Non-trap skill challenge compendium!

Here's one: The party is trying to get to a Dungeon of the DM's design, and it's enterance is up a large, twisty, ruined staircase.

Treacherous Stairs
[DC 15: 6 successes/4 failures] 100 XP

The stairs are large and at an odd angle, perhaps from years of the earth settling beneath them. Many of the stones that make up each step are cracked and loose, and in some places missing entirely.

Suggestions: Athletics can be used to climb the stairs, Perception or Dungeoneering reveals which steps are most sturdy, while Acrobatics will allow a PC to balance on a loose stone. 2 successes will get any single PC to the top. If they get a rope strung top-to-bottom, allow a +2 bonus to anyone attempting to climb.

Development: Any failure by a PC climbing, or by a PC rolling perception instructing another PC where to climb, will cause the PC on the stairs to make no progress, and drops loose stones on anyone climbing below them (or standing near the bottom): +4 vs. Reflex; 1d6 damage. Each time this occurs, increase the DC by 2, the stairs become more damaged..
A second failure involving the same PC causes the same falling stone effect, and that PC falls to the bottom: +6 vs Reflex; 2d6 damage

Victory: Any PCs still at the bottom of the stairs when victory occurs follows the safest route taken by a successful PC (no checks involved)

Failure: The entire staircase collapses and everyone on it suffers the fall listed above, and anyone near the bottom suffers the falling stone effect.

Hope you like it!

Fitz
 

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Riding out The Storm
[DC 15: 6 successes/3 failures] 100 XP

You have seized the Swanmaiden after destroying her undead crew. The ghost ship is in a sad state, barely staying above sea level. To make matters worse a storm is brewing. Waves are pounding the hull, rocking the deck high and low. Surf hits you in the face like sharp nails. Suddenly, there is a loud squeek!

Complication: The ship is impossible to navigate and it's sinking fast. Makeshift repairs can be made in a hurry in order to save the vessel.

Suggestions: Leaks below deck need to be repaired. The ship need to be balanced onto its keel by relocation of cargo or crew. Sails, threatening to tear in the wind, or even snap masts, must be taken down. The rudder is stuck, jamming the ships course onto a deadly spiral.

Development: At 1 failure water starts pouring in below deck. Any skill checks down below are considered hard, after this point. At 2 failures the ship starts leaning heavily on the side. At 3 failures the hull breaks apart and large chunks of the ship sink quickly. It is possible to cling to debris in order to save one's life. The action should be described in minutes.

Victory: The ship survives the storm and can be restored to a seaworthy state.
 

Well, I've had two skill encounters half-formed in my head, although only one can be applied to multiple situations. It's sort of a double diplomacy skill check, going by the categories you've listed. One thing I will note, however, is that I wont be telling my players anything about required successes or failures, and I wont give anything more than a vague hint of the difficulty of an action. The same action shouldn't be able to be either easy or hard, depending on the player's choice. The difficulty of the attempt should determine the roll's difficulty, and a simply, rp-based warning before a hard action is taken should suffice from a mechanics perspective.

Of Plans and Panics
[The Plan: DC 14; 5 successes/3 failures if presenting their own plan, 4 successes/4 failures is backing another PC]
[The Panic: DC 16; 5 successes/2 failures]

The PCs are holed up in a temporary shelter with a small selection of local townsfolk. The threat outside is still very present, but for the moment, docile, and with an uneasy calm settling over the scene, the townsfolk have begun to fall upon each other. Several men argue over what plan of action they should take; whether or not they should flee and if so, where to. The terrain surrounding the town will likely determine what arguments are likely to be adopted by townsfolk, so no suggestion will be given here.

Meanwhile, the more perturbed of the men and women begin looking out the boarded windows with anxious eyes, their panicked minds settling on plans of action without much conscious thought. The number of these men and women can vary depending on the DM's tastes, but no more than the number of PCs is probably a good rule to go by.

Suggestions: Intimidate, Bluff and Diplomacy are the most obvious ways to present arguments to the more rational survivors, but Knowledge checks can be used to present raw data that favors their position. Perception can also be used to get a firmer grasp of the situation outside, while insight can reveal a bit more about the survivor's mental states. Athletics and Acrobatics are the least likely to come into play, but may actually be found useful if used to somehow impress the townsfolk.

