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Need Some Help Fleshing Out a Skill Challenge Idea
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<blockquote data-quote="Hussar" data-source="post: 5425545" data-attributes="member: 22779"><p>For some bizarre reason I have been beating around the idea that I'd like to rebuild my World's Largest Dungeon campaign for 4e this time around. I've been recreating the <a href="http://www.cartographersguild.com/showthread.php?12301-Rebooting-the-World-s-Largest-Dungeon" target="_blank">maps (my players don't click this link please)</a> and slowly getting things going.</p><p></p><p>One thing that came up during the first time I ran things was scouting. It was mostly boring to be honest. The rogue (or whatever) goes forward, opens up the map, comes back and the party moves forward. It always seemed to take ten or fifteen minutes where the other four players were pretty much bored. Too much lone wolfing.</p><p></p><p>Thing was, it made perfect sense to do it.</p><p></p><p>What I'd like to do this time around is make scouting a skill challenge. This is the idea so far:</p><p></p><p>1. There are three difficulties of skill challenge and the players can choose between them. Easy difficulty will result in about a 1/4 of the map being revealed. Medium gives about a half and Hard reveals the entire section of the map they are in. Each region has about six or eight sections. My idea right now is that the map will be revealed regardless of success or failure.</p><p></p><p>2. The better the success, the more information the PC's get. If there are no failures, they get to know (roughly) what is in rooms, monsters and that sort of thing, maybe get some or all of the secret doors, reveal a trap or two. That sort of thing. One failure might give you the secret doors and traps, or maybe some of the monsters. Two fails and you probably get the location of monsters. Note, I'd probably not give types, but rather general information. ((You hear many rough voices here speaking Goblin, you hear a single heavy breathing, etc)</p><p></p><p>3. Failure results in something rather bad happening depending on how difficult the challenge was. Likely ambush by the inhabitants, a possibly neutral encounter automatically becoming hostile, serious traps being set off, that sort of thing, and likely a combination of all three.</p><p></p><p>That's all well and good, but, what I really want to do is create a sort of narrative framework for the skill challenge. I don't want the skill challenges to be nothing more than a series of Thievery checks. So, what I'm trying to do is come up with a list (as long as possible) of situations that I can string together after each success. As the PC's succeed on one check, it moves on to the next one, which, hopefully engages different skills. If I can get the list long enough, I'd like to turn it into a random table and roll after each success as to what the next situation is.</p><p></p><p>And that's where you come in. Can you add to my list? What situations can you come up with that can be resolved in a single (or a couple) of skill checks? Each situation has to occur underground in a fairly typical dungeon setting. However, the Dungeon is a very magical place, so, the skies the limit for weirdness. You don't really have to give a method for solution, that's up to the players.</p><p></p><p>I'll get the ball rolling:</p><p></p><p>1) Locked Door. (ok, simple I know, but, it needs to be there.)</p><p></p><p>2) Pit/Big Hole in the Floor.</p><p></p><p>3) A spirit of an adventurer rises up and confronts the PC's. If it is not dealt with, it will follow the party, screaming and moaning.</p><p></p><p>4) The floor animates and grabs the party/PC.</p><p></p><p>5) Fungal spores are released in the area that cause a disease.</p><p></p><p>6) A poltergeist attaches itself to the party, causing havoc.</p><p></p><p>7) Green Slime.</p><p></p><p>8) A spirit/small fae offers to sell a map of the area to the party if they complete a task.</p><p></p><p>9) Shriekers - small fungus that scream loudly if disturbed.</p><p></p><p>10) Gas pocket that is possibly poisonous or explosive.</p><p></p><p>That's all I got for now. What can you guys add? Thanks.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5425545, member: 22779"] For some bizarre reason I have been beating around the idea that I'd like to rebuild my World's Largest Dungeon campaign for 4e this time around. I've been recreating the [url=http://www.cartographersguild.com/showthread.php?12301-Rebooting-the-World-s-Largest-Dungeon]maps (my players don't click this link please)[/url] and slowly getting things going. One thing that came up during the first time I ran things was scouting. It was mostly boring to be honest. The rogue (or whatever) goes forward, opens up the map, comes back and the party moves forward. It always seemed to take ten or fifteen minutes where the other four players were pretty much bored. Too much lone wolfing. Thing was, it made perfect sense to do it. What I'd like to do this time around is make scouting a skill challenge. This is the idea so far: 1. There are three difficulties of skill challenge and the players can choose between them. Easy difficulty will result in about a 1/4 of the map being revealed. Medium gives about a half and Hard reveals the entire section of the map they are in. Each region has about six or eight sections. My idea right now is that the map will be revealed regardless of success or failure. 2. The better the success, the more information the PC's get. If there are no failures, they get to know (roughly) what is in rooms, monsters and that sort of thing, maybe get some or all of the secret doors, reveal a trap or two. That sort of thing. One failure might give you the secret doors and traps, or maybe some of the monsters. Two fails and you probably get the location of monsters. Note, I'd probably not give types, but rather general information. ((You hear many rough voices here speaking Goblin, you hear a single heavy breathing, etc) 3. Failure results in something rather bad happening depending on how difficult the challenge was. Likely ambush by the inhabitants, a possibly neutral encounter automatically becoming hostile, serious traps being set off, that sort of thing, and likely a combination of all three. That's all well and good, but, what I really want to do is create a sort of narrative framework for the skill challenge. I don't want the skill challenges to be nothing more than a series of Thievery checks. So, what I'm trying to do is come up with a list (as long as possible) of situations that I can string together after each success. As the PC's succeed on one check, it moves on to the next one, which, hopefully engages different skills. If I can get the list long enough, I'd like to turn it into a random table and roll after each success as to what the next situation is. And that's where you come in. Can you add to my list? What situations can you come up with that can be resolved in a single (or a couple) of skill checks? Each situation has to occur underground in a fairly typical dungeon setting. However, the Dungeon is a very magical place, so, the skies the limit for weirdness. You don't really have to give a method for solution, that's up to the players. I'll get the ball rolling: 1) Locked Door. (ok, simple I know, but, it needs to be there.) 2) Pit/Big Hole in the Floor. 3) A spirit of an adventurer rises up and confronts the PC's. If it is not dealt with, it will follow the party, screaming and moaning. 4) The floor animates and grabs the party/PC. 5) Fungal spores are released in the area that cause a disease. 6) A poltergeist attaches itself to the party, causing havoc. 7) Green Slime. 8) A spirit/small fae offers to sell a map of the area to the party if they complete a task. 9) Shriekers - small fungus that scream loudly if disturbed. 10) Gas pocket that is possibly poisonous or explosive. That's all I got for now. What can you guys add? Thanks. [/QUOTE]
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