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First "Good" Skill Challenge Framework

Trit One-Ear

Explorer
You all have inspired me. Here is my first attempt at an exciting and... "good" skill challenge.

The players are rushing through a devil-controlled city, trying to gain access to the central keep in order to defeat the succubus currently controlling the city's Duke. They have assembled a make-shift resistance force, including ex-members of the city guard, the thieves' guild, and the Church of Erathis. Here's what I have laid out so far. I'll be adding some physical elements (barricades etc) to give more Atheltics/Acrobatics checks, and throw some small combats in as I see fit.

Please hit me up with any advice you can give!!!

SKILL CHALLENGE – Get to the Keep


Navigating a city torn apart by revolution and infernal monsters won't be easy, but with the right mix of strength, smarts and stealth, you should be able to reach the keep and put a stop to the succubus' evil plans.


RUNNING THE SKILL CHALLENGE

Finding the island is a level 8, complexity 4 skill challenge. To successfully complete it, the pcs must achieve 10 successes before 3 failures. The challenge is divided into three sections based on each district the party must cross (players start in the Merchants' District, then move to the Nobles' District, and finally into the Keep Courtyard).

Depending on the heroes' approach, there are several ways to make progress through the city.

Avoiding Enemies: The quickest way to get to the keep may be to simply avoid the patrols and random devils wandering the chaotic city streets. Group Stealth checks (DC 16) once per district grants one success.



Engaging Enemies: The shortest distance between two points can be a straight line. Using group Athletics Checks (DC 16) to hot-foot it past many threats once per district grants one success (though some combats may not be avoided in this way).
When stopped by enemies (either when using Athletics checks or otherwise), combat is but one option available.


Scaring/Fooling Lesser Enemies: Many of the cultists in the Merchant's district are simply men and women happy to find a brotherhood, not fanatics. With the appropriate Intimidate, Bluff or Diplomacy checks, groups of cultists can be bypassed or dispersed. The following options can be used once per district to gain one success.
Intimidating (DC 12) groups in the Merchant's District can work on non-devils. If a devil remains from a group that has fled, it will attack or flee based on it's disposition. Trying to intimidate enemies in the Noble's District is DC 24, while the few groups who in the courtyard who this skill works on are DC 29.
Convincing cultists you are on their side, they are needed elsewhere, or other such lies is usually a DC 16 check. Any truly inspired lie gains a +2 bonus. Similarly to Intimidate, the closer the heroes get to the keep itself, the less useful this option becomes (and almost always fails when attempted against devils). In the Noble's district, the DC is 24, while it is all but impossible in the courtyard.
Reasoning with cultists may seem unlikely, but many may be looking for a way to change their allegiances. When in the Merchants' District, a Diplomacy check (DC 16) convinces cultists to repent their ways, and return to the safety of their homes. Devils can even be reasoned with (at DC 24) but, based on their personalities, may ask for something in return (leave this open as a RP opportunity).


Combat: When confronted by a force of devils, duergar and cultists, sometimes the only option is to engage. Handle combats as small mini-encounters without short rests in between (see below for ways in which the heroes can benefit from rests mid-challenge). If a combat goes particularly well, feel free to reward a success. Combats may also result in or be the result of a failure, depending on circumstance.


Scouting: By spotting threats or potentially dangerous areas ahead of time, the heroes can gain an edge when sneaking or running past enemies. While in the streets, scouting can be achieved using Perception (DC 16) or Streetwise (DC 20). While on the rooftops (if one or more players scale the buildings) Perception can be used (DC 12). Any of these secondary skill checks can be used to grant +2 to a subsequent check, granting a reroll on a subsequent check, or when used with an advantage, to decrease the DC of a group check by one degree. This also can unlock Reading The Crowds (below).

Navigating: The streets in the various districts all follow strange routes, not all of which are intuitive. Even when knowing where the enemy is, it can be difficult to avoid them in the labyrinthine back alleys and shortcuts through the city. A Streetwise check (DC 16 in the Merchants' District, DC 12 in the Nobles' [fewer side streets]) can grant the same bonus as scouting. A success by of a DC 24 check means the heroes have found some unknown short cut, and grants them a success.

Reading the Crowds: The chaos of the Merchants' Quarter makes it hard to navigate safely. Cultists and the various resistance forces all look similar in their town clothes, and groups of both forces move sporadically around the city. After scouting ahead, or when encountering groups, heroes can try to intuit a group's disposition and allegiance. An Insight check (DC 16 for distinguishing friend from foe, DC 24 for reading a group's movement) is a secondary skill check that grants similar benefits as above.

Finding Alternate Routes: If the heroes choose to rise above or sink below the threat, they have options in which to do so. The rooftops are an easy way to traverse large portions of the city unobstructed. Group Athletics or Acrobatics checks (DC 16) gain access to the rooftops (see below). Alternatively, heroes who aren't afraid of a little muck can use the sewers as a way to avoid the majority of the conflict on the streets. A single streetwise check (DC 16) with this in mind gives the group access to the sewers (see below).

The Rooftops: Stealth becomes less important on the roofs, but a group check must be made to clear the various gaps and jumps between buildings. Each player must attempt either an Athletics or Acrobatics check (half the group succeeds, a success is gained). Depending on which district the players are in, the DC for these checks changes (DC 16 for the Merchant's Quarter, DC 24 for the Nobles' [where the buildings are more spaced out]). If the entire group succeeds these checks, award two successes, as they have made such good time while avoiding many obstacles below.



The Sewers: While there are fewer enemies in the sewers, the route available to the heroes is less direct. A Dungeoneering check (DC 16) or Streetwise check (DC 24) can be used to award find the shortest path and avoid getting lost. Perception checks are still available (DC 12) to avoid the few patrols in the sewers, while group stealth (DC 16) can be used to avoid them. If two or more of these checks are made, award a success. If the heroes find the quickest route and avoid the patrolls successfully, award two successes.

Rituals: An appropriate ritual can be used and awarded successes at the DM's discretion.

Resting Mid-Encounter: While the chaos around them prevents players from taking even a short rest mid-skill challenge, it is possible for them to grain a brief breath and gather some resources. Any time a character scores a critical success (rolls a 20 on a check), they or one ally can regain the use of an encounter power already used this encounter. Additionally, that player or another can spend a healing surge to regain hit points.

If a player gains a success without a critical, they may spend an advantage to gain this benefit as well.
Feel free to give out more mini-rests whenever the players do something that warrants a special reward.



Thanks a ton you guys!

Trit
 

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