Home Made Challenges, Traps or Hazards

Rhenny

Adventurer
Hi everyone,

From what I've read in the previews, I love the new rules for non-combat encounters. I think it would be great to have a thread where people post ideas for challenges, traps or hazards.

Here are three I've created quickly. All three were inspired by "The Burning Plague" quest written by Chris Field. Thanks Chris.

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Gates Closed Non-Combat Encounter

You get to the small hamlet, and the main gate is shut tight. A wooden fence approximately 10’ high seems to enclose the entire hamlet. There is a small tower on the other side of the fence to the right of the main gate. The floor of the tower is about flush with the top of the fence.

DC 15 Challenge – 4 successes before 2 failures.

Perception to search for an opening or for signs of a guard in tower by gate
Thievery to work the latch through the gate.
Diplomacy to yell out and influence a sleeping guard
Intimidate to yell out and influence a sleeping guard
Athletic to climb the fence using a rope


Influence the mayor (use with the Burning Plague)

This town has been ravaged by a strange plague that has killed a number of citizens. Many more are still suffering from its deadly symptoms. The mayor is at wits end and frazzled. He has quarantined the city and is suspicious of any strangers. You must convince him that you are allies.

DC 19 Challenge – 4 successes before 2 failures.

Insight to provide +2 on next attempt
Diplomacy to influence
Religion to sway
Healing to convince that you can help
Intimidate to scare him
Arcana to impress him and make him feel as if you will be able to figure out the mystery
History to show that you know of other examples of disease
Bluff to convince him that you can help


Escape the collapsing mine (use with the Burning Plague)

Add a mining car on a track in the room at the end of the adventure. Also add an exit point that the car can glide into. If PCs go near the track, they feel a slight breeze from the tunnel...it smells like fresh air.

After purifying the contaminated water supply, the entire mine begins to crumble and collapse. The way the PCs entered from gets completely sealed off, and things look bad. PCs can, however, get in the mine car and push it down the tunnel. This will allow for quicker movement. The car ride is a roller coaster of twists and turns. PCs must try to pilot it out. At the end of the line, the mine car crashes through another exit about 200’ below the entrance of the mine.

DC 19 Challenge – 6 successes before 3 failures

Balance to move side to side and keep car on track
Endurance to ride the break.
Dungeoneering to understand about mining and underground caverns.
Insight to improvise a way to slow or lean the car
Perception to find something to use to slow the car down when necessary.

Each round that the PCs are in the car, with the mine crumbling around them, make a +8 AC attack against them from falling debris – A hit scores 2d6+2 damage.
 

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DC 15 Challenge – 4 successes before 2 failures.

Perception to search for an opening or for signs of a guard in tower by gate
Thievery to work the latch through the gate.
Diplomacy to yell out and influence a sleeping guard
Intimidate to yell out and influence a sleeping guard
Athletic to climb the fence using a rope
Personally, I wouldn't have this one as a skill challenge. If you manage to Thievery out the lock, that would....open the gate. Auto-win. And if you climbed over, that Auto-wins as well. If you were to awake a sleeping guard, that would be perfect for a social encounter, and you could even have the Diplomacy/Intimidation used to wake them count as a success/failure. But the rest of it doesn't really make sense.

I could be going about this wrong though. Skill challenges have never made much sense to me, there only seems to be a small handful of viable places they could be used in.
 

Djd, I see what you mean. I guess, if we make it a challenge, it gives other PCs in the party a chance to do something instead of just watching the rogue.
 

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