| Rev DM |
Kia
Attack v Fort - on hit, you are subject to an attack v Will. If that hits, you will want to run and will need to make a save to prevent yourself doing so.
1d20+12=18. v Fort. Misses.
You stand strong, certain you can avoid anything the primal terror beneath can throw at you. Another attack comes.
As above:
1d20+12=32 v Fort. Hits.
1d20+12=17 v Will. Misses.
Even though you know, with utter certainty that what you see and hear is not true, nonetheless the fear is the most real thing in your world. Your smiling mother removes your weapons and armour and binds your eyes before turning you around. Disoriented, you feel silken ribbons slip around your body, holding you in place. Each ribbon has a name and each is more fearful than the last. "Domesticity." "Obedience." "Lassitude". "Incarceration."
Skill challenge: Break through your fear.
4 successes before 3 failures. No aids.
You may use any skill you wish to with appropriate reasoning, but each skill only once.
| Kia Rubarka |
Kia explains to her mother that the laws which have evolved for the good of her kind do not permit this denial of her freedom. History - 1d20 + 17 ⇒ (8) + 17 = 25
While trying to convince her mother she tries to wriggle out of the bonds her mother is placing on her. Athletics - 1d20 + 13 ⇒ (1) + 13 = 14
Kia pleads with her mother, promising to consider someone suitable, but ecplaining that she has to chooose for herself. Diplomacy - 1d20 + 11 ⇒ (5) + 11 = 16
Not too certain that that worked, Kia looses her cool slightly, saying she will never speak to her again unless she stops. Intimidate - 1d20 + 11 ⇒ (11) + 11 = 22
Kia looks disparagingly at the bonds her mother is using and claims that they have no power over her. Their magic is too weak. Arcana - 1d20 + 10 ⇒ (14) + 10 = 24
And anyway, there is nothing you can do that is worse than what I've already been through. I will prevail! Endurance - 1d20 + 9 ⇒ (13) + 9 = 22
| Rev DM |
Kia
A child's response helps you break free and you finally recognise that your own purpose is stronger than any bond she can create for you. Determined, you release yourself and stand among your companions.
More terrors must follow, but your inner battle is won.
Reason Welcome back :)
Attack v Fort - on hit, you are subject to an attack v Will. If that hits, you will want to run and will need to make a save to prevent yourself doing so if you fail the skill challenge.
1d20+12=16. v Fort. Misses.
1d20+12=17. v Will. Misses.
Another attack comes, seeking to find a way into your armoured mind.
1d20+12=17. v Fort. Misses
1d20+12=20. V Will. Misses.
Reason's mental training allows him to fight off the primal attacks besetting him, but yet another attempt is made.
1d20+12=26. v Fort. Hits
1d20+12=15. v Will. Misses.
For all your training, at last you are forced to confront your darkest nightmare - the loss of reason. Even though you are aware that this is not happening now, you are aware that it could happen. The bright light of Ioun starts to fade as you grope for memory and understanding. No monster has ever been as bad as your own imagining.
Skill challenge: Break through your fear.
4 successes before 3 failures. No aids.
You may use any skill you wish to with appropriate reasoning, but each skill only once.
| Reason |
Reason clings desperately to the faith and teachings of Ioun, while trying to confront his fears and seek the inconsistencies in the attacks against him, both emotional and physical.
Justification for Religion, Insight, Perception? I will make the rolls and you can discard what you do not like.
Religion x 2:1d20 + 12 ⇒ (11) + 12 = 231d20 + 12 ⇒ (9) + 12 = 21
Insight x 2:1d20 + 13 ⇒ (2) + 13 = 151d20 + 13 ⇒ (20) + 13 = 33
Perception x 2:1d20 + 14 ⇒ (10) + 14 = 241d20 + 14 ⇒ (10) + 14 = 24
EDIT: sorry, missed the each only once. please use the first rolls above.
| Rev DM |
Reason
Faith brings acceptance and, despite a brief inability to understand, you realise that the primal force beneath you is offering an opportunity for rebirth. You see clearly that even though your darkest fear may yet occur, you will find ways to accept it. The fear starts to recede to a controllable place.
