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My Game is Tomorrow Night; Help with Skill Challenge

Rechan

Adventurer
Hi there. This might not be the appropriate thread, because much of this encounter I am designing myself. However, I do need help with the skill challenge, because I'm not sure how to work the skill challenge into the encounter. More importantly, the game is tomorrow night, so I'm in crunch time here.

My inspiration was this thread, back before 4e came out. The notion is that the PCs are on a boat, and get attacked by a Sea Serpent. The party is 1st level however (Yes, I'm that mean) and I want to give an Epic feel, despite the low level.

I set out initially to design a Skill Challenge, but as I work, it looks more like a segment of combat and skills. I'd still like the Skill Challenge feel, because the "Success" or "Failure" will shape the next session of the game.

My problem is that I'm not sure how to apply player skills appropriately for this scenario. Which ones work, and what should they be able to Do? All of my players haven't played 4e (one is new to tabletop RPGs, two hasn't played since 2e, and one played 3.5) and therefore, I want to be able to give them suggestions when they encounter this foreign concept and what they can do with their skills. Also, I'd like my numbers tweaked in case this looks too rough on 1st level PCs.

Enough preamble. Here is the scenario:

The Beast.

The Beast is an enormous sea creature. Rather than a snake or a limbless dragon, it more resembles a centipede with fins where limbs should be. The body is plated, and between each plate is a tender area which can be struck. The head is tube-like, ringed by an eye at each cardinal point, its mouth is circular with sharp teeth, and eight tentacles around the face like an illithid.

The Rules

[sblock="The Beast's stats"]
Attacking the Beast: Attacking the coils just garners an attack from a coil.Anyone who attempts to hit the beast's eye or mouth tentacles will draw its head. They will only be engaged with two tentacles, and only have a clear shot at one eye.

Plated Coil (2):
Init: +4
HP: 35 Bloodied 17
AC: 18 Fort: 21 Ref 12 Will 14
Fin attack: +6 vs. Ref; 1d10+3, pushed 1 and knocked prone.
Resist Blast and Burst 5.

Beast Eye:
HP: 18 Bloodied 9
AC: 19 Fort: 15 Ref: 16 Will: 14
Resist Blast and Burst 5.

Mouth Tentacle (2):
Init: +2
HP: 30 Bloodied 15
AC: 14 Fort: 12 Ref 18 Will: 14
Atk: +8 vs. AC; 2d8+3 poison damage, 5 ongoing poison damage (save ends). Followup: +6 vs. Ref; Grabbed.

Why "resist blast/burst 5"? Because the eye and the joints between the plates are weak points. I think a weak spot in an otherwise impenetrable area wouldn't be easily damaged by an area attack. However, would it be better to remove the "resist" and instead increase the area's Ref defense to reflect its hard-to-reach nature?
[/sblock]

[sblock="The Skill Challenge Rules"]
I am using the Obsidian skill checks (in this case, an 18 for the skill challenge). However, despite the suggestion of Obsidian, I plan on letting PCs use whatever skill they deem clever.

In addition, this will be combat intermixed with a skill challenge. However, combat actions will assist in the overall level of successes in the following way:

Bloodieing a Plated Coil: 1/2 success.
"Killing" a Plated Coil: 1 success.
"Killing" an Eye: 1 success.
Bloodieing a Mouth Tentacle: 1/2 Success
"Killing" a Mouth Tentacle: 1 success.

Aftermath

Success: The PCs have rescued the boat. It is in terrible shape, but it can be repaired enough to sail ashore.

Partial Success: The PCs lose a healing surge. The boat is salvagable and sailable, but they are going to get attacked by ocean predators before they reach their destination.

Failure: The ship is destroyed. The PCs wake up separated on a deserted beach, with only their immediate equipment. Any survivors are scattered out through the wilderness.
[/sblock]

[sblock="Features of the Area"]Terrain:
Swaying Deck; moving more than 4 squares requires an acrobatics check. Failure means you stop at the 4th square, the rest of your move is spent getting your balance.
Covering Terrain; if the Beast is six or more squares from you, it has cover.
Ranged Attacks: Require an Acrobatics or Endurance check to steady onself and get a good shot. Failure does not mean no action, but simply a ranged attack cannot be made. (Not sure if this should apply to spellcasters)

Hazard Table:
Each round, roll a d4 for the hazard. It goes on Initiative 10.

