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Multiple Locked Door Skill Challange
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<blockquote data-quote="Mesh Hong" data-source="post: 4847719" data-attributes="member: 73463"><p><span style="font-family: 'Verdana'"><span style="color: white">The following is a skill challenge I used recently for my group of 6 level 16 characters (note: at this point in the adventure they had lost all their magical items and had fought a series of encounters without them, their stolen magical items are behind the door)</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-size: 12px">The Gate of Anguish (inside the Ziggurat of Kurrel)</span></span></span></strong></p><p>(Rated as above standard difficulty - 9600 xp - equivalent to level 17 encounter for this group)</p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Trapped and multiple locked door skill challenge</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">The PCs approach a massive set of metal doors, as they move in a solid wall of shadow moves in behind them, trapping them in a ten foot by forty foot area. Their only option is to open the ominous looking doors, and as they draw nearer they hear multiple grinding and clicking sounds. Four sections of the door start to rotate, fill with liquid, glow, hum or have strange pictograms on metal plates spin into position. It looks like if they don’t act quickly something bad is going to happen….</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">The set of doors is separated into four quarters each with its own set of puzzles or tasks to perform, and each has its own name plaque attached.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Lock 1:</span></strong><span style="font-family: 'Verdana'"> The 3 Keyholes</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Lock 2:</span></strong><span style="font-family: 'Verdana'"> The Path of Kurrel</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Lock 3:</span></strong><span style="font-family: 'Verdana'"> The Resolve of the Master Thief</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Lock 4:</span></strong><span style="font-family: 'Verdana'"> The Mind of a Killer</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Every 4 rounds, each active lock generates an attack from the door:</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Lock 1:</span></strong><span style="font-family: 'Verdana'"> Burst of needles; attacks each PC; </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Attack +21 vs. Reflex; 2d6+7 damage; on hit target takes 10 ongoing poison damage (save ends)</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Lock 2:</span></strong><span style="font-family: 'Verdana'"> Searing Light; attacks each PC;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Attack +20 vs. Fortitude; 3d6+7 radiant damage</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Lock 3:</span></strong><span style="font-family: 'Verdana'"> Spectral Assault; shadowy figure appears and strikes each PC</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Attack +21 vs. AC; 2d10+7 necrotic damage; on hit target loses a healing surge</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Lock 4:</span></strong><span style="font-family: 'Verdana'"> Mind Bomb; psychic assault on the brain of each PC</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Attack +17 vs. Will; 2d6+6 psychic damage; on hit target takes a -2 penalty to their next skill check.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Once all the locks have been defeated the door opens revealing the room beyond.</span></span></p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-size: 12px">Lock 1: The Three Keyholes</span></span></span></u></strong></p><p> </p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Level 16; standard DC 27; 4 successes required, resets to 0 successes on 3 failures</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">A series of 3 key holes, each slightly more elaborate than the last. These are rotating and vibrating making them more difficult to pick. If 3 fails are reached before 4 successes everyone hears the demoralising sound of all the locks clicking back to their locked positions as the door section resets.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Primary</span></strong><span style="font-family: 'Verdana'"> (each required)</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Thievery</span></strong><span style="font-family: 'Verdana'"> DC25; First keyhole, one success required; 1 success or 1 fail</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Thievery</span></strong><span style="font-family: 'Verdana'"> DC26; Second keyhole, one success required; 1 success or 1 fail</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Thievery</span></strong><span style="font-family: 'Verdana'"> DC28; Third keyhole, two successes required; 1 success or 1 fail</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Secondary</span></span></strong></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Athletics</span></strong><span style="font-family: 'Verdana'"> DC 24; hold a lock steady as it rotates to grant an ally a +2 bonus to their next thievery check for that lock; +2 bonus or 1 fail</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Arcana</span></strong><span style="font-family: 'Verdana'"> DC 25; Magically weaken a lock to grant an ally a +1 bonus to their next thievery check for that lock; +1 bonus or -2 penalty</span></span></p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-size: 12px">Lock 2: The Path of Kurrel</span></span></span></u></strong></p><p> </p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Level 16; standard DC 27; 4 successes required, resets to 0 successes on 3 failures</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">A strange series of pictogram based puzzles that are hard to decipher. Once understood they appear to be based around the Kurrel tenants of Jealousy, Theft and Revenge but it will still take some keen insight to understand their correct order. If 3 fails are reached before 4 successes then everyone sees the puzzle pieces magically change to a new and different set as the door section resets.