The Points of Light Campaign (D&D 4e)
Skill Challenge- The Tower of Secrets (06)
Level 6 Complexity 5
Description:
The Tower of Secrets
Skill Challenge
Level 6 Complexity 5
XP 1250
Setup: Suddenly the adventurers are plunged into black, the light returns moments later- little by little, as floating specks of fluorescence. The adventurers are in a great throne room- deep underground, the walls and floors carved with fluted pillars and columns- centre stage ahead is a massive stone throne sat, the regal seat is encrusted with precious stones and metals.
Sitting on the throne however is a Minotaur of immense proportions, the creature must be at least twenty feet tall, should it deign to rise to its feet. The Minotaur Lord is clad armour of polished bronze, with a full-face helm, and standing by its side, in easy reach, a greataxe almost as tall as the beast.
The Minotaur Lord slowly turns its head to stare down at the adventurers, it speaks-
The secrets of the tower come at a price. You must each pay the price to enter this place. What can you offer to the Lord of the Labyrinth, the keeper of secrets. I seek lore, power, or else your souls!
Complexity:
Twelve successes before six failures,
though the PCs gain some information even if they fail this
challenge (see below).
Primary Skills:
A character contributes to the success
or failure of the skill challenge by using any of the following
skills and making a successful skill check against
the listed DC.
Arcana, History or Religion (DC 22; standard action):
The characters can offer lore
to the spirit. A PC gains a success with a DC 22 Arcana,
History, or Religion check. The PCs can gain any number
of successes in this way.
Diplomacy (DC 22; standard
action):
The spirit is amused by good conversation
and enjoys flattery. A PC can gain a success with a DC 22
Diplomacy check. The PCs can gain no more than four
successes in this way.
Secondary Skills:
Bluff (DC 18; standard action):
The spirit is eager for useful information and is
susceptible to well-told lies. A PC can gain a success with
a DC 18 Bluff check, but the PCs can gain no more than
four successes in this way. Also, on the first failure with
this skill, the PCs can no longer use Bluff to gain successes.
Insight (DC 18; standard action):
A PC making a DC 18 Insight check can discern
the spirit’s weakness for flattery and the victories that
might be gained through use of the Bluff skill.
Intimidate (NA; standard action):
The spirit cannot be intimidated because it
cannot be harmed. Using this skill earns a failure.
Success:
When the PCs complete the challenge, they
gain access to the teleportation circle. If they earned
twelve successes, they don’t have to make a concession to
Vecna’s manifestation.
Failure:
If the PCs achieve six defeats, determine their
total number of successes at that point. The PCs must pay
the spirit a tax to use the teleportation circle. The successes
they scored determine the severity of the tax.