| Up to this point I don't really think I ran a good skill challenge. I tend to not like disrupting story, so I've been desperately trying to stay away from the artificial, gamist nature of them. This came up when I was talking to Fajitas (my LA-based former player who ran Shara in my Defenders game.) He chatted with me for some time about what he's been doing, and how it's worked out. I took notes and stole blatantly, then riffed on it with the help of the RBDMs -- splitting the one challenge into two separate ones and adding a larger combat component.
Here are the two skill challenges I used once someone had bumped the silver cup. I don't have time right now, so I'll comment on these later.
-------------------------------------------- Skill Challenge: Flee the Awakening Tide of Sklar – 12 successes before 3 failures
Each round, the Tide of Sklar’s essence attacks you as it races for the doorway to your world. If you are hit, you will take damage and possibly be entangled. Entangled characters must be released using one of the Release Skills before the challenge can be beaten. Releasing a character, or using a secondary skill, does not count as a success toward the challenge.
If the you win, you reach the portal before the Tide of Sklar does.
If you lose, the Tide of Sklar escapes into the mortal world.
All skill checks are standard actions.
Primary skills:
Acrobatics - DC 10 (push aside an encroaching curtain of weeds.)
Athletics - DC 10 (rip apart an encroaching curtain of weeds.)
Dungeoneering - DC 15 (slam shut a barrier to block progress. Only usable once, counts as two successes.)
Endurance – DC 10 (keep running!)
Nature – DC 10 (guess where the weeds are about to grow, and avoid that spot.)
Religion – DC 10 or DC 15 (utter a counter-prayer to Demis to repel and slow the essence of the Tide. The lower DC applies to people who actively worship Demis.)
Any melee attack – DC 15 (rip open a growing wall of weeds.)
Release skills:
Athletics – DC 15 (pulls person free.)
Heal – DC 10 (unwind victim from abrasive weeds with minimum damage.)
Religion – DC 15 (make counter-prayer to Demis that releases a victim.)
Any push, pull, or slide power – DC 15
Secondary skills:
Intimidate – DC 15 (draws a second attack that would have occurred to an ally next turn.)
Perception – DC 10 (give an ally +2 on any Primary skill check. Max of two people can aid an ally on any one check.)
Stealth – DC 15 (do not draw an attack next turn.)
Aid another – DC 10 (give an ally +2 on the same skill’s check.)
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Weed attack: +5 vs Reflex, 1d10+3 damage and possibly immobilized
-------------------------------------------- Skill challenge: Sealing the Portal - 4 successes before 3 failures
You are back in the hut, having reached the portal through which the Tide of Sklar can reenter the world. You must seal the portal to keep it out. To do this, one or more people must destroy the portal's runes while the rest of the group keeps those practitioners safe from the Tide's onslaught.
At the beginning of each round, six weed minions sprout around the edge of the trapdoor. At the end of each round, any remaining weeds attack PCs who made Primary skill checks that round. Destroyed weeds can not attack.
If you win, you seal the Tide of Sklar back within its prison.
If you lose, the Tide of Sklar escapes into the mortal world.
All skill checks are standard actions.
Primary skills:
Arcana - DC 20 (destroy the portal's magical runes.)
Religion - DC 20 (destroy the portal's magical runes.)
Secondary skills:
Aid another: DC 10 (gives another PC +2 on that skill check, any number of PCs can assist)
Athletics, Acrobatics or Intimidate: DC 15. (The targeted tendril of Sklar attacks you instead of an ally.)
Attack the tendrils of Sklar: AC 15, Fort 15, Ref 15, Will 15. You can use your normal combat powers for this. A successful hit destroys a tendril.
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Tendril attack: +10 vs Reflex, 1d10+3 damage |