I need another successful roll from you on a different skill. You've succeeded with Religion, Insight and Perception and have three out of your four successes and one failure.
| Rev DM |
Reason
As it has always done, your training comes to your aid. Magical and medical knowledge cycles surely through your mind, even though the historical subtleties elude you. It is enough. The fear recedes and you stand ready to face whatever the next challenge may bring.
As you recover from the series of attacks, you become aware of a stilling of the restless shades on the perimeter of the Bone Plains. Two great figures can be dimly perceived on the edges of your vision, as yet without any real form.
The ground beneath you is now starting to rock more insistently and pull apart, and from the cracks in the land, shades emerge.
Enemies long dead rise around you. The duergar from Pharoe glower as they form and move to the edge of the trembling ground, followed by zombies, ghouls, and then other, more recent foes. Gnolls, Skyroth, orcs and Kyleth move through you and take their places in the circle. Then come the wine-soaked dwarves, the vine horrors, the swarms, the Muse and the proto-tieflings. Others follow. Now you see the poltergeists from the Library as well as the fey assassins you fought more recently.
The same thought occurs to you all. Here in the half-world, the lives you have ended must be balanced with the lives you have saved.
This is a communal effort. You can call on any of the people you have saved for aid here. The actual battle that follows will be mental, rather than physical and I'll explain the details once you've chosen your allies.
| Arianwyn |
Concur with the above; the villagers of Riggarth (saved from the Blight); the spirit of the mound (admittedly we helped him rest rather than save his life, but the guys from the books were illusions, so why can't we have a dead guy?) :D; plucking at straws, the animal spirits from the spirit challenge in the tomb; even more plucking at straws.. if we could summon Anarak, Gobi, Seraphiel/TRK, and Baldrec the Unkind as well.
| Rev DM |
The whole world seems a bit much to ask for :)
You can have Pirot, The Gentleman, Einvar the Betrayer, TRK, Gobi, Anarak, Baldrech the Unkind, Narissa (she has hidden talents) and Whiteclaw's egg on your team.
Yusiri Kaseem (the bon viveur you rescued from the drunken dwarves), Roswitha, the bystanders at the poetry reading and the citizens of Riggarth can certainly speak on your behalf, but they'll have to be non-combatants.
I'll have your map updated and details of what you need to do along shortly. In the meantime, roll initiative, remembering to add +2 for Kia.
| Rev DM |
All - spoilered for length
This is a variant skill challenge. The victory conditions are slightly different as you don't have to roll a precise number of successes or failures. It ends when one side or the other accomplishes their objective. In this case, 5 consecutive successes would mean you've accomplished your objective.
Your objective is to increase the size of the blue square (your supporters) so that it covers the orange square. The pink lot (your opponents), have exactly the same objective. With each success, the relevant square increases by one.
You roll attacks in init order, using a single skill as your attack bonus - i.e. if Whiteclaw picks Endurance, she rolls her attacks at +14. Once you've picked the skill, you can't change it. That is a STANDARD action.
As a MOVE action, you may call on one of your allies to make an attack roll as well. They will use their best bonus score on your behalf. You may call on each ally only once.
Friend and foe attack bonuses are listed below for easy reference. Once used, they vanish from the list.
You may use MINOR actions in any way you choose.
The DCs are all high.
I hope this makes sense.
Your allies:
Anarak (+11)
Baldrech (+13)
Einvar the Betrayer (+14)
Gobi (+13)
Narissa (+15)
Pirot (+15)
The Gentleman (+17)
TRK (+13)
Whiteclaw's Dragon (+11)
Primal forces roll at a basic level +3 - or +12. Like you, they may call on an ally to roll as a move action. Unlike you, they don't have any AP to play with.
