Session 9
Torsdag, the 4th Day of the Month of Harvest, 2012.
Rested a little after their struggle with the swamp dwellers the guys take a moment to check their assailants, or rather one assailant in particular- the strange rusted and weed covered metal man. It’s uncanny, Destructorr looks exactly like the swamp warforged- they’re identical; a thorough search reveals markings on the recently defeated machine- Annihilatorr… Which provokes much chatter, there seems to be one difference between Destrcutorr and Annihilatorr, the later is badged with the crest of Hammerfast, almost worn away but still recognisable.
Then the second difference between the two is discovered, Annihilatorr has a secret compartment within its chest, the guys wedge it open and discover inside- not attached to anything, a six inch high two inch round cylinder. The strange device has metal caps top and bottom, between it seems to be manufactured of thick glass, inside the glass is a slow moving greeny-yellow, glowing substance, incredibly viscous.
The guys ponder their discovery for an age, Leodoor even attempts to get a good look at Destructorr to see if their metal man is likewise equipped, alas Destructorr is not happy to be poked and prodded.
The Knights stow the item, the last word after much investigation comes from Ayumu, he’s convinced the thing is magical and some sort of ‘power’ source.
They’re still only halfway to their destination however, and it’s near enough midday already, the guys re-tune the holy symbol of Pelor to point the way, and then head in to the second half of the Skill Challenge.
Through the Witchlight Fens Part 2
Encounter #15 Skill Challenge Level 3 Complexity 2 (300 XP)
Part 4: Keep to the Path.
You need to keep heading in the right direction, otherwise…
Primary: Insight/Religion/Arcana DC 17: (Maximum 1 Success)
You take a moment to concentrate on the light being emitted by the holy symbol of Pelor, to try and gauge which way it is indicating you should go. A maximum of two PCs can aid you in this task using the Secondary Skills indicated (see below).
Secondary: Insight DC 13: (No Success- see above)
You concentrate on the holy symbol of Pelor’s flickering light, trying to get a read.
Secondary: Nature DC 13: (No Success- see above)
You use your knowledge of this type of environment to make your way safely.
Secondary: Perception DC 13: (No Success- see above)
You take a moment to look around you- to see which route to take.
Success: You move on to the next section of the Skill Challenge.
Failure: You struggle to find the right path- suddenly the ground gives way under one of the PCs (random roll)-
Quicksand You need to make two DC 12 Athletics checks to quickly grab and drag the sinking PC free, up to three PCs can attempt one check each. Failure and the sinking PC loses a Healing Surge and you must try again to rescue them, only this time the DC rises to 13- and continues to rise with further failures.
Note the loss of a Healing Surge can be negated with a successful DC 15 Heal check; this can only be attempted once.
Part 5: The Road is very Long.
Although you’ve not been traveling long the conditions here are foul and unforgiving, the biting insects, the stink of swamp gas, the tall grass hiding sinking mud patches… Phew. It’s hard going.
Primary: Endurance DC 14: (Maximum 1 Success)
You must each make an Endurance check- failure and you lose a Healing Surge. More party members must succeed at this check than fail, or e lse all party members lose a Healing Surge regardless, and the check must be attempted afresh. Note only one Healing Surge can be lost in total by each PC per check.
Success: You move on to the next section of the Skill Challenge.
Failure: See Primary check above.
Note the loss of a Healing Surge can be negated with a successful DC 15 Heal check; this can only be attempted once.
Part 6: Mist and Fog.
Then the light on the holy symbol fades, or else is lost in the mist and fog- it’s suddenly got much darker, this time you’re on your own, and yet you must be close.
Primary: Insight/Perception DC 18: (Maximum 1 Success)
You do your best to peer through the gloom that surrounds you, you can barely see your feet, or your hand in front of your face- be careful now. A maximum of two PCs can aid you in this task using the Secondary Skills indicated (see below).
Secondary: Insight DC 14: (No Success- see above)
You use your sixth sense to sense the way forward.
Secondary: Nature DC 14: (No Success- see above)
You use your knowledge of this type of environment to find the safest route.
Secondary: Perception DC 14: (No Success- see above)
You take a moment to look around you- to figure the best way to go.
Success: You complete the Skill Challenge (see below).
Failure: A random PC is cut off from the group, or else stranded somehow, lost in the fog- you need to make two DC 13 Perception checks, up to three PCs can attempt one check each. Failure and the stranded PC loses a Healing Surge and you must try again to recover them, only this time the DC rises to 14- and continues to rise with further failures.
Note the loss of a Healing Surge can be negated with a successful DC 15 Heal check, this can only be attempted once.
Success:
You complete your journey to the Sky Home, ahead is the ruined remains of the building.
Success with no failures- in addition to finding the Sky Home you are in fine shape and ready for anything, likewise your senses are functioning perfectly- you gain a +2 bonus to your next initiative roll and your next attack roll.
Success with only one failure- in addition to finding the Sky Home you are in fine shape and ready for anything, likewise your senses are functioning perfectly- you gain a +2 bonus to either your next initiative roll or else your next attack roll.
Failure:
Two failures- while you have found the Sky Home you are shattered from your journey- all PCs lose an additional Healing Surge.
Three or more failures- while you have found the Sky Home you are shattered from your journey- all PCs lose an additional Healing Surge. You are also at -2 to your Initiative until you take an Extended Rest.
XP:
Success = 300 XP.
Failure = 50 XP/Success achieved.
The guys quickly get a position fixed with the holy symbol, Leodoor is again leading the way- and they’re off and tromping through the mire, the first part of the above challenge proves easy.
The second, with Destructorr again getting lathered in muck, as he sinks further than most in to the mud, proves more of a strain, but the guys pull through- only Jazz losing a Healing Surge to the Fens as he drags his sorry backside through the swamp.
Then the mist comes down, and suddenly the swamp is a much more eerie place, the guys stumble on, Leodoor leading them through the low mist using his elven senses to stay true to the path- they make it bruised and battered, after nearly an eight hour march to their destination, the Sky Home…
