Post your skill tests!

Did one that was not a true skill challenge but worked out fun nevertheless. The PCs were in a druid encampment with a horde of undead approaching within hours. They decided to create traps.

Thievery or Nature, DC 15.
Failure meant that an hour was wasted.
Success created a trap that 1d6 + (whatever they exceeded the 15 by) damage. One guy had an +11 on one of his, another had a zero, etc.

They managed to create 6 altogether, then hunkered down to listen. Snap! Crunch! Arrggh! The traps started going off every turn, and did some considerable damage, including the zero one killing a minion. All in all, it went pretty well, considering I made it up on the spot.
 

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This is a skill test that I had set up for tonight's game, but the pcs never tried to bargain with the dwarves.

BARGAINING WITH DWARVES (LEVEL 2 SKILL TEST)


Setup: A group of dwarven merchants is selling both enduring weapons (nonmagical but harder to damage than normal) and a few magic items. They offer to trade the pcs one of the three magic weapons that they have for sale if the pcs recover a lost family heirloom (a smithing hammer). The pcs attempt to persuade the dwarves to up their price.

Level: 2
XP: 375
Complexity: 3 (8 successes before 3 failures).
Primary Skills: Bluff, Diplomacy, Insight, Religion

Bluff (DC 20):
The character attempts to fast talk the dwarves into offering a better deal. If the party gets two failures on Bluff checks, they close off Bluff for this skill test and lose one success in addition. If they have not gotten a success yet, they instead get a third failure and end the skill test. This skill can also be used to aid, without risking a failure, but also at a DC 20.

Diplomacy (DC 15): The character attempts to persuade the dwarves into offering a better deal. This skill can also be used to aid the next Diplomacy check, at a DC of 15, but without risking a failure.

Insight (DC 15): The character attempts to use his insight to discern what sort of appeal to make to the dwarves in order to persuade them. This skill can either be used to aid the next character’s check or to gain a success. If the character attempts to aid, he does not risk a failure, but failure does inflict a -2 penalty on the next character’s check. (Note: If the character hits a DC 20, he discerns that the hammer is of historical importance to the clan, and opens up the History skill.)

Religion (DC 15): The character attempts to appeal to the dwarven sense of piety and worthy trade. This skill cannot be used to aid.

(History (DC 15)): Can only be used after a successful Insight check opens the skill up. The character appeals to the dwarven sense of tradition and honor of ancestors to persuade them to offer a more worthy trade for an item of such value.

Success: For each success, the characters gain a better deal from the dwarves. For each success the pcs get up to five, the dwarves also throw in one enduring weapon. If the pcs get six successes, they instead offer to trade the pcs two of their magic weapons. If the pcs get seven successes, they offer two magic weapons and three enduring weapons; and if they get a total success (8 successes), the dwarves offer to trade all three magic weapons for the hammer. This is as high as they will go, however.

Failure: Failure ends the skill test and the bargaining. If the pcs do not get any successes, the dwarves will not increase their offer at all.
 

I ran fissionessence's trap challenge last night. It went very well, considering it was the first one we ever did. They failed two of the first three rolls, then basically backed off and let the rogue (who couldn't fail his Acro rolls) do it. He got five successes in a row, the last one being aided by a player who made a successful Perception check.

Of course, no one wanted the Really Cool Armor I placed in the chest. :.-(

I ran the Nature one (avoiding getting lost in the woods) later. It didn't go as well. PCs don't like to lose healing surges.
 

I ran fissionessence's trap challenge last night. It went very well, considering it was the first one we ever did. They failed two of the first three rolls, then basically backed off and let the rogue (who couldn't fail his Acro rolls) do it. He got five successes in a row, the last one being aided by a player who made a successful Perception check.

Personally, I'd say that goes against the spirit of a skill challenge. All players are meant to participate, just like in combat. If a skill challenge caters too much to one class' skills (Rogue, perhaps, in this case), the challenge needs to be broadened to allow for participation from more players.

Subjective changes: I wouldn't have made proximity an issue for Arcana and would have raised the DC for Acrobatics. If the orb could attack at +11 vs Ref, why is a 13 Acrobatics a success? Also, I'd have opened up History and Religion as possible primary skills contributing to successes, with Perception and Insight as secondary or Aid Another checks (not leading to successes or failures but granting a bonus). Adding Endurance (being able to withstand the force of the orb or what-have-you) would also have allowed a Fighter to contribute, even if it only granted a bonus to another (he's taking the orb's force or attention, allowing another character to get closer or have a more unimpeded examination of the orb).

