong> and <strong>Miracle</strong></p><p></p><p><strong>Victory Points</strong>: Individual round totals will determine progress and impediments to crossing the warrens. Final totals will determine the final result of the skill challenge.</p><p></p><p><strong>Final Victory Point Totals</strong></p><p>0-1 total points: <strong>Disaster</strong></p><p> 2-4 total points: <strong>Complication</strong></p><p> 5-7 total points: <strong>Advantage</strong></p><p> 8+ total points: <strong>Miracle</strong></p><p> </p><p>[sblock=Roll Options]<strong>Action Points</strong>: An action point may be used to roll an additional skill check in a round, though it must be different than the original check.</p><p><strong>Aid Another</strong>: You may take -3 on a skill check to grant someone else a reroll.</p><p><strong>Heroic Effort</strong>: 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]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5474845, member: 60965"] 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 [I]then[/I] 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][B]Objective[/B]: 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. [B]Rounds[/B]: 3 [B]Round 1 Results[/B]: [B]Yishim[/B]: [I]Dungeoneering 14->23[/I], [B]2 points[/B], +1 to next round's check [B]Kaz[/B]: [I]Stealth 25->26[/I](undead avoided), [I]Perception 19[/I], [B]1 point[/B], -1 to next round's check [B]Fredrock[/B]: [I]Dungeoneering 24[/I], [B]2 points[/B], +1 to next round's check [B]Eithal[/B]: [I]Nature 20, [/I][B]1 point[/B], -1 to next round's check [B]Toeto[/B]: [I]Nature 17[/I], [B]1 point[/B], -1 to next round's check [B]Scarm[/B]: [I]Bluff 36(Nat 20, treasure found)[/I], [B]4 points[/B], +2 to next round's check, [I]Diplomacy 15->16[/I], [B]1 point[/B], -1 to next round's check(+1 combined total). [sblock=Treasure]1 x 100gp gem [SIZE=1]Downside of random treasure systems...[/SIZE][/sblock] Round Total: [B]12 Points[/B], [B]2 Victory Points[/B] and [B]Advantage[/B]: +1 cumulative bonus to future skill checks. Skill challenge total: [B]2 Victory Points[/B] [B]Round 2 Focus[/B] The group is trying to get to the top of the cliff, avoiding the liquid and crumbling rock. [B]Strange Liquid[/B]: 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? [B] Climb[/B]: 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][I]15-[/I]: [B]You fell, hard. Everyone else winces[/B]: [I]Lose 2 healing surges, -2 to your primary check if Athletics isn't it.[/I] [I]16-20[/I]: [B]You fell, but caught yourself on a broken stair[/B]: [I]Lose 1 healing surge, -1 to your primary check if Athletics isn't it.[/I] [I]21-25[/I]: [B]You climbed without incident[/B]: [I]+1 to your primary check if Athletics isn't it.[/I] [I]26+[/I]: [B]You free-climbed it so quickly you have time to give someone else a hand[/B]: [I]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)[/I] [I]Natural 1[/I]: [B]You fell all the way down, screaming like a little girl the whole way[/B]: [I]Lose another healing surge, additional -2 to your primary skill check if Athletics isn't it.[/I] [I]Natural 20[/I]: [B]You had time to rest while you were climbing up[/B]: [I]Gain 1 healing surge, additional +2 to your primary check if Athletics isn't it.[/I][/sblock] [B]Individual Skill DCs[/B]: [I]15-[/I]: [B]0 points[/B], -2 to next round's skill check [I]16-20[/I]: [B]1 point[/B], -1 to next round's skill check [I]21-25[/I]: [B]2 points[/B], +1 to next round's skill check [I]26+[/I]: [B]3 points[/B], +2 to the next round's skill check [I]Natural 1[/I]: [B]-1 point[/B], lose a healing surge [I]Natural 20[/I]: [B]+1 point[/B], stumble upon treasure [B]Round Totals[/B](6 PCs): 0-5 total points: [B]0 victory points[/B] and [B]Disaster[/B] 6-11 total points: [B]1 victory point[/B] and [B]Complication[/B] 12-17 total points: [B]2 victory points[/B] and [B]Advantage[/B] 18+ total points: [B]3 victory points[/B] and [B]Miracle[/B] [B]Victory Points[/B]: Individual round totals will determine progress and impediments to crossing the warrens. Final totals will determine the final result of the skill challenge. [B]Final Victory Point Totals[/B] 0-1 total points: [B]Disaster[/B] 2-4 total points: [B]Complication[/B] 5-7 total points: [B]Advantage[/B] 8+ total points: [B]Miracle[/B] [sblock=Roll Options][B]Action Points[/B]: An action point may be used to roll an additional skill check in a round, though it must be different than the original check. [B]Aid Another[/B]: You may take -3 on a skill check to grant someone else a reroll. [B]Heroic Effort[/B]: 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] [/QUOTE]
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