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Seeking Ideas for a Skill Challenge
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6427166" data-attributes="member: 20805"><p>I woudl recommend using a scale of successes and have three phases to the skill challenge:</p><p></p><p>Phase 1: determine a good location for holding up. Dungeneering and monster knowledge checks involved here to find an out-of the way and defendable position</p><p></p><p>Phase 2: Prepare the position. Again, monster knowledge and inventiveness. Take actions like 'take a dead body from our last encounter and drag it down this corridor so it will attract attention', erasing tracks, disguising the location, etc.. This can include setting a non-smoking fire.</p><p></p><p>At this point you have a scale of how successful they are. The better they score, the fewer 'random' encounters. Phase 1 successes lower the number/chance of a random encounter. Phase 2 successes increases the distance and decreases the chance that the monster passing by will notice the party.</p><p></p><p>Phase 3: distracting or engaging with random encounters. Most of these should be one or two critters unless a group of intelligent beings are hunting the party. The character on watch can attempt to bluff/distract the monsters and have them not notice the group. Or they can engage the monsters with a fast ambush {skill challenge replacing combat, success kills the critter, failure injures the critter and normal combat begins}, or wake the party and go all out.</p><p></p><p>Keep in mind, the dungeon should be a living place. Time passes and more than likely the trail of destruction the PCs caused will be noticed by intelligent life-forms.. which might turn into hunting parties, stiffer defenses, blockades.. maybe the party won't be able to go back! Maybe a scout from below saw their handywork and has gone back to warn everyone.</p><p></p><p>See link in my sig for better skill challenge guidelines.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6427166, member: 20805"] I woudl recommend using a scale of successes and have three phases to the skill challenge: Phase 1: determine a good location for holding up. Dungeneering and monster knowledge checks involved here to find an out-of the way and defendable position Phase 2: Prepare the position. Again, monster knowledge and inventiveness. Take actions like 'take a dead body from our last encounter and drag it down this corridor so it will attract attention', erasing tracks, disguising the location, etc.. This can include setting a non-smoking fire. At this point you have a scale of how successful they are. The better they score, the fewer 'random' encounters. Phase 1 successes lower the number/chance of a random encounter. Phase 2 successes increases the distance and decreases the chance that the monster passing by will notice the party. Phase 3: distracting or engaging with random encounters. Most of these should be one or two critters unless a group of intelligent beings are hunting the party. The character on watch can attempt to bluff/distract the monsters and have them not notice the group. Or they can engage the monsters with a fast ambush {skill challenge replacing combat, success kills the critter, failure injures the critter and normal combat begins}, or wake the party and go all out. Keep in mind, the dungeon should be a living place. Time passes and more than likely the trail of destruction the PCs caused will be noticed by intelligent life-forms.. which might turn into hunting parties, stiffer defenses, blockades.. maybe the party won't be able to go back! Maybe a scout from below saw their handywork and has gone back to warn everyone. See link in my sig for better skill challenge guidelines. [/QUOTE]
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