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Required</span></span></strong></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Insight</span></strong><span style="font-family: 'Verdana'"> or <strong>Religion</strong> DC 20; required to understand the pictograms on the puzzle lock, allows a character to attempt to solve the lock on subsequent turns; success required before other skills may be used</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Primary</span></span></strong></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Religion</span></strong><span style="font-family: 'Verdana'"> DC 27; select the next correct puzzle section; 1 success or 1 fail</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Insight</span></strong><span style="font-family: 'Verdana'"> DC 28; select the next correct puzzle section; 1 success or 1 fail</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Secondary</span></span></strong></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Diplomacy</span></strong><span style="font-family: 'Verdana'"> or <strong>Intimidate</strong> DC 20; Explain the workings of the lock to an ally to grant them a bonus to their required Insight or Religion check; +2 bonus or no effect</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">History</span></strong><span style="font-family: 'Verdana'"> DC 24; Grant an ally a +2 bonus to an Insight or Religion check for solving the puzzle; +2 bonus or -2 penalty</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Thievery</span></strong><span style="font-family: 'Verdana'"> DC 24; Examine the lock to grant an ally a +1 bonus to an Insight or Religion check for solving the lock; +1 bonus or 1 fail</span></span></p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-size: 12px">Lock 3: The Resolve of the Master Thief</span></span></span></u></strong></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Level 16; standard DC 27; 4 successes required, resets to 0 successes on 3 failures</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">A set of physical tasks to be performed, there is a heavy lever to be pulled down requiring strength, a metal ring to be negotiated around a curved metal wire without the two touching requiring dexterity, a spiked rod to pull out and hold requiring endurance and a small handle inside a deep hole to pull requiring stealth. If 3 fails are reached before 4 successes each part of the mechanism resets requiring each task to be performed again.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Primary</span></strong><span style="font-family: 'Verdana'"> (each required)</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Athletics</span></strong><span style="font-family: 'Verdana'"> DC 27; Apply enough force to pull down a lever, one success required; 1 success or 1 fail</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Acrobatics</span></strong><span style="font-family: 'Verdana'"> DC 27; Manoeuvre a metal ring around a twisting track without touching the sides, one success required; 1 success or 1 fail</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Endurance</span></strong><span style="font-family: 'Verdana'"> DC 27; Pull out and hold a jagged metal rod that is rotating painfully in your grip, one success required; 1 success or 1 fail and 10 damage</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Stealth</span></strong><span style="font-family: 'Verdana'"> DC 27; Carefully reach into a dark hole and pull a handle, one success required; 1 success or 1 fail and lose a healing surge</span></span></p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-size: 12px">Lock 4: The Mind of a Killer</span></span></span></u></strong></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Level 13; standard DC 25; 4 successes required, resets to 0 successes on 3 failures</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">A series of tasks requiring knowledge, you must identify; 3 kill points on a humanoid body, the creature a particular poison gland comes from, the weakness of a particular aberration and the attack strengths of a particular magical beast. If 3 fails are reached before 4 successes then everyone sees the puzzle pieces magically change as the section of the door resets.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Primary</span></strong><span style="font-family: 'Verdana'"> (each required)</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Heal</span></strong><span style="font-family: 'Verdana'"> DC 25; Correctly identify 3 kill points on a humanoid body; 1 success or 1 fail</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Nature</span></strong><span style="font-family: 'Verdana'"> DC 25; Correctly identify from what creature a particular poison gland is from; 1 success or 1 fail</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Dungeoneering</span></strong><span style="font-family: 'Verdana'"> DC</span><span style="font-family: 'Verdana'"> 25; Correctly identify the weakness of a particular aberration; 1 success or 1 fail</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Arcana</span></strong><span style="font-family: 'Verdana'"> DC 25; Correctly identify the attack strengths of a particular magical beast; 1 success or 1 fail</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Secondary</span></span></strong></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Perception</span></strong><span style="font-family: 'Verdana'"> DC 28; Grant an ally a +1 bonus to their next Heal, Nature, Dungeoneering or Arcana check; +1 bonus or -2 penalty</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Insight</span></strong><span style="font-family: 'Verdana'"> DC 28; Grant an ally a +1 bonus to their next Heal, Nature, Dungeoneering or Arcana check; +1 bonus or -2 penalty</span></span></p><p> </p><p> </p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">I was pretty happy with this skill challenge, it was varied and quite exciting due to the obvious (and damaging) time restraints.