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Skill Challenge Depot

@Jameson Courage I think when I ran the Escaping Collapsing Mines challenge, I may have made it timed to collapse after 3 rounds and anyone still in the passage would be crushed. So there was no X number of failures results in defeat as per RAW, rather I went with a more Obsidian style challenge (thanks to @Stalker0). Instead, I just had individual consequences for failure.
Interesting! I ran mine with a pretty normal setup tonight, and it turned out well in my estimation. Lots of tension, people dropping and getting back in it, inventive ideas, encounter and daily power used, it was a close call (2 failure at the end), etc. Thanks for posting it.

However, as I note in my other thread, one of my players has expressed hatred for skill challenges. I might experiment with something like what you're talking about. How does the "3 rounds" thing work? Do you go around initiative, have people take turns, or do you just ask them what they're doing and have people do whatever, possibly with one person doing something over and over? What does "just had individual consequences for failure" mean, if that's not too general of a question? Like, if an individual PC fails an Athletics check to climb, then they don't make progress / fell, with penalties as normal outside of a skill challenge, with round 2 ramping up tension and pressure because now they haven't progressed? That kind of thing?
 

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[MENTION=1210]the Jester[/MENTION] Very evocative! What would be the consequences for failure to awaken the earth weird/convince her to prophecy?

The party wouldn't get (and, in play, didn't get) the prophecy, which is full of clues about the BBEG that they were pursuing at the time.

@the Jester Those are both great and its pretty clear how the various possibilities will be actualized in play. I know this is asking a wee bit much, and if you don't have the time then don't sweat it, but if you do have the time, do you think you could do a quick write-up on how things emerged in play for your group? That would be great to map the two and probably a very useful tool for folks who follow your format. Appreciated if you can and understand if not.

Well, I can bottom line it for you, although both of them are months (or years!) in the past, real time.

The "Finding Tscire Nobi" challenge took the pcs several days to complete. I do remember that when the ghouls attacked, the party took only one round to realize that they were losing successes, and IIRC the party's enchanter mage managed to get the ghouls out of "pull the boat away" position. I believe that they ended up using a "follow the retreating ghouls" tactic, along with a hand of Lester ritual (hand of fate in most games) to gain an additional edge in the challenge.

As for the SC to rouse Groolool, they utterly failed it, I think during the second round of checks. The same pc rolled two horrendously bad failures, and someone else rolled a third; the pcs never got that prophecy, which might have clued them in to the true identity of the patron of the arch-enemy that they were pursuing at the time, but they still managed to pursue said foe and slay him before he could carry out his plans.

Sorry, I can't be more specific- the details are a bit foggy. Prolly doesn't help that we mix partying and gaming together in equal (and large) amounts.
 

Here's another one. The situation is that the pcs need help getting to the Mountain of Ultimate Winter, a well-hidden section of the Elemental Chaos so cold that even creatures normally immune to cold freeze to death in moments. Only the immoths, the creatures that (generally) dwell there, know where it is, so the pcs sought out an immoth-in-exile named Tarent. The encounter could have been a combat one, but I had a SC ready in case the pcs tried negotiation (my group is notoriously diplomatic, often talking their way out of fights, and into deals, with hags, wererats, goblins, dragons, Drow, a death knight and more over the years).

Note that some of the choices listed involve the situation in the dungeon Tarent, the immoth leader, was dwelling in (the Bile Mountain Casino and Resort).

Also note that this SC doesn't have a traditional "3 failures and you lose" condition, but rather requires enough influence points to succeed.

SKILL CHALLENGE: Getting Tarent's Aid in Reaching the Mountain of Ultimate Winter:

Assuming that pcs attempt to bargain for assistance in reaching the Mountain of Ultimate Winter, Tarent's first response is to flatly refuse, at which point this skill challenge begins.

What the Players Know: Inform the players that the pcs can bargain as long as they like, but the skill challenge has a limited number of ten minute rounds (during which each pc may make one check); after that, Tarent's position has hardened to its final position. If there are only three pcs present, the challenge has 4 rounds; otherwise, it has only 3 rounds. In attempting to persuade Tarent, the pcs will gain and lose influence points; the number of influence points the pcs have at the conclusion of the skill challenge determines Tarent's final position.