Enemies
Kyleth (+18)
Duergar (+11)
Swarms (+11)
Orcs (+10)
Gnolls (+13)
Skyroth (+15)
Drunken dwarves (+12)
Proto-tieflings (+13)
Muse (+12)
The ground continues to writhe as spirit forms of allies and friends emerge to support your cause. Among them is a young dragon. As it appears, it pauses in front of Whiteclaw, looking slightly smug.
"I told you I'd find you. I am beautiful and clever, just as I said." Glinting with traces of silver among the pure white of its scales, it takes its place among your friends.
Gobi, Anarak, The Rogue Knight and Baldrech join the throng, and finally, surprisingly, the enaree of the Bone Riders.
"I come to watch and see."
Arianwyn
Primal forces
Primal forces
Primal forces
Kia
Reason
Primal forces
Whiteclaw
Vel
Primal forces
| Arianwyn |
Arianwyn scoffs, "Come now, is this the best you can do? Fully half your troops are imaginary. Pitiful really."
Intimidate1d20 + 15 ⇒ (19) + 15 = 34
"Narissa, so good to see you. Would you care to lend your unique skills to this conflict?"
1d20 + 15 ⇒ (9) + 15 = 24
Action Point
"Ah, the Gentleman; welcome."
1d20 + 17 ⇒ (14) + 17 = 31
The eladrin smiles in a chilling manner at the opposition.
| Rev DM |
Conflicted areas just overlap until the challenge is resolved.
Narissa smiles warmly as Arianwyn stares down the opposition and sings her praise of your deeds.
The Gentleman's hands go to his sleeves and he draws two slender daggers, slipping into the shadows behind enemy lines.
"I should not, in your place, risk the wrath of true heroes," he comments.
Beneath your feet, the ground shakes, seeking to overturn your authority. The attack is mere sound and bluster, doing nothing to further the other cause.
Kyleth's shade sneers from afar.
"Here, you are such stuff as dreams are made on. We shall see you bound into sleep."
1d20+12=13
Kyleth - 1d20+18=28
Another failed rumble from the ground and the proto-tieflings advance menacingly, dripping with blood and fanaticism in equal measure.
Primal forces - 1d20+12=17
Proto-tieflings - 1d20+13=28
The primal forces seem unsure now, as the ground ripples again and calls on the gnolls to make their claim. The sight of Whiteclaw deters them and they shake their heads, standing still.
Primal forces - 1d20+12=16
Gnolls - 1d20+13=16
Your allies:
Anarak (+11)
Baldrech (+13)
Einvar the Betrayer (+14)
Gobi (+13)
Pirot (+15)
TRK (+13)
Whiteclaw's Dragon (+11)
Enemies:
Duergar (+11)
Swarms (+11)
Orcs (+10)
Drunken dwarves (+12)
Muse (+12)
Kia
Reason
Primal forces
Whiteclaw
Vel
Primal forces
Arianwyn
Primal forces
Primal forces
Primal forces
| Whiteclaw |
If each side needs 5 consecutive successes, aren't we up 3-0? Arianwyn and Allies all made it - 3 for us. They had Kyleth hit, miss with primal forces, Tiefling hit, then 2 misses. So they have 2 total successes, but zero consecutive? Or do they have different rules from us?
| Rev DM |
If each side needs 5 consecutive successes, aren't we up 3-0? Arianwyn and Allies all made it - 3 for us. They had Kyleth hit, miss with primal forces, Tiefling hit, then 2 misses. So they have 2 total successes, but zero consecutive? Or do they have different rules from us?
Same rules. It doesn't matter if the hits are consecutive or not, it's a first past the post deal.
I just used the "if you got five consecutive hits" in the original example as a hypothetical case.
| Rev DM |
Kia's knowledge of the patterns of history provides convincing proof of the rightness of your past actions and Pirot's shadow adds authority to her words.
