Thursday, April 22, 2010

The scariest place you can imagine

Touching the altar in the Shattered Temple, the heroes were immediately transported to the ruins of a building located in Moil. Looking outside they could see a massive structure, with a dim light shining out from the far end. The only problem, a large open expanse lay before them. Before they could begin formulating a plan, 3 flesh-starved ghouls leapt down from the remains of the roof and attacked. The creatures posed little challenge for the heroes but did teach them not to delay.

Unfortunately, the sounds of combat and screams of “Flesh!” caused several other ghouls to race to attack, and hopefully feed. What resulted was a mad dash across the open expanse, toward the dim light in what they had identified as the remains of a Temple of Pelor. I’m particularly proud of the skill challenge I came up with for this encounter.

This skill challenge will be over after 6 successful advancements for each character.

Every round after the first, players must make an endurance check. Starting at DC 12, increasing by 2 every turn. On a failure, they receive a -2 on their attack/defense check and do not advance.

Each turn, after the endurance check, a player must make an attack/defense check using any skill. This will be to deal with a ghoul getting in their way.
ex: Athletics: Ekeraath puts his head down and runs over a ghoul getting in his way.
ex: Bluff: Rudy fakes heading in one direction, then heads in the other
You can use any at-will as part of your description.
DC 25, if you reuse a skill more than 3 times, DC 27. On a failure, the ghoul gets to attack. If a ghoul critical hits, the player is knocked prone and cannot advance on the next turn.
Action point usage will allow a reroll.

This ran and played well. Much to my surprise, Rudy, our Rogue, had a lot of problems, mainly poor rolls, with this. I think everyone took damage, some characters several heavy hits. To my disappointment, both Rudy and Ekeraath forgot they could fly, which would have given them one free advancement. Kuppies did remember to use his Fey step, which helped him.

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