Running the Skill Challenge: The following are some examples of ways to gain or lose influence points with Tarent. However, creative players will doubtless come up with other approaches.

Peaceful Intent: If the pcs have not killed an immoth, they start with 1 influence point. If they have not killed anything on this level, they start with 2 influence points.

Investigate the Bile Seeps: A party that offers to pass up the stairs and investigate the possibility of a Bile Lord earns 2 influence points, or 4 influence points if they agree to wait for any information until they successfully breach the upper level and return.

Slay Trakkekt: If a pc has used Insight to ascertain that Tarent has a secondary concern (see below), the party can offer to slay Trakkekt. This gains the party 1 influence point.

Instant Friends or Similar Powers: A power such as instant friends will gain the pcs 3 influence points and will get Tarent to answer questions about the Mountain of Ultimate Winter excluding those that reveal its location. He will also volunteer that the place is so cold that even most creatures made of ice freeze to death there. The immoths, being the true natives of the place, can survive through rune-magic, and he could give a group the ability to survive there for a few days.

Demonstrations of Puissance: If the party has already offered to investigate the possible return of a Bile Lord, they may attempt to demonstrate that they have what it takes to traverse the stairs by making Arcana, Acrobatics, Religion, Thievery, Diplomacy, Bluff, Athletics or Endurance checks, DC 25. Each skill can be checked only once and gains the part 1 influence point.

Gifts: Though Tarent is not moved by mundane riches, an offer of a ritual of at least 15th level from a source other than the Players Handbook or Arcane Power earns the party 1 influence point; a second ritual of at least 18th level earns the party a second influence point, and if the pcs can offer him a third ritual of at least 20th level they can earn a third influence point, but that's the maximum rituals can earn the party. Similarly, if the party gives Tarent a magic item of 20th level or higher, they can earn 1 influence point.

Arcana: A character trained in Arcana may be able to find common ground with Tarent. This requires an Arcana check, DC 26. Success gains the party 1 influence point; failure costs them 1 influence point. The party may only gain 1 influence point this way.

Bluff: The pcs may attempt to trick Tarent, which is a surprisingly easy task. A Bluff check will succeed against him if it beats his opposed Insight check (his bonus is +10). This will earn the pcs 1 influence point, but each time he succeeds on his Insight check, he gains a cumulative +5 bonus to subsequent Insight checks in the challenge. A success earns the pcs 1 influence point, while failure costs them 2 influence points.

Diplomacy: The most straightforward way to influence him is with successful Diplomacy checks. The Diplomacy DC to influence him begins at 18 but increases by 2 each time the party makes a successful check. Success gains the party 1 influence point, while failure loses the party 1 influence point. A character can also attempt a DC 18 check to aid another character in the attempt; failure instead gives a -2 penalty.

Insight: With an Insight check, DC 28, the party can determine that Tarent has a secondary concern beyond his problem with bile. This doesn't earn them an influence point, but may allow them to learn about his problems with the mad immoth Trakkekt in area 92, which opens up the “Slay Trakkekt” option, above.

Intimidate: Attempts to Intimidate Tarent into speaking are difficult, but not impossible. The DC is 31; success earns the pcs 1 influence point, while failure costs them 1 influence point. If this reduces the party below 1 influence point, Tarent orders his bodyguards to attack the insolent fool that threatened him; after one round of attacks, if the party refrains from making any attacks, he calls his bodyguards off. The party can only gain 1 influence point this way.

RESULTS OF THE SKILL CHALLENGE

At the end of the skill challenge, the number of influence points the party has accrued determines the amount of help that Tarent is willing to offer:

Influence Points --- Results

Fewer than 6 --- Tarent turns the party away with no aid. If they persist in badgering him, he grows angry and attacks. No skill challenge xp.

6 to 7 --- Tarent offers to plant a set of teleport coordinates to the Mountain of Ultimate Winter in the mind of one member of the party, explaining that the coordinates will be impossible to express to another and will burn themselves out of the recipient's mind once they have been used once. The party earns 2,800 xp.

