Manbearcat
Legend
Alright. So I've been pondering opening up a thread for all of us to serve as a repository for Skill Challenges we've recently done or Skill Challenges we've thoroughly enjoyed. I proposed it in JC's new thread about his second session and he seemed to think it would be helpful, so here we go. I'll go ahead and start and post a recent one. Folks can use whatever format they like but it would be helpful to provide a little context/stakes and discretely convey mechanics, technique, narrative implications. If folks want to do more than just document their own skill challenges for people to take ideas from (such as conversation over technique, etc), then by all means! Ok, first one.
Beginning of Epic Tier. Campaign has basically resolved itself to an "Abyss on Earth" theme. The Lords of the Abyss are literally infiltrating the prime world in attempt to draw it into the Abyss over time. The exploitation of the 7 Deadly Sins and the corruption of The 7 Virtues are Ritual Components for these events. Sort of D&D meets Dogs in the Vineyard with the PCs as Dogs. PCs equal Eladrin Bladesinger (won't go into all of the various other build info), Human Rogue/Ranger, Elven Druid/Shaman. This takes place in a large manor-house that served as an extremely large orphanage for abandoned children and war orphans. Benefactor turned out to be possessed by a powerful demon and several staff members were possessed by minor demons (I hate when that happens!). At Bloodied of the fight with the BBEG demon and his minions, this begins. The Skill Challenge takes place when the entire, very large, orphanage is literally being swallowed by the Abyss. It is in a state of wild conflagration and it is being squished into an event horizon simultaneously. It is overtly clear what is going on and at this point, the PCs are explicitly advised they are in a Skill Challenge. Their mission is to get the children out of the orphanage and flee before all of them are swallowed. Unfortunately, the PCs are in the throes of a nasty tustle with a (now) Bloodied Elite Demon, 3 remaining minions (Abyssal Hounds), and a roiling, collapsing, balcony-laden, inferno of a Common Room. They decide that the Bladesinger is going to stand his ground and fight it out with these guys (he easily has the resources to do so, his sentient, ancestral blade was the Companion Character we were using to complete the 4 PC budget, and most immportantly, he has the damage reduction means to deal with the fire aura and the fire damage), while the Rogue/Ranger (hereafter as R) and Druid/Shaman (hereafter as D) run off to locate and round up the orphans and exit stage left. We begin the Complexity 3 Skill Challenge:
Panel 1
(D) + Nature vs Medium DC. An impenetrable wall of fire greets the PCs as they exit the Common Room and enter the Vestibule. Smoke chokes their breath away and fire licks at their skin. The Druid calls upon the primal spirits for a wave of water (Grasping Tide) to create a momentary path through the wild conflagration.
1:0
Panel 2
(R) + Acrobatics vs Medium DC. The floor is literally giving away, and glimpses into the Abyss can be found here and there. The Rogue leading the way in a mad dash makes it to the burning stairwell to the upper floors (where the children are known to be) but the stairwell collapses beneath his feat, plunging headlong into the Abyss. He runs barely ahead of the crumbling staircase, navigating a thin, crumbling, burning bannister that falls apart after every foot leaves it. He deftly switches back over 3 staircases and 2 landings and is on the flame-choked balcony.
2:0
Panel 3
(D) - Athetics vs Medium DC turned into + by Rogue reroll (Dungeoneer's Guidance - Immediate Interrupt to roll Dungeoneering for the Druid's failed Athletics). Quick as a cat (truly), the Druid sprints toward the interface of the balcony with the wall, the Rogue running headlong to meet her, grabbing something from a standing suit of armor on his way. In stride, she shapeshifts into a leopard leaping at the two adjoining, sheer, walls! Alas, the distance is two high as her second bound off the wall can't get her to the top! Except...out of nowhere a sword comes thunking in the wooden wall and she uses it as a spring to vault safely onto the balcony. A moment later, the area beneath her is swallowed by the abyss, the structure of the the great house shaking violently as its foundation is compromised.
