☠ Season of Ghosts w/ DM rainzax ☠

Game Master rainzax

Year, Season: 7108, Fall, Week 10
Current Weather: Crisp Autumn Breeze
Wandering Monster @ Town (graveyard) 20% / Hinterlands 20%
Cerulean Teahouse @ +1i to Raise Hope, +1c to Tea Lore to Raise Hope
Eternal Lantern @ Abadar, Pharasma, Shizuru for +1 party item bonus to Medicine, Society, and Religion

PC Macros ➤ Season of Ghosts
Maps / Slides ➤ Tan Sugi Monastery
Loot / Downtime / Wealth ➤ Lan's Accounting Sheet
Useful Info for Character Building ➤ Info
NPC Relationships ➤ LINK

Influence w/ Granny Hu vs Old Matsuki ➤ 2pts vs 12pts
Reputation w/ Northridge vs Southbank ➤ 7pts vs 10pts


Escaping the Crumbing Monastery

All around, crumbling stone falls to the ground, as what was once a small tremor escalates with logarithmic impact with each passing moment, causing the entire monastery to shake, shatter, uproot, and break apart, flying debris threatening even those running for their lives, hoping not to become buried with Kugaptee in his grave below the once-Great but now Drained Tan Sugi... ...and somewhere within the rapidly-crumbling structure lie the Sangpotshi Scrolls!

➤ Level: Uses the "Escape DC" from the previous fight
➤ Complexity: 5 rounds to Escape
➤ Timeframe: rounds
➤ Synergies: Speeds less than or greater than 25 grant a -1 item penalty or +1 item bonus to all Escape checks per 5 feet
➤ List of Skills: Varies by round

Each round of this skill challenge, you have three options:

1) Roll an Escape check
2) Activate an Ability
3) Help a Fallen Ally

Rolling a check help the party escape; see "The Stakes" below.

Instead of rolling a check, you may add a Failure to the stack but gain three actions (◆◆◆) to activate an ability, cast a spell, or otherwise act as if you were in combat (ex. Casting a spell that improves your speed or skill checks).

Allies may sustain damage that is sufficient to knock them out, and doing so causes them to lose their turn and also adds a Failure to the stack. Allies left behind will die in the collapse of the monastery, unless...

If you help a fallen ally, you add a Failure to the stack, but gain three actions (◆◆◆) which you can use to bring them back to conscious using normal mechanics as if you were doing so during an encounter (ex. using Battle Medicine or casting a spell that heals HPs). If you succeed in waking them, they may act in the following round normally.

The Stakes
If they party ends the skill challenge with more successes than failures in the stack, everyone survives (minus those left behind).
Otherwise, everyone except one character survives (minus those left behind), unless someone risks a Final Gambit.
If there are at least twice as many failures as successes in the stack, everyone dies.