8 to 9 --- Tarent offers to guard the party against freezing to death with his rune-craft, warning them that it will only last one day. He also offers to plant a set of teleport coordinates that lead to the Mountain of Ultimate Winter in the mind of one member of the party, explaining that the coordinates will be impossible to express to another and will burn themselves out of the recipient's mind once they have been used once. The party earns 5,600 xp.

10 --- Tarent offers to transport the party to the Mountain of Ultimate Winter, though they will have to descend out of the dimensionally locked area of Bile Mountain first. He also offers to guard them against freezing to death with his rune-craft, but warns them that it will only last one day. The party earns 8,400 xp.

11 --- Tarent offers to transport the party to the Mountain of Ultimate Winter, though they will have to descend out of the dimensionally locked area of Bile Mountain first. He also offers to guard them against freezing to death with his rune-craft, but warns them that it will only last one day. Finally, he gives them one potion of recovery (PH 255). The party earns 9,800 xp.

12 --- Tarent offers to transport the party to the Mountain of Ultimate Winter, though they will have to descend out of the dimensionally locked area of Bile Mountain first. He also offers to guard them against freezing to death with his rune-craft, but warns them that it will only last one day. Finally, he gives them 3 potions of recovery (PH 255). The party earns 11,200 xp.

13 --- Tarent offers to transport the party to the Mountain of Ultimate Winter, though they will have to descend out of the dimensionally locked area of Bile Mountain first. He also offers to guard them against freezing to death with his rune-craft, but warns them that it will only last a maximum of 3 days. Finally, he gives them 3 potions of recovery (PH 255). The party earns 12,600 xp.

14 or more --- Tarent offers to transport the party to the Mountain of Ultimate Winter, though they will have to descend out of the dimensionally locked area of Bile Mountain first. He also offers to guard them against freezing to death with his rune-craft, but warns them that it will only last a maximum of 3 days. Finally, he gives them 5 potions of recovery (PH 255). The party earns 14,000 xp.


How It Went: The pcs had managed to negotiate their way in without killing an immoth; they also immediately agreed to seek answers about the bile seeps and said they were willing to wait for an answer until their return. A combination of diplomacy and demonstrations of puissance did the rest. The pcs ended up with 13 influence points. Nearly a perfect victory!
 

Though not technically a skill challenge, this is similar enough that I thought it was worth posting. To get to the uppermost level of Bile Mountain, creatures must pass through a staircase laden with epic wards designed so that only a well-balanced and very powerful group can get to the top.

103. Massive Stairway (14,000 Quest XP)

Doors: The doors to area 103 are extremely heavy and require a strength check, DC 28, to open. A character that fails to open them three times cannot succeed until he or she gains a level. Up to three medium or small creatures can aid an attempt to open them.

Each of the solid stone steps here is about 2' high and broad. A character that examines the stairs with an Arcana check, DC 28, wil recognize that an extremely rare material called resonite has been incorporated into them, which helps create the various fields that must be crossed to reach the teleport platform at the top.

Creatures attempting to ascend the stairs may move two squares into the room without difficulty, but then must cross a number of resonating fields of magical energy in sequence. Each field is a wall 4 perpendicular to the direction of the stairway completely blocking further passage upward, and there are five fields in all. Each requires a separate method of penetration and creates a different hostile effect when an attempt to pass it fails. When a field is penetrated, it collapses for one round; creatures attempting the ascent are on initiative, but can arrange their order as desired.

From the bottom upward, the fields that must be penetrated are:

Field of Strength: This field feels slightly elastic, but its resistance increases incredibly as creatures advance into it. Moving into this field requires a Strength check, DC 23. Each failed attempt inflicts 5d6 points of lightning damage to each creature in the field.

Field of Faith: Creatures entering this field feel a sense of moral oppression and negative energy. A trained creature that makes a Religion check, DC 26, will recognize that someone able to channel divinity might be able to penetrate the field. Any creature that uses a channel divinity power may make a Charisma implement attack against a defense of 35 to collapse the field for a round. Alternatively, clever characters might be able to breach the field by making a radiant attack against a defense of 39. Each failed attempt causes a negative energy backlash that deals 8d6 necrotic damage to each creature in the field.