3:0
Panel 4
(Group check) + Endurance vs Medium DC with half group (either player - Druid passes while Rogue fails) passing equals success. The oppressive, searing heat and the smothering smoke here is beyond bearing for any mortal. A commoner would give up, pass out, being overcome by any combination of terror, asphyxiation, or heat stroke. Not 4e heroes destined to fight Demon Lords! These dorks are pro at stifling a cough, wiping a brow and setting their thoughts to heroic deeds! Like finding children in a giant burning, crumbling manor house and making like Moses. Healing Surges spent though (1 per character for the Rogue failing). Thems the breaks.
4:0
Panel 5
(R) - History vs Medium DC. The Rogue has been to many a nobleman's house in many a city. He tries to recollect the various popular archetectural styles in an attempt to extrapolate the floorplan of this manor house. He isn't certain so he goes with his gut...which just so happens to get them lost...ending up in the Kitchen; a burning room with fire demon minions, some ruthlessly torturing the screaming and burning staff while the others chant in Abyssal as an Immolith pulls itself out of a burning red circle that opens momentarily in the floor. PCs each lose a healing surge and a raucous (of-level) battle in a collapsing, burning Kitchen ensues. Players rout the demons but lose precious time, a few more surges and a daily apiece.
4:1
Panel 6
(D) + Heal vs Hard DC (buffed by Speak with Spirits). The Kitchen help are all eviscerated or burned beyond recognition...save one who is only...mostly dead. The poor servant is bound for the afterlife but may have a good deed as her last act to send her on her way to her God. The Druid consults the primal spirits, quickly rummaging her salves, unguents, poutices. She finds the right one, applies it and rouses the servant for a final breath. "Where are the children so we may rescue them?" An answer. A final drawn breath and the Druid lays her head on the ground, saying a generic prayer to an unknown God. They're off to locate the children in the atticspace.
5:1
Panel 7
(R) Successful Support action, Thievery vs Easy DC, for + 2 for Panel 8. Reaching the top of the stairwell, the heavy, iron-bound, thick wooden door is scorching hot, likely expanded due to the heat. Debris may be blocking it. Its immovable. With a nod to the Druid, the Rogue gets out his trusty crowbar, sticks it in the tiniest of recesses and leans into it trying to get as much leverage as possible for...
5:1
Panel 8
(D) + Athletics check using 1st Advantage for a Medium DC instead of High (as Athletics was used prior by the Druid). ...the druid to shapeshift into a bear, bellow a mighty roar, and charge through the fire, smashing through the heavy wooden door, leaving fallen timbers and debris in her wake. The children are all in the huge attic-space but human demon-worshippers have a grand circle drawn and are chanting finalizing the Ritual that is sending them all into the Abyss! Level n - 1 combat ensues and PCs quickly rout the cultists in mid-seance.
6:1 and 1 Advantage used
Panel 9
(R) + Diplomacy check using Advantage for an Easy DC. The children are terror-stricken, in sheer panic as the building collapses around them. There seems to be no escape. After ending the ritual and slaying the childrens' captors, an orderly, expeditious escape is required. After the heroic rescue, the Rogue is easily able to get their attention, calm them and corrall them toward the 3rd story window where egress comes in the way off...
7:1 and both Advantages used
Panel 10
(D)+ Dryad's Trees Daily automatic success. ...a mighty tree exploding from the floorboards. Telling the children to look out the window, she points to a second, like tree that has just manifested in the courtyard below. Giving them an example, she steps through a large nodule at the tree's base and reappears at the base of the second tree in the courtyard. The children all follow suit, finally followed by the Rogue as the final wood planks of the attic floor erupt in fire and collapse. The Bladesinger, after vanquishing the greater demon and his hounds, emerges from the collapsing structure, sprinting away a moment before the Abyss swallows it completely and the portal blinks out of existence (a la the movie Poltergeist).
