This next session is already going to be fairly skill challenge heavy, so I don't want to do an entire challenge for each NPC. So, uh, does anyone have any suggestions on how to run this?
1) Is giving the PC's the full XP for the encounter when they avoid a combat OK? Opinions?
2) Normally one might award some XP for a partial victory. Do you think I should award them less XP (say 50%) when they defeat the monsters because they screwed up the skill challenge?
3) Am I justified in giving the monsters a +1 attack bonus during the encounter? A surprise round seemed a fairly feeble consequence, but is the combat bonus too much?
In this challenge (like some of the others) I have two primary skills. I'm mostly worried that my party of only 2 PCs will have a hard time always having appropriate skills for the encounters and I don't want to tailor every single one specifically to their strengths. This way they have a bit of wiggle room. The victory/failure results are pretty basic.The Escape
Tevalah and Lucan have been subdued by the Skull Kicker tribe of kobolds. They have been tied up, along with other prisoners, and are being held in a ruined tower above ground. The kobolds are awaiting a slave-caravan to come by and pick up their prisoners per a previously negotiated agreement.
You come to with a throbbing headache. In quick succession, you notice that you cannot see and are unable to move. An uncomfortable and unpleasant smelling burlap sack covers your entire head. Your hands are bound behind you with what feels to be coarse rope. Your feet are similarly tied.
Level 1: DC 18
Challenge Type: Physical
Primary Skills: Acrobatics, Athletics
Party of 2: Victory 4+, Partial 3, Failure less than 3
Party of 3: Victory 6+, Partial 4-5, Failure less than 4
Victory: 200 xp; the PCs escape from their bonds before the other prisoners. Helping the others out will net a +1 bonus on all checks during the next challenge.
Partial Victory: 100 xp; the PCs escape at the same time as the other prisoners. No bonuses or penalties.
Failure: The other prisoners have to free the PCs. They have a -1 penalty on the next challenge.
Also captured with the PCs were 4 NPCs--Branist (an eladrin scholar attempting to map some of the ruins of the Nerath empire), Deran (human farmer who lost his family and farm to the kobolds and is a bit reckless in wanting vengeance), Olmira (dwarven bandit who was in the wrong place at the wrong time when a kobold raiding party came through), and Fekel (a kobold ambassador from another tribe who obviously wasn't wanted).The Plotting
The prisoners and PCs are all freed now. Each has an idea for the best course of action and, of course, none of them agree with each other. It’s up to Tevalah and Lucan to try and reign in rash impulses and organize this rabble to manage an escape.
Level 1: DC 18
Challenge Type: Social
Primary Skills: R1 (Deran): Bluff; R2 (Olmira): Diplomacy, Streetwise; R3 (Fekel): Diplomacy, History
Party of 2: Victory 4+, Partial 3, Failure less than 3
Party of 3: Victory 6+, Partial 4-5, Failure less than 4
Victory: 200 xp; Branist offers to pay XXXG for a map of the kobold hall. Olmira gives her ring to the PCs and says it might come in handy if they encounter any of her folk on the road. Fekel offers to assist PCs in getting their gear back if they poison and kill the wyrmpriest's pet drakes.
Partial Victory: 100 xp; Party learns hook from Fekel.
Failure: Fight breaks out (Deran attacks Fekel, turning to the PCs if they interfere).
A basic escape encounter based somewhat on the Obsidian example. No matter what, they wind up finding a place to rest, but on a partial or failure they have a rougher time.The Fleeing
It’s time to get out of here!
Level 1: DC 18
Challenge Type: Physical
Primary Skills: Acrobatics, Athletics
Party of 2: Victory 4+, Partial 3, Failure less than 3
Party of 3: Victory 6+, Partial 4-5, Failure less than 4
Victory: 200 xp; PCs run into the woods and find a safe place to rest for the remainder of the evening.
Partial Victory: 100 xp; the PCs encounter a kobold patrol (level 1) on their way to a safe place.
Failure: The PCs lose a healing surge (or take ¼ hp damage if they have no surges remaining) and encounter a kobold patrol (level 1) on their way to the resting place.
Hey Stalker0.
I'll be running a larger skill challenge (two normal skill challenges, one after the other) at the end of this week in a 4-day roleplaying frenzy. It will be the first time my group is going to experience a skill challenge.
They will be defending an outpost (first skill challenge is preparing for the assault, second is the assault itself) and I'll try to make some notes about what the players did and what skill modifiers they had.
A single question though:
When running 2 skill challenges after each other, would you award 2xnormal xp (so 2x500 xp for first level challenges) or simply for a single one? I was thinking of giving 1000 xp for a full victory and 500 xp for a partial one.
In this challenge (like some of the others) I have two primary skills. I'm mostly worried that my party of only 2 PCs will have a hard time always having appropriate skills for the encounters and I don't want to tailor every single one specifically to their strengths. This way they have a bit of wiggle room. The victory/failure results are pretty basic.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.