Hi there. This might not be the appropriate thread, because much of this encounter I am designing myself. However, I do need help with the skill challenge, because I'm not sure how to work the skill challenge into the encounter. More importantly, the game is tomorrow night, so I'm in crunch time here.
My inspiration was this thread, back before 4e came out. The notion is that the PCs are on a boat, and get attacked by a Sea Serpent. The party is 1st level however (Yes, I'm that mean) and I want to give an Epic feel, despite the low level.
I set out initially to design a Skill Challenge, but as I work, it looks more like a segment of combat and skills. I'd still like the Skill Challenge feel, because the "Success" or "Failure" will shape the next session of the game.
My problem is that I'm not sure how to apply player skills appropriately for this scenario. Which ones work, and what should they be able to Do? All of my players haven't played 4e (one is new to tabletop RPGs, two hasn't played since 2e, and one played 3.5) and therefore, I want to be able to give them suggestions when they encounter this foreign concept and what they can do with their skills. Also, I'd like my numbers tweaked in case this looks too rough on 1st level PCs.
Enough preamble. Here is the scenario:
The Beast.
The Beast is an enormous sea creature. Rather than a snake or a limbless dragon, it more resembles a centipede with fins where limbs should be. The body is plated, and between each plate is a tender area which can be struck. The head is tube-like, ringed by an eye at each cardinal point, its mouth is circular with sharp teeth, and eight tentacles around the face like an illithid.
The Rules
[sblock="The Beast's stats"]
Attacking the Beast: Attacking the coils just garners an attack from a coil.Anyone who attempts to hit the beast's eye or mouth tentacles will draw its head. They will only be engaged with two tentacles, and only have a clear shot at one eye.
Plated Coil (2):
Init: +4
HP: 35 Bloodied 17
AC: 18 Fort: 21 Ref 12 Will 14
Fin attack: +6 vs. Ref; 1d10+3, pushed 1 and knocked prone.
Resist Blast and Burst 5.
Beast Eye:
HP: 18 Bloodied 9
AC: 19 Fort: 15 Ref: 16 Will: 14
Resist Blast and Burst 5.
Mouth Tentacle (2):
Init: +2
HP: 30 Bloodied 15
AC: 14 Fort: 12 Ref 18 Will: 14
Atk: +8 vs. AC; 2d8+3 poison damage, 5 ongoing poison damage (save ends). Followup: +6 vs. Ref; Grabbed.
Why "resist blast/burst 5"? Because the eye and the joints between the plates are weak points. I think a weak spot in an otherwise impenetrable area wouldn't be easily damaged by an area attack. However, would it be better to remove the "resist" and instead increase the area's Ref defense to reflect its hard-to-reach nature?
[/sblock]
[sblock="The Skill Challenge Rules"]
I am using the Obsidian skill checks (in this case, an 18 for the skill challenge). However, despite the suggestion of Obsidian, I plan on letting PCs use whatever skill they deem clever.
In addition, this will be combat intermixed with a skill challenge. However, combat actions will assist in the overall level of successes in the following way:
Bloodieing a Plated Coil: 1/2 success.
"Killing" a Plated Coil: 1 success.
"Killing" an Eye: 1 success.
Bloodieing a Mouth Tentacle: 1/2 Success
"Killing" a Mouth Tentacle: 1 success.
Aftermath
Success: The PCs have rescued the boat. It is in terrible shape, but it can be repaired enough to sail ashore.
Partial Success: The PCs lose a healing surge. The boat is salvagable and sailable, but they are going to get attacked by ocean predators before they reach their destination.
Failure: The ship is destroyed. The PCs wake up separated on a deserted beach, with only their immediate equipment. Any survivors are scattered out through the wilderness.
[/sblock]
[sblock="Features of the Area"]Terrain:
Swaying Deck; moving more than 4 squares requires an acrobatics check. Failure means you stop at the 4th square, the rest of your move is spent getting your balance.
Covering Terrain; if the Beast is six or more squares from you, it has cover.
Ranged Attacks: Require an Acrobatics or Endurance check to steady onself and get a good shot. Failure does not mean no action, but simply a ranged attack cannot be made. (Not sure if this should apply to spellcasters)
Hazard Table:
Each round, roll a d4 for the hazard. It goes on Initiative 10.
1 Crashing wave, Close Blast 4; +5 vs. Fort; 1d6+3 and push 3.
2 Tumbling Mast and Rigging, Close Burst 2; +4 vs. ref; 2d6 damage and become restrained.
3 Deck Heave, Close Burst 6; +4 vs. Ref; 1d4 and knocked prone.
4 Coil Shuffle, Cluse Burst 3; +4 vs. Ref; 2d6.[/sblock]
[sblock="The Encounter Sequence Round By Round"]Round 1: Dun Dun. Dun dun.