Not trying to be negative, just constructively critical. There's a lot more fun to be had when everyone has the opportunity to participate - that's what I've learned from running a few minor challenges.

I like how you had the successes count towards weakening the orb; it wasn't an all-or-nothing challenge. That makes the situation seem more realistic. The challenge also being a trap is a great addition. It shows a very clear penalty for failed rolls and makes the characters feel like they're competing against something, which can sometimes be a problem with skill challenges that don't have an NPC component.

My skill challenge: Blocking the Road.

Setup: The players were leading a group of refugees into the rocky foothills. A subset of the refugees were going to splinter off and take a path to a town no one has heard from in months, but the PCs wanted to check it out first. Not wanting to leave the main group on their own, in the middle of the night, three of the PCs decided to create an obstacle for the splinter group.
Level: 1
Complexity: 2 (6 successes before 3 failures)
(Participants: Ranger, Rogue, Warlord)
Primary Skills:
- Perception (DC 13): You spy a good bottleneck or chokepoint to create the roadblock. (can only be used once)
- Dungeoneering (DC 17): While not a 'dungeon,' this challenge involves the creative use of materials to create a roadblock good enough to delay the splinter group for a day or two. Only adds one initial success to the encounter; does not count as a success if Nature has been used successfully.
- Nature (DC 13): You are able to tell what portions of rock and weak trees can be used as roadblock material. Only adds one initial success to the encounter; can be used multiple times to give another character a bonus to Athletics.
- Athletics (DC 15): You're able to manoeuvre, lever or cut material from the area to create a block in the road.
- Endurance (DC 15): Used to aid another for Athletics; does not count towards a success or failure for the encounter.
Success: The group creates a roadblock that will hinder and stop the splinter group from arriving at the town for two days.
Failure: The group uses up materials in that area but does not create an obstacle. Anything barring the road can be moved aside with only a few short hours' work. Also, it is clear that terrain features were purposely cut and/or positioned.

It worked really well and was a nice follow-up to the roleplaying they'd done earlier to dissuade the splinter group of refugees from going to the town.
 

Perhaps as a group we could make some more generic skill challenges, like in the DMG? The DM could then work the challenge to fit the group, adding skill DC's, level of the challenge, etc.

I think a general challenge would look like:

{description}

Primary skills

Secondary skills

Autofailing skills

Notes, other flavors of said skill challenge

Failing the challenge


I'll try to come up with some that I have started to write later.

Sammy
 

Here's another one I prepped, but doubt that I'll get to use. :(

The pcs were heading for a xvart city of slavers (Xvaangensleff), but then they changed directions! So I prepped a couple more skill tests-

And they turned around and headed back to the xvart city. So I probably won't end up needing them.

But- one of them has taken the Linguist feat to learn to speak Xvart, so I no longer need this one either. Aargh! :rant:

Anyway- here ya go!

SEARCHING FOR A TRANSLATOR (level 3 skill test)

Assuming that pcs seek a translator upon arriving in Xvaangensleff- a very wise idea- they must engage in a skill test to retain one. Without a way to communicate with the xvarts, the magnitude of the danger that Xvaangensleff presents is significantly higher.

Setup: The pcs must use their ability to communicate and their knowledge of the way cities work to find a translator.

Level: 3
XP: 750
Complexity: 5 (12 successes before 3 failures).
Primary Skills: Bluff, Diplomacy, Dungeoneering, Perception, Streetwise. (Insight can be opened by a successful Bluff or Diplomacy check.)

Bluff (DC 10): The character uses pantomime to try to get his meaning across. Alternatively, the character uses his skill at Bluffing to stave off some trouble. If at least one Bluff or Streetwise success is not made each turn, the characters gain an automatic failure as local slavers or guards start to take interest in them. A successful Bluff check made to convey information opens up Insight (the characters can try to read the responses of the xvarts and other locals).

Diplomacy (DC 15): The character uses his skill at communication to convey his meaning and try to get answers. If the character speaks Xvart, the DC is only 10. A successful Diplomacy check opens up the use of Insight.

Dungeoneering (DC 15): Using his understanding of dungeon layout and design, the character tries to predict the logical locations of potential translators and guides.

Insight (DC 10): The character tries to interpret the responses of the xvarts with whom he does not share a language.

Perception (DC 10): Simply by keeping his eyes open, the character attempts to help guide the party towards a whatever directions they think they have been given. Perception can be used to aid another character’s Dungeoneering or Streetwise check, but a failure still counts as a failure.

Streetwise (DC 10): The character’s knowledge of the streets and the ways of the underworld certainly helps in a place like Xvaangensleff. Streetwise can be used to navigate here as well as any skill can.

