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<blockquote data-quote="Stormonu" data-source="post: 6039814" data-attributes="member: 52734"><p>This was spmething I was experimenting with for my 3E game:</p><p></p><p>Climbing Challenges Climbing challenges can range from an ascent up the steep, open–sided staircase up a cliff to a tower or other structure at the top, or a dizzying climb up crumbling rock faces – or up a steep cliff into the sights of creatures hurling ranged attacks down at the party in an attempt to dissuade ascent. Like other skill challenges, each individual makes their own set of skill checks to determine if the ascent is succeeded or not. Failure usually indicates a fall of a considerable distance or other harm. Because of the danger of falls, Aid Another actions and lending skill points to other climbers to assist them up is often a wise idea. </p><p></p><p>Steep staircase up cliff (50 ft. high) CR 1 Skill Challenge DC 14; 6 Acrobatics (Balance) checks;Failure: Slide down stairs for 1d6 damage; Success: Reach top of stairs unharmed at ½ normal movement rate; Superior Result (4 skill successes): Reach top of stairs unharmed at normal movement rate; Perfect Result (6 successes): Reach top of stairs unharmed at double movement rate. </p><p></p><p>Trap–laden staircase up cliff (50 ft. high) CR 3 Skill Challenge DC 17; 3 Perception (Spot) checks, 6 Acrobatic (Balance) checks; Fumble: Fall off side for 5d6 damage; Failure: Encounter CR 3 trap on stairs half way up, if survived, reach top of stairs at ¼ normal movement rate; Success: Reach top of stairs unharmed at ½ normal movement rate; Superior Result (4 skill successes): Reach top of stairs unharmed at normal movement rate; Perfect Result (6 successes): Reach top of stairs unharmed at double movement rate. </p><p></p><p>Climb up crumbling rock face (50 ft. high) CR 5 Skill Challenge DC 18; 3 Athletics (Climb) checks, 3 Perception (Spot) checks; Fumble: Pummeled by falling rocks and fall for 5d6 damage; Failure: Fall for 2d6 damage; Success: Reach top of rock face at ¼ normal movement rate; Superior Result (4 skill successes): Reach top of rock face at 1/3 normal movement rate; Perfect Result (6 skill successes): Reach top of rock face at ½ normal movement rate. </p><p></p><p>Chase Challenges Chase challenges are wild, no–holds barred affairs meant to corner or capture an opponent after a grueling race. Like other skill challenges, each individual makes their own skill checks to determine whether pursuit is successful or not. Rarely does the actual chase determine whether the opponent is caught; most chases end with a fight between the pursuer and the pursued to determine the truly final outcome. </p><p></p><p>Open, empty street footchase – CR 1 Skill Challenge DC 14; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: human Rogue 1. </p><p></p><p>Open, light traffic street footchase CR 3 Skill Challenge DC 16; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: CR 3 opponent. </p><p></p><p>Evade City Guard CR 4 Skill Challenge DC 17; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Fumble: Captured by city guard without a fight; Failure: Confront city guard, escape if defeat city guard or move 90 ft. or more away from city guard; Success: Evade city guard; Superior Result (4 skill successes): Evade city guard and find disguise to avoid notice; Perfect Result (6 successes): Evade city guard and steal a city guard's uniform in the process City Guard: Warrior 4 </p><p></p><p>Crowded city footchase – CR 5 Skill Challenge DC 18; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Fumble: Detained by city guard for disrupting city streets and loose track of opponent; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). City Guard: 1d4+2 human Warrior 4; Combat Encounter: CR 10 opponent. </p><p></p><p>City rooftop footchase – CR 10 Skill Challenge DC 23; 2 Athletics (Run) checks, 2 Athletics (Jump) checks, 2 Acrobatics (Balance) checks; Fumble: Fall for 5d6 damage and loose opponent; Failure: Loose opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: CR 10 opponent. </p><p></p><p>Race Challenges Race challenges can be friendly, competitive affairs or flights for one's live against encroaching doom. Like other skill challenges each individual makes their own set of skill checks to determine success or failure. In competative races, it is usually illegal for others to assist an individual to succeed or fail, but in flights from danger it is often advantageous for other characters to use Aid Another actions to help fellow party members or to lend skill points to help a comrade escape certain doom. </p><p></p><p>Competative Foot Race – CR 1 Skill Challenge DC 14; 6 Athletics (Run) Checks; Failure: Fall 1 step behind opponent(s); Success (3 skill successes): Keep pace in race; Superior Success (4 skill successes): Move 1 step ahead of opponent(s); Perfect Result (6 successes): Move 2 steps ahead of opponents(s). Winner is the character furthest ahead in race. </p><p></p><p>Competative