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<blockquote data-quote="the Jester" data-source="post: 6185678" data-attributes="member: 1210"><p>Though not technically a skill challenge, this is similar enough that I thought it was worth posting. To get to the uppermost level of Bile Mountain, creatures must pass through a staircase laden with epic wards designed so that only a well-balanced and very powerful group can get to the top. </p><p></p><p><strong>103. Massive Stairway (14,000 Quest XP)</strong></p><p> </p><p><strong>Doors:</strong> The doors to area 103 are extremely heavy and require a strength check, DC 28, to open. A character that fails to open them three times cannot succeed until he or she gains a level. Up to three medium or small creatures can aid an attempt to open them.</p><p> </p><p>Each of the solid stone steps here is about 2' high and broad. A character that examines the stairs with an Arcana check, DC 28, wil recognize that an extremely rare material called resonite has been incorporated into them, which helps create the various fields that must be crossed to reach the teleport platform at the top. </p><p></p><p>Creatures attempting to ascend the stairs may move two squares into the room without difficulty, but then must cross a number of resonating fields of magical energy in sequence. Each field is a wall 4 perpendicular to the direction of the stairway completely blocking further passage upward, and there are five fields in all. Each requires a separate method of penetration and creates a different hostile effect when an attempt to pass it fails. When a field is penetrated, it collapses for one round; creatures attempting the ascent are on initiative, but can arrange their order as desired.</p><p> </p><p>From the bottom upward, the fields that must be penetrated are:</p><p></p><p><strong>Field of Strength:</strong> This field feels slightly elastic, but its resistance increases incredibly as creatures advance into it. Moving into this field requires a Strength check, DC 23. Each failed attempt inflicts 5d6 points of lightning damage to each creature in the field. </p><p> </p><p><strong>Field of Faith:</strong> Creatures entering this field feel a sense of moral oppression and negative energy. A trained creature that makes a Religion check, DC 26, will recognize that someone able to channel divinity might be able to penetrate the field. Any creature that uses a channel divinity power may make a Charisma implement attack against a defense of 35 to collapse the field for a round. Alternatively, clever characters might be able to breach the field by making a radiant attack against a defense of 39. Each failed attempt causes a negative energy backlash that deals 8d6 necrotic damage to each creature in the field.</p><p> </p><p><strong>Field of Magic:</strong> This field literally smells of magic, as an Arcana check, DC 20, will recognize. A character can make an Arcana check, DC 21, to visualize the complex web of interactions creating the field. A savvy character can attempt to unweave this field with an Arcana check, DC 35, to open the field up. A dispel magic will not collapse the field, but will weaken it for a round, lowering the Arcana DC to 30. Each failed attempt inflicts 5d6 force damage to each creature in the field.</p><p> </p><p><strong>Thick Field:</strong> This field is barely visible. Creatures that study it and make a Perception check, DC 26, can tell that the field folds together like a large mass of warped paper, and small openings and gaps exist in it. A creature can attempt to squirm through such a gap with a successful Acrobatics check, DC 35; success means that the gap widens enough for the rest of the party to pass through. Failure inflicts 6d6 acid damage on each creature in the field.</p><p> </p><p><strong>Field of Persuasion:</strong> This field fills creatures with a sense of being watched and perceived. A creature with a passive Insight of 26 can sense that it is possible to talk to this field. (The field does not respond verbally.) A Diplomacy check, DC 35, will persuade the field to collapse for a round. Alternatively, a Bluff or Intimidate check, DC 39, will do the same. The content of the attempt at persuasion matters not a whit. A failed attempt on any of these checks inflicts 8d6 cold damage on each creature within the field.</p><p> </p><p><strong>The Landing:</strong> At the top of the stairway is a landing, also lined with resonite. This is the only place on this level of Bile Mountain where teleportation is possible; any creatures stepping into the teleport circle teleports to area 104 after a single round. The circle is of incredible complexity and is interwoven with other epic magic; it is impossible to discern the circle's teleport coordinates without making an Arcana check, DC 42.</p><p> </p><p><strong>Quest XP:</strong> Characters that reach the top and exit via the teleport platform earn 14,000 xp.</p><p></p><p><strong>How It Went:</strong> Everyone rolled very well when they faced this challenge, but they didn't have anyone capable of channeling divinity. They ended up sacrificing a magic standard that created a zone of radiant energy in order to bypass the Field of Faith, and good rolls- unusual for my players- got them up the rest of the way virtually without damage.