Non-trap skill challenge compendium!

bert1000

First Post
Note: would like this to be a thread for those who like the idea of skill challenges, not another debate on why people do or don't think they are any good or neccesary

Anyway, I really like the idea of skill challenges, as I think they have the potential to:

1) create a non-combat bounded scene with a beginning and end (helps with pacing)

2) mostly reward character skill (equivalent to combat stats and powers)

3) at the same time encourage player creativity (equivalent to combat tactics)

4) encourage all players to participate in the scene (although not always equally which is fine)

5) set up interesting follow-on events based on the outcome of the scene (I would not use a skill challenge where failure = TPK, but rather failure would make a subsequent scene more difficult, for instance a combat coming up. Or failure means you don't get a reward, rather than you get an outright penalty)

I would also personally not have everything be a skill challenge. There is certainly room in the game for simple skill checks as well. Climbing a wall to get a view beyond seems like a simple check. Infiltrating a heavily guarded fortress without alerting the main body of guards (so you only have to take on the elites guarding the whatzit) does seem like it could be a skill challenge.

In my mind, traps are a tough example to use as a skill challenge example as many are not complex scenes per se and we are burdened by prior edition concepts on how traps work. It's interesting that many of the sample skill challenges I have read on the boards seem to be trap related. I'm not saying traps can't work (it would be great if my group had an encounter like the hanging corpse dryad tree), but I don't see traps as the main use of skill challenges in my campaigns.

Is there a thread that has started to compile non-trap skill challenges? If not how about we start it…

Here’s a few ideas I’ve seen on the boards in some form:

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Set-up: Party in search of monsters terrorizing the region. They come upon the aftermath of a town being attacked by Kobolds. Buildings are on fire. Cattle is stampeding. Townfolk are in panic and unorganized.

Goal of challenge: Minimize damage to town

Success/failure: 8/6

Success outcome: [pick only one] 1) Old timer ranger survives the chaos and tells party of alternative path to Kobold lair, which let’s them avoid stronger defenses, 2) Mayor rewards party with a loaner minor magic item, 3) in the process of helping, party is able to capture a lone Kobold that got left behind. Can tell party the same info in number 1

Failure outcome: none of the above, and town asks party for help (X gold) after they defeat the kobolds to replenish their lost cattle and rebuild. If they don’t give them help, a quarter of the town dies next winter and story gets back to party.

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Set-up: Neighboring kingdom of dwarves is about to declare war on elves of the great forest. Party needs elf king help to close ancient gate located in said forest

Goal of challenge: Prevent dwarf king from declaring war

Success / failure: 6/6 (Special, advisor to king will use diplomacy every round against DC 20 and add 1 failure to total if successful)

Success outcome: no war is declared and dwarf king sees the party as wise advisors. Later in campaign Dwarf lord will help party out if circumstances are right. Current advisor is cast out and becomes reoccurring villain. Elf king helps party with gate, which makes it possible to harness part of gate’s power into a magic item.

Failure outcome: party is kicked out of throne room as “meddlers” and elf sympathizers, and must deal with warring dwarf and elf parties throughout the great forest, both of which are unfriendly. Party must find a way to close the gate themselves, and has no hope of harnessing any of the gate’s power.
 

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Here's the format I'm using for skill challenges. This one involves a swimming (boating?) pursuit of a hag. I include a set DC, and XP award. Coupled with the fact that this scene is nullified by a flying character, this is really a Heroic-tier skill challenge.

Chasing the Hag
[DC 18: 5 successes/3 failures] 100 XP

The River Hag vanishes into the dark cold waters below, and you are in hot pursuit.

Special: If this scene occurs at the cliff edge above Osprey Lake, the PCs must begin the challenge with a 60’ dive, using either Acrobatics or Athletics to reduce the damage. If the hag is towing an abducted PC reduce the Endurance DC to 8.

Complication: Each check the PCs make to close ground, they must also make an Endurance check (10) against cold and fatigue. A failed check indicates the PC begins drowning unless an ally comes to their aid (in which case both must get 6 successes to complete the challenge as they are lagging behind).

Suggestions: Athletics can be used to swim strong after the hag. Nature reveals an advantageous current or entry point into the water, and alerts the PCs to the dangers of hypothermia. After 2 successes Insight or Perception reveals that the hag is leading them on a roundabout route to wear them down, and allows the PC to triangulate in an attempt to cut the hag off. After 3 successes, Dungeoneering or Nature reveals the hag is heading toward a rocky island shaped like a mare’s head. After 4 successes, Acrobatics or Athletics can be used to slip between the razor sharp rocks, timing the tide just right so the PC lands on the mare’s head island; alternately, Nature can be used to locate an underwater entrance.

