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

Iron Sky

Procedurally Generated
GM: As jkason says, Aid another's DC is 10 + 1/2 your level (rounding down). Success adds +2 to the primary check, failure subtracts 1.

Where does it say there's a round cap?

Half-way done, keep it up!

Oh, I totally forgot to put on the Boons you guys should have had with that treasure parcel that should help out with the traps. Might be sad, but the first thing I though of when I woke up today was "I forgot to give them the boons!"

Demon-Hunter's Boon(Legendary)
Property: 19-20 crit range on attacks against demons.
Property: Gain +1 to all skill checks made to notice, avoid, or disarm traps. Gain +1 to all defenses against trap attacks.
Power: Variable Resistance(Free Action, when you take Acid, Cold, Fire, Lightning, or Thunder damage * Daily) Gain resist 5 against that damage type until the end of the encounter.
 
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Neurotic

I plan on living forever. Or die trying.
Cannot give you XP for the boon, but vow! It's questionable how often that crit range will come into play, but giving a sorcerer with one type of resist another, vow! You need to be careful, Toeto and the rest are undead slayers, we're demon hunters, you'll create distinct groups of xy hunters :)

Round in skill challenge is not a round in combat, I think you could remove your armor before trying something, but I'm not the expert. As for round cap, I heard it in another game or two, it sounded like a rule not like DM's fiat...
 

Voda Vosa

First Post
OOC: Hey guys, I'm back to civilization, I hope you got the notice, I made a hasted post in Talk the Talk forum, hoping the new to spread out. I'm back on town now, with internet.
 

jkason

First Post
GM: Demon-Hunter's Boon(Legendary)
Property: 19-20 crit range on attacks against demons.
Property: Gain +1 to all skill checks made to notice, avoid, or disarm traps. Gain +1 to all defenses against trap attacks.
Power: Variable Resistance(Free Action, when you take Acid, Cold, Fire, Lightning, or Thunder damage * Daily) Gain resist 5 against that damage type until the end of the encounter.

OOC: ]Ooh! Nifty. :) Is this what the black scars are? Had to dig up what boons are, exactly, but quite neat. Question: the boon stuff I read indicates they expire after some measure of time / levels (looks like 5 levels). Is that the case with these?
 


Neurotic

I plan on living forever. Or die trying.
OOC: Behold the power of the boons

Illarion Thievery Aid; Mab's base roll (1d20+7=10, 1d20+17=19) - these rolls DO NOT include boon bonus against traps.

Add one to Illarions roll to succeed on aid another which in turn gives Mab +4 to her roll in addition to boosting her own roll by 1.


Illarion helps Mab look over the remaining traps beyond the ward. But at the critical moment he brushes on the vine dropping from above and flinches, disturbing even professional trap master such as Auntie Mab. Both of their new marks flare, stabilizing them before more permanent harm is done. The traps remain dormant.
 


jkason

First Post
OOC: So we just have the Perception roll left, right? With the boons, Mab's check rises to +9 (though the +1/2 level makes her aid target 12), Devinihm's base to +11. I believe I need to wait until she rolls, or can I roll and she can aid if I'm close enough for it to matter?
 

Iron Sky

Procedurally Generated
GM: I didn't read that part about boons fading. Presumably they last until replaced by another boon.

As for the rolls, you have to wait for Mab to roll first, since if she aids and the result is a failure, she'll be subject to the trap attack too.
 

Neurotic

I plan on living forever. Or die trying.
I forgot another bonus for Mab, I believe she had skill bonus from the ship while on the island...that makes her aid almost auto-success (was it +1 or +2)?

Auntie Mab looks over the work they did and points out few possible points they may have missed, but otherwise seems content to stand back and let others do some work.


Perception aid another (1d20+8=17) - base roll, good enough.
 


Iron Sky

Procedurally Generated
Working together after Devinihm spots the final mechanism, the group makes it to the bones of the dead adventurers. There they find:

*460gp
*A set of bracers, covered with protective runes (Bracers of Defense(Level 7) Raijin)

Carefully, the group collects the gold and the bracers, then makes their way back to the first hallway.

GM: @Voda Vosa , if you are back, you can jump in.


There are two areas left.

The simple way is just a short hallway with a skeleton impaled on spikes at the end. There are some ancient, rusted away spears jutting from the wall and scorch marks here and there and there are probably more traps that weren't set off.

The other way is a large room with pillars over a spiked pit, tripwires, a section that seems to be only reached by climbing, and finally, a pedestal with dozens of relics on it and a mass of skeletons still locked in the positions where they died, apparently all killing each other.

[sblock=Traps]The group now has a chance to do some looting.

You may eventually try all of the areas below, but pick one at at time to work on.

You can aid another. Anyone who makes a roll in the challenge (normal or aid-another) will be at risk if the total failure trap is set off.

On total failure, the trap is failed and must be retried.

Simple
Required Rolls: 1 Perception, 1 Arcana, 2 Thievery checks: DC 20
Success: 4 successes before 3 failures.
Failure: Each failure sets off a trap that only affects the individual rolling(and any players aiding that person): +8 vs Reflex, 1d10+5 damage.
Total Failure: If 3 failures, everyone participating is caught in a trap: +8 vs Reflex, 3d10+4 damage, 1/2 damage on a miss.
Reward: 1d3 Level 4 loot parcels.

Moderate Complete
Reward: 460gp, Bracers of Defense(Level 7) Raijin

Complex
Required Rolls: 1 Perception, 2 Athletics, 1 Acrobatics, 2 Arcana, 2 Thievery checks: DC 20
Success: 8 successes before 3 failures.
Failure: Each failure sets off a trap that only affects the individual rolling(and any players aiding that person): +10 vs Will, 2d6+4 damage.
Total Failure: If 3 failures, everyone participating is caught in a trap: +10 vs Will, 5d6+5 psychic damage, 1/2 damage on a miss.
Reward: 2d6 Level 4 loot parcels.[/sblock]
 

jkason

First Post
Devinihm, wilden druid

"I am troubled by the men who seem to fight one another," the wilden admits, pointing to the most hazardous-looking section of the temple. "If we wish to collect more, I would prefer to begin with this way." he points to the spiked and scorched section.

OOC: Since we managed to get through the other unscathed, I'm game to try the simple section if anyone else is. Even with the boons, I'm not sure we've got the numbers for the complex area. Or, at least, the odds make me a little nervous.
 





Iron Sky

Procedurally Generated
Earth tries to discover something hidden at plain sight.

GM: From here on out if anyone doesn't indicate whether they are making an aid another check or a primary check, I'll assume they are making a primary check.

[MENTION=73730]johnmeier1[/MENTION], were you meaning to aid or make a primary check?
 


Neurotic

I plan on living forever. Or die trying.
OOC: I was making a primary check, but I am waiting for Illarion and Mab to roll the aid another checks. Wait, are we running Mab?

I'm running Mab, but she already rolled Thievery with Illarion aid. You can get Arcana boost next round. Sorry. :(
 

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