Xander examines each passage, trying to figure out the most likely place traps would be placed and warning the others with his predictions.
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The group makes their way through the elaborately trapped temple - or tomb, or whatever it is - as a group. Aside from a spear trap than wings Illarion, no one is hurt.
At the heart of the place the group finally catches up to the killers.
Amidst a mess of Demonlings pouring out of a rift are two larger demons - one a silver-haired, winged, almost noble-looking brute - perhaps the minor offspring of a Demon Prince.
The other is a void, living emptiness wrapped in wicked-looking armor that is chained to some bizarre floating contraption and seemingly in the midst of some dark ritual. You can feel tendrils of chaos and whispers of destruction radiating from it, seeming to pull you in towards it. It spins towards you as you enter and points, uttering something in the blasphemous Abyssal Tongue.
At its words, demonlings begin grabbing the relics that are carefully placed and arranged around the room and making a run towards the doorway the entrance area the group just came through.
[sblock=Xander's roll]Insight: 1d20+10=25.[/sblock]
OOC:
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I'm going to rule that Stealth doesn't as described (that sounds more like Acrobatics) since Stealth involves hiding from sentient/aware things and the traps are passive.
I'll post the combat tomorrow, don't have time atm. Feel free to roll initiative now if you want.
Since he hasn't been here since half-way through the last combat, I'm going to drop Xander from the adventure. I know he's the only healer, but... that's the way it goes. Nothing personal, it just takes enough time to run adventures without running a PC as well
@DMDanW , if you want to stay in the adventure, speak by tomorrow when I run the first combat round.
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[sblock=Skill Challenge]
Objective: Make your way through the jungle island towards the center of the island and whatever is located there.
Rounds: 3
Challenge Level: 4
Round 3 Results:
Earth:
Perception 12 -> Endurance 27, 3 points, grants re-roll to Illarion
Raijin:
Athletics 10 -> Athletics 20,
2 points,
Jungle Itch(-2 to skill rolls)
Mab:
Thievery 27,
3 points, grants re-roll to Raijin,
Jungle Itch(-2 to skill rolls)
Xander:
Insight 25,
3 point, grants re-roll to ???,
Jungle Itch(-2 to skill rolls)
Devinihm:
Nature 29,
3 points, grants re-roll to Earth,
Black Rot(roll endurance 20 or lose a healing surge)
Illarion:
Thievery 16 -> 17 Thievery,
1 point, 1d10+8=11 damage,
Jungle Itch(-2 to skill rolls)
Round Total: 15 Points,
2 Victory Points, the group doesn't set off any extra traps.
[sblock=Last round's treasure]Spaced out giving treasure, and almost did again... and, the Compendium's random treasure parcel system says:
120gp[/sblock]
Skill challenge total:
6 Victory Points,
Advantage - The group makes it into the inner sanctum of the temple while the Demons are just starting to ransack it.[/sblock]