1 Crashing wave, Close Blast 4; +5 vs. Fort; 1d6+3 and push 3.
2 Tumbling Mast and Rigging, Close Burst 2; +4 vs. ref; 2d6 damage and become restrained.
3 Deck Heave, Close Burst 6; +4 vs. Ref; 1d4 and knocked prone.
4 Coil Shuffle, Cluse Burst 3; +4 vs. Ref; 2d6.[/sblock]

[sblock="The Encounter Sequence Round By Round"]Round 1: Dun Dun. Dun dun.
Anyone above deck receives a perception check to notice the sudden surge of fish breaching the surface, the shadow in the water, or (with a plain wisdom check), a "bad feeling". Anyone who succeeds receives a +2 to the next check. If they shout a warning, everyone that hears them receives the same bonus.

Round 2: The Attack
The Beast hits the boat from below, biting the hull. The boat heaves several feet out of the water.

Everyone make an acrobatics check (DC 18); Those on deck must succeed by 4 or be knocked off the ship (DC 10) to grab onto the railing. Anyone below deck who fails at all falls prone and takes 1d12+3 damage as the Beast's fangs crush into the hull.

Several NPC redshirts go flying into the sea.

Everyone rolls initiative. Those on deck can act freely (depending on balance check). Anyone below deck must make an athletics check to get the hell out of dodge as the interior begins to compact, squealing redshirts flail about, and the teeth begin to gnaw at the hull.

Round 3

The Beast winds its body around the boat, resulting in two coils encircling the boat. A coil is two squares wide, and goes across the deck. The objective is to crack the ship open; a coil only gets one attack per round, and it only attacks if it is hit first.

Anyone who was knocked off the ship in round 2 is put back on deck (prone) by sudden huge wave.

Roll on the hazard table.

Anyone below deck will still be trying to get topside. Another athletics check.

Round 4

The beast begins to ignore the boat hull, its head pursuing those who are in the water, scooping them up like a whale swimming through algae. The beast's eyes are able to be attacked via ranged attacks at this point.

Roll on the Hazard table.

Round 5

The beast turns its head towards the boat, and begins to engage those on deck. It is still assaulting more redshirts, but if its eye or tentacle is engaged, it will attack the puny threats. As its head engages the boat, the coils pull off, and begin to writhe in the water, "pushing" all the redshirts towards the boat.

Roll hazard.

Scavengars are beginning to circle in the water. Predators that follow the Beast around, picking at its kills. Anyone in the water is going to get attacked.

Round X

Assume the PCs have drawn the attention of the Beast, look bored, or are close to ending the skill challenge.

The Beast rises up from the ocean like a snake about to strike, and gives one last assault on the boat and anyone on it. Another round of Athletics or Acrobatics rolls; if the PCs have killed an Eye, or have done a good job, they all receive +2 on this check.

Afterwards, PCs act accordingly. At the end of this round, the Beast leaves.
[/sblock]

If you've reached this far, having read all that, I'm going to give you a thank you.

A problem I see with this is that, I don't know how the skill challenge can really help them against The Beast. I can think of a few things (Athletics check to push a listing mast onto the monster), but things like saving passengers or whatnot - how would that contribute to the success of the Challnege?


So what do you think?
 

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This looks like great fun!

Ideas for skill use (som,e more off-the-wall than others):

Nature: to recognize the weak spots (or if you're giving them that for free, then Nature to understand the beast's movements and gain a bonus to hit the weak spots).

Perception: to spot a shallow reef that the boat can steer toward, to scrape or smash the creature into. Intelligence check: to succeed at this maneuver (+2 bonus for any character with a seafaring backstory)

Athletics: to wedge a barrel, crate, broken spar or other object between the creature and the boat's deck, providing an extra few rounds of protection for the boat.

Endurance: for any character in the water, to stay afloat and near enough to the vessel for rescue.

Diplomacy: to rally the crew and get them to overcome their panic and control the boat, keeping it upright.

Insight: to realize the beast is acting from hunger, not rage. Not sure what use this information is, unless there is a way to make the boat "taste bad" - maybe dumping a cask of strong alcohol into the beast's mouth, with several Athletics checks?

Intimi...who are you kidding? Never mind...
 