As for the panicked survivors, Perception and Insight will be big ones; these checks, when applied to the planning townsfolk, can also apply a single success to this side of the challenge by revealing their mentally unstable condition. Some may seek to run out and risk their chances alone, while other might destroy what barricades have been set up and fight the enemy head on. Neither situation will help the others left inside, and so Bluff, Diplomacy, Intimidate(which will in most cases be a hard roll, given their already scared disposition) will likely come into play. Heal, and some knowledge checks, may also give insights on how to deal with such mentally unsound people.

Development: The planning argument is likely to sway back and forth, and rely heavily on rp interaction and the arguments adopted by the townsfolk. Successive failures will cause arguing townsfolk to begin to gang up against the PCs, while each success might win an NPC over to their side. NPC sucesses may cancel out PC successes, if you wish you allow it.

On the other side of the event, each failure, regardless of attempted difficulty, will raise the success DCs by 2, while successes will lower it by 1. This is based off the changing mental states of these men and women.

Total Victory: All NPCs will assist the PCs in their suggested plan of action, and everyone is given time to prepare.

Planning Victory: The 5 NPCs involved in the argument all lend the PCs their support, but the panicked townsfolk flee into the night, weakening the building's defenses and bringing the enemies down upon the alliance before they have time to properly prepare.

Panic Victory: The PCs will be on their own once the time comes to leave(or not leave, depending on which NPC you want to have won the planning argument) their shelter, but they are still given time to prepare and gather supplies from the NPCs.

Total Failure: The panicked townsfolk let the enemies into the shelter, and the NPCs scatter to the four winds, leaving the PCs to fight a difficult battle alone, and without time to prepare.


Far Realms Fragment
[DC 14, 6 successes]

This is a very niche challenge... sort of a cross between 'scale the mountain!' and 'avoid the traps!' Basically, in the one-shot I include this in, a living piece of the Far Realms is transported just outside a small town at about the time the PCs arrive. After a short rp event with the town guards, they fight their way to a shelter and do the prior skill challege. They then either fight their way out of town, or towards the Mist's source; this challenge is directly related to the Mist's source.

A mountain of living flesh rises up before the PCs, connected to the earth by a ring of fleshy tendrils around its base which have dug deeply into the ground. Some areas of the living terrain are sheer, slippery cliffs, while in the more gently sloped areas, 'muscles' flex beneath the mountain's flesh, causing the ground itself to buckle and rise in an attempt to buck off any ascending interlopers. The rest of the terrain varies in its rate of ascent, but are bound to one another by the long, writhing tentacles which even now lash down towards the base at the gawking PCs.

The challenge is conducted in 6 'phases' with one success per PC allowing them to move to the next phase. Provide unique terrain features, and differing numbers of tentacles for each terrain to encourage alternate solutions for ascent.

Suggestions: Depends on the 'phase', although for the provided example, Acrobatics will primarily come into play for the 'muscles', although solid jumps from Athletics will work just as well. Athletics will serve as the primary method of ascent at the 'cliffs', while any number of strategies can be used to bypass the tentacles. Knowledge and hard Perceptions checks can reveal crucial, helpful knowledge that can decrease and entire phase's DC or create new ways to ascend(for instance learning that the tentacles rely on rather weak, but long ranged tremorsense to find targets may inspire new ways to bypass them, at a bonus, of course), but will rarely allow for automatic ascent, as there are still physical trials to bypass. Allowing for 'safe paths' for these checks in early phases may work, however I would suggest removing them from later, supposedly harder phases.

Developments: Each round a PC remains stuck in a phase, the DC rises by 1 as the Far Realms Fragment begins actively working to inhibit that slower moving target. On the other hand, allow for self-sacrificing, or team oriented solutions to provide free successes for other players, possibly at the sacrifice of the skill user's success for the round. Yes, that's right, each PC is moving at his or her own pace, although running ahead is not likely to happen due to the dangers of doing so. Those who get ahead can always choose to use skill checks that simply grant successes to those left behind(although the DC in their phase will of course continue to rise).