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6185678, member: 1210"] Though not technically a skill challenge, this is similar enough that I thought it was worth posting. To get to the uppermost level of Bile Mountain, creatures must pass through a staircase laden with epic wards designed so that only a well-balanced and very powerful group can get to the top. [B]103. Massive Stairway (14,000 Quest XP)[/B] [B]Doors:[/B] The doors to area 103 are extremely heavy and require a strength check, DC 28, to open. A character that fails to open them three times cannot succeed until he or she gains a level. Up to three medium or small creatures can aid an attempt to open them. Each of the solid stone steps here is about 2' high and broad. A character that examines the stairs with an Arcana check, DC 28, wil recognize that an extremely rare material called resonite has been incorporated into them, which helps create the various fields that must be crossed to reach the teleport platform at the top. Creatures attempting to ascend the stairs may move two squares into the room without difficulty, but then must cross a number of resonating fields of magical energy in sequence. Each field is a wall 4 perpendicular to the direction of the stairway completely blocking further passage upward, and there are five fields in all. Each requires a separate method of penetration and creates a different hostile effect when an attempt to pass it fails. When a field is penetrated, it collapses for one round; creatures attempting the ascent are on initiative, but can arrange their order as desired. From the bottom upward, the fields that must be penetrated are: [B]Field of Strength:[/B] This field feels slightly elastic, but its resistance increases incredibly as creatures advance into it. Moving into this field requires a Strength check, DC 23. Each failed attempt inflicts 5d6 points of lightning damage to each creature in the field. [B]Field of Faith:[/B] Creatures entering this field feel a sense of moral oppression and negative energy. A trained creature that makes a Religion check, DC 26, will recognize that someone able to channel divinity might be able to penetrate the field. Any creature that uses a channel divinity power may make a Charisma implement attack against a defense of 35 to collapse the field for a round. Alternatively, clever characters might be able to breach the field by making a radiant attack against a defense of 39. Each failed attempt causes a negative energy backlash that deals 8d6 necrotic damage to each creature in the field. [B]Field of Magic:[/B] This field literally smells of magic, as an Arcana check, DC 20, will recognize. A character can make an Arcana check, DC 21, to visualize the complex web of interactions creating the field. A savvy character can attempt to unweave this field with an Arcana check, DC 35, to open the field up. A dispel magic will not collapse the field, but will weaken it for a round, lowering the Arcana DC to 30. Each failed attempt inflicts 5d6 force damage to each creature in the field. [B]Thick Field:[/B] This field is barely visible. Creatures that study it and make a Perception check, DC 26, can tell that the field folds together like a large mass of warped paper, and small openings and gaps exist in it. A creature can attempt to squirm through such a gap with a successful Acrobatics check, DC 35; success means that the gap widens enough for the rest of the party to pass through. Failure inflicts 6d6 acid damage on each creature in the field. [B]Field of Persuasion:[/B] This field fills creatures with a sense of being watched and perceived. A creature with a passive Insight of 26 can sense that it is possible to talk to this field. (The field does not respond verbally.) A Diplomacy check, DC 35, will persuade the field to collapse for a round. Alternatively, a Bluff or Intimidate check, DC 39, will do the same. The content of the attempt at persuasion matters not a whit. A failed attempt on any of these checks inflicts 8d6 cold damage on each creature within the field. [B]The Landing:[/B] At the top of the stairway is a landing, also lined with resonite. This is the only place on this level of Bile Mountain where teleportation is possible; any creatures stepping into the teleport circle teleports to area 104 after a single round. The circle is of incredible complexity and is interwoven with other epic magic; it is impossible to discern the circle's teleport coordinates without making an Arcana check, DC 42. [B]Quest XP:[/B] Characters that reach the top and exit via the teleport platform earn 14,000 xp. [b]How It Went:[/b] Everyone rolled very well when they faced this challenge, but they didn't have anyone capable of channeling divinity. They ended up sacrificing a magic standard that created a zone of radiant energy in order to bypass the Field of Faith, and good rolls- unusual for my players- got them up the rest of the way virtually without damage. [/QUOTE]
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