Anyone above deck receives a perception check to notice the sudden surge of fish breaching the surface, the shadow in the water, or (with a plain wisdom check), a "bad feeling". Anyone who succeeds receives a +2 to the next check. If they shout a warning, everyone that hears them receives the same bonus.
Round 2: The Attack
The Beast hits the boat from below, biting the hull. The boat heaves several feet out of the water.
Everyone make an acrobatics check (DC 18); Those on deck must succeed by 4 or be knocked off the ship (DC 10) to grab onto the railing. Anyone below deck who fails at all falls prone and takes 1d12+3 damage as the Beast's fangs crush into the hull.
Several NPC redshirts go flying into the sea.
Everyone rolls initiative. Those on deck can act freely (depending on balance check). Anyone below deck must make an athletics check to get the hell out of dodge as the interior begins to compact, squealing redshirts flail about, and the teeth begin to gnaw at the hull.
Round 3
The Beast winds its body around the boat, resulting in two coils encircling the boat. A coil is two squares wide, and goes across the deck. The objective is to crack the ship open; a coil only gets one attack per round, and it only attacks if it is hit first.
Anyone who was knocked off the ship in round 2 is put back on deck (prone) by sudden huge wave.
Roll on the hazard table.
Anyone below deck will still be trying to get topside. Another athletics check.
Round 4
The beast begins to ignore the boat hull, its head pursuing those who are in the water, scooping them up like a whale swimming through algae. The beast's eyes are able to be attacked via ranged attacks at this point.
Roll on the Hazard table.
Round 5
The beast turns its head towards the boat, and begins to engage those on deck. It is still assaulting more redshirts, but if its eye or tentacle is engaged, it will attack the puny threats. As its head engages the boat, the coils pull off, and begin to writhe in the water, "pushing" all the redshirts towards the boat.
Roll hazard.
Scavengars are beginning to circle in the water. Predators that follow the Beast around, picking at its kills. Anyone in the water is going to get attacked.
Round X
Assume the PCs have drawn the attention of the Beast, look bored, or are close to ending the skill challenge.
The Beast rises up from the ocean like a snake about to strike, and gives one last assault on the boat and anyone on it. Another round of Athletics or Acrobatics rolls; if the PCs have killed an Eye, or have done a good job, they all receive +2 on this check.
Afterwards, PCs act accordingly. At the end of this round, the Beast leaves.
[/sblock]
If you've reached this far, having read all that, I'm going to give you a thank you.
A problem I see with this is that, I don't know how the skill challenge can really help them against The Beast. I can think of a few things (Athletics check to push a listing mast onto the monster), but things like saving passengers or whatnot - how would that contribute to the success of the Challnege?
So what do you think?
My inspiration was this thread, back before 4e came out. The notion is that the PCs are on a boat, and get attacked by a Sea Serpent. The party is 1st level however (Yes, I'm that mean) and I want to give an Epic feel, despite the low level.
I set out initially to design a Skill Challenge, but as I work, it looks more like a segment of combat and skills. I'd still like the Skill Challenge feel, because the "Success" or "Failure" will shape the next session of the game.
My problem is that I'm not sure how to apply player skills appropriately for this scenario. Which ones work, and what should they be able to Do? All of my players haven't played 4e (one is new to tabletop RPGs, two hasn't played since 2e, and one played 3.5) and therefore, I want to be able to give them suggestions when they encounter this foreign concept and what they can do with their skills. Also, I'd like my numbers tweaked in case this looks too rough on 1st level PCs.
Enough preamble. Here is the scenario:
The Beast.
The Beast is an enormous sea creature. Rather than a snake or a limbless dragon, it more resembles a centipede with fins where limbs should be. The body is plated, and between each plate is a tender area which can be struck. The head is tube-like, ringed by an eye at each cardinal point, its mouth is circular with sharp teeth, and eight tentacles around the face like an illithid.
The Rules
[sblock="The Beast's stats"]
Attacking the Beast: Attacking the coils just garners an attack from a coil.Anyone who attempts to hit the beast's eye or mouth tentacles will draw its head. They will only be engaged with two tentacles, and only have a clear shot at one eye.
Plated Coil (2):
Init: +4
HP: 35 Bloodied 17
AC: 18 Fort: 21 Ref 12 Will 14
Fin attack: +6 vs. Ref; 1d10+3, pushed 1 and knocked prone.
Resist Blast and Burst 5.
Beast Eye:
HP: 18 Bloodied 9
AC: 19 Fort: 15 Ref: 16 Will: 14
Resist Blast and Burst 5.
Mouth Tentacle (2):
Init: +2
HP: 30 Bloodied 15
AC: 14 Fort: 12 Ref 18 Will: 14
Atk: +8 vs. AC; 2d8+3 poison damage, 5 ongoing poison damage (save ends). Followup: +6 vs. Ref; Grabbed.
Why "resist blast/burst 5"? Because the eye and the joints between the plates are weak points. I think a weak spot in an otherwise impenetrable area wouldn't be easily damaged by an area attack. However, would it be better to remove the "resist" and instead increase the area's Ref defense to reflect its hard-to-reach nature?