Field of Magic: This field literally smells of magic, as an Arcana check, DC 20, will recognize. A character can make an Arcana check, DC 21, to visualize the complex web of interactions creating the field. A savvy character can attempt to unweave this field with an Arcana check, DC 35, to open the field up. A dispel magic will not collapse the field, but will weaken it for a round, lowering the Arcana DC to 30. Each failed attempt inflicts 5d6 force damage to each creature in the field.

Thick Field: This field is barely visible. Creatures that study it and make a Perception check, DC 26, can tell that the field folds together like a large mass of warped paper, and small openings and gaps exist in it. A creature can attempt to squirm through such a gap with a successful Acrobatics check, DC 35; success means that the gap widens enough for the rest of the party to pass through. Failure inflicts 6d6 acid damage on each creature in the field.

Field of Persuasion: This field fills creatures with a sense of being watched and perceived. A creature with a passive Insight of 26 can sense that it is possible to talk to this field. (The field does not respond verbally.) A Diplomacy check, DC 35, will persuade the field to collapse for a round. Alternatively, a Bluff or Intimidate check, DC 39, will do the same. The content of the attempt at persuasion matters not a whit. A failed attempt on any of these checks inflicts 8d6 cold damage on each creature within the field.

The Landing: At the top of the stairway is a landing, also lined with resonite. This is the only place on this level of Bile Mountain where teleportation is possible; any creatures stepping into the teleport circle teleports to area 104 after a single round. The circle is of incredible complexity and is interwoven with other epic magic; it is impossible to discern the circle's teleport coordinates without making an Arcana check, DC 42.

Quest XP: Characters that reach the top and exit via the teleport platform earn 14,000 xp.

How It Went: Everyone rolled very well when they faced this challenge, but they didn't have anyone capable of channeling divinity. They ended up sacrificing a magic standard that created a zone of radiant energy in order to bypass the Field of Faith, and good rolls- unusual for my players- got them up the rest of the way virtually without damage.
 

The below was a social Skill Challenge that was remarkable/memorable to me for two reasons:

1 - It was only a complexity 1 Skill Challenge that extraordinarily went south and went south hard due to a series of wonky die rolls.

2 - The impact on the resolution of the final tier of play, and afterward, was fairly significant.


The tier of play being resolved was a riff off the classic trope (Gap of Rohan, Thermopylae Pass, The Wall in ASoF&I) of hopelessly outnumbered, but utterly committed, defenders heroically defending the lone breach to civilization from an oncoming horde. In this case it was a mixed horde of human barbarians and monstrous creatures versus several settlements on the edge of civilization where various Ranger Lodges have been watching and defending this breach throughout history. However, the old allegiances had died and it was a fractured fraternity. The PCs task was to "unite the clans (lodges)" by convincing each High Huntsman (the leader of the lodge) of the impending threat. This particular lodge had a very proud, very severe half-orc as High Huntsman. Of note, in my game the elf/orc feud is not one of socialization, its born of the Gruumsh/Correlon creator influence; effectively magical (genetic) predisposition. "Its in the blood." Half-orcs are not free of this. Two of my 3 PCs are elven (one is technically eladrin...but elf nonetheless).

B (Bladesinger), R (Rogue), D (Druid)

They arrived in his village with children playing, practicing archery, tanners tanning, warriors practicing morning drills with the great half-orc huntsmen chopping great blocks of wood on a redwood stump.

Panel 1

The initial scene Bang involved the archery-practicing children enamored of an elf (Eladrin Bladesinger) and his beautifully carved bow. They wanted to see the bow and they wanted him to show them the legendary elven technique and accuracy. He indulges them...in eyeshot and earshot of the half-orc High Huntsman and the proud warriors of his clan...

- (B) Dexterity check with Bow proficiency bonus added versus Moderate DC. The Bladesinger lets them see the bow, pull back the string, etc. At their behest, he lets loose an arrow at their target and hits it square in the middle, cheers abound.

Mechanically this was a failure by 1. Complication: The High Huntsman is not amused. He is visibly offended, big time. He grunts disdain and snorts something under his bread, slamming his axe home and splitting a log in one fell blow.

0:1

Panel 2

(D) Insight support action versus Easy DC. The elven Druid takes measure of the High Huntsman's "not amused" response to the foreigner elf proposing to "instruct" the children of his clan on archery...of which their lodge is legendary for. She gives gives a brief look of acknowledging consternation to the Rogue for his follow-up effort at damage mitigation.