Obstacle Race – CR 2 Skill Challenge DC 15; 3 Acrobatics (Tumble) checks, 3 Athletics (Run) checks; Failure: Fall 1 step behind opponent(s); Success (3 skill successes): Keep pace in race; Superior Success (4 skill successes): Move 1 step ahead of opponent(s); Perfect Result (6 successes): Move 2 steps ahead of opponents(s). Winner is the character furthest ahead in race. </p><p></p><p>Outrun crumbling floor – CR 5 Skill Challenge DC 18; 3 Athletic (Jump) checks, 3 Athletics (Run) Checks; Failure: Fall into yawning pit for 5d6 damage; Success (3 skill successes): Outrun crumbling floor, but hanging onto edge; Superior Success (4 skill successes): Outrun crumbling floor but prone on solid surface; Perfect Result (6 successes): Outrun crumbling floor and standing on solid surface. </p><p></p><p>Outrun floor dissolving into magma – CR 10 Skill Challenge DC 23; 2 Acrobatic (Balance) checks, 2 Athletic (Jump) checks, 2 Athletics (Run) Checks; Fumble: Fall in lava for 20d6 damage; Failure: Singed by lava for 10d6 damage, but prone on solid surface; Success (3 skill successes): singed for 2d6 heat damage, outrun dissolving floor but prone on solid surface; Superior Success (4 skill successes): Outrun dissolving floor unharmed but prone on solid surface; Perfect Result (6 successes): Outrun dissolving floor unharmed and standing on solid surface. </p><p></p><p>Infiltration Challenges Infiltration challenges require the undetected entry of an individual into a structure or location. Like other challenges, each individual makes their own checks to discern their progress. It is possible for one individual to enter undetected while another accidentally alerts local authorities to his presence – or worse. </p><p></p><p>Sneak into abandoned building – CR 1 Skill Challenge DC 14; 3 Stealth (Hide) checks, 3 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering; Superior Success (4 successes): Enter building but passer–bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4. </p><p></p><p>Bluff way into occupied commoner building – CR 2 Skill Challenge DC 15; 2 Deception (Bluff) checks, 2 Deception (Disguise) checks, 2 Persuade (Diplomacy) checks, Fumble: Fail to get inside and approached by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but occupants are suspicious of character; Superior Success (4 successes): Enter building and occupants are not wise to the character; Perfect Success (6 successes): Enter building and occupants treat characters as guest of honor. City Guards: 1d4+2 human Warrior 4. </p><p></p><p>Sneak into occupied commoner building – CR 2 Skill Challenge DC 15; 2 Disable Device (Open Locks) checks [DC 20], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering; Superior Success (4 successes): Enter building but passer–bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building </p><p></p><p>undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4. </p><p></p><p>Sneak into fortified building – CR 4 Skill Challenge DC 17; 2 Disable Device (Open Locks) [DC 25], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering (who most likely alert city guard); Superior Success (4 successes): Enter building but passer–bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4. </p><p></p><p>Escape/Enter city walls– CR 5 Skill Challenge DC 18; 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks, 2 Survival (Streetwise) checks; Fumble: Fail to escape/enter and arrested by city guard without a fight; Failure: Fail to enter/exit city walls and confronted by city guards; Success (3 successes): Exit/enter city walls but presence is noted (and likely city guards dispatched); Superior Success (4 successes): Enter/exit city walls but nearby city guard may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter/exit city walls undetected and leave no trace of passage. City Guards: 1d4+2 human Warrior 4. </p><p></p><p>Penetrate wizard's sanctum – CR 10 Skill Challenge DC 23; 2 Disable Device (Disable Device)[DC 28], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and struck by explosive runes spell (CL 9); Failure: Fail to enter building and seen by city guard; Success (3 successes): Enter building but seen by owning wizard; Superior Success (4 successes): Enter building but passer–bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4. Wizard: human Wizard 9. </p><p></p><p>Manuever Challenges Manuever challenges require the circumnavigation of an area with twisting passages, trails or other obstacles that can impede progress forward. Like other challenges, each individual makes their own checks to discern their progress; it is easy for individuals to wander off, become seperated or otherwise isolated from other individuals in a group. Those who intend to lead others through these sort of challenges are highly encouraged to lend skill points to others to help them maneuver through the challenge. </p><p></p><p>Navigate Hedge Maze – CR 1 Skill Challenge DC 14; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Dead end (start over); Failure: Lost