Okay I'm going to be running Seeker's of the Ashen crown for my group, shortly and this skill challenge will come up. I'm just very confused on how to run it well, well basically run it period.
Its a 6/3 challenge but it takes place over 6 days and each round is a day. Which is fine. But each day everyone has to make a Endurance check (group check) if half fail you get a fail if half succeed you get a success. That alone makes up 6 of the possible 9 checks. Also, one person is required to make a nature check every day (basically the guide/navigator). So that's 12 checks before anyone has to do anything.
Basically the skill challenge just doesn't make sense to me. Can someone help me make sense of it? Or help me modify it to make it make more sense. Thanks!
The trip from Ardev to Six Kings covers about 125 miles over
a trade road, taking four or five days on foot, followed by at
least a day's hike along the shoulder of the Graywalls. This
journey to the frontier of civilized Breland is a dangerous one.
A ROAD WELL TRAVELED
The following skill challenge tests the PCs as they make
their way along the road to the foot of the mountains, then
on the ancient track leading to Six Kings.
During their travel, the PCs face three set encounters-the
rescue of a captive Kech Volaar goblin, a confrontation with
Turakbar raiders, and an ambush by the Emerald Claw. The
less sharp the PCs are on the road, the more their resources
are taxed and the harder these encounters become.
The journey from Ardev to Six Kin8s takes you throu8h some
of the most dan8erous territory in Breland. You mi8ht have a
trade road to follow, but that path doesn't ensure easy passa8e to
Droaam's frontier.
Setup: The party travels from Ardev to Six Kings on
an unsafe road. Each round of the challenge represents
one day of travel. Encounters occur after the PCs have
attempted all their skill checks for that day of activity.
Level: 2 (XP 250).
Complexity: 2 (requires 6 successes before 3 failures).
Primary Skills: Endurance, Nature.
Endurance (DC 10): Traveling in the open is hard work,
but the road can make it a little easier. As the rigors of
travel drain the party, those who succumb to the strain
can become a burden to their friends. Each PC must make
this check, which doesn't count as an action, every round.
Those who fail lose a healing surge. If more PCs fail this
check than succeed on it in any round, all the PCs lose an
additional healing surge, and the characters earn 1 failure
in the skill challenge. Otherwise, the PCs gain 1 success in
the skill challenge.
Nature (DC 10): The PC keeps an eye out for natural
hazards that have crept into the poorly maintained road.
Foraging for supplies or water and looking for good rest
spots are also important. This check can be made once per
round by any Single character. Failure costs everyone in
the party one healing surge because of having to leave the
road due to overgrowth, lack of water, or some other minor
hazard. Success counts as 1 success in the skill challenge.
Secondary Skills: History, Perception.
History (DC 10): The character's knowledge of the route
to Six Kings-and its reputation and lore in the past and
present-aids in the party's efforts to avoid trouble on the
road. Each character can attempt this check once during
the skill challenge. Success grants a +2 bonus to one PC's
subsequent Nature check or one PC's subsequent Endur·
ance check.
Perception (DC 10): By carefully watching details along
the way, the PC spies trouble long before it appears, or a
beneficial landscape feature before the party passes it by.
Each character can attempt this check once during the
skill challenge. Success grants a +2 bonus to one PC's subsequent
Nature check or one PC's subsequent Endurance
check.
Success: The PCs go into encounter 12. Emerald Claw
Ambush with more healing surges and the benefit from
Progress and Encounters (see below).
Failure: The PCs go into encounter 12. Emerald Claw
Ambush with fewer healing surges and the penalty from
Progress and Encounters (see below).
PROGRESS AND ENCOUNTERS
If the PCs have earned no failures on the skill chaIJenge
before they reach an encounter, they gain a +2 bonus to
skill checks related to gaining information prior to that
encounter. If they have more failures than successes at that
point, they take a -2 penalty to such checks.
The encounters should occur on the following days, fit
into the narrative ofthe overland journey as desired.
Day 2: Emerald Claw Scouts (see below).
Day 4: Turakbar Toll (see page 22).
