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[4e] Skill challenge for level 1 mini-dungeon

Skorpor

First Post
So I'm planning a small mini-dungeon as a sort of tutorial for me and my group who haven't run 4e before and I would like to try out a skill challenge as a part of it. Problem is I cant come up with anything that fits the scope and lets all the players participate, anyone have any suggestions on a fitting dungeon themed SC? (Details about the dungeon below)



The Dungeon
http://imgur.com/a/gkLjx

The players are going to enter from the stairs in the bottom, face a crossbow turret trap(m), face a encounter with some goblins in room 1. The boss encounter is going to be in room 4 so I was thinking of having a skill challenge that stretches between room 2 and 3, something that is a stop-gap between the two encounters.
 

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The PCs see an obvious 'click plate' in the floor in one room. It has been half-sprung and they can get at the mechanism underneath. There are a few holes in the walls that just scream out 'jet of flame' or 'Indiana Jones darts'. The challenge is to finish disabling the trap.
Dungeoneering, Athletics, Arcana, a generic INT or WIS check to remember hearing tales in a tavern about something similar, Heal opens up if somebody else fails a check (ouch) to cancel that damage, generic CHR or Bardic Lore allows you to Aid Another on their check.
 

IME, skill challenges work best when they serve to structure a goal or an obstacle. I can't think of a real goal here, so we'll go with obstacle.

Idea 1
There are ghosts in those rooms and they are locked in an ancient tribunal-ish kind of thing. The PCs wish to pass without being drained of life. They can also try and enlist the ghost's help against the goblins.

Every round, a character suffers 3 necrotic damage while in presence of the ghosts. A failed check (if logical) causes a character to loose a healing surge from contact with a ghost.

Possible things to do:
- know which cultures are in play and what are the rules : [history]
- there are ghosts flitting to and fro, but it's possible to avoid them and run out of the room : [acrobatics] or [athletics]
- discuss with the ghosts and try to negotiate in good faith : [diplomacy]
- lie / disassemble with the ghosts, spinning a tale to have them on your side : [bluff]
- try and hurt the ghosts : [intimidate] but only by someone trained in [religion]
- analyse then try to break the curse / seal bidding the ghosts here : [arcana] and [religion]

Notes: for this situation, I wouldn't follow the SC rules very rigidly here. For instance, once a character succeeds (or fails) at leaving the area with [athletics] or [acrobatics] then, that character is out and either deals with the creatures she encounters or waits or rejoins by entering again.

The goblins have a token that allows them safe passage, this token is held by [boss] (or other) in the second room.

Goblins that run away from the first encounter will not all make it - have some of them be corpses in the room. AND they've become ghosts also trapped in the "tribunal". They are not happy with the PCs...

Should the players gain the assistance of the ghosts, in the next encounter, characters can call upon the assistance of a ghost (minor action) once each to gain combat advantage and deal 5 extra necrotic damage with an attack.
 

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