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Legend
Does this example seem to model the 4e approach to skill challenges?
Situation: PCs chase a hag and her merrow servitors who have taken something (or someone) of value to them.
Start: The scene begins with the hag diving off a 60' cliff into the cold lake below during an evening rainstorm. To pursue PCs make Athletics/Acrobatics check to negate/reduce damage of dive.
Each turn PCs make 2 checks. One is a chase check, a reasonable skill of their choosing, compared against the chart below (round down). The other is an Endurance check (10) against cold and fatigue, with the Difficulty cumulatively increasing +2 with each check. A failed Endurance check incurs a -2 cumulative penalty on chase checks. Encumbered PCs suffer -10 on chase checks to swim.
CHASING THE RIVER HAG
Possible Skills: Athletics (swimming), Nature (using a canoe)
5 Not only do you drop out of the chase, but you immediately begin drowning. Any nearby ally can help you, but must drop out of the chase to do so.
10 You are losing ground, and must make an Athletics check (12) to avoid drowning. You can choose to drop out of the chase to stop drowning.
15 You’ve kept up with the hag long enough to see that she is heading toward an island shaped like a mare’s head. If you choose to continue following you and your allies gain +2 on your next checks. (cumulative)
20 You’ve managed to triangulate or otherwise reduce the distance you must cover, gaining +4 on your next check. You are able to call out to your allies to keep them on track, granting them +2 on their next checks. (cumulative)
25 You have kept pace with the hag and reach the entrance to the caverns underneath the mare’s head shaped island she has fled to. You can create a signal for your allies to follow, granting them +4 on their next checks. (Go to the Hag’s Lair in Chapter 7)
Situation: PCs chase a hag and her merrow servitors who have taken something (or someone) of value to them.
Start: The scene begins with the hag diving off a 60' cliff into the cold lake below during an evening rainstorm. To pursue PCs make Athletics/Acrobatics check to negate/reduce damage of dive.
Each turn PCs make 2 checks. One is a chase check, a reasonable skill of their choosing, compared against the chart below (round down). The other is an Endurance check (10) against cold and fatigue, with the Difficulty cumulatively increasing +2 with each check. A failed Endurance check incurs a -2 cumulative penalty on chase checks. Encumbered PCs suffer -10 on chase checks to swim.
CHASING THE RIVER HAG
Possible Skills: Athletics (swimming), Nature (using a canoe)
5 Not only do you drop out of the chase, but you immediately begin drowning. Any nearby ally can help you, but must drop out of the chase to do so.
10 You are losing ground, and must make an Athletics check (12) to avoid drowning. You can choose to drop out of the chase to stop drowning.
15 You’ve kept up with the hag long enough to see that she is heading toward an island shaped like a mare’s head. If you choose to continue following you and your allies gain +2 on your next checks. (cumulative)
20 You’ve managed to triangulate or otherwise reduce the distance you must cover, gaining +4 on your next check. You are able to call out to your allies to keep them on track, granting them +2 on their next checks. (cumulative)
25 You have kept pace with the hag and reach the entrance to the caverns underneath the mare’s head shaped island she has fled to. You can create a signal for your allies to follow, granting them +4 on their next checks. (Go to the Hag’s Lair in Chapter 7)