Success: The characters find a translator- an elderly goblin named Lork, who is willing to work for them (within the city only) for 1 gp per day.

Failure: The characters end up in an altercation with four xvart slavers. (See here for xvart stats.)
 

I'm probably doing this all wrong since I don't have the DMG on me...

Jumping across Platforms Over Rapid Water

Athletics (DC 12)
Acrobatics (DC 13)
Athletics (DC 14)
Acrobatics (DC 15)
Athletics (DC 16)
Acrobatics (DC 17)

Whenever you fail two checks in a row, the flowing water will carry you back to the beginning and force you to do the skill challenge over. The water hazard will also attack you.
Attack: 15 vs. Fortitude
Hit: X water damage where X is the number of platforms you crossed.






 

MOVING THROUGH XVAANGENSLEFF

Level 3 Skill Test (450 xp)
Setup: Xvaangensleff is a xvart city in the Underdark. It was on the pcs' way as they fled from a humanoid army that was invading their homeland. They were trying to get out the other side of the mountain tunnels they were in, and back to the surface, so they just wanted to get through the city quickly. The pcs try to wind their way through the city while avoiding trouble. The streets are winding, narrow and crowded, not to mention running with slaver gangs, so there are many opportunities for trouble.

Level: 3
XP: 450
Complexity: 3 (8 successes before 3 failures).
Primary Skills: Diplomacy, Insight, Intimidate, Streetwise

Diplomacy (DC 20): Only a character that speaks Xvart can make a Diplomacy check. Using honeyed words, the character attempts to get directions or assistance from someone. If a pc attempts to hire a guide, he gets a +5 bonus on his Diplomacy check and can make this check without speaking Xvart, but this will cost 1d6+5 gp.

Insight (DC 15): A lot of what the pcs must do to navigate through the xvart city without getting into trouble involves reading the body language of the xvarts around them. Sometimes it is worth finding an alternate route around a particularly seedy-looking gang of xvarts; sometimes just a knowing glare at the perpetrators can deter an ambush.

Intimidate (DC 10): Xvarts are cowards and are easily intimidated- especially given the dragon parts that the party has festooned all over their wagon. If they have gotten rid of the these, the DC for Intimidate checks increases to 13 for this skill test.

Streetwise (DC 15): Streetwise characters can help guide the group around bad neighborhoods, head off gang attacks or thieves, predict effective routes and gather enough intelligence to avoid falling into any truly dangerous situations. If the group does not have a Streetwise success by the time they get their second failure, see Complications, below.

Complications: If the characters get two failures before they get at least one Streetwise success, they will be attacked by a xvart street gang. (This is a level 4 encounter.)

Success: The pcs get to the other side of Xvaangensleff.

Failure:
The pcs are hassled and abused on their way. It takes them three days; each pc must spend 3d6 additional gold pieces or else be subject to imprisonment for debt (and thereby enslavement). In addition, when the exhausted pcs finally reach the far side of the city, each loses one healing surge.
 

Here's the oddest, most 'exception-based' skill test that I have run yet- because the pcs didn't know that they were in a skill test. This was a difficult one. The party was en route to the xvart city (see the skill test described above), which was four days away. They were traveling through gnome territory and passed through a terrifying series of illusions designed to disorient them and entice them into a trap, sending them into a dangerous gnome-wrought dungeon.

The reason for the gnome assault on the pcs are complex. The deep gnomes, or svirfs, of this area have joined forces with the rebellious xvarts loyal to Tulvehsgulf in an attempt to overthrow King Svelfelhel of Xvaangensleff. Their joint forces have also formed an alliance of convenience with the Six-Fingered Hand, a great alliance of goblinoids, kobolds, orcs, lizardfolk, gnolls and ogres, which is currently overrunning the human empire on the surface. Seeing the pcs, the svirfs assume that they are an imperial scouting mission, and are therefore hostile.

THE SKILL TEST: The skill test that the pcs undergo is an odd one. At each step, different skills might apply, based on the actions of the pcs. Successes and failures accumulate at different rates based on both skill checks and decisions.

Level: 3
Complexity: 2 (6 successes before 3 failures)

As the pcs move along through the tunnel towards Xvaangensleff, they hear music (chimes, fiddles and flutes) from down a side passage. If they continue along past it, ignoring the noise, they gain one success and move on to “Path B” below.

If they follow the side tunnel, it curves around. The pcs can see that whatever they are approaching is well lit. However, just as the lead character starts to see the opening, there is a “Shh!” from ahead, and the lights go out and the music stops. Pcs advancing enter a large, empty room with a cold fireplace and an empty table suitable for around 20 people. Three doors lead out; one is open, and a breeze seems to come out of it.