in maze (repeat until 1 more success); Success (3 successes): Locate exit after 4d10x10 minutes; Superior Success (4 successes): Locate exit after 2d10x10 minutes; Perfect Success (6 successes): Locate exit after 1d10x10 minutes. </p><p></p><p>Navigate Dungeon Maze – CR 2 Skill Challenge DC 15; 2 Survival (Wilderness Lore) checks, 2 Knowledge (Dungeoneering) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Dead end (start over); Failure: Lost in maze (repeat until 1 more success); Success (3 successes): Locate exit after 4d10x10 minutes; Superior Success (4 successes): Locate exit after 2d10x10 minutes; Perfect Success (6 successes): Locate exit after 1d10x10 minutes. </p><p></p><p>Navigate Monstrous Maze – CR 4 Skill Challenge DC 17; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Ambushed by minotaur in dead end; Failure: Encounter minotaur; Success (3 successes): Reach exit blocked by minotaur; Superior Success (4 successes): Reach exit with minotaur trailing (30 ft. behind); Perfect Success (6 successes): Reach exit and avoid minotaur; Maze encounter: CR 4 minotaur </p><p></p><p>Navigate Invisible (Wall of Force) Maze – CR 6 Skill Challenge DC 19; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Spellcraft (Arcane) checks; Fumble: Ambushed by phantom fungus in dead end; Failure: Encounter phantom fungus; Success (3 successes): Reach exit blocked by phantom fungus; Superior Success (4 successes): Reach exit with phantom fungus trailing (30 ft. behind); Perfect Success (6 successes): Reach exit and avoid phantom fungus; Maze encounter: 2 CR 3 phantom fungus </p><p></p><p>Search Challenges Sometimes objects or information are hidden and a thourough search is the only way to locate the needed information or items. Search challenges usually have an enemy of time or other constraints before something bad happens – whether it is enemies who show up, a trap activates or finishes activating or other pressure situation. A search with no time constraint is generally not a challenge. Like other challenges, each individual makes their own set of skill checks. Usually the best result applies – whoever finds the object of the search can easily share his discovery with the others. </p><p></p><p>Library search – CR 1 Skill Challenge DC 14; 2 Knowledge (Choose One) checks, 2 Perception (Spot), 2 Persuade (Gather Information) checks; Fumble: Ejected from library and not allowed to return; Failure: Information unavailable; Success (3 </p><p></p><p>successes): Information found in 1d10 x 10 minutes; Superior Success (4 successes): Information found in 1d10 x 5 minutes; Perfect Success (6 successes): Information found in 1d10 minutes. </p><p></p><p>Burning Library search – CR 2 Skill Challenge DC 15; 2 Perception (Spot) checks, 2 Knowledge (Choose One) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Pinned under burning bookcase. 1d6 fire damage/round; Strength check DC 15 to escape; Failure: No information and burned for 1d6 fire damage; Success (3 successes): Find information in 1d10x5 minutes and take 1d6 nonlethal heat damage; Superior Success (4 successes): Find information in 1d10 minutes and take 1d6 nonlethal heat damage (Fort DC 12 for half); Perfect Success (6 successes): Find information in 1 round and escape unharmed. </p><p></p><p>Delayed Trap activation cut–off search – CR 5 Skill Challenge DC 18; 3 Perception (Spot) checks, 3 Disable Device checks (DC 25); Failure: CR 5 trap; Success (3 successes): Deactivate and open trap after 1 minute (must hold breath for 6 rounds); Superior Success (4 successes): Deactivate and open trap after 5 rounds (must hold breath for 1 round); Perfect Success (6 successes): Deactivate and open trap after 1 round; Trap: Flooding Room Trap (CR 5). </p><p></p><p>Thinking Challenges Similar to traps (and often incorporating them), thinking challenges present individuals with a problem requiring thought or trial–and–error to successfully solve or bypass. While thinking challenges often only involve a single individual, complex thinking challenges may require each individual to manipulate some aspect of the puzzle to solve the whole, or may require individuals to work on a single part of the puzzle, making only one or two of the skill checks in the series (such as for riddles or passwords). </p><p></p><p>Easy Puzzle Lock – CR 1 Skill Challenge DC 14; 3 Disable Device (Open Locks) checks, 3 Perception (Touch) checks; Failure: Lock does not open; Success (3 successes): Lock opens after 1d10 minutes; Superior Success (4 successes): Lock opens after 1d6 minutes; Perfect Success (6 successes): Lock opens after 1 minute. </p><p></p><p>Easy Riddle Password – CR 2 Skill Challenge DC 15; 2 Knowledge (Local) checks, 2 Perception (Listen) checks, 2 Perception (Sense Motive) checks; Failure: Wrong password and attacked by guardian; Success (3 successes): Correct password given after three tries; Superior Success (4 successes): Correct password given after two tries; Perfect Success (6 successes): Correct password given in a single