Development: At 1 failure the PCs are led through a kelp bed, hindering their movement (increase Endurance check DC by +2). At 2 failures the PCs contend with sharp rocks; +4 vs. Reflex; 1d6 damage. At 3 failures the PCs have lost track of the hag and are left shivering in the lake. The nearest route to shore leads them to The Cursed Fisherman.

Victory: Strong success (0-1 failures): Not only have the PCs reached the island, but they have done so without the hag realizing it. Moderate success (2 failures): The PCs reach the island but the hag is on guard. Go to The Hag’s Lair tactical encounter.
 


RyukenAngel said:
I thought that the players got to choose the DC in skill challenges.

Is that the way it is in the escape scenario by WoTC?

I could potentially see the players ‘raising the stakes’ with an individual skill, but not setting the DC (e.g. <i>Not only am I going to organize a fire-brigade, I’m going to do it double-time</i> Picking the DC is the DMs domain.
 

2eBladeSinger said:
Is that the way it is in the escape scenario by WoTC?
In the "Escape from Sembia" scenario, players decided if they wanted an Easy, Medium, or Hard challenge (i.e. what the DC was).

EASY had a lower DC, but failure = two failures.
Medium DC was normal.
Hard had a higher DC, but a success = two successes.

I know that the DC for Medium was 19, because I chose Medium for my skill roll, rolled an 18, and the DM said 'You missed it by ONE.'
 

Rechan said:
In the "Escape from Sembia" scenario, players decided if they wanted an Easy, Medium, or Hard challenge (i.e. what the DC was).

EASY had a lower DC, but failure = two failures.
Medium DC was normal.
Hard had a higher DC, but a success = two successes.

I know that the DC for Medium was 19, because I chose Medium for my skill roll, rolled an 18, and the DM said 'You missed it by ONE.'

It seems odd to me for that be a rule on every skill roll.
 

There are Easy, Medium, or Hard checks, the actual DC's of each are up to the DM (or the Challenge Designer). Wether the PLAYER gets to chose which they try or the DM is up to the group.

Rechan's example is interesting too, because at some other Sembia events Failure at Easy meant a -2 penalty to the next check while success at a hard gave a +2. Sounds like there are multiple options. Also, I've heard it reported that 19 was HARD rather than medium. 11/15/19 was how I heard it.

Fitz
 
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Quickleaf said:
Here's the format I'm using for skill challenges. This one involves a swimming (boating?) pursuit of a hag. I include a set DC, and XP award. Coupled with the fact that this scene is nullified by a flying character, this is really a Heroic-tier skill challenge.
Regardless of whether this is the WotC way to do it or not, this is a cool scene. I'd like to see more like this.
 

I'm opening up my 4e campaign with a skill challenge. Well, it starts with a battle. PCs don't know each other, being mercenaries on opposite sides of a conflict over a nearby mine. Large battle opens the game between the two small armies of feuding lords, couple rounds of combat ensue, PCs get to try out their powers a bit, mow through some minions. Then, literally, all hell breaks lose as the ground split open, an obsidian spire rises and a host of minor devils spew forth led by a war devil. It quickly becomes clear it's time to flee, which is where the skill challenge begins.

I'm thinking 4-5 successes to escape the battlefield and shelter in the mine. Every two failures result in a minor combat for the PC or PCs involved against a few devil minions or some opposing side soldiers. Encounters escalate a bit, get tougher, bigger devils closing in. PCs could die from the encounters that spawn from their failures, but its unlikely. Once successes are reached, they make it to shelter in the cave entrance nearby. As a group, they and a few NPCs will face a small group of devils and possibly seal off the entrance, leaving them to negotiate the caves and form that ever so special party bond. When they emerge a day or so later, I might have them come across a scene at a nearby village similar to the one posted above, village burning, people in trouble, aftermath of the devils assault. They help with another skill challenge.
 

Quickleaf, Thasmodius -- thanks for the additions!

Seems like we have outlined 4 basic types of scenes that seem to work well so far:

1) "Catastrophe aftermath" (e.g., save the town)
2) "Diplomacy"
3) "Escape" (sembia, thasmodius)
4) "Pursuit" (quickleaf)

To keep things going how about adding

5) "Infiltrate"

Example:
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Set-up: Party needs to get into the tower/fortress/castle/jail/etc. to do whatever heroic thing they need to do

Goal of challenge: To find a way in that does not alert/trigger the defenses

Success/failure: 6/4

Success outcome: Party makes it to the location they need to get to without sounding the general alarm, and fight/encounter is signficantly easier. Goal is still within the tower/fortress/etc. (not moved)

Failure outcome: Party is spotted, combat encounter triggered, object they were seeking is moved and after fighting through to goal find that they must try again another time b/c the artifact has been moved, target has been taken to a safer place, etc.
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Anyone else? Keep 'um coming!
 

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