</span></span></p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4847719, member: 73463"] [FONT=Verdana][COLOR=white]The following is a skill challenge I used recently for my group of 6 level 16 characters (note: at this point in the adventure they had lost all their magical items and had fought a series of encounters without them, their stolen magical items are behind the door)[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white][SIZE=3]The Gate of Anguish (inside the Ziggurat of Kurrel)[/SIZE][/COLOR][/FONT][/B] (Rated as above standard difficulty - 9600 xp - equivalent to level 17 encounter for this group) [FONT=Verdana][COLOR=white]Trapped and multiple locked door skill challenge[/COLOR][/FONT] [FONT=Verdana][COLOR=white]The PCs approach a massive set of metal doors, as they move in a solid wall of shadow moves in behind them, trapping them in a ten foot by forty foot area. Their only option is to open the ominous looking doors, and as they draw nearer they hear multiple grinding and clicking sounds. Four sections of the door start to rotate, fill with liquid, glow, hum or have strange pictograms on metal plates spin into position. It looks like if they don’t act quickly something bad is going to happen….[/COLOR][/FONT] [FONT=Verdana][COLOR=white]The set of doors is separated into four quarters each with its own set of puzzles or tasks to perform, and each has its own name plaque attached.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Lock 1:[/FONT][/B][FONT=Verdana] The 3 Keyholes[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Lock 2:[/FONT][/B][FONT=Verdana] The Path of Kurrel[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Lock 3:[/FONT][/B][FONT=Verdana] The Resolve of the Master Thief[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Lock 4:[/FONT][/B][FONT=Verdana] The Mind of a Killer[/FONT][/COLOR] [FONT=Verdana][COLOR=white]Every 4 rounds, each active lock generates an attack from the door:[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Lock 1:[/FONT][/B][FONT=Verdana] Burst of needles; attacks each PC; [/FONT][/COLOR] [FONT=Verdana][COLOR=white]Attack +21 vs. Reflex; 2d6+7 damage; on hit target takes 10 ongoing poison damage (save ends)[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Lock 2:[/FONT][/B][FONT=Verdana] Searing Light; attacks each PC;[/FONT][/COLOR] [FONT=Verdana][COLOR=white]Attack +20 vs. Fortitude; 3d6+7 radiant damage[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Lock 3:[/FONT][/B][FONT=Verdana] Spectral Assault; shadowy figure appears and strikes each PC[/FONT][/COLOR] [FONT=Verdana][COLOR=white]Attack +21 vs. AC; 2d10+7 necrotic damage; on hit target loses a healing surge[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Lock 4:[/FONT][/B][FONT=Verdana] Mind Bomb; psychic assault on the brain of each PC[/FONT][/COLOR] [FONT=Verdana][COLOR=white]Attack +17 vs. Will; 2d6+6 psychic damage; on hit target takes a -2 penalty to their next skill check.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Once all the locks have been defeated the door opens revealing the room beyond.[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white][SIZE=3]Lock 1: The Three Keyholes[/SIZE][/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Level 16; standard DC 27; 4 successes required, resets to 0 successes on 3 failures[/COLOR][/FONT] [FONT=Verdana][COLOR=white]A series of 3 key holes, each slightly more elaborate than the last. These are rotating and vibrating making them more difficult to pick. If 3 fails are reached before 4 successes everyone hears the demoralising sound of all the locks clicking back to their locked positions as the door section resets.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Primary[/FONT][/B][FONT=Verdana] (each required)[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Thievery[/FONT][/B][FONT=Verdana] DC25; First keyhole, one success required; 1 success or 1 fail[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Thievery[/FONT][/B][FONT=Verdana] DC26; Second keyhole, one success required; 1 success or 1 fail[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Thievery[/FONT][/B][FONT=Verdana] DC28; Third keyhole, two successes required; 1 success or 1 fail[/FONT][/COLOR] [B][FONT=Verdana][COLOR=white]Secondary[/COLOR][/FONT][/B] [COLOR=white][B][FONT=Verdana]Athletics[/FONT][/B][FONT=Verdana] DC 24; hold a lock steady as it rotates to grant an ally a +2 bonus to their next thievery check for that lock; +2 bonus or 1 fail[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Arcana[/FONT][/B][FONT=Verdana] DC 25; Magically weaken a lock to grant an ally a +1 bonus to their next thievery check for that lock; +1 bonus or -2 penalty[/FONT][/COLOR] [B][U][FONT=Verdana][COLOR=white][SIZE=3]Lock 2: The Path of Kurrel[/SIZE][/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Level 16; standard DC 27; 4 successes required, resets to 0 successes on 3 failures[/COLOR][/FONT] [FONT=Verdana][COLOR=white]A strange series of pictogram based puzzles that are hard to decipher. Once understood they appear to be based around the Kurrel tenants of Jealousy, Theft and Revenge but it will still take some keen insight to understand their correct order. If 3 fails are reached before 4 successes then everyone sees the puzzle pieces magically change to a new and different set as the door section resets.