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<blockquote data-quote="ajanders" data-source="post: 5160005" data-attributes="member: 3271"><p>Let me see if I understand this correctly.</p><p></p><p>You have three elements you want to include here:</p><p>A conversation with an old man</p><p>A chase after a pickpocket</p><p>A combat encounter</p><p></p><p>I think you'd better expect the party to split if they have to deal with all this stuff. It might be easiest to make it explicit and tell them they'll have to split into two teams to handle two simultaneous skill challenges. You'll want to make these challenges pretty explicit, so the players can make good decisions about which skill challenge to be in.</p><p></p><p>One skill challenge is to entertain the old man: use Bluff or Diplomacy to make entertaining conversation, or some knowledge skills to talk about an interesting topic. Successes indicate you keep the old man entertained: failures mean he leaves. You can stop making these checks when the rest of the party gets back with the dragon eyes.</p><p>(I don't really like this way of structuring the skill challenge, but it seems like the best way to link the skill challenges. You may just want to do a fixed number of success before a fixed number of failures.)</p><p></p><p>The second skill challenge is to chase down the pickpocket...and if I was doing this as a skill challenge, I wouldn't even bother with a map. There's a model skill challenge in the DMG 2 for pursuits that allows the party to succeed by running their quarry down speedily or following them stealthily: I'd suggest using that for a model. You'll want movement skills like Athletics and Endurance to chase the pickpocket, Streetwise to figure out how to cut him off, Perception to keep track of him, Insight to guess where he's going, Intimidate to clear crowds out of the way.</p><p>Being stealthy might mean you evade the pickpocket's stalls and spare yourself the combat encounter: being fast might make it less of a hassle to keep the old man entertained.</p><p></p><p>Structuring this as two separate skill challenges neatly captures that splitting-up feeling: having the people entertaining the old man roll round by round means everybody has something to do. To keep things interesting, the people entertaining the old man might have gradually increasing DC's on their checks.</p><p></p><p>As for parade flavor? The PC's did just kill a white dragon, right? Doesn't that make them "big [darn] heroes?" Have the parade be in their honor.</p><p></p><p>I would not add assassins for the old man: I think you've got quite enough to manage as it is.</p></blockquote><p></p>
[QUOTE="ajanders, post: 5160005, member: 3271"] Let me see if I understand this correctly. You have three elements you want to include here: A conversation with an old man A chase after a pickpocket A combat encounter I think you'd better expect the party to split if they have to deal with all this stuff. It might be easiest to make it explicit and tell them they'll have to split into two teams to handle two simultaneous skill challenges. You'll want to make these challenges pretty explicit, so the players can make good decisions about which skill challenge to be in. One skill challenge is to entertain the old man: use Bluff or Diplomacy to make entertaining conversation, or some knowledge skills to talk about an interesting topic. Successes indicate you keep the old man entertained: failures mean he leaves. You can stop making these checks when the rest of the party gets back with the dragon eyes. (I don't really like this way of structuring the skill challenge, but it seems like the best way to link the skill challenges. You may just want to do a fixed number of success before a fixed number of failures.) The second skill challenge is to chase down the pickpocket...and if I was doing this as a skill challenge, I wouldn't even bother with a map. There's a model skill challenge in the DMG 2 for pursuits that allows the party to succeed by running their quarry down speedily or following them stealthily: I'd suggest using that for a model. You'll want movement skills like Athletics and Endurance to chase the pickpocket, Streetwise to figure out how to cut him off, Perception to keep track of him, Insight to guess where he's going, Intimidate to clear crowds out of the way. Being stealthy might mean you evade the pickpocket's stalls and spare yourself the combat encounter: being fast might make it less of a hassle to keep the old man entertained. Structuring this as two separate skill challenges neatly captures that splitting-up feeling: having the people entertaining the old man roll round by round means everybody has something to do. To keep things interesting, the people entertaining the old man might have gradually increasing DC's on their checks. As for parade flavor? The PC's did just kill a white dragon, right? Doesn't that make them "big [darn] heroes?" Have the parade be in their honor. I would not add assassins for the old man: I think you've got quite enough to manage as it is. [/QUOTE]
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