the Jester
Legend
I'll start. Here's one I ran during my first full 4e session, called "Evading the Hand."
EVADING THE HAND (LEVEL 1 SKILL TEST- 100 XP/CHARACTER)
Setup: The pcs must evade the forces of the Six-Fingered Hand, an alliance of different humanoid types that is conquering the civilized world, for a week while they cross a war-ravaged land in an attempt to make it to a tunnel that passes under a mountain range and to a city that may yet stand. The pcs must use their knowledge of the terrain and their skills at avoiding detection to escape the rampaging armies of the Six-Fingered Hand as they rush across country.
Level: 1.
Complexity: 5 (requires 12 successes before 3 failures).
Primary Skills: Athletics, Endurance, History, Nature, Perception, Stealth.
Athletics (DC 15): The character is able to push his companions on more quickly. They travel hard and fast.
Endurance (DC 15): If no pcs make a successful Endurance check in a given turn, everyone in the party loses a healing surge until the first extended rest after the skill test is completed.
History (DC 15): A character can use his knowledge of history to predict where the safer travel routes will be. Only one History check, successful or not, can be made during this skill challenge.
Nature (DC 15): A character can use his nature skills to aid the party by helping them travel along more hidden paths, as well as to help forage for the group along the way. If the pcs are out of food and no pcs make a successful Nature check in a given turn, everyone in the party loses one healing surge until the first extended rest after the skill test is completed.
Perception (DC 10): Using his perception skill, the character can spy the enemy before they spy him. This skill does not generate a success but can be used to aid the next character’s roll.
Stealth (DC 10): Obviously, using this skill helps prevent discovery.
Complications: After the party’s first failure on the skill challenge, they have the encounter entitled THE BURNED-OUT VILLAGE. After that encounter, continue the skill challenge to its conclusion.
Success: The pcs reach the mountains, and the tunnel into it. Go to the encounter entitled INTO THE MOUNTAIN.
Failure: The pcs reach the mountains, but cannot find the tunnel. Go to the DEADLY CLIFF DWELLER encounter.
***
For the record, the burned-out village contained a 1st-level solo monster that I whipped up- the Orcish Murderer. That was a fun encounter! (I had extra pcs, so he also had a couple of guard drakes with him!)
If the pcs fail the skill test (which they did imc), they got routed to a tough, level 2 encounter (1st-level party, natch). Success led instead to the tunnel into the mountains. The pcs still found the tunnel despite their failure, it just took extra time and led to a tough, tough fight. First a spitting drake up on a ledge and a needlefang drake swarm (down with the pcs) started the encounter, and then a group of the Six-Fingered Hand consisting of goblins and an orc (iirc) joined in the fun.
EVADING THE HAND (LEVEL 1 SKILL TEST- 100 XP/CHARACTER)
Setup: The pcs must evade the forces of the Six-Fingered Hand, an alliance of different humanoid types that is conquering the civilized world, for a week while they cross a war-ravaged land in an attempt to make it to a tunnel that passes under a mountain range and to a city that may yet stand. The pcs must use their knowledge of the terrain and their skills at avoiding detection to escape the rampaging armies of the Six-Fingered Hand as they rush across country.
Level: 1.
Complexity: 5 (requires 12 successes before 3 failures).
Primary Skills: Athletics, Endurance, History, Nature, Perception, Stealth.
Athletics (DC 15): The character is able to push his companions on more quickly. They travel hard and fast.
Endurance (DC 15): If no pcs make a successful Endurance check in a given turn, everyone in the party loses a healing surge until the first extended rest after the skill test is completed.
History (DC 15): A character can use his knowledge of history to predict where the safer travel routes will be. Only one History check, successful or not, can be made during this skill challenge.
Nature (DC 15): A character can use his nature skills to aid the party by helping them travel along more hidden paths, as well as to help forage for the group along the way. If the pcs are out of food and no pcs make a successful Nature check in a given turn, everyone in the party loses one healing surge until the first extended rest after the skill test is completed.
Perception (DC 10): Using his perception skill, the character can spy the enemy before they spy him. This skill does not generate a success but can be used to aid the next character’s roll.
Stealth (DC 10): Obviously, using this skill helps prevent discovery.
Complications: After the party’s first failure on the skill challenge, they have the encounter entitled THE BURNED-OUT VILLAGE. After that encounter, continue the skill challenge to its conclusion.
Success: The pcs reach the mountains, and the tunnel into it. Go to the encounter entitled INTO THE MOUNTAIN.
Failure: The pcs reach the mountains, but cannot find the tunnel. Go to the DEADLY CLIFF DWELLER encounter.
***
For the record, the burned-out village contained a 1st-level solo monster that I whipped up- the Orcish Murderer. That was a fun encounter! (I had extra pcs, so he also had a couple of guard drakes with him!)
If the pcs fail the skill test (which they did imc), they got routed to a tough, level 2 encounter (1st-level party, natch). Success led instead to the tunnel into the mountains. The pcs still found the tunnel despite their failure, it just took extra time and led to a tough, tough fight. First a spitting drake up on a ledge and a needlefang drake swarm (down with the pcs) started the encounter, and then a group of the Six-Fingered Hand consisting of goblins and an orc (iirc) joined in the fun.