The Hunted (DM: IronSky, Judge: ???)

[sblock=tactics] Raijin still has 1 surge left to heal 10hp, so I could take 2 hits though total failure would be bad for him. I say we start with moderate:
Acrobatics +2
Arcana +7
Athletics +7
Nature +4
Perception +2
Thievery +2
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I see that there are fallen suspended over there. With some help I could reach the wards and then deactivate the magical trap. Raijin offers.
 

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Since Mab is on auto-pilot at the moment, we're going with medium one.

"I think we should not only leave it as-is, but try and repair it as much as we can. Or at least reset as many traps as we can.

But let's see what can we do here."



While others rest, Illarion takes off the hand and the head of the silver haired demon and rolls them in some rags before putting them in a discarded backpack.



Last stat I can get for Mab is 6/8. I think I made her drink the potion, so 5/8 surges, spending 3 to get to full and having 2 extras. She's good to go.
Illarion spends 1 surge and is also at 2/7. He's good to go too.


[MENTION=60965]Iron Sky[/MENTION], this would be classic challenge or your composite? I'm asking because you set the DCs for the skills which composite system doesn't do. In composite -3 to skill to aid another (re-roll) is disadvantageous as we lower our chance with low skills (+6-3 = +3), in normal is fairly easy bonus. Still I think it would help us to grant re-rolls with aids for one big success, we just need to know to think on it.
 
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this would be classic challenge or your composite?

GM: This is a normal skill challenge. Composite skill challenges will have all the tables and no x successes before y failures mentioned.

If you guys have decided which you are going to do and who is involved, go ahead and start rolling. It might be useful for someone to come up with a "roll plan". I.E. Roll 1: Athletics, primary Mab, no one aiding. Roll 2: Arcana, primary Raijin, everyone else aids. Roll 3: etc...

If you posted an in-character version of it that would be even cooler, but that's up to you guys.
 
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"Raijin, Mab, what do you think, could we disable this magical ward in such way that it restores itself or we reactivate it when we're done? I'd prefer to leave this place as armed as possible. And Devinihm, would you please check those vines and creepers to see that it's just harmless plant?"

Illarion focuses his will on threads of magic while Auntie Mab mumbles something to herself.
"We can try, dear, let's see if Luran can help us with this."

"Hmmm, yes, yes, see here, if we just move this rune here and later restore it..." she quickly draws a copy of one rune and erases part of the original "...we could move the hex to just leave us room to pass."

OOC: I'll roll aid and Mab's main roll and Raijin's aid could then be added or subtracted, OK?

Illarion Aid; Mab base roll (1d20+5=21, 1d20+8=21) - too bad that was aid :), but we have one success.
 

Devinihm, wilden druid

Devinihm cocks his head to one side as Illarion points him to the vines. He squints a moment, leans his head the other way. There's a momentary buzzing from beneath his leaf cloak, though he does not release his swarm form. Then he smiles.

"No, not harmless. The thorns are tiny, but can sicken a man until the vines can choke the life from him. But this--" he reaches down to a small, prickly plant that seems to be simply a part of the overgrown invasion that has taken the temple. He breaks it open, reaching inside to pull forth some of its pungent sap. "It is repulsive to the vines. They will not reach for us, will in fact recoil, if we put just a small dab of this on each of us."

 

Raijin nods. Yes, Mab, that should work, but don't leave too much room open.

OOC: Aid another to Mab with Arcana. It looks like Athletics will be the most difficult roll, I could use an assist from Devinihm, but should we save that for the last roll?
 

OOC: We will fail this challenge. Three of us rolled one skill with two aids, high enough to pass. Next few rolls may as well be low and we'll be in trouble.

I would not risk Athletics even for aid as it gives over 1 in 2 chance to give penalty. Altough it may work out if at least one of Illarion and Mab aids (which would remove the penalty). For thievery, Illarion and Mab can do it essentially for sure with her skill and +4 from aid. Maybe Athletics could be aided by Acrobatics?


Illarion studies the traps under the ward and points out few things, but mostly he's only holding tools while Auntie patiently probes and pulls until the traps are disabled.

OOC: Here two 4s, luckily, this is one roll we essentially cannot fail more then once.
Illarion Thievery Aid; Mab's main roll Thievery (1d20+7=11, 1d20+17=21) - success
 

Devinihm, wilden druid

Devinihm surveys the pit traps that have been sprung, saying, "Auntimab, these large stones, something must help pull them back up, yes? A lever or pulley? Tell me what I might be looking for and I will search for it."

OOC: Aid another just needs to exceed 10, yes? Mab has a +8 in perception, so solid odds to aid Devinihm before he makes his roll. The above was the in-character request for the aid. I'll wait to roll the Perception check until I know if I should add an aid bonus.

We're halfway there, right? Nature, Arcana, and one of two Thievery checks done. Looks like it'll be Raijin and Devinihm for the Athletics check, so I have a rules question. Devinihm's Athletics is currently +6 because he's taking a -1 penalty for his Hide Armor. Since the traps target Fort, though, there's no defensive advantage for him to keep it on right now, is there? Just thinking, since it'll be the toughest check, that we could use every point we can get, but I'm not especially savvy at this kind of thing, so asking for opinions

ETA: totally missed johnmeier1 had talked about the Athletics roll. I definitely think it's worth saving for last, as well. If we've managed to make the other checks without anyone taking damage, we might have all three others Aid the roll, whereas Mab or Illarion might hold off if it turns out they've already taken 'hits' by then.
 
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For Thievery we two are enough, you two try Athletics. If you fail, we still have two tries remaining. Remember there are six round cap on these things. Mab will aid perception next round. Illarion will aid too since everyone needs to roll something, I'd prefer to roll something else, but this is no social call.

Also, aid another needs 10 + 1/2 level which is 11 in our case.
 

Devinihm, wilden druid

Remember there are six round cap on these things.

OOC: There are? Guess I need to read the DM's guide to figure out how these things run. Okay, I guess that removing armor idea won't work, then (actually, the player's handbook only seems to mention how long it takes to get into armor, but that's 5 minutes, so I don't imagine you can get out of armor much more quickly.). Oh, for the love of Pete:

Athletics Aid another (1d20+6=20)

Would have been a regular success if I hadn't made it the Aid.:hmm:
 

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