Mechanically a success so a + 2 to the Rogue's next check below.

0:1

Panel 3

- (R) Diplomacy versus Medium DC. The Rogue attempts damage control, making note of and praising the lodge's legendary reputation as archers...and make, hopefully, a mood-lightening joke at the naive elf's expense.

Mechanically this check was impossible to miss...yeah, except he rolled a 1. There was an amusing facepalm moment here. Complication: The High Huntsman acknowledges the Rogue's words, says "yes, he is clearly a fool...state your purpose." However, his top warrior (also offended and unwilling to let it go at that) walks over, focuses his ire squarely on the elf and begins to recount a folk tale about the wolf going into the bear's den and "rearranging the place." He asks the elf he knows it.

0:2 (uh oh)

Panel 4

+ (B) He pondered going with Intimidation (Spook Cantrip) here, but went History check versus Medium DC (as the opportunity presented itself, making sense in the narrative and allowing him to keep Spook in his back pocket should it be needed later). He dispassionately finishes the story about the bear waking up and eating the wolf. The two warriors stand not far from each other, looking grimly at each other.

Mechanically an easy success. Result: The High Huntsman, amused, lightens for a moment and asks them "are you hear to scare me and my clan into being the levee overcome by the great flood?"

1:2

Panel 5

(D) Intimidate support action versus Easy DC. The Druid attempts to relate that the great food is all-consuming. All of the land is washed away, the animals, the trees, everything...not just the breaking levee. Hopefully setting up the Rogue for a follow-on.

Mechanically. Yeah, inexplicably she fails. - 2 to Rogue's upcoming check. Complication: Exhausted and the interruption to his morning work, he lashes out at her, irrationally blaming her for distracting him when his favorite wood-cutting axe becomes lodged in an unforgiving knot in his next blow. He lets go of the stuck axe, backs off and wipes his sweating brow, catching his breath.

1:2

Panel 6

- (R) Athletics versus Hard DC. Going to do the mechanic part first here. An interesting thing happened here. Before the Skill Challenge, the Rogue invoked the Martial Practice Uncanny Strength (10 minute duration, take 10 on Athletics checks for a Healing Surge). If the Druid passed her Intimidate support action, that would have given the Rogue an automatic success versus a Hard DC with Athletics. Now, with a failure, he needed a 13 or better. He still could have auto-passed on a Moderate DC but he wanted this to be narratively impactful and they needed to rally. He bartered for the Hard DC for 2 successes in the challenge. Rolled an 11. Wuh. Wuh. Wuuuuuuuuuuuuuuuuuh. Aggresively and assertively, the Rogue tore the deeply buried axehead free of the knot in the half-split log. Before he sent it down, he made some sort of symbolic statement (invoking the spirit of the flood metaphor) like "a swing from each of your lodges and the horde will be rent asunder" and he brought the axe down. The axe tears through the defiant knot, splits the log in two but the axehead buries deep into the stump as the handle explodes into pieces, destroying the axe.

From my recollection I didn't have the High Huntsman say anything, he just delivered an acknowledging glare at the irony. The PCs left defeated. The cost of the lost Skill Challenge was that the mass battle to end the tier was + 1 level in difficulty in encounter budgetting. Because of the way of this loss, I actually had the Half-Orc High Huntsman cut a deal with the Horde, in return for sparing his people/lodge, his Rangers showed the horde's lead scouts a secret mountain path (cue Thermopylae) that let them surround the manned bastion that spanned the gap. The PCs knew who their betrayer was immediately and after defeating the horde (with great cost...almost all of the Rangers of the other lodges were killed), conflict with that rogue lodge ensued.
 

Interesting! I ran mine with a pretty normal setup tonight, and it turned out well in my estimation. Lots of tension, people dropping and getting back in it, inventive ideas, encounter and daily power used, it was a close call (2 failure at the end), etc. Thanks for posting it.
Cheers! :) I tried to post one that embodied more of an archetype rather than something overly specific to my game, at least to start with.

