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Monument of the Ancients.pdf

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<strong>Monument</strong> <strong>of</strong> <strong>the</strong> <strong>Ancients</strong><br />

S2: Crucible <strong>of</strong> Chaos<br />

Encounter Level 12 (2,800 XP)<br />

Setup<br />

Start this skill challenge when <strong>the</strong> PCs set out for <strong>the</strong><br />

<strong>Monument</strong> <strong>of</strong> <strong>the</strong> <strong>Ancients</strong> from Frozen Flindyke.<br />

This skill challenge spreads out over <strong>the</strong> entire trek,<br />

which is sure to take several days.<br />

Crucible <strong>of</strong> Chaos<br />

Skill Challenge<br />

2,800 XP<br />

Spending any amount <strong>of</strong> time in <strong>the</strong> frozen north requires<br />

great stamina, nerves <strong>of</strong> steel, and a bit <strong>of</strong> luck. The most<br />

pressing challenge that must be overcome is exposure to <strong>the</strong><br />

harsh terrain and elemental hazards endemic to <strong>the</strong> region.<br />

Complexity<br />

4 (10 successes before 3 failures)<br />

Primary Skills<br />

Acrobatics, Athletics, History, Nature, Perception<br />

Success<br />

The characters arrive at <strong>the</strong> <strong>Monument</strong> <strong>of</strong> <strong>the</strong> <strong>Ancients</strong> and<br />

recover any healing surges lost during this skill challenge<br />

(see special).<br />

Failure<br />

The characters reach <strong>the</strong> <strong>Monument</strong> <strong>of</strong> <strong>the</strong> <strong>Ancients</strong> but<br />

<strong>the</strong>y have been unable to replenish <strong>the</strong>ir healing surges.<br />

Special<br />

After making a primary skill check (regardless <strong>of</strong> success or<br />

failure), <strong>the</strong> character must make a DC15 Endurance check.<br />

Failure on <strong>the</strong> Endurance check results in that character<br />

losing one healing surge.<br />

In addition, when a character fails at a primary skill<br />

check, every character in <strong>the</strong> group automatically loses one<br />

healing surge.<br />

Endure Elements Ritual<br />

(1 success maximum) The characters ward <strong>the</strong>mselves<br />

from Pazunia’s extreme temperatures. Success on this ritual<br />

eliminates any fur<strong>the</strong>r Endurance checks.<br />

Acrobatics<br />

DC 18 (2 successes maximum) You help guide <strong>the</strong> party<br />

over hazards such as icy patches <strong>of</strong> ground and sudden<br />

gusts <strong>of</strong> wind that would o<strong>the</strong>rwise knock party members<br />

<strong>of</strong>f <strong>the</strong>ir feet.<br />

Athletics<br />

DC 18 (2 successes maximum) Your athleticism helps your<br />

allies negotiate treacherous crags, traverse hazardous scree<br />

fields, and leap frozen tributaries.<br />

History<br />

DC 18 (2 successes maximum) Referencing maps and lore<br />

on <strong>the</strong> region, you identify landmarks that help <strong>the</strong> party<br />

find a safe route.<br />

Nature<br />

DC 18 (4 successes maximum) You build a shelter, granting<br />

your party a temporary reprieve from <strong>the</strong> harsh elements.<br />

The characters have a 1 in 6 chance <strong>of</strong> triggering a random<br />

hostile encounter while camped.<br />

DC 23 (2 successes maximum) You locate a small, flowing<br />

spring from which to quench your thirst.<br />

Perception<br />

DC 18 (4 successes maximum) Your keen senses allow<br />

you to locate safe paths, avoid hazards, and o<strong>the</strong>rwise help<br />

guide <strong>the</strong> group on <strong>the</strong> trek.<br />

S e p t e m b e r 20 0 9 | Du ngeon 170<br />

75

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