8: 1 Skill Challenge Successful. Children saved, Ritual stopped, Abyssal portal closed, Demon and cabal routed.
Alright. There is the first one. Hopefully this thread gets some use and folks post their own successful Skill Challenges for people to use as inspiration or for delving into techniques for successful noncombat, conflict resolution. I'll update with others as I have time.
Beginning of Epic Tier. Campaign has basically resolved itself to an "Abyss on Earth" theme. The Lords of the Abyss are literally infiltrating the prime world in attempt to draw it into the Abyss over time. The exploitation of the 7 Deadly Sins and the corruption of The 7 Virtues are Ritual Components for these events. Sort of D&D meets Dogs in the Vineyard with the PCs as Dogs. PCs equal Eladrin Bladesinger (won't go into all of the various other build info), Human Rogue/Ranger, Elven Druid/Shaman. This takes place in a large manor-house that served as an extremely large orphanage for abandoned children and war orphans. Benefactor turned out to be possessed by a powerful demon and several staff members were possessed by minor demons (I hate when that happens!). At Bloodied of the fight with the BBEG demon and his minions, this begins. The Skill Challenge takes place when the entire, very large, orphanage is literally being swallowed by the Abyss. It is in a state of wild conflagration and it is being squished into an event horizon simultaneously. It is overtly clear what is going on and at this point, the PCs are explicitly advised they are in a Skill Challenge. Their mission is to get the children out of the orphanage and flee before all of them are swallowed. Unfortunately, the PCs are in the throes of a nasty tustle with a (now) Bloodied Elite Demon, 3 remaining minions (Abyssal Hounds), and a roiling, collapsing, balcony-laden, inferno of a Common Room. They decide that the Bladesinger is going to stand his ground and fight it out with these guys (he easily has the resources to do so, his sentient, ancestral blade was the Companion Character we were using to complete the 4 PC budget, and most immportantly, he has the damage reduction means to deal with the fire aura and the fire damage), while the Rogue/Ranger (hereafter as R) and Druid/Shaman (hereafter as D) run off to locate and round up the orphans and exit stage left. We begin the Complexity 3 Skill Challenge:
Panel 1
(D) + Nature vs Medium DC. An impenetrable wall of fire greets the PCs as they exit the Common Room and enter the Vestibule. Smoke chokes their breath away and fire licks at their skin. The Druid calls upon the primal spirits for a wave of water (Grasping Tide) to create a momentary path through the wild conflagration.
1:0
Panel 2
(R) + Acrobatics vs Medium DC. The floor is literally giving away, and glimpses into the Abyss can be found here and there. The Rogue leading the way in a mad dash makes it to the burning stairwell to the upper floors (where the children are known to be) but the stairwell collapses beneath his feat, plunging headlong into the Abyss. He runs barely ahead of the crumbling staircase, navigating a thin, crumbling, burning bannister that falls apart after every foot leaves it. He deftly switches back over 3 staircases and 2 landings and is on the flame-choked balcony.
2:0
Panel 3
(D) - Athetics vs Medium DC turned into + by Rogue reroll (Dungeoneer's Guidance - Immediate Interrupt to roll Dungeoneering for the Druid's failed Athletics). Quick as a cat (truly), the Druid sprints toward the interface of the balcony with the wall, the Rogue running headlong to meet her, grabbing something from a standing suit of armor on his way. In stride, she shapeshifts into a leopard leaping at the two adjoining, sheer, walls! Alas, the distance is two high as her second bound off the wall can't get her to the top! Except...out of nowhere a sword comes thunking in the wooden wall and she uses it as a spring to vault safely onto the balcony. A moment later, the area beneath her is swallowed by the abyss, the structure of the the great house shaking violently as its foundation is compromised.
