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Skill Challenge: Exploded Golem Laboratory
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<blockquote data-quote="TarionzCousin" data-source="post: 5431392" data-attributes="member: 31304"><p>The PC's are chasing a villain through the rooms of a "dungeon" in the Towers of Night--the Astral Domain of the Goddess Shar. </p><p></p><p>They have defeated 4 Ironfury Golems and learned that their enemy jumped down from that room through one of the air vents. During combat they learned that the air vents all do increasing heat damage, so they can't follow him that way.</p><p></p><p>One of the rooms they will encounter this next session is the Laboratory where Golems were created. There was an accident years ago and a large explosion occurred. I don't have any more on that, but I'm sure there was a "mad scientist" involved.</p><p></p><p>This would be a good place for a Skill Challenge, but I can't think of anything other than a hidden vault as the positive result. I want it to be interesting and fun, and I am stagnating.</p><p></p><p><strong><span style="color: Plum"><span style="font-size: 12px">Any ideas? </span></span></strong>General Skill Challenge help is fine, but I've read many threads and articles on them and have created them in the past.<span style="color: Plum"> <strong>I'm looking for specifics relating to the Golem Lab or the Evil Goddess Shar. </strong></span></p><p></p><p>--------------------------</p><p></p><p><em><span style="color: Magenta"><strong>Edit: What I've Come Up With So Far</strong></span></em></p><p></p><p><strong><span style="color: Orange">Challenge #1A - Wrecked Room, Collapsed Alcove.</span></strong></p><p>Visible in the alcove, past a tumble of rocks, is most of a Golem. It has parts missing and is seemingly inoperable.</p><p></p><p>Basically, they need to clear out the rocks to be able to access the Golem.</p><p><em>6 successes vs. 3 failures</em>.</p><p>Skill #1: Athletics, Easy - Simply moving rocks. None of the group has a Strength above 14. This won't be as easy as it might sound.</p><p>Skill #2: Perception, Medium - To determine where exactly to push on the pile of rocks to make it move to their advantage.</p><p>Skill #3: Dungeoneering, Medium. General "How do we do this?" stuff.</p><p>Skill #4: Acrobatics, Medium. To squeeze past the pile somewhat, to gain an advantage on pushing the rocks.</p><p><u>Failure: </u>They clear the rocks away, but it costs a total of ten healing surges among the PC's. </p><p><strong><span style="color: Lime"></span></strong></p><p><strong><span style="color: Lime">Skill Challenge 1B - Wrecked Room, Missing Parts.</span></strong></p><p>This can actually be done at the same time as 1A. The golem exploded, so some of its necessary parts are stuck in the walls and furniture in the main part of the room, not just the alcove.</p><p></p><p><em>They get one chance to Search.</em> One PC has absurdly high Perception and a few others should be able to assist without much difficulty. I expect they'll ace this.</p><p>1. Easy - They find connecting cables. +1 to "Fix Golem Skill Challenge #2.</p><p>2. Medium - They find supporting plates, bars, and other large metal parts. +2 to "Fix Golem Skill Challenge #2.</p><p>3. Hard - They find ball bearings, small fittings, rivets, and other small essentials. The next Skill Challenge "Fix Golem" is Complexity 1 (instead of Complexity 2).</p><p></p><p><strong><span style="color: DeepSkyBlue">Challenge #2: Fix Golem.</span></strong></p><p><em>Four or Six Successes Needed, dependent upon how well they Searched, above.</em></p><p>History, Medium - Basic Knowledge of Golemcrafting.</p><p>Heal, Medium - Surprisingly, they aren't that good at Healing.</p><p>Arcana, Medium - Golemcraft's magical workings.</p><p>Dungeoneering, Hard - Golems are Aberrant creatures, right? Monster Knowledge.</p><p></p><p><strong><span style="color: DarkOrchid"></span></strong></p><p><strong><span style="color: DarkOrchid">Challenge #3: Negotiate with the Repaired Golem.</span></strong></p><p><em>Six Successes Needed</em>.</p><p>Bluff, Medium</p><p>Diplomacy, Medium</p><p>Intimidate, Hard - The Golem doesn't really care if they destroy it.</p><p>Insight, Medium</p><p>History, Medium</p><p>Failure - The Golem not only doesn't open the doors, it sounds the alarm and happily informs the PC's of this fact.</p><p>Success - The Golem opens the doors, and depending upon how well they did, it may reveal the layout of the guard room below and/or give them the key to disable the arcane device in the guard room (which currently aids the Demons therein).</p><p></p><p><u>If they fail at Challenges 2 or 3</u>, they can still get the doors open, but it will cost them 5 or 10 more healing surges in hard labor and the demons down the hall will definitely know they are coming.</p></blockquote><p></p>