Check: At this point, any pc that specifically asks for the opportunity can make an Arcana, Insight or Perception check (DC 20). For each pc that succeeds, the party gains one success; each failure earns a failure. If no pc makes a successful check at this time, the party gains a failure.

If pcs exit through a door other than the one from which the breeze emanates, they are routed around into the breezy hallway in short order, but any pcs making a Dungeoneering check at the next “check point” gets a +2 bonus.

Characters following the breeze (or routed back into the hall) shortly come to a door. The door, bound with iron, has a brass boar’s face in the center of it. The boar’s mouth is open, and the breeze pours through it; it seems to lead outside! Even some sunlight comes through.

Check: At this point, any pc that specifically asks for the opportunity to do so (or seems suspicious and is examining the door) may make an Arcana, Dungeoneering, Insight, Perception or Thievery check (DC 20). Success earns the party a success, and informs the pc that something fishy is going on; each failure earns the party a failure. If no pcs make a successful check, the party earns a failure.

If the pcs try to open the door with the boar head in it, the head suddenly belches wet fog into the area, enveloping everyone is heavily obscured terrain. In addition, several threatening roars suddenly sound from behind, left and right of the party.

Check: Any pcs who specifically ask may now make Arcana, Insight, Nature or Perception checks. Successes and failures earn successes and failures. If no pcs make a successful check, the party earns a failure.

If the pcs have not passed or failed the skill test by now, the mist starts to swirl and more roars sound. Though nothing is quite close enough to see or attack, the roars are clearly coming from something big.

Check: Any pcs who specifically ask may now make Arcana, Insight, Nature or Perception checks. Successes and failures earn successes and failures. If no pcs make a successful check, the party earns a failure.

By now the pcs must have passed or failed... right?


PATH B: Pcs ignoring the side tunnel move along about another ten minutes before they come to another side tunnel, this one with a strange, shimmering curtain of light dancing across it. As pcs approach, it vanishes. The passage again leads to a room with a table and a cold fireplace, as above.

Should the pcs ignore this, they gain another success and may make an Arcana, Dungeoneering or Insight checks. Each success earns the pcs a success; each failure, a failure.

SUCCESS: If the pcs succeed on the skill test, they pass through the gnome region and to their next encounter.

FAILURE: If the pcs fail to pass the skill test, they suddenly find themselves sliding, then falling. Each pc suffers 2d10 points of damage and falls prone as they fall into a pile of sand in area 1 of the Twists of Zelcair, and they are immediately attacked by the xvarts there.
 

Vengeful Forest Fire

The fire Gods temple is being built beside the Ever-Burning Forest. As the PCs approach the EBF sparks a real forest fire, aimed at the PCs. (In response to the chicken incident) The PCs are following a deeply rutted track off the main road, it is 10 miles long.

The PCs might see the glow at a distance, or they might see fleeing animals or the fire leaping towards them through the trees. Soon comes the smoke heat and crackling flames. The fire should be played up as a living thing that is trying to get the PCs.

Skill challenge to escape fire (3 rounds) 4/2 each round –
Failure penalty: lose 1 healing surge. per failure (or ¼ hp); fail 2/3 and herbalist dies.

Obsidian System: 4 players DC 19 checks :3 rounds
7+ success; 2 healing surges (from party) 5-6 success 1 surge each; >5 success= 2 surges each, Herblist dies.

Athletics / Acrobatics (moderate) you manage to dodge or out run a expanding wave of flame.
Nature (easy) Finding an area not burning, reading the winds, finding water, and eventual escape.
Perception (moderate)
Endurance (moderate; hard in last round)
Healing (moderate) adds +2 to all further endurance checks, useable once.
Attack Rolls? – building a firebreak. autofailure.

Other Scenes:
- saving an old herbalist (req. physical skill challange @-2)
- fleeing monsters – 2 gnolls (brute 5) mostly intrested in fleeing, but will defend themselves or attack if PCs look easy.
- fire monsters. - Fire Snake (artillery solo 5)

Safety is finally reached after crossing a paved road or stream, where the fire comes to an end. Any sparks landing outside the area quickly die.

Treasure: the old herbalist can provide a magic item/ heirloom valued at 2 parcels. (like a pouch with a silver brooch set with jade (100g) and a ring of golden leaves (80g) or a +1 amulet of protection with the firegod’s symbol on it. The man vanishes after providing reward.

The fire god will take no further interest in PCs, and the chicken incident will be forgotten.
 
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