3:0
Panel 4
(Group check) + Endurance vs Medium DC with half group (either player - Druid passes while Rogue fails) passing equals success. The oppressive, searing heat and the smothering smoke here is beyond bearing for any mortal. A commoner would give up, pass out, being overcome by any combination of terror, asphyxiation, or heat stroke. Not 4e heroes destined to fight Demon Lords! These dorks are pro at stifling a cough, wiping a brow and setting their thoughts to heroic deeds! Like finding children in a giant burning, crumbling manor house and making like Moses. Healing Surges spent though (1 per character for the Rogue failing). Thems the breaks.
4:0
Panel 5
(R) - History vs Medium DC. The Rogue has been to many a nobleman's house in many a city. He tries to recollect the various popular archetectural styles in an attempt to extrapolate the floorplan of this manor house. He isn't certain so he goes with his gut...which just so happens to get them lost...ending up in the Kitchen; a burning room with fire demon minions, some ruthlessly torturing the screaming and burning staff while the others chant in Abyssal as an Immolith pulls itself out of a burning red circle that opens momentarily in the floor. PCs each lose a healing surge and a raucous (of-level) battle in a collapsing, burning Kitchen ensues. Players rout the demons but lose precious time, a few more surges and a daily apiece.
4:1
Panel 6
(D) + Heal vs Hard DC (buffed by Speak with Spirits). The Kitchen help are all eviscerated or burned beyond recognition...save one who is only...mostly dead. The poor servant is bound for the afterlife but may have a good deed as her last act to send her on her way to her God. The Druid consults the primal spirits, quickly rummaging her salves, unguents, poutices. She finds the right one, applies it and rouses the servant for a final breath. "Where are the children so we may rescue them?" An answer. A final drawn breath and the Druid lays her head on the ground, saying a generic prayer to an unknown God. They're off to locate the children in the atticspace.
5:1
Panel 7
(R) Successful Support action, Thievery vs Easy DC, for + 2 for Panel 8. Reaching the top of the stairwell, the heavy, iron-bound, thick wooden door is scorching hot, likely expanded due to the heat. Debris may be blocking it. Its immovable. With a nod to the Druid, the Rogue gets out his trusty crowbar, sticks it in the tiniest of recesses and leans into it trying to get as much leverage as possible for...
5:1
Panel 8
(D) + Athletics check using 1st Advantage for a Medium DC instead of High (as Athletics was used prior by the Druid). ...the druid to shapeshift into a bear, bellow a mighty roar, and charge through the fire, smashing through the heavy wooden door, leaving fallen timbers and debris in her wake. The children are all in the huge attic-space but human demon-worshippers have a grand circle drawn and are chanting finalizing the Ritual that is sending them all into the Abyss! Level n - 1 combat ensues and PCs quickly rout the cultists in mid-seance.
6:1 and 1 Advantage used
Panel 9
(R) + Diplomacy check using Advantage for an Easy DC. The children are terror-stricken, in sheer panic as the building collapses around them. There seems to be no escape. After ending the ritual and slaying the childrens' captors, an orderly, expeditious escape is required. After the heroic rescue, the Rogue is easily able to get their attention, calm them and corrall them toward the 3rd story window where egress comes in the way off...
7:1 and both Advantages used
Panel 10
(D)+ Dryad's Trees Daily automatic success. ...a mighty tree exploding from the floorboards. Telling the children to look out the window, she points to a second, like tree that has just manifested in the courtyard below. Giving them an example, she steps through a large nodule at the tree's base and reappears at the base of the second tree in the courtyard. The children all follow suit, finally followed by the Rogue as the final wood planks of the attic floor erupt in fire and collapse. The Bladesinger, after vanquishing the greater demon and his hounds, emerges from the collapsing structure, sprinting away a moment before the Abyss swallows it completely and the portal blinks out of existence (a la the movie Poltergeist).
8: 1 Skill Challenge Successful. Children saved, Ritual stopped, Abyssal portal closed, Demon and cabal routed.
Alright. There is the first one. Hopefully this thread gets some use and folks post their own successful Skill Challenges for people to use as inspiration or for delving into techniques for successful noncombat, conflict resolution. I'll update with others as I have time.