try.Guardian: Imp (Devil, CR 2) </p><p></p><p>Average Riddle Password – CR 4 Skill Challenge DC 17; 2 Knowledge (Local) checks, 2 Perception (Listen) checks, 2 Perception (Sense Motive) checks; Failure: Wrong password and attacked by guardian; Success (3 successes): Correct password given after three tries; Superior Success (4 successes): Correct password given after two tries; Perfect Success (6 successes): Correct password given in a single try. Guardian: Gargoyle (CR 4) </p><p></p><p>Hard Riddle Password – CR 18 Skill Challenge DC 21; 2 Knowledge (Local) checks, 2 Perception (Listen) checks, 2 Perception (Sense Motive) checks; Failure: Wrong password and attacked by guardian; Success (3 successes): Correct password given after three tries; Superior Success (4 successes): Correct password given after two tries; Perfect Success (6 successes): Correct password given in a single try.Guardian: Gynosphinx (CR 8) </p><p></p><p>Travel Challenges Rather than random encounter checks, travel challenges can indicate both a group's luck and skill at avoiding trouble when travelling from location from another. Like other skill challenges, each individual makes their own checks. However, groups rarely become seperated during travel – use the worst result to determine the outcome. If some characters succeed where others fail, the GM may wish to break the group up if an encounter occurs, simulating an encounter when one or more characters is briefly seperated from the rest of group (perhaps such as while gathering firewood for camp or relieving himself during a rest stop). </p><p></p><p>Average Road trek – CR 1 Skill Challenge DC 14; 6 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at normal travel rate; Superior Success (4 successes): Encounter indifferent merchant on way to next community, reach next community (or checkpoint) at normal travel rate; Perfect Success (6 successes): Encounter friendly merchant on way to next community, reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 1; Travelling Encounter: CR 1; Merchant: Expert 2, GP limit 200 gp. </p><p></p><p>Wilderness trek – CR 2 Skill Challenge DC 15; 6 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 3/4 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 2; Travelling Encounter: CR 2 </p><p></p><p>Borderlands wilderness trek – CR 3 Skill Challenge DC 16; 3 Perception (Spot) checks 3 Wilderness (Survival) checks; Fumble: Lost; Failure: CR 3 Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 2/3 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate. </p><p></p><p>Bandit–infested road trek – CR 4 Skill Challenge DC 17; 3 Perception (Spot) checks 3 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Confronted by bandits; Success (3 successes): Reach next community (or checkpoint) at normal travel rate; Superior Success (4 successes): Encounter indifferent merchant on way to next community, reach next community (or checkpoint) at normal travel rate; Perfect Success (6 successes): Encounter friendly merchant on way to next community, reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 4; Merchant: Expert 2, GP limit 200 gp. </p><p></p><p>Evil–controlled lands trek – CR 10 Skill Challenge DC 23; 3 Perception (Spot) checks, 3 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 3/4 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Warrior 5/Rogue 4; Travelling Encounter: CR 10 encounter. </p><p></p><p>Weather Challenges Unexepected – or magically summoned – weather can sometime catch a party in an uncomfortable or dangerous position. Like other skill challenges, each individual must make separate skill checks to determine their personal outcome. Extremely hazardous weather can often separate individuals, and in such dangerous conditions the use of Aid Another or lending skill points is useful in keeping a group together. </p><p></p><p>Rainstorm CR 1 Skill Challenge DC 14; 6 Survival (Wilderness) checks; Failure: All gear soaked, –2 to all checks until dried; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in locating an inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early. </p><p></p><p>Thunderstorm CR 3 Skill Challenge DC 16; 6 Survival (Wilderness) checks; Fumble: Near–strike by lightning deals 3d6 damage (half with successful DC 13 Reflex save); Failure: All gear soaked, –2 to all checks until dried; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in locating an inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early. </p><p></p><p>Blizzard CR 5 Skill Challenge DC 18; 6 Survival (Wilderness) checks; Fumble: Suffer 5d6 frostbite damage (half with a successful DC 15 Fortitude save); Failure: All gear soaked, –2 to all checks until dried, locate feeble natural shelter from storm; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in a inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early. </p><p></p><p>Hurricaine CR 10 Skill Challenge DC 23; 6 Survival (Wilderness) checks; Fumble: Suffer 10d6 damage from flying debris (half with a successful DC 20 Reflex save); Failure: All gear soaked, –2 to all checks until dried, suffer 3d6 damage from debris strikes (half with a successful DC 20 Reflex save); Success: Find safe shelter from storm, though it is damaged by the storm; Superior Result (4 skill successes): as success in fortified building or other populated place; Perfect Result (6 successes): As superior result and no storm damage.