[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Required[/COLOR][/FONT][/B] [COLOR=white][B][FONT=Verdana]Insight[/FONT][/B][FONT=Verdana] or [B]Religion[/B] DC 20; required to understand the pictograms on the puzzle lock, allows a character to attempt to solve the lock on subsequent turns; success required before other skills may be used[/FONT][/COLOR] [B][FONT=Verdana][COLOR=white]Primary[/COLOR][/FONT][/B] [COLOR=white][B][FONT=Verdana]Religion[/FONT][/B][FONT=Verdana] DC 27; select the next correct puzzle section; 1 success or 1 fail[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Insight[/FONT][/B][FONT=Verdana] DC 28; select the next correct puzzle section; 1 success or 1 fail[/FONT][/COLOR] [B][FONT=Verdana][COLOR=white]Secondary[/COLOR][/FONT][/B] [COLOR=white][B][FONT=Verdana]Diplomacy[/FONT][/B][FONT=Verdana] or [B]Intimidate[/B] DC 20; Explain the workings of the lock to an ally to grant them a bonus to their required Insight or Religion check; +2 bonus or no effect[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]History[/FONT][/B][FONT=Verdana] DC 24; Grant an ally a +2 bonus to an Insight or Religion check for solving the puzzle; +2 bonus or -2 penalty[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Thievery[/FONT][/B][FONT=Verdana] DC 24; Examine the lock to grant an ally a +1 bonus to an Insight or Religion check for solving the lock; +1 bonus or 1 fail[/FONT][/COLOR] [B][U][FONT=Verdana][COLOR=white][SIZE=3]Lock 3: The Resolve of the Master Thief[/SIZE][/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Level 16; standard DC 27; 4 successes required, resets to 0 successes on 3 failures[/COLOR][/FONT] [FONT=Verdana][COLOR=white]A set of physical tasks to be performed, there is a heavy lever to be pulled down requiring strength, a metal ring to be negotiated around a curved metal wire without the two touching requiring dexterity, a spiked rod to pull out and hold requiring endurance and a small handle inside a deep hole to pull requiring stealth. If 3 fails are reached before 4 successes each part of the mechanism resets requiring each task to be performed again.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Primary[/FONT][/B][FONT=Verdana] (each required)[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Athletics[/FONT][/B][FONT=Verdana] DC 27; Apply enough force to pull down a lever, one success required; 1 success or 1 fail[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Acrobatics[/FONT][/B][FONT=Verdana] DC 27; Manoeuvre a metal ring around a twisting track without touching the sides, one success required; 1 success or 1 fail[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Endurance[/FONT][/B][FONT=Verdana] DC 27; Pull out and hold a jagged metal rod that is rotating painfully in your grip, one success required; 1 success or 1 fail and 10 damage[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Stealth[/FONT][/B][FONT=Verdana] DC 27; Carefully reach into a dark hole and pull a handle, one success required; 1 success or 1 fail and lose a healing surge[/FONT][/COLOR] [B][U][FONT=Verdana][COLOR=white][SIZE=3]Lock 4: The Mind of a Killer[/SIZE][/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Level 13; standard DC 25; 4 successes required, resets to 0 successes on 3 failures[/COLOR][/FONT] [FONT=Verdana][COLOR=white]A series of tasks requiring knowledge, you must identify; 3 kill points on a humanoid body, the creature a particular poison gland comes from, the weakness of a particular aberration and the attack strengths of a particular magical beast. If 3 fails are reached before 4 successes then everyone sees the puzzle pieces magically change as the section of the door resets.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Primary[/FONT][/B][FONT=Verdana] (each required)[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Heal[/FONT][/B][FONT=Verdana] DC 25; Correctly identify 3 kill points on a humanoid body; 1 success or 1 fail[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Nature[/FONT][/B][FONT=Verdana] DC 25; Correctly identify from what creature a particular poison gland is from; 1 success or 1 fail[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Dungeoneering[/FONT][/B][FONT=Verdana] DC[/FONT][FONT=Verdana] 25; Correctly identify the weakness of a particular aberration; 1 success or 1 fail[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Arcana[/FONT][/B][FONT=Verdana] DC 25; Correctly identify the attack strengths of a particular magical beast; 1 success or 1 fail[/FONT][/COLOR] [B][FONT=Verdana][COLOR=white]Secondary[/COLOR][/FONT][/B] [COLOR=white][B][FONT=Verdana]Perception[/FONT][/B][FONT=Verdana] DC 28; Grant an ally a +1 bonus to their next Heal, Nature, Dungeoneering or Arcana check; +1 bonus or -2 penalty[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Insight[/FONT][/B][FONT=Verdana] DC 28; Grant an ally a +1 bonus to their next Heal, Nature, Dungeoneering or Arcana check; +1 bonus or -2 penalty[/FONT][/COLOR] [FONT=Verdana][COLOR=white]I was pretty happy with this skill challenge, it was varied and quite exciting due to the obvious (and damaging) time restraints.[/COLOR][/FONT] [/QUOTE]
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Multiple Locked Door Skill Challange
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