I dont know how typical your example of a skill challenge is but for many Fighters the chances of adding a success look pretty grim with the given examples of skills to use. Given that you need to hit between high 20s to low 30s for a success the player needs to come up with a narrative way they can swing an Athletics or Survival check into convincing the Aspect of Moradin to help.
Well here's a list of examples and there usage in another Epic skill challenge from the epic tier adventure "Test of Fire" where both Athletics and Stealth uses are suggested... again in a totally mundane...but with bigger numbers...type of way. I just find it strange that if mythic feats like the one [MENTION=42582]pemerton[/MENTION] described (shoving one's hands into a furnace to hold an artifact while it is being forged) are the inherent fiction in epic level 4e... well why do the examples in official adventures seem so mundane? It's almost as if it isn't inherent in 4e but instead what pemerton has chosen the fiction to be in his epic level 4e games (which is a great thing but again something that can be done in 5e as well)... I mean when using stealth why aren't the characters commanding the stuff of shadows to cloak themselves? Why when using Athletics do they need to leap from barge to barge or find a narrow point to leap the length of the canal shouldn't an epic warrior with athletics just be able to make a leap across it's entire breadth at even it's widest point?
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Skills
Use the following general descriptions as a guideline
for the types of activities the heroes can attempt with
each of this challenge’s primary and secondary skills.
All checks in the challenge are made using an
adventurer’s normal skill check bonuses, as each
check represents the sum of the character’s actions
over an extended period. Powers or magic items that
grant a temporary bonus to a skill check or affect how
a skill is used (including effects such as invisibility)
cannot be used in the challenge.
Primary Skills: Athletics, Bluff, Intimidate,
Stealth.
Athletics: The heroes attempt to avoid trouble
by moving quickly, by scaling walls or buildings to
bypass patrols and guarded intersections, or by jumping
roof to roof to avoid the chaos on the city’s streets.
Athletics also allows characters to cross the city’s
canals by hopping from barge to barge or jumping the
entire breadth of a canal at a narrow point.
Bluff: The adventurers try to keep a low profile amid
the chaos by pretending that they are travelers to the
city, conscripted to military service during the current
crisis and on some errand by order of the city guard.
Intimidate: Fear of the harsh laws of the efreets
keeps the folk of the city in line. By making use of this
universal attitude of “might makes right,” the heroes
can bully their way through potential altercations
with slave troops and guards.
Stealth: The characters blend in with the movement
of the slaves and other non-efreets in the city.
Secondary Skills: Insight, Perception, Streetwise.
All secondary skills in the challenge are made
alongside a primary check. With a successful check,
an adventurer gains a +2 bonus to the primary check.
With a failed check, a character takes a –2 penalty to
the primary check.
Insight: By careful assessment of guards and
other officials, a character can lessen the chance for
confrontation.
Perception: Looking for patterns in the movements
of city patrols gives the heroes a chance to avoid those
patrols.
Streetwise: By picking up snippets of information
overheard in the chaos around them, the adventurers
can adjust their route to avoid trouble.
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