Challenge: Tracking through a masquerade festival

JereGenest

First Post
I'm just starting to work on a skill challenge for a new campaign. These are 1st level characters and they'll be chasing a possibly enchanted individual through a crowd of masked revelers in a city on a lake that is very Venice in flavor during an important holy festival.

The players are heavy on nature, perception, diplomacy, insight, religion and arcana but not on streetwise or thievery.

I've never built a skill challenge before and could use all the advice folks have to offer.
 

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Awesome :cool: Sounds like a great first skill challenge.

I did something similar with a masquerade ball where the PCs had to make contact with an informant without revealing themselves (or the informant) to other spies hidden in the masquerade.

So, here are ideas specific to your scenario:

* Is the mark already tipped off that the PCs are pursuing them? Do the PCs have an option of silently tailing (at least for a while)?

* Nature could be used to navigate around animals in the masquerade, like a painted cow or a flock of pigeons? Or it could be used to identify flow of certain canals or where a fogbank might be? Or even piloting a gondola?

* In a Venice-like city Perception has tons of uses, like noticing a subterranean passageway going underneath a canal or a series of passing boats than could be used as stepping stones with the right timing? Or to notice a change of cloaks/masks or unusual reactions of crowd to someone rushing thru?

* Diplomacy could be used to quickly haggle with a merchant for something useful to the chase, to show proper decorum through a crowd of dancing revelers, or to convince a guardsman to get help?

* Are the PCs already familiar with the mark? Insight could anticipate their next move or possible ways they'll try to shake the PCs?

* What is the religious significance of the masks? Religion could help the PCs anticipate what comes next, the symbolism behind certain masks, or ways to get out of being hassled by masked priests?

* What is the nature of the enchantment? Does it create an arcane signature which a character with Arcana could sniff out?

Here's my advice about skill challenges in general:

Think of a skill challenge as a solo monster - what makes a fun solo monster? For example, solos often change when bloodied, so consider having events which occur during the SC either independent of PCs' actions or caused by them.

Consider whether you want to announce it as a skill challenge or not. This depends entirely on your group's preference for transparency.

Players unused to SCs might be unsure of their options, and might be hesitant to participate. You might provide some examples of what they can do by describing the scene vividly or focusing your description on certain features.

Once players get the hang of a SC they'll start jumping in with ideas. I quickly abandoned tracking initiative and let them go in whatever order they want (so long as each turn everyone gets an action).

Players have a disincentive to participate with low skills because failure is worse than inaction in a SC. My best advice is to include as many skills as possible when designing the SC; in other words there should be a time and place for nearly every skill to be used during the SC.

Avoid arbitrary restrictions like auto-fails or closing off a skill entirely.

Include other options

You either fail or you succeed in a SC. However, I find that having multiple possible outcomes dependent on degree on failure/success is more interesting since SCs rarely are as "binary" as combat.


Good luck with it, and let us know how it turns out!
 

My brain immediately went towards trying to tie it to prop-a-riffic kind of mini game.

Make a bunch of tiles with paired images of festival masks and holy symbols on them. Spread them haphazardly around the game table, explaining that these represent the crowded city streets, choked with noisy, drunken, and masked revelers. You could even marry it loosely to a map of the city to give you some improv fodder while you play.

Each round, explain the situation as their characters see it, and ask them what they're doing. Have them roll the skill normally against a DC range of 5/10/15. They automatically get to flip over one tile, but for each of the DC benchmarks they hit, they get to turn over an additional tile. (If they get at least a 5, they flip over 2 tiles. If they beat a 15, they flip over 4.) If they get a pair, they get to keep the tiles (adding to their "score" as it were), and they either spot him, find some trace of him, or have a confrontation with him.

I'd suggest running the encounter in three rounds, and give the guy an action of some kind between each round to mess with the board or scores in some way. (Be forewarned that the numbers involved are just guesses, and depend entirely on how many tiles you'd end up making.)

Before you start, roll a stealth check. Pick up one tile for each player, plus one tile for every 5 points you get on the check, and place them in a line in front of you, keeping them separate from the rest of the tiles on the game board (we'll call them "hide tiles"). This represents him getting lost in the crowd, gives us a handful of dead tiles in the main part of the game, something akin to hitpoints for the encounter, and it gives us another layer that we can have the mechanics interact with. If they ever collect all of his hide tiles, they've captured/cornered him, and win the challenge hands down. If they don't flip all of them over, they have a level of success based off of the number of pairs they've managed to collect.