However, as I note in my other thread, one of my players has expressed hatred for skill challenges. I might experiment with something like what you're talking about. How does the "3 rounds" thing work? Do you go around initiative, have people take turns, or do you just ask them what they're doing and have people do whatever, possibly with one person doing something over and over?
3 rounds means the PCs have 3 rounds to resolve the situation, or else something bad happens; caveat: they should be aware of this time limit, and depending on the challenge, a 'round' might be 'several seconds', 'an hour', or even 'a day'. If its incorporated into combat I use initiative, otherwise I just let people take turns organically, intervening only to encourage quiet players to contribute. Because there is a deadline, players feel an urgency to contribute (whereas in RAW skill challenges, players might complain that they are penalized for contributing to challenges where their trained skills aren't useful...since failures accumulate).

What does "just had individual consequences for failure" mean, if that's not too general of a question? Like, if an individual PC fails an Athletics check to climb, then they don't make progress / fell, with penalties as normal outside of a skill challenge, with round 2 ramping up tension and pressure because now they haven't progressed? That kind of thing?
Sure that's one example. Another is the cave-in hazard attack on a failed check.

The main idea behind the 3-round/Obsidian skill challenge system is that the Defeat condition for the skill challenge is not "the party failed 3 checks", but rather "the party did not reach X successes in 3 rounds." The Success condition remains unchanged.

However, something like [MENTION=1210]the Jester[/MENTION]'s negotiations with an earth weird prophet would not be a good match for this alternate system, because there is no urgency in how the scene is framed. So it's not a one-size-fits-all kind of deal.

Actually, that's my criticism of the skill challenge system; after playing with it a while it feels embryonic. Yes, I *can* do a chase, or a siege, or a negotiation with a SC, but can I do it satisfactorily? Do the players feel there are enough meaningful choices and strategies they can pursue? IME many (but not all) SCs need significant original work by the DM to make them work *well* for a specific scenario.

For an example of that with an investigation skill challenge based on the GUMSHOE rules specific to my campaign, check out: http://www.enworld.org/forum/showth...llenge/page3&p=6136483&viewfull=1#post6136483
 
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Cheers! :) I tried to post one that embodied more of an archetype rather than something overly specific to my game, at least to start with.
Well, it certainly went well for me, so thanks again.
3 rounds means the PCs have 3 rounds to resolve the situation, or else something bad happens; caveat: they should be aware of this time limit, and depending on the challenge, a 'round' might be 'several seconds', 'an hour', or even 'a day'. If its incorporated into combat I use initiative, otherwise I just let people take turns organically, intervening only to encourage quiet players to contribute.
Oh, I get the "rounds" a little better, now.
Because there is a deadline, players feel an urgency to contribute (whereas in RAW skill challenges, players might complain that they are penalized for contributing to challenges where their trained skills aren't useful...since failures accumulate).
I would think that people would pass and let the people best suited to the task go ahead. Do they want to contribute because a certain number of successes in 3 rounds, and if they don't contribute, they may not succeed in time? I can see how that'd get them to scramble to act.
Sure that's one example. Another is the cave-in hazard attack on a failed check.

The main idea behind the 3-round/Obsidian skill challenge system is that the Defeat condition for the skill challenge is not "the party failed 3 checks", but rather "the party did not reach X successes in 3 rounds." The Success condition remains unchanged.

However, something like @the Jester's negotiations with an earth weird prophet would not be a good match for this alternate system, because there is no urgency in how the scene is framed. So it's not a one-size-fits-all kind of deal.
That makes sense to me. I definitely prefer skill challenges where there is a sense of urgency (cave-in, control the portal, etc.) as compared to skill challenges without that sense (make your way to the elemental, find the highest peak, find a lead, etc.), though I've run both so far.
Actually, that's my criticism of the skill challenge system; after playing with it a while it feels embryonic. Yes, I *can* do a chase, or a siege, or a negotiation with a SC, but can I do it satisfactorily? Do the players feel there are enough meaningful choices and strategies they can pursue? IME many (but not all) SCs need significant original work by the DM to make them work *well* for a specific scenario.