Reason looks at the assembled foes and realises that their presence here is the product of the group's deepest fears. Seraphiel's many lifetimes offer support as he gazes serenely at the enemy.
"Your actions are justified."
Silence falls as your enemies and friends fade, leaving you masters of the field.
From the mounds, the massed dead bow to you. At the edges of vision the huge watching figures seem to radiate approval. The enaree seems to be listening to something as he gestures slightly, and your weapons and armour reappear on you.
Success in both those challenges gives you back all your equipment. Stats and powers are as normal.
"Be devoured."
Before Pashira's tomb, a huge head is emerging from the ground. Eyeless and ancient, it snuffs the air, reaching towards you. In the halfworld, many things are clear to you without speech. To complete Pashira's path, one of you must be consumed.
Only one of you needs to be swallowed by the One Who Devours. The problem here is that you need to defeat it before the lucky soul inside it is digested.
Whiteclaw
Vel
Arianwyn
The One Who Devours
Kia
Reason
| Rev DM |
Arianwyn - you can keep Dark One's Own Luck as your first roll just hits.
Chill forms around the huge form as the warlock manages to sneak an attack past it.
The great head lunges at Whiteclaw, grabbing her in its jaws.
Bite (Ref). On hit target is grabbed until escape.
1d20+15=30
2d6+5=16
16 damage to Whiteclaw and she is grabbed.
Vel
Kia
Reason
Whiteclaw - grabbed until escape
Arianwyn
The One Who Devours - marked by Whiteclaw; cursed by Arianwyn; takes 1d8 cold damage if it moves (se)
| Vel |
Characteristically, Vel opens with her most destructive spell, exploding a ball of fire at the One after sending Adalram to perform his targeting role. It has less effect than she had hoped, but still singes the being.
Minor: Summon Adalram. Move: Send Adalram to N16. Standard: Fireball at M12 vs Ref, miss for half.
1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 133d6 + 7 ⇒ (6, 6, 3) + 7 = 22
| Rev DM |
Vel's usual precision may be missing, but her trademark flame is nonetheless a welcome sight for her allies. Adalram flies high above the One Who Devours, pointing the way for her.
Kia
Reason
Whiteclaw - grabbed until escape
Arianwyn
The One Who Devours - marked by Whiteclaw; cursed by Arianwyn; takes 1d8 cold damage if it moves (se)
Vel
| Kia Rubarka |
Kia moves to S14, takes out her bow and shoots at the devourer.
That's a move, minor, free to load and standard
Paint the Bulls-eye 1d20 + 10 ⇒ (6) + 10 = 161d10 + 1 ⇒ (1) + 1 = 2
In the unlikely event that that hits, everyone will get a +4 power bonus to their damage rolls. to the start of Kia's next turn and Kia pushes the devourer 1 square directly away from her.
I need to keep track of my arrows... Since iPlay4e won't. So.. 23 left.
| Rev DM |
Reason's light narrowly misses the One Who Devours as Whiteclaw dangles from its mighty jaw. Even so, Arianwyn feels the benefit of Reason's prayer.
Whiteclaw - grabbed until escape
Arianwyn - CA v One Who Devours until end Reason's next turn
The One Who Devours - marked by Whiteclaw; cursed by Arianwyn; takes 1d8 cold damage if it moves (se)
Vel
Kia
Reason
| Whiteclaw |
As she dangles in it's jaws, Whiteclaw swings her axe at the Devourer.
Grab seems to just immobilize, so I can smack it down! Grasping Winds, targets AC. 1d20 + 12 ⇒ (8) + 12 = 20. On hit: 1d10 + 6 ⇒ (8) + 6 = 14 and a pull which has no effect since there are no other enemies. Keep it marked.
HP: 80/96
Surges: 13/13
AP: 1/1
Status: Marked The One, Grabbed.