Example- A Fighter uses Intimidate to physically harass the tentacles, drawing their attention to himself as the rest of the party passes by. You may judge that this puts him at more than a +1 DC for the following round, and his challenge for the phases has changed from 'find a way up' to 'somehow escape from the tentacles'.

Total Success: The PCs reach the summit, and face the 'Heart' of the fragment to remove the aberration, and the Mist, from the face of the earth. (a solo battle I have prepared as the one-shot's finale)

Single Success: That PC advances to the next phase.

Single Failure: That PC takes a small amount of trap damage(5, or preferably less; this is meant to weaken PCs for the start of the next fight, not kill them!) from the violent terrain, and fails to proceed upwards.

Total Failure: For this skill challenge, total failure is theoretically impossible, unless the PCs roll SO bad that they all fall unconscious and die during the challenge... which should hopefully have the same chance of happening as in a very small(half the suggested encounter XP) minion fight. Meaning it'll take some VERY bad rolling from the ENTIRE PARTY over a LONG PERIOD OF TIME to do.
 

I ran an encounter a year or so ago that went very well and was basically a skill challenge before I had a name for one. It could easily be adapted to 4e rules and made official.

Situation: PC's have rescued a family that were running from a band of orcs. Everyone holes up in an abandoned cabin in the woods. After a few minutes to tend to thier wounds they hear a horn blast, which is the signal that one of the orc scouts has seen the PC's.

I described the house as having a couple bedrooms upstairs and a food cellar with some timber and tools. I told the PC's that they were going to be outnumbered and that the only way they would survive the encounter was to fortify the house. I gave them a few minutes before the orcs arrived.

The fighter and the family nailed the boards over the windows and posistioned furniture to block entrances, the archer set up points upstairs to snipe, and the wizard and cleric weakened the stair case and the floor over the cellar to create a trap in case they had to make a last stand up stairs.

It worked great, the encounter was very exciting, the traps the PC's made worked perfectly and lots of skills were used. I'm sure with a little retooling more of the setup options could be made into skill checks rather than just cleric and wizard having fun while the fighter pounds nails and the sniper waits. Success means the encounter is easier (orcs not able to breach the house quickly, snipers and wizard have time to take some out) failure means orc breach the house quickly and encounter is very hard.
 
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Good stuff, this is gaining momentum!

I'll keep revising the categories as a quick reference list of complex scenes that seem to work well [brackets are author of post in this thread the example appears in]:

1) "Catastrophe aftermath" (e.g., save the town) [bert1000]
2) "Broker a deal" (e.g., stop king from declaring war) [bert1000]
3) "Escape" [sembia, thasmodius]
4) "Pursuit" [quickleaf]
5) "Infiltrate" [bert1000, fitz the ruke]
6) "Fortify defenses" [invokethehojo]
7) "Repair structure" (e.g., before the ship sinks) [frostmarrow]
8) "Gather allies" [Zetastriker]
 

Pretty nice ideas you have going here. Would you like for us to compile them in the OCC's? In case you haven't seen, it's a thread for any original creations. We have a Skill challenge occ for people to get them and you'd receive full credit for anything you create. Please, let me know and/or post a link in the OCC thread for these. Thank you.
 

malcolm_n said:
Pretty nice ideas you have going here. Would you like for us to compile them in the OCC's? In case you haven't seen, it's a thread for any original creations. We have a Skill challenge occ for people to get them and you'd receive full credit for anything you create. Please, let me know and/or post a link in the OCC thread for these. Thank you.

I'm okay with it.
 

Bert, I like how you're "grouping" skill challenges - I find it helpful to understand when I might call on a skill challenge vs. a single check/roleplay it.

I'll add a few categories that I think play well with skill challenges:
- Investigation
- Warfare
- Competition
- Long-distance travel

Anyone feel like trying their hand at one of these?
 

Quickleaf said:
Bert, I like how you're "grouping" skill challenges - I find it helpful to understand when I might call on a skill challenge vs. a single check/roleplay it.

