TarionzCousin
Second Most Angelic Devil Ever
RC has always been here. In the beginning, there was RC. Before the Dawn of History, RC was.Of course, when this post was written, there was no RC.
--or at least since 13th April 2004.
RC has always been here. In the beginning, there was RC. Before the Dawn of History, RC was.Of course, when this post was written, there was no RC.
Because you didn't ask...
Is It A Skill Challenge? Dungeoneer's Official Rules Of Thumb For Determining If Something Should Be An SC:
If you answered Yes! to all three questions above, then congratulations! This task could be written up as a Skill Challenge! If the answer to any of them was no, meh, just make a skill check and move on with your life.
- Is it okay for the players to fail? In other words, can the players lose the SC without grinding the plot to a halt?
- Is there a consequence for failure? Or can the players just try over and over again until they get it right?
- Is there a clear objective? Do the players understand that they are at Point A and need to get to Point B? Just like an encounter, an SC needs a clear end point: do this and you Win!
To me, having the general at death's door is great. That adds the kind of time pressure that is perfect for skill challenges. Not only that, but I actually think the general's death would be an acceptable consequence for failure, since it moves the plot forward (although not in the way the PCs might prefer!). But it's your NPC.Here is the one I am working up now. Maybe you guys can help me through it.
The players are presented with this scenario:The general under whom the PCs serve has been poisoned, leaving him comatose. The healers deterime that without an antidote, the general will never wake and succum to starvation and dehydration. This particular poison is based on a type the local lizard folk use for hunting and an antidote might be derived if the healers can get their hands on a sample.Here is the options I want the players to have, but am not sure how much to tell them and how much to let thim figure out:
In the first scenario, I am not sure what consequence is appropriate for failure, given that I don't want to kill of their commanding officer, as I have more plans for him as an NPC. But to me it's the most engaging of the skill challenge options.
- A skill challenge to venture into the swamp and collect ingredients for the poison
- A skill challenge to negotiate with the lizard folk for a sample.
- Minor violence - go track down a lizard folk hunter and mug it for its poison
- Major violence - look for a lizard folk settlement and raid it.
For the second scenario, what would a failed negotiation look like? If it just then forces them to take what they want through violence, how is that any different than if they had just gone for the fourth scenario?
The thir scenario is just plain boring. Six adventurers trapsing through the swamp to gang up on the first lizard folk they run across. I could have them encounter an entire squad and make it a decent battle, but again, how is that really different from the fourth scenario?
Any thoughts?
Let's take the first one, since to me that one seems the most interesting. Off the top of my head, it seems like the following skills might come in handy:The players are presented with this scenario:
The general under whom the PCs serve has been poisoned, leaving him comatose. The healers deterime that without an antidote, the general will never wake and succum to starvation and dehydration. This particular poison is based on a type the local lizard folk use for hunting and an antidote might be derived if the healers can get their hands on a sample.Here is the options I want the players to have, but am not sure how much to tell them and how much to let thim figure out:
In the first scenario, I am not sure what consequence is appropriate for failure, given that I don't want to kill of their commanding officer, as I have more plans for him as an NPC. But to me it's the most engaging of the skill challenge options.
- A skill challenge to venture into the swamp and collect ingredients for the poison
- A skill challenge to negotiate with the lizard folk for a sample.
- Minor violence - go track down a lizard folk hunter and mug it for its poison
- Major violence - look for a lizard folk settlement and raid it.
For the second scenario, what would a failed negotiation look like? If it just then forces them to take what they want through violence, how is that any different than if they had just gone for the fourth scenario?
The thir scenario is just plain boring. Six adventurers trapsing through the swamp to gang up on the first lizard folk they run across. I could have them encounter an entire squad and make it a decent battle, but again, how is that really different from the fourth scenario?
Any thoughts?
In the first scenario, I am not sure what consequence is appropriate for failure, given that I don't want to kill of their commanding officer, as I have more plans for him as an NPC.
- A skill challenge to venture into the swamp and collect ingredients for the poison
As stated by others, price goes up.2. A skill challenge to negotiate with the lizard folk for a sample.
For the second scenario, what would a failed negotiation look like?
In the first scenario, I am not sure what consequence is appropriate for failure, given that I don't want to kill of their commanding officer, as I have more plans for him as an NPC. But to me it's the most engaging of the skill challenge options.
For the second scenario, what would a failed negotiation look like? If it just then forces them to take what they want through violence, how is that any different than if they had just gone for the fourth scenario?
The thir scenario is just plain boring. Six adventurers trapsing through the swamp to gang up on the first lizard folk they run across. I could have them encounter an entire squad and make it a decent battle, but again, how is that really different from the fourth scenario?