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6039814, member: 52734"] This was spmething I was experimenting with for my 3E game: Climbing Challenges Climbing challenges can range from an ascent up the steep, open–sided staircase up a cliff to a tower or other structure at the top, or a dizzying climb up crumbling rock faces – or up a steep cliff into the sights of creatures hurling ranged attacks down at the party in an attempt to dissuade ascent. Like other skill challenges, each individual makes their own set of skill checks to determine if the ascent is succeeded or not. Failure usually indicates a fall of a considerable distance or other harm. Because of the danger of falls, Aid Another actions and lending skill points to other climbers to assist them up is often a wise idea. Steep staircase up cliff (50 ft. high) CR 1 Skill Challenge DC 14; 6 Acrobatics (Balance) checks;Failure: Slide down stairs for 1d6 damage; Success: Reach top of stairs unharmed at ½ normal movement rate; Superior Result (4 skill successes): Reach top of stairs unharmed at normal movement rate; Perfect Result (6 successes): Reach top of stairs unharmed at double movement rate. Trap–laden staircase up cliff (50 ft. high) CR 3 Skill Challenge DC 17; 3 Perception (Spot) checks, 6 Acrobatic (Balance) checks; Fumble: Fall off side for 5d6 damage; Failure: Encounter CR 3 trap on stairs half way up, if survived, reach top of stairs at ¼ normal movement rate; Success: Reach top of stairs unharmed at ½ normal movement rate; Superior Result (4 skill successes): Reach top of stairs unharmed at normal movement rate; Perfect Result (6 successes): Reach top of stairs unharmed at double movement rate. Climb up crumbling rock face (50 ft. high) CR 5 Skill Challenge DC 18; 3 Athletics (Climb) checks, 3 Perception (Spot) checks; Fumble: Pummeled by falling rocks and fall for 5d6 damage; Failure: Fall for 2d6 damage; Success: Reach top of rock face at ¼ normal movement rate; Superior Result (4 skill successes): Reach top of rock face at 1/3 normal movement rate; Perfect Result (6 skill successes): Reach top of rock face at ½ normal movement rate. Chase Challenges Chase challenges are wild, no–holds barred affairs meant to corner or capture an opponent after a grueling race. Like other skill challenges, each individual makes their own skill checks to determine whether pursuit is successful or not. Rarely does the actual chase determine whether the opponent is caught; most chases end with a fight between the pursuer and the pursued to determine the truly final outcome. Open, empty street footchase – CR 1 Skill Challenge DC 14; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: human Rogue 1. Open, light traffic street footchase CR 3 Skill Challenge DC 16; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: CR 3 opponent. Evade City Guard CR 4 Skill Challenge DC 17; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Fumble: Captured by city guard without a fight; Failure: Confront city guard, escape if defeat city guard or move 90 ft. or more away from city guard; Success: Evade city guard; Superior Result (4 skill successes): Evade city guard and find disguise to avoid notice; Perfect Result (6 successes): Evade city guard and steal a city guard's uniform in the process City Guard: Warrior 4 Crowded city footchase – CR 5 Skill Challenge DC 18; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Fumble: Detained by city guard for disrupting city streets and loose track of opponent; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). City Guard: 1d4+2 human Warrior 4; Combat Encounter: CR 10 opponent. City rooftop footchase – CR 10 Skill Challenge DC 23; 2 Athletics (Run) checks, 2 Athletics (Jump) checks, 2 Acrobatics (Balance) checks; Fumble: Fall for 5d6 damage and loose opponent; Failure: Loose opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: CR 10 opponent. Race Challenges Race challenges can be friendly, competitive affairs or flights for one's live against encroaching doom. Like other skill challenges each individual makes their own set of skill checks to determine success or failure. In competative races, it is usually illegal for others to assist an individual to succeed or fail, but in flights from danger it is often advantageous for other characters to use Aid Another actions to help fellow party members or to lend skill points to help a comrade escape certain doom. Competative Foot Race – CR 1 Skill Challenge DC 14; 6 Athletics (Run) Checks; Failure: Fall 1 step behind opponent(s); Success (3 skill successes): Keep pace in race; Superior Success (4 skill successes): Move 1 step ahead of