[QUOTE="TarionzCousin, post: 5431392, member: 31304"] The PC's are chasing a villain through the rooms of a "dungeon" in the Towers of Night--the Astral Domain of the Goddess Shar. They have defeated 4 Ironfury Golems and learned that their enemy jumped down from that room through one of the air vents. During combat they learned that the air vents all do increasing heat damage, so they can't follow him that way. One of the rooms they will encounter this next session is the Laboratory where Golems were created. There was an accident years ago and a large explosion occurred. I don't have any more on that, but I'm sure there was a "mad scientist" involved. This would be a good place for a Skill Challenge, but I can't think of anything other than a hidden vault as the positive result. I want it to be interesting and fun, and I am stagnating. [B][COLOR="Plum"][SIZE="3"]Any ideas? [/SIZE][/COLOR][/B]General Skill Challenge help is fine, but I've read many threads and articles on them and have created them in the past.[COLOR="Plum"] [B]I'm looking for specifics relating to the Golem Lab or the Evil Goddess Shar. [/B][/COLOR] -------------------------- [I][COLOR="Magenta"][B]Edit: What I've Come Up With So Far[/B][/COLOR][/I] [B][COLOR="Orange"]Challenge #1A - Wrecked Room, Collapsed Alcove.[/COLOR][/B] Visible in the alcove, past a tumble of rocks, is most of a Golem. It has parts missing and is seemingly inoperable. Basically, they need to clear out the rocks to be able to access the Golem. [I]6 successes vs. 3 failures[/I]. Skill #1: Athletics, Easy - Simply moving rocks. None of the group has a Strength above 14. This won't be as easy as it might sound. Skill #2: Perception, Medium - To determine where exactly to push on the pile of rocks to make it move to their advantage. Skill #3: Dungeoneering, Medium. General "How do we do this?" stuff. Skill #4: Acrobatics, Medium. To squeeze past the pile somewhat, to gain an advantage on pushing the rocks. [U]Failure: [/U]They clear the rocks away, but it costs a total of ten healing surges among the PC's. [B][COLOR="Lime"] Skill Challenge 1B - Wrecked Room, Missing Parts.[/COLOR][/B] This can actually be done at the same time as 1A. The golem exploded, so some of its necessary parts are stuck in the walls and furniture in the main part of the room, not just the alcove. [I]They get one chance to Search.[/I] One PC has absurdly high Perception and a few others should be able to assist without much difficulty. I expect they'll ace this. 1. Easy - They find connecting cables. +1 to "Fix Golem Skill Challenge #2. 2. Medium - They find supporting plates, bars, and other large metal parts. +2 to "Fix Golem Skill Challenge #2. 3. Hard - They find ball bearings, small fittings, rivets, and other small essentials. The next Skill Challenge "Fix Golem" is Complexity 1 (instead of Complexity 2). [B][COLOR="DeepSkyBlue"]Challenge #2: Fix Golem.[/COLOR][/B] [I]Four or Six Successes Needed, dependent upon how well they Searched, above.[/I] History, Medium - Basic Knowledge of Golemcrafting. Heal, Medium - Surprisingly, they aren't that good at Healing. Arcana, Medium - Golemcraft's magical workings. Dungeoneering, Hard - Golems are Aberrant creatures, right? Monster Knowledge. [B][COLOR="DarkOrchid"] Challenge #3: Negotiate with the Repaired Golem.[/COLOR][/B] [I]Six Successes Needed[/I]. Bluff, Medium Diplomacy, Medium Intimidate, Hard - The Golem doesn't really care if they destroy it. Insight, Medium History, Medium Failure - The Golem not only doesn't open the doors, it sounds the alarm and happily informs the PC's of this fact. Success - The Golem opens the doors, and depending upon how well they did, it may reveal the layout of the guard room below and/or give them the key to disable the arcane device in the guard room (which currently aids the Demons therein). [U]If they fail at Challenges 2 or 3[/U], they can still get the doors open, but it will cost them 5 or 10 more healing surges in hard labor and the demons down the hall will definitely know they are coming. [/QUOTE]
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