Round one is about the characters trying to figure out where he is amidst the crowd. Straight up perception checks get a +2 bonus. Every time one of the players makes a match, they can permanently turn over one of your "hide tiles" which act as a common pool that any of the players can match with the tiles they turn over as part of their turn.

At the end of the round, roll a bluff check. For every 5 points you get on the check, pick up that many tiles (not including hide tiles), and put them back on the board anywhere you want. This represents him actively trying to hide and throw the players off his trail.

During the second round, the players chase him through a twisting maze of back alleys, narrow bridges, and the occasional surprised shop keeper's store. Straight up streetwise checks get a +2 bonus. As with the first round, every time a player makes a match, they can turn over one of your hide tiles, with the added bonus that if they make a match that includes one of your hide tiles, they can flip over an additional pair of tiles, trying to make a new match / cut him off at the pass.

At the end of the second round, arcane aid comes from some (possibly) unknown source. Flip all of your hide tiles face down and mix them up ala a three card monte. Don't shuffle them outright, you want to give the players at least the appearance of a chance to keep track of which cards are which. If you have fewer than three hide cards at this point, add two from the pool of normal tiles.

During the third round, the party is beset by subtle illusions meant to lead them astray. Straight up arcana checks grant a +2 bonus with the added effect that, if they beat a 10 on their arcana check, they can peak at any one face down hide tiles, making sure not to show it to the other players, and return it face down.
 

There have been some great responses already, but another cool way to pull this off could be a series of short skill challenges that is disguised as one, giant skill challenge.

What I mean is, let's say the general goal is to track someone specific down in this masquerade festival. The skill challenge template would have a bunch of abilities that all work toward that in a generic way but count as a mere 1 of X successes. For instance:
Perception: Notice the type of mask you're looking for, eliminating a large amount of people in the crowd.
Diplomacy: Ask a random passerby if they've seen your mark, getting pointed in the right direction.
Intimidate: Shout at those in front of you, clearing a way through the crowd and bringing you closer to your target.
Basically, no one is moving and they're all just kind of chilling at the table, making rolls. That kind of stuff is fine for, say, disarming a giant arcane bomb or complex trap - but when you're trying to give a feeling of progression, it comes off as a little stale.

So maybe there are several small, shorter skill challenges that the characters can fail, though failing doesn't hinder their overall progress in the skill challenge so much as slow them down.

For instance, let's say there are multiple phases to this skill challenge and each one has a consequence for failure that adds a small obstacle in their way. Succeeding on the skill challenges instead lets them avoid that obstacle and feel like they're smooth and catching up faster than otherwise.

The most important thing (in my opinion) for running something like this is that there be an actual map or some kind of terrain so the players get the feeling that they are making physical progress towards their goal. But that's just me!

ALSO, I read this advice somewhere and it's amazing for running skill challenges where everyone contributes. You give everyone at the table some kind of token, and each round, anyone can go in any order, tossing their token in the middle when they've gone. No one can go again until everyone has turned in their tokens, then everyone takes one again. I think I read this on enworld somewhere, but I can't remember where so apologies if someone knows where it came from.

Feel free to change any (or all) of the skills and add others in. I traditionally only let players roll or assist on skills they are trained in, which forces many of them to use the +2 assist on their turn to help someone else. I didn't add in any of these secondary skills below to save myself some time, but I'd normally toss 2 or 3 into each phase.

Anyway, ready set go!

Phase 1: The Festival
The players rush into a festival street, hot on the heels of their target, and are taken aback at the unexpected festival and all the confusion. Describe the location to them and let them know they need to catch their mark, but first they need to catch their bearings.
Objective: Figure out which way their target went by inspecting the area and talking to revelers.

Primary Skills:
Diplomacy (talking), Perception (notice something knocked over/out of place), Insight (see people staring at the mark who just ran past), Streetwise (notice likely routes the mark took).

To Succeed:
Players succeed when they make 3 successful checks. If it takes them more than 6 primary skill checks (because they fail some), then count it as a failure. You still move on to phase 2, but apply the penalty below.

Success:
The players determine the most likely route of your mark's escape and catch a glimpse of him slipping into an alley.

Failure Penalty:
The players follow the wrong path, ending up in a dead-end. A group of thugs try to rob them, starting a very quick encounter against some weak thugs. As they exit the alley, they catch a glimpse of the mark slipping into an alley.
Phase 2: The Alley
The players slide into the alley, which is filled with debris and more difficult to pass than they originally thought. The mark deftly bounces over the junk, slipping between crates and barrels as he tries to escape. There are many obstacles in the way and no turning back.
Objective: To move quickly through the alley and catch up with their mark on the other side before he leaves their sight.