opponent(s); Perfect Result (6 successes): Move 2 steps ahead of opponents(s). Winner is the character furthest ahead in race. Competative Obstacle Race – CR 2 Skill Challenge DC 15; 3 Acrobatics (Tumble) checks, 3 Athletics (Run) checks; Failure: Fall 1 step behind opponent(s); Success (3 skill successes): Keep pace in race; Superior Success (4 skill successes): Move 1 step ahead of opponent(s); Perfect Result (6 successes): Move 2 steps ahead of opponents(s). Winner is the character furthest ahead in race. Outrun crumbling floor – CR 5 Skill Challenge DC 18; 3 Athletic (Jump) checks, 3 Athletics (Run) Checks; Failure: Fall into yawning pit for 5d6 damage; Success (3 skill successes): Outrun crumbling floor, but hanging onto edge; Superior Success (4 skill successes): Outrun crumbling floor but prone on solid surface; Perfect Result (6 successes): Outrun crumbling floor and standing on solid surface. Outrun floor dissolving into magma – CR 10 Skill Challenge DC 23; 2 Acrobatic (Balance) checks, 2 Athletic (Jump) checks, 2 Athletics (Run) Checks; Fumble: Fall in lava for 20d6 damage; Failure: Singed by lava for 10d6 damage, but prone on solid surface; Success (3 skill successes): singed for 2d6 heat damage, outrun dissolving floor but prone on solid surface; Superior Success (4 skill successes): Outrun dissolving floor unharmed but prone on solid surface; Perfect Result (6 successes): Outrun dissolving floor unharmed and standing on solid surface. Infiltration Challenges Infiltration challenges require the undetected entry of an individual into a structure or location. Like other challenges, each individual makes their own checks to discern their progress. It is possible for one individual to enter undetected while another accidentally alerts local authorities to his presence – or worse. Sneak into abandoned building – CR 1 Skill Challenge DC 14; 3 Stealth (Hide) checks, 3 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering; Superior Success (4 successes): Enter building but passer–bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4. Bluff way into occupied commoner building – CR 2 Skill Challenge DC 15; 2 Deception (Bluff) checks, 2 Deception (Disguise) checks, 2 Persuade (Diplomacy) checks, Fumble: Fail to get inside and approached by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but occupants are suspicious of character; Superior Success (4 successes): Enter building and occupants are not wise to the character; Perfect Success (6 successes): Enter building and occupants treat characters as guest of honor. City Guards: 1d4+2 human Warrior 4. Sneak into occupied commoner building – CR 2 Skill Challenge DC 15; 2 Disable Device (Open Locks) checks [DC 20], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering; Superior Success (4 successes): Enter building but passer–bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4. Sneak into fortified building – CR 4 Skill Challenge DC 17; 2 Disable Device (Open Locks) [DC 25], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering (who most likely alert city guard); Superior Success (4 successes): Enter building but passer–bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4. Escape/Enter city walls– CR 5 Skill Challenge DC 18; 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks, 2 Survival (Streetwise) checks; Fumble: Fail to escape/enter and arrested by city guard without a fight; Failure: Fail to enter/exit city walls and confronted by city guards; Success (3 successes): Exit/enter city walls but presence is noted (and likely city guards dispatched); Superior Success (4 successes): Enter/exit city walls but nearby city guard may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter/exit city walls undetected and leave no trace of passage. City Guards: 1d4+2 human Warrior 4. Penetrate wizard's sanctum – CR 10 Skill Challenge DC 23; 2 Disable Device (Disable Device)[DC 28], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and struck by explosive runes spell (CL 9); Failure: Fail to enter building and seen by city guard; Success (3 successes): Enter building but seen by owning wizard; Superior Success (4 successes): Enter building but passer–bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4. Wizard: human Wizard 9. Manuever Challenges Manuever challenges require the circumnavigation of an area with twisting passages, trails or other obstacles that can impede progress forward. Like other challenges, each individual makes their own checks to discern their progress; it is easy for individuals to wander off, become seperated or otherwise isolated from other individuals in a group. Those who intend to lead others through these sort of challenges are highly encouraged to lend skill points to others to help them maneuver through the challenge. Navigate Hedge Maze – CR 1 Skill Challenge DC 14; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Dead end (start over); Failure: Lost in maze (repeat until 1 more success); Success (3 successes): Locate exit after 4d10x10 minutes; Superior