Skill Challenge Danger Rooms
Get to the next hotpoint!
The battle rages on for the city, despite our heroes latest victory. The focus point of the battle, the one where the enemy has something unusual, is close enough to reach. Surviving a raging battlefield is a challenge all its own!
Requires 12 successes before 6 failures
Essential - Arcana DC20, Diplomacy DC25*, Athletics DC15, Intimidate DC22, Endurance DC15
Secondary - History DC15*, Insight DC15, Heal DC15, Perception DC15, Streetwise DC13, Stealth DC15
Battlefields are a scary place dangerous! - Endurance required by entire group at the start of the round, and half must succeed to count as a success. Otherwise Endurance isn't rolled.
You need time to work your mojo. - Arcana (to reactivate ambient Narathi defenses) and Diplomacy checks (to rally other defenders and draw heat off of you...if it works) count as two successes, but require a reroll of a passed Endurance check. Anyone may reroll their check, as they are the bodyguard for this impromptu negotiation. Stealth users didn't roll one, so they don't get to make this Endurance check.
"Go find an easier target, maggots!" - Intimidate checks count as two successes.
"On the honor of the Helldiver Clan..." - History gives one success and reduces Diplomacy's DC by 5 for the remainder of the day, as you evoke your allies proud history and remind them what they have beaten in the past.
You have to be awesome for them to want to stand down... - Diplomacy gets a + 4 bonus if the party has six or more successes, and a – 4 penalty if the party has three or more failures.
You have to be winning for them to want to run from you... - Intimidate gains a + 2 bonus if the party has six or more successes, and a – 2 penalty if the party has three or more failures.
"I got a bad feeling about this..." - Insight and Perception grant a + 2 bonus to the party’s Stealth and Endurance checks. One from each is allowed each turn.
"Suck it up, soldier!" - Heal grants a + 4 bonus to one ally’s Endurance check.
"Quick! This way!" - Streetwise gives a + 4 bonus to any one Arcana, Athletics, or Stealth check.
If they cannot see you, you cannot be hit. - Stealth checks will exempt the passing character from an Endurance check. Failures on Stealth will not count against this challenge; having to roll Endurance as normal is probably punishment enough for our slippery hero!
"Die already!" - Anyone may “burn” an encounter attack power to get an automatic success.
"GET THE HELLS OFF ME!" - Anyone may “burn” a daily attack power to get three automatic successes.
Success: The party fights at optimal level, benefiting from a short rest.
Success or Failure (SoF): Attack powers “burned” are not recovered during the rest.
Failure: The party still gets a short rest, but with the same penalties issued above in SoF, in addition to…
Failed with 8-11 successes – everyone loses a healing surge.
Failed with 4-7 successes – everyone loses two healing surges.
Failed with 0-3 successes – everyone loses three healing surges.
100 XP is given to everyone, success or failure. A survived failure is still a veteran of war.