Primary Skills:
Athletics (knock over debris), Acrobatics (kick off the wall to avoid obstacles and gain on the mark), Perception (step where the mark steps to avoid obstacles), Arcana (magic lamps line the alley, you call on the arcane to turn them brighter, making it easier to see your way).

To Succeed:
Players succeed when they make 3 successful checks. If it takes them more than 6 primary skill checks (because they fail some), then count it as a failure. You still move on to phase 2, but apply the penalty below.

Success:
The players exit the alley, right behind their mark.

Failure Penalty:
The players are exhausted after moving through the debris, though the mark is still in sight. Each player loses 2 healing surges.
Phase 3: The Market
The mark slips into the bustling market, escaping from sight. You can see every exit for the time being, but you need to do something to break up the crowd and make it easier to find your mark.
Objective: Cause a panic in the street to scatter the revelers and reveal your mark.

Primary Skills:
Intimidate (shout and push people aside), History (you recall that this town has a history of being attacked by whatever, and start screaming that they're here), Diplomacy (you shout that a tavern is offering free ale, convincing everyone to run to it), Thievery (you start snatching purses, pretty soon someone screams "pickpocket!" and they start dispersing to avoid being robbed).

To Succeed:
Players succeed when they make 3 successful checks. If it takes them more than 6 primary skill checks (because they fail some), then count it as a failure. You still move on to phase 4, but apply the penalty below. After each success, narrate that the crowd has dispersed some, but more remain (until they reach 3 successes).

Success:
The crowd breaks apart, revealing your mark ducked down in the middle. Upon seeing you, he breaks for the main park holding most of the festival goers.

Failure Penalty:
Two possibilities. 1) If the players previously had to fight off the thugs, then have the thugs' friends recognize the players, who are taking too long to break up the crowd. The thugs attack, slowing the players down, though they see the mark taking off in the direction of the park. or 2) A couple of guards come over to quiet the players down, thinking they're drunk and belligerent and threatening to toss them in a cell. The players can fight the guards off (or kill them, if they're horrible people) or bribe them. The last thing they remember is seeing the mark run toward the park.
Phase 4: The Park
The players enter the park, which is filled with countless masked revelers, all wearing assorted colorful outfits and masks. They spot the mark as he grins and dons a mask, disappearing into the crowd. Fireworks explode overhead and the music is deafening. There's no way to disperse this crowd with violent actions - time to find the needle in the haystack.
Objective: Move through the crowd and locate the mark before he manages to slip past the party and escape.

Primary Skills:
Perception (quickly scan the faces of the crowd, hoping to recognize the mask), Insight (study the crowd's movements, looking for anything out of place), Religion (call upon your god to guide you to your quarry), Stealth (quickly slip in and out of the crowd without hindrance, getting a close look at everyone), Acrobatics (you balance on several lamp posts and high objects, gaining a better vantage point).

To Succeed:
Players succeed when they make 3 successful checks. If it takes them more than 6 primary skill checks (because they fail some), then count it as a failure. You still move on to phase 5, but apply the penalty below. After each success, narrate that the players spot him for a second, narrowing their search to a smaller area (until they reach 3 successes).

Success:
The players have closed in on the mark, who notices that he's been surrounded.

Failure Penalty:
No penalty, it just takes them longer to find the mark, and they finally surround him.
Phase 5: The Rooftops
Just as the players surround the mark, a firework backfires and explodes, covering the crowd and players in a cloud of smoke. As it clears, they notice the mark scaling a ladder used to hang lamps, and he begins running across the rooftops toward the city's exit.
Objective: Get on the rooftops and catch the mark!

Primary Skills:
Athletics (jump across a gap between two buildings), Acrobatics (balance as you cross a building gap over a narrow beam), Insight (guess which roof the mark is jumping to next), Arcana (more arcane lamps line the building side, you briefly control and raise them, running across the tops to another building), Intimidate (you shout threats to the mark, who slips and gives you time to catch up).

To Succeed:
Players succeed when they make 3 successful checks. If it takes them more than 6 primary skill checks (because they fail some), then count it as a failure.

Success:
The mark runs out of rooftops to cross, cornered. You've caught him. Now fight him or do whatever!

Failure:
No failure, but narrate it as though the mark was about to get away right before they got their last success. They catch him.
Or something like that! I also like the turn-over card game idea, but I usually lean toward more movement/action-y kind of challenges.
 
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