Day 6: Emerald Claw Ambush (see page 24).
Its a 6/3 challenge but it takes place over 6 days and each round is a day. Which is fine. But each day everyone has to make a Endurance check (group check) if half fail you get a fail if half succeed you get a success. That alone makes up 6 of the possible 9 checks. Also, one person is required to make a nature check every day (basically the guide/navigator). So that's 12 checks before anyone has to do anything.
Basically the skill challenge just doesn't make sense to me. Can someone help me make sense of it? Or help me modify it to make it make more sense. Thanks!
The trip from Ardev to Six Kings covers about 125 miles over
a trade road, taking four or five days on foot, followed by at
least a day's hike along the shoulder of the Graywalls. This
journey to the frontier of civilized Breland is a dangerous one.
A ROAD WELL TRAVELED
The following skill challenge tests the PCs as they make
their way along the road to the foot of the mountains, then
on the ancient track leading to Six Kings.
During their travel, the PCs face three set encounters-the
rescue of a captive Kech Volaar goblin, a confrontation with
Turakbar raiders, and an ambush by the Emerald Claw. The
less sharp the PCs are on the road, the more their resources
are taxed and the harder these encounters become.
The journey from Ardev to Six Kin8s takes you throu8h some
of the most dan8erous territory in Breland. You mi8ht have a
trade road to follow, but that path doesn't ensure easy passa8e to
Droaam's frontier.
Setup: The party travels from Ardev to Six Kings on
an unsafe road. Each round of the challenge represents
one day of travel. Encounters occur after the PCs have
attempted all their skill checks for that day of activity.
Level: 2 (XP 250).
Complexity: 2 (requires 6 successes before 3 failures).
Primary Skills: Endurance, Nature.
Endurance (DC 10): Traveling in the open is hard work,
but the road can make it a little easier. As the rigors of
travel drain the party, those who succumb to the strain
can become a burden to their friends. Each PC must make
this check, which doesn't count as an action, every round.
Those who fail lose a healing surge. If more PCs fail this
check than succeed on it in any round, all the PCs lose an
additional healing surge, and the characters earn 1 failure
in the skill challenge. Otherwise, the PCs gain 1 success in
the skill challenge.
Nature (DC 10): The PC keeps an eye out for natural
hazards that have crept into the poorly maintained road.
Foraging for supplies or water and looking for good rest
spots are also important. This check can be made once per
round by any Single character. Failure costs everyone in
the party one healing surge because of having to leave the
road due to overgrowth, lack of water, or some other minor
hazard. Success counts as 1 success in the skill challenge.
Secondary Skills: History, Perception.
History (DC 10): The character's knowledge of the route
to Six Kings-and its reputation and lore in the past and
present-aids in the party's efforts to avoid trouble on the
road. Each character can attempt this check once during
the skill challenge. Success grants a +2 bonus to one PC's
subsequent Nature check or one PC's subsequent Endur·
ance check.
Perception (DC 10): By carefully watching details along
the way, the PC spies trouble long before it appears, or a
beneficial landscape feature before the party passes it by.
Each character can attempt this check once during the
skill challenge. Success grants a +2 bonus to one PC's subsequent
Nature check or one PC's subsequent Endurance
check.
Success: The PCs go into encounter 12. Emerald Claw
Ambush with more healing surges and the benefit from
Progress and Encounters (see below).
Failure: The PCs go into encounter 12. Emerald Claw
Ambush with fewer healing surges and the penalty from
Progress and Encounters (see below).
PROGRESS AND ENCOUNTERS
If the PCs have earned no failures on the skill chaIJenge
before they reach an encounter, they gain a +2 bonus to
skill checks related to gaining information prior to that
encounter. If they have more failures than successes at that
point, they take a -2 penalty to such checks.
The encounters should occur on the following days, fit
into the narrative ofthe overland journey as desired.
Day 2: Emerald Claw Scouts (see below).
Day 4: Turakbar Toll (see page 22).
Day 6: Emerald Claw Ambush (see page 24).