Dr. Confoundo
First Post
Wandering deep into the fog-filled marsh on their way to the ruined city of Westerbrook, the players come upon a row of sharpened tree-trunks looming out of the mists, apparently forming the rough walls of a fairly large circular palisade. Their wizard detects magical emanations coming from within the enclosure, and they move forward to investigate, approaching slowly and cautiously through the thick mud. Suddenly and with much croaking, man-sized forms leap forward through the fog and attack - Bullywugs!
The party dispatches the frog-faced guards, and send their scout ahead to find out what is inside the palisades. He comes back with some info - two apparent sites of interest (a larger structure and a guarded crater), along with a couple dozen more Bullywugs guarding the perimeter. If the players are quiet, they can probably make their way into the center, and investigate one of the interesting locations within.
The GM leans forward in his chair, and asks "What next?".
The players look at each other, and look at the map, and then come up with a plan: They are going to make a circuit of the palisades, quietly pulling each group of Bullywug guards one by one, so that none of them will be available to act as reinforcements later when they tackle the structure and the crater.
The GM sputters "But that means we'll have five or six more combats exactly like the one we just had! At the pace we play, that'll be 3 more sessions of just clearing out the guards."
The players look at each other, and look at the map, and then say, "Do you have a better idea?"
The GM thinks for a moment, and with a gleam in his eye, says to them, "Well, I could turn this into a skill challenge..."
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Not wanting to waste too much time with a series of similar combats, I've been thinking of how to successfully do this as a skill challenge (or more accurately, a sort of a mini game). I've come up with some basic parameters, but I'd love to hear some feedback on how I can expand this.
Name: Kroaker Krackdown
Goal: PCs defeat guards without raising alarm or spending too much of their own resources (Healing Surges, Daily Powers, Action Points, etc)
Each group of guards will have a Challenge Rating (CR): this number represents the total number of Healing Surges that the party will spend in defeating that particular group. However, this number will be able to be reduced by skill tests... if all tests are successful, it should be possible for the Challenge Rating to be reduced to zero, meaning no damage in that particular combat.
After each player has acted once, determine the current CR. This is the target number of successes for a group Stealth Check. If the check has enough successes, the players get by relatively unscathed; for every point of CR they miss, one player must lose a Healing Surge. Action Points count as two Healing Surges, Daily Powers count as three.
Some skills will be able to reduce the CR - Bluff to draw off guards from the main group, Thievery to set up physical traps/snares, Arcana to create magical countermeasures, etc. Other skills might be used to give bonuses for the Group Stealth check - Stealth and Perception, among others... this bonus potentially may affect multiple players if the roll is high enough.
Example: The five Players are attempting to defeat the first group of guards, which have a CR of 6. The wizard succeeds on his Arcana check to use a distracting illusion, while the cleric's prayers for guidance are answered with a successful Religion check; the CR is now 4. The fighter and sorcerer's skill checks were failures. The ranger uses his Stealth check to give a +2 to Group Stealth checks to two of the other players. With this bonus, there are a total of three successes on the Group Stealth check, meaning that only Healing Surge is spent for this combat.
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So that's the basic mechanics, but they can be made more difficult by adding additional complications to each group of guards - for example, the group of guards with watchdogs require at least one successful Nature check during the round - otherwise, the CR cannot be reduced. Similarly, guards with undead or extra-planar members can require Religion or Arcana checks.
The party dispatches the frog-faced guards, and send their scout ahead to find out what is inside the palisades. He comes back with some info - two apparent sites of interest (a larger structure and a guarded crater), along with a couple dozen more Bullywugs guarding the perimeter. If the players are quiet, they can probably make their way into the center, and investigate one of the interesting locations within.
The GM leans forward in his chair, and asks "What next?".
The players look at each other, and look at the map, and then come up with a plan: They are going to make a circuit of the palisades, quietly pulling each group of Bullywug guards one by one, so that none of them will be available to act as reinforcements later when they tackle the structure and the crater.
The GM sputters "But that means we'll have five or six more combats exactly like the one we just had! At the pace we play, that'll be 3 more sessions of just clearing out the guards."
The players look at each other, and look at the map, and then say, "Do you have a better idea?"
The GM thinks for a moment, and with a gleam in his eye, says to them, "Well, I could turn this into a skill challenge..."
-----------------------
Not wanting to waste too much time with a series of similar combats, I've been thinking of how to successfully do this as a skill challenge (or more accurately, a sort of a mini game). I've come up with some basic parameters, but I'd love to hear some feedback on how I can expand this.
Name: Kroaker Krackdown
Goal: PCs defeat guards without raising alarm or spending too much of their own resources (Healing Surges, Daily Powers, Action Points, etc)
Each group of guards will have a Challenge Rating (CR): this number represents the total number of Healing Surges that the party will spend in defeating that particular group. However, this number will be able to be reduced by skill tests... if all tests are successful, it should be possible for the Challenge Rating to be reduced to zero, meaning no damage in that particular combat.
After each player has acted once, determine the current CR. This is the target number of successes for a group Stealth Check. If the check has enough successes, the players get by relatively unscathed; for every point of CR they miss, one player must lose a Healing Surge. Action Points count as two Healing Surges, Daily Powers count as three.
Some skills will be able to reduce the CR - Bluff to draw off guards from the main group, Thievery to set up physical traps/snares, Arcana to create magical countermeasures, etc. Other skills might be used to give bonuses for the Group Stealth check - Stealth and Perception, among others... this bonus potentially may affect multiple players if the roll is high enough.
Example: The five Players are attempting to defeat the first group of guards, which have a CR of 6. The wizard succeeds on his Arcana check to use a distracting illusion, while the cleric's prayers for guidance are answered with a successful Religion check; the CR is now 4. The fighter and sorcerer's skill checks were failures. The ranger uses his Stealth check to give a +2 to Group Stealth checks to two of the other players. With this bonus, there are a total of three successes on the Group Stealth check, meaning that only Healing Surge is spent for this combat.
---------
So that's the basic mechanics, but they can be made more difficult by adding additional complications to each group of guards - for example, the group of guards with watchdogs require at least one successful Nature check during the round - otherwise, the CR cannot be reduced. Similarly, guards with undead or extra-planar members can require Religion or Arcana checks.
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