Success (4 successes): Locate exit after 2d10x10 minutes; Perfect Success (6 successes): Locate exit after 1d10x10 minutes. Navigate Dungeon Maze – CR 2 Skill Challenge DC 15; 2 Survival (Wilderness Lore) checks, 2 Knowledge (Dungeoneering) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Dead end (start over); Failure: Lost in maze (repeat until 1 more success); Success (3 successes): Locate exit after 4d10x10 minutes; Superior Success (4 successes): Locate exit after 2d10x10 minutes; Perfect Success (6 successes): Locate exit after 1d10x10 minutes. Navigate Monstrous Maze – CR 4 Skill Challenge DC 17; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Ambushed by minotaur in dead end; Failure: Encounter minotaur; Success (3 successes): Reach exit blocked by minotaur; Superior Success (4 successes): Reach exit with minotaur trailing (30 ft. behind); Perfect Success (6 successes): Reach exit and avoid minotaur; Maze encounter: CR 4 minotaur Navigate Invisible (Wall of Force) Maze – CR 6 Skill Challenge DC 19; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Spellcraft (Arcane) checks; Fumble: Ambushed by phantom fungus in dead end; Failure: Encounter phantom fungus; Success (3 successes): Reach exit blocked by phantom fungus; Superior Success (4 successes): Reach exit with phantom fungus trailing (30 ft. behind); Perfect Success (6 successes): Reach exit and avoid phantom fungus; Maze encounter: 2 CR 3 phantom fungus Search Challenges Sometimes objects or information are hidden and a thourough search is the only way to locate the needed information or items. Search challenges usually have an enemy of time or other constraints before something bad happens – whether it is enemies who show up, a trap activates or finishes activating or other pressure situation. A search with no time constraint is generally not a challenge. Like other challenges, each individual makes their own set of skill checks. Usually the best result applies – whoever finds the object of the search can easily share his discovery with the others. Library search – CR 1 Skill Challenge DC 14; 2 Knowledge (Choose One) checks, 2 Perception (Spot), 2 Persuade (Gather Information) checks; Fumble: Ejected from library and not allowed to return; Failure: Information unavailable; Success (3 successes): Information found in 1d10 x 10 minutes; Superior Success (4 successes): Information found in 1d10 x 5 minutes; Perfect Success (6 successes): Information found in 1d10 minutes. Burning Library search – CR 2 Skill Challenge DC 15; 2 Perception (Spot) checks, 2 Knowledge (Choose One) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Pinned under burning bookcase. 1d6 fire damage/round; Strength check DC 15 to escape; Failure: No information and burned for 1d6 fire damage; Success (3 successes): Find information in 1d10x5 minutes and take 1d6 nonlethal heat damage; Superior Success (4 successes): Find information in 1d10 minutes and take 1d6 nonlethal heat damage (Fort DC 12 for half); Perfect Success (6 successes): Find information in 1 round and escape unharmed. Delayed Trap activation cut–off search – CR 5 Skill Challenge DC 18; 3 Perception (Spot) checks, 3 Disable Device checks (DC 25); Failure: CR 5 trap; Success (3 successes): Deactivate and open trap after 1 minute (must hold breath for 6 rounds); Superior Success (4 successes): Deactivate and open trap after 5 rounds (must hold breath for 1 round); Perfect Success (6 successes): Deactivate and open trap after 1 round; Trap: Flooding Room Trap (CR 5). Thinking Challenges Similar to traps (and often incorporating them), thinking challenges present individuals with a problem requiring thought or trial–and–error to successfully solve or bypass. While thinking challenges often only involve a single individual, complex thinking challenges may require each individual to manipulate some aspect of the puzzle to solve the whole, or may require individuals to work on a single part of the puzzle, making only one or two of the skill checks in the series (such as for riddles or passwords). Easy Puzzle Lock – CR 1 Skill Challenge DC 14; 3 Disable Device (Open Locks) checks, 3 Perception (Touch) checks; Failure: Lock does not open; Success (3 successes): Lock opens after 1d10 minutes; Superior Success (4 successes): Lock opens after 1d6 minutes; Perfect Success (6 successes): Lock opens after 1 minute. Easy Riddle Password – CR 2 Skill Challenge DC 15; 2 Knowledge (Local) checks, 2 Perception (Listen) checks, 2 Perception (Sense Motive) checks; Failure: Wrong password and attacked by guardian; Success (3 successes): Correct password given after three tries; Superior Success (4 successes): Correct password given after two tries; Perfect Success (6 successes): Correct password given in a single try.Guardian: Imp (Devil, CR 2) Average Riddle Password – CR 4 Skill Challenge DC 17; 2 Knowledge (Local) checks, 2 Perception (Listen) checks, 2 Perception (Sense Motive) checks; Failure: Wrong password and attacked by guardian; Success (3 successes): Correct