[/sblock]
[sblock="The Skill Challenge Rules"]
I am using the Obsidian skill checks (in this case, an 18 for the skill challenge). However, despite the suggestion of Obsidian, I plan on letting PCs use whatever skill they deem clever.
In addition, this will be combat intermixed with a skill challenge. However, combat actions will assist in the overall level of successes in the following way:
Bloodieing a Plated Coil: 1/2 success.
"Killing" a Plated Coil: 1 success.
"Killing" an Eye: 1 success.
Bloodieing a Mouth Tentacle: 1/2 Success
"Killing" a Mouth Tentacle: 1 success.
Aftermath
Success: The PCs have rescued the boat. It is in terrible shape, but it can be repaired enough to sail ashore.
Partial Success: The PCs lose a healing surge. The boat is salvagable and sailable, but they are going to get attacked by ocean predators before they reach their destination.
Failure: The ship is destroyed. The PCs wake up separated on a deserted beach, with only their immediate equipment. Any survivors are scattered out through the wilderness.
[/sblock]
[sblock="Features of the Area"]Terrain:
Swaying Deck; moving more than 4 squares requires an acrobatics check. Failure means you stop at the 4th square, the rest of your move is spent getting your balance.
Covering Terrain; if the Beast is six or more squares from you, it has cover.
Ranged Attacks: Require an Acrobatics or Endurance check to steady onself and get a good shot. Failure does not mean no action, but simply a ranged attack cannot be made. (Not sure if this should apply to spellcasters)
Hazard Table:
Each round, roll a d4 for the hazard. It goes on Initiative 10.
1 Crashing wave, Close Blast 4; +5 vs. Fort; 1d6+3 and push 3.
2 Tumbling Mast and Rigging, Close Burst 2; +4 vs. ref; 2d6 damage and become restrained.
3 Deck Heave, Close Burst 6; +4 vs. Ref; 1d4 and knocked prone.
4 Coil Shuffle, Cluse Burst 3; +4 vs. Ref; 2d6.[/sblock]
[sblock="The Encounter Sequence Round By Round"]Round 1: Dun Dun. Dun dun.
Anyone above deck receives a perception check to notice the sudden surge of fish breaching the surface, the shadow in the water, or (with a plain wisdom check), a "bad feeling". Anyone who succeeds receives a +2 to the next check. If they shout a warning, everyone that hears them receives the same bonus.
Round 2: The Attack
The Beast hits the boat from below, biting the hull. The boat heaves several feet out of the water.
Everyone make an acrobatics check (DC 18); Those on deck must succeed by 4 or be knocked off the ship (DC 10) to grab onto the railing. Anyone below deck who fails at all falls prone and takes 1d12+3 damage as the Beast's fangs crush into the hull.
Several NPC redshirts go flying into the sea.
Everyone rolls initiative. Those on deck can act freely (depending on balance check). Anyone below deck must make an athletics check to get the hell out of dodge as the interior begins to compact, squealing redshirts flail about, and the teeth begin to gnaw at the hull.
Round 3
The Beast winds its body around the boat, resulting in two coils encircling the boat. A coil is two squares wide, and goes across the deck. The objective is to crack the ship open; a coil only gets one attack per round, and it only attacks if it is hit first.
Anyone who was knocked off the ship in round 2 is put back on deck (prone) by sudden huge wave.
Roll on the hazard table.
Anyone below deck will still be trying to get topside. Another athletics check.
Round 4
The beast begins to ignore the boat hull, its head pursuing those who are in the water, scooping them up like a whale swimming through algae. The beast's eyes are able to be attacked via ranged attacks at this point.
Roll on the Hazard table.
Round 5
The beast turns its head towards the boat, and begins to engage those on deck. It is still assaulting more redshirts, but if its eye or tentacle is engaged, it will attack the puny threats. As its head engages the boat, the coils pull off, and begin to writhe in the water, "pushing" all the redshirts towards the boat.
Roll hazard.
Scavengars are beginning to circle in the water. Predators that follow the Beast around, picking at its kills. Anyone in the water is going to get attacked.
Round X
Assume the PCs have drawn the attention of the Beast, look bored, or are close to ending the skill challenge.
The Beast rises up from the ocean like a snake about to strike, and gives one last assault on the boat and anyone on it. Another round of Athletics or Acrobatics rolls; if the PCs have killed an Eye, or have done a good job, they all receive +2 on this check.
Afterwards, PCs act accordingly. At the end of this round, the Beast leaves.
[/sblock]
If you've reached this far, having read all that, I'm going to give you a thank you.
A problem I see with this is that, I don't know how the skill challenge can really help them against The Beast. I can think of a few things (Athletics check to push a listing mast onto the monster), but things like saving passengers or whatnot - how would that contribute to the success of the Challnege?
So what do you think?