Nature: to recognize the weak spots (or if you're giving them that for free, then Nature to understand the beast's movements and gain a bonus to hit the weak spots).
Good point!

Perception: to spot a shallow reef that the boat can steer toward, to scrape or smash the creature into. Intelligence check: to succeed at this maneuver (+2 bonus for any character with a seafaring backstory)
Ooh. Nice.

Insight: to realize the beast is acting from hunger, not rage. Not sure what use this information is, unless there is a way to make the boat "taste bad" - maybe dumping a cask of strong alcohol into the beast's mouth, with several Athletics checks?
There will be a horse below deck; a nobleman being all hissy about his horse in its special holding stall on board. The PCs could try to 'herd' the horse on deck, and get the thing to eat the horse.

Are these just useful uses of skills, or would you count these as "Successes"?
 

I'm not sure. I think these might be more along the lines of skills whose success opens new options, or enhances the party's chances in combat. Players might need some clue that standard actions spent using skills during this encounter might pay off better than spending those actions on attacking. I'm having trouble seeing this as a formal skill challenge; the combat element seems too strong for that.
 

I know you are asking for help with the skill challenge part, but my advice is not to use it at all. Just take the skill challenge out, keep the rest and the encounter should be fine.

You have a party new to 4E. You are going to want them to focus on learning the combat rules. You already give them an impression of the value of skills by making them roll for things like not being knocked over.

Later on, you can do a formal (non-combat) challenge. Once your party is more experience with the rules, you can mix the two.
 

ditch all the combat, im sure there is enuff in the adventure already
concentrate on clever use of skills....
say yes to everything....
18 is a big DC to hit at first level

make the beastie big enuff that they realise they cant fight it.

my first skill challenege i wrote was a rescue from a burning building.
the art , i think, especially at 1st level/beginner is too go with the flow, realise the party will have more clever ideas than you will, so be prepared, but descriptive in what the beastie does...
..take healings urges away for failures so the party fell exhausted but pleased with success at the end..
.if they have lots failures have someone important from the boat be eaten by the beastie and someone in the party gets the blame.
 

I personally see 4E as having three kinds of activities, skills, skill challenge, and combat. We all know what combat is, it’s when you smash stuff with force. Now how I see skills and skill challenges is that skills are for fast on the spot fixes to a problem done by a single PC (no XP) and skill challenges are for things that need time to deal with and can be done with more then one PC effecting the outcome (get XP). For example in your adventure the PC trying to not fall prone when the wave slams into the deck, this would just be using a skill (one turn, one PC). Now let’s look at those PCs and NPCs in the water trying to get back in the ship. You have waves rolling them up and down giving them one heck of a ride. They have to find a rope ladder or some other way to climb back on board. This is something that takes time or in games concepts, turns (more then one turn and if they help each other more then one PC). It might take skills to keep doing something each round but the outcome from one round to the next does not influence the other. Now if the people in the water do not find the ladder (fish net, ext) the may end up on the beach or drown failing their skill challenge. Their actions in the skill challenge effect the options they have on their next turn. I personally would let the PC that fall prone from not passing their skill check to fall in the water with the rest of them … adding them to the skill challenge.
Now lets look at the over all encounter. You say you want a skill challenge, then make that be the focus. If you use my example of the PCs trying get back on the ship you as the DM need to get them in the water. Inter the monster with tentacles twisting and turning the ship. I would lay it out like this… you have a skill challenge with two parts. Part one getting one deck. Part two, getting out of the water and back on deck. If you have a PC that starts on deck and never ends up in the water they just got lucky but still get the points to keep PC leveling the same. Now after the monster has been used to get the PCs into the water and made it hard to get on deck comes combat. If the PCs never get back on deck then the monster sinks the ship and they have to deal with that outcome.
 

Oh wow. Incidentally, the game will not be today due to sudden fatalities and illnesses in three players families. Cue them leaving town this week. I don't know them well enough to go visit with them, but still... wow.

The silver lining is that this gives me time to prepare.

It's funny; I get one person in this thread saying 'Take out the skill challenge' and the other saying 'take out the combat'.
 

Master Witch, that's a good point. I could give a fat DC for 'stay on ship' in the first round, and the beast is too concerned with the ship to really pay attention to anyone in the sea.

I think though that more than likely, one or more PCs are going to be below deck. This might then mean that those Below Deck get their own segment of the skill challenge: get out.
 


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