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How do you run a Dungeon as a Skill Challenge?
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<blockquote data-quote="Kwalish Kid" data-source="post: 4816262" data-attributes="member: 446"><p>I turned the maze in the 1st Ed module I5, Pharoah, into a skill challenge, and I can't wait to run it.</p><p></p><p>The quick rundown is this: once they get a few successes, they start to figure out how to track their progress through the maze. Then they run into a sphinx in one room who, if they play their cards right, can give them a couple of clues on how to get out. Then, successes get them to rooms where they can compare the ceilings to look for secret passages there (perception checks or "art" checks, history, religion or other tangentially relevant skills). Failures get them to similar rooms with traps or monsters. Once the PCs get enough successes in the trap door rooms, they figure out how to identify the trap doors and they can move out of the maze. Alternatively, once the PCs have hit enough failures to get to every trap and monster in the maze, they find a poorly concealed trap door and they can move out of the maze.</p><p></p><p>Success: they figure out how to move through the maze and identify the secret doors out of the maze. Failure: they find one way through the maze, but they have to negotiate traps the entire time and they don't figure out how to access the secret doors should they end up in the maze again.</p><p></p><p>Basically, what you have to do is figure out the relevant skills that the PCs can use to get through the dungeon and where they can use those skills.</p><p></p><p>Break it up into sections: once the PCs have x successes, they move into a new section of the dungeon. In each section, the relevant skills thay can use to gain successes changes. In each section, every time they accrue a failure or two they run afoul of a trap or run into a room full of monsters that is relevant to that section.</p><p></p><p>The key is to make successes and failures noticable. When the PCs get a few successes, they see their progress. When PCs get failures, they see that they are getting into trouble. In the end, they have to get through, but their overall success determines how well they get through.</p><p></p><p>You may want to break up different parts of the dungeon into their own mini skill challenges (even single rolls!) rather than have larger skill challenges. It depends on how you think the flow of the dungeon will go.</p><p></p><p>Possible failure penalties for going through a dungeon: PCs get out, but ingured/blistered/tired/hungry--everyone loses healing surges; PCs get out, but fall through a chute or through water--lose mundane items/gold; PCs get out, but in a poor tactical situation rather than a good tactical situation; PCs get out, but fail to find all the treasure they could.</p></blockquote><p></p>
[QUOTE="Kwalish Kid, post: 4816262, member: 446"] I turned the maze in the 1st Ed module I5, Pharoah, into a skill challenge, and I can't wait to run it. The quick rundown is this: once they get a few successes, they start to figure out how to track their progress through the maze. Then they run into a sphinx in one room who, if they play their cards right, can give them a couple of clues on how to get out. Then, successes get them to rooms where they can compare the ceilings to look for secret passages there (perception checks or "art" checks, history, religion or other tangentially relevant skills). Failures get them to similar rooms with traps or monsters. Once the PCs get enough successes in the trap door rooms, they figure out how to identify the trap doors and they can move out of the maze. Alternatively, once the PCs have hit enough failures to get to every trap and monster in the maze, they find a poorly concealed trap door and they can move out of the maze. Success: they figure out how to move through the maze and identify the secret doors out of the maze. Failure: they find one way through the maze, but they have to negotiate traps the entire time and they don't figure out how to access the secret doors should they end up in the maze again. Basically, what you have to do is figure out the relevant skills that the PCs can use to get through the dungeon and where they can use those skills. Break it up into sections: once the PCs have x successes, they move into a new section of the dungeon. In each section, the relevant skills thay can use to gain successes changes. In each section, every time they accrue a failure or two they run afoul of a trap or run into a room full of monsters that is relevant to that section. The key is to make successes and failures noticable. When the PCs get a few successes, they see their progress. When PCs get failures, they see that they are getting into trouble. In the end, they have to get through, but their overall success determines how well they get through. You may want to break up different parts of the dungeon into their own mini skill challenges (even single rolls!) rather than have larger skill challenges. It depends on how you think the flow of the dungeon will go. Possible failure penalties for going through a dungeon: PCs get out, but ingured/blistered/tired/hungry--everyone loses healing surges; PCs get out, but fall through a chute or through water--lose mundane items/gold; PCs get out, but in a poor tactical situation rather than a good tactical situation; PCs get out, but fail to find all the treasure they could. [/QUOTE]
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