I'll add a few categories that I think play well with skill challenges:
- Investigation
- Warfare
- Competition
- Long-distance travel

Anyone feel like trying their hand at one of these?

1. warfare: PC's need to sabatoge/repair a seige weapon while fending of a few minor fows or while not being seen

2. Long-distance travel? I dont understand how a skill challenge could be built around that.
 

No actual skill challenge in complete form, just some thoughts and observations:

I'm personally reluctant to set XP, DCs or success / failure thresholds without seeing the rules, and the save the village or broker a deal challenges seem like fun, and I even used the Escape scenario to explain skill challenges to a friend: "Remember that time you had planned that big, elaborate series of encounters on the space station, and I just launched myself out in an escape pod after disabling the targeting sensors? Well, you wouldn't have to do that any more... just say 'Skill challenge! Escape from the space station!' and let me go at it." (He stopped running games after I caused him to toss all his notes aside for several sessions of Star Wars in a row.)

But I've also been envisioning the kind of puzzle challenges you see in Indiana Jones inspired games, or in place of the usual planned dungeon-based obstacles, and I think that just planning skill challenges and encounters might produce a "player-proof" way of creating a dungeon that would actually be more interesting to play in.

A basic dungeon map, no map key, just open-ended descriptions, and a few notes for encounters and skill challenge encounters. This would seem to simplify dungeon design while at the same time making it fun for the players by coming up with a plan, and the DM would not have to worry about a player doing something he didn't plan for and trashing said plans. Not individual traps per se, but obstacles where you could produce many different trap-like effects, if desired, on failures depending on what the characters do. I agree that individual traps and skill checks should be handled on their own, but something like what I describe below screams skill challenge to me.

"You walk out onto a balcony in a large, circular room finely hewn from the rock. Idols and statuary line the walls, nestled in narrow alcoves at about twenty feet intervals around the outer wall. On another balcony, opposite you, lies a pedestal with the crystal skull you seek. There is no floor here, beneath the balconies is only what appears to be water. Something stirs in the liquid below at that sound of your footsteps."

And then just determining what happens on the fly based on what the PCs do, what sort of solution they're looking for, and whether they succeed or fail at it. Maybe someone tries a Perception check to get a closer look at the creature in the water, and then a dungeoneering check to figure out how to tame it. Maybe someone examples the statuary and sees a depression you can hit on each one that causes a bit of walkable platform to slide out from the wall. Maybe someone uses Arcana, and notices the whole thing is an illusion. And so on.

You could decide what it's not (it's not an illusion, for instance), but you don't necessarily have to decide what the solution is... you're just providing descriptions and keeping track of successes and failures. And in that respect I think that the potential, and fun, of the skill challenge might be getting overlooked here. It's a flexible, non-linear system for resolving a non-combat encounter where the players decide what skills or abilities to use.

Or as I said in another thread, I could see skill challenges as an alternative to a linear, keyed dungeon where you have to find the blue key to open the blue door, then the red to open the red door (the example someone used as an objection to being able to destroy terrain):

"Before you stand three very solid looking doors, each with a very complex, arcane looking locks each made of a different metal: one brass-looking, one like iron, and one shining silver. It seems very clear that you won't be able to progress any further unless you get through those doors."

And then just handle it on the fly as an alternative to the "X key is in Y locked chest in room Z, and opens door A" sort of dungeon planning. Pick your threshold, and then just sit back and watch the PCs come up with a plan, and react to it.

It would be a quick and dirty way to just play a D&D dungeon crawl with little prep time. I have no idea what the "correct" solution(s) might be right this minute, but if players start asking to make skill checks, I'll be able to react to them and if they get enough successes, maybe let them through one or all of the doors, but definitely reward them in some way.

Open-ended (in terms of results, maybe they find a key, or maybe they use brute force, or maybe they figure out some kind of pattern of actions to open the locks) skill challenges seem like they could be a way to handle puzzles in dungeons without having the player waltz up and solve it right away because he knows the answer, or because they do something unexpected and bypass the whole thing. Skill challenges as an anti-railroading device, basically.
 

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