password given after three tries; Superior Success (4 successes): Correct password given after two tries; Perfect Success (6 successes): Correct password given in a single try. Guardian: Gargoyle (CR 4) Hard Riddle Password – CR 18 Skill Challenge DC 21; 2 Knowledge (Local) checks, 2 Perception (Listen) checks, 2 Perception (Sense Motive) checks; Failure: Wrong password and attacked by guardian; Success (3 successes): Correct password given after three tries; Superior Success (4 successes): Correct password given after two tries; Perfect Success (6 successes): Correct password given in a single try.Guardian: Gynosphinx (CR 8) Travel Challenges Rather than random encounter checks, travel challenges can indicate both a group's luck and skill at avoiding trouble when travelling from location from another. Like other skill challenges, each individual makes their own checks. However, groups rarely become seperated during travel – use the worst result to determine the outcome. If some characters succeed where others fail, the GM may wish to break the group up if an encounter occurs, simulating an encounter when one or more characters is briefly seperated from the rest of group (perhaps such as while gathering firewood for camp or relieving himself during a rest stop). Average Road trek – CR 1 Skill Challenge DC 14; 6 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at normal travel rate; Superior Success (4 successes): Encounter indifferent merchant on way to next community, reach next community (or checkpoint) at normal travel rate; Perfect Success (6 successes): Encounter friendly merchant on way to next community, reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 1; Travelling Encounter: CR 1; Merchant: Expert 2, GP limit 200 gp. Wilderness trek – CR 2 Skill Challenge DC 15; 6 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 3/4 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 2; Travelling Encounter: CR 2 Borderlands wilderness trek – CR 3 Skill Challenge DC 16; 3 Perception (Spot) checks 3 Wilderness (Survival) checks; Fumble: Lost; Failure: CR 3 Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 2/3 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate. Bandit–infested road trek – CR 4 Skill Challenge DC 17; 3 Perception (Spot) checks 3 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Confronted by bandits; Success (3 successes): Reach next community (or checkpoint) at normal travel rate; Superior Success (4 successes): Encounter indifferent merchant on way to next community, reach next community (or checkpoint) at normal travel rate; Perfect Success (6 successes): Encounter friendly merchant on way to next community, reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 4; Merchant: Expert 2, GP limit 200 gp. Evil–controlled lands trek – CR 10 Skill Challenge DC 23; 3 Perception (Spot) checks, 3 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 3/4 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Warrior 5/Rogue 4; Travelling Encounter: CR 10 encounter. Weather Challenges Unexepected – or magically summoned – weather can sometime catch a party in an uncomfortable or dangerous position. Like other skill challenges, each individual must make separate skill checks to determine their personal outcome. Extremely hazardous weather can often separate individuals, and in such dangerous conditions the use of Aid Another or lending skill points is useful in keeping a group together. Rainstorm CR 1 Skill Challenge DC 14; 6 Survival (Wilderness) checks; Failure: All gear soaked, –2 to all checks until dried; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in locating an inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early. Thunderstorm CR 3 Skill Challenge DC 16; 6 Survival (Wilderness) checks; Fumble: Near–strike by lightning deals 3d6 damage (half with successful DC 13 Reflex save); Failure: All gear soaked, –2 to all checks until dried; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in locating an inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early. Blizzard CR 5 Skill Challenge DC 18; 6 Survival (Wilderness) checks; Fumble: Suffer 5d6 frostbite damage (half with a successful DC 15 Fortitude save); Failure: All gear soaked, –2 to all checks until dried, locate feeble natural shelter from storm; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in a inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early. Hurricaine CR 10 Skill Challenge DC 23; 6 Survival (Wilderness) checks; Fumble: Suffer 10d6 damage from flying debris (half with a successful DC 20 Reflex save); Failure: All gear soaked, –2 to all checks until dried, suffer 3d6 damage from debris strikes (half with a successful DC 20 Reflex save); Success: Find safe shelter from storm, though it is damaged by the storm; Superior Result (4 skill successes): as success in fortified building or other populated place; Perfect Result (6 successes): As superior result and no storm damage. [/QUOTE]
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