For an example of that with an investigation skill challenge based on the GUMSHOE rules specific to my campaign, check out: http://www.enworld.org/forum/showth...llenge/page3&p=6136483&viewfull=1#post6136483
I will check that out. Thanks for the reply. I think I get what you're getting at with the "before X 'round'" thing, and I think I can see how that encourages contribution and can ramp up tension. My player might like this more, but I'm not sure. Either way, I might run something like this and see how much I like it, though :)
 

I would think that people would pass and let the people best suited to the task go ahead. Do they want to contribute because a certain number of successes in 3 rounds, and if they don't contribute, they may not succeed in time? I can see how that'd get them to scramble to act.
Yep, that's exactly it. It does require you to pick a good target # of successes to suit the number of PCs in your party.

That makes sense to me. I definitely prefer skill challenges where there is a sense of urgency (cave-in, control the portal, etc.) as compared to skill challenges without that sense (make your way to the elemental, find the highest peak, find a lead, etc.), though I've run both so far.
Both have their place in a game. For a while now I've been working on a bunch of skill challenge archetypes which sort of bridge 4e, 5e, Apocalypse World/Dungeon World, Gumshoe, and a couple other rules. Basically they're like a chassis that you overlay on the basic skill challenge system to make for a more engaging scenario.

I will check that out. Thanks for the reply. I think I get what you're getting at with the "before X 'round'" thing, and I think I can see how that encourages contribution and can ramp up tension. My player might like this more, but I'm not sure. Either way, I might run something like this and see how much I like it, though :)
Technically it's still RAW and not a house rule, because it was introduced in DMG2 along with a host of cool skill challenge ideas.
 

Don't want to flood the boards with a double post, but wanted to let you know I've posted the outline of a Skill Challenge I've recently designed (following tons of great advice from here and other board postings) over at
http://www.enworld.org/forum/showth...-quot-Skill-Challenge-Framework&prefixid=wotc

Format (and a lot of other ideas) borrowed shamelessly from [MENTION=1210]the Jester[/MENTION]
Hope it helps inspire, and I'd love to hear any insight you guys have to offer!

Trit
 

Here's a more traditional skill challenge I worked up a couple of years ago for my party. It's another "Find the Dungeon" kind of SC (like the Tscire Nobi one above), but in this case, it involves a trip through a trackless swamp. As I run a sandbox, I'm a real fan of the idea that, yes indeed, you can fail to find a hidden adventure site. Go ahead and pick another adventure hook to follow up on. So yeah, failure in this case lets the yuan-ti at the dungeon complete excavating it and perform a ritual that will drastically increase the rate of reproduction of snakes for miles around. The pcs didn't know this; they just knew that there was some kind of snake cult stealing people away from their home area.

This is an older, probably not quite as well-thought-out, skill challenge that I wrote. The way it was played also included random encounter checks, so for the sake of completeness I will add my wandering monster notes at the end, since they could (and did) have major effects on the way everything played out.

TO THE ZIGGURAT
Level 8 Skill Challenge
XP 1750


Setup: The pcs attempt to reach the ziggurat, moving through the Lithski Fens. Moving into the swamp is slow, landmarks are hard to find, swamp gas severely limits visibility and insects constantly bite and sting.

Every three days is a round for this skill challenge. Each round, every pc must make one check of their choice. At the end of each round, each pc must also make an Endurance check to avoid exposure to disease; see Complications, below. Note also that certain of the possible random encounters in the swamp may also have an effect on the skill challenge.

Because of the harsh environment of the Lithski Fens, it is typically very difficult to take an extended rest. Doing so takes a full three days of time (finding a suitable place, managing to stay dry and comfortable and then returning to the trail of the yuan-ti), during which time random encounter checks will be made as normal. There simply aren't many safe places to hole up; however, after three, five, eight and ten successes, the pcs pass by one of the landmarks on the map, which offers them a bit of a better resting place. See Landmarks, below. In short (assuming the pcs gain one success per round):

Rounds 1-3: Standard
Round 4: Split willow
Round 5: Standard
Round 6: The Algae-Choked Pond
Round 7-8: Standard
Round 9: The Cranberry Bog
Round 10: Standard
Round 11: The Blue Mud
Round 12: Standard

The pcs should have an explicit understanding of the mechanics of this skill challenge before it begins.

Level: 8
Complexity: 5 (requires 12 successes before 3 failures)
Primary Skill: Nature

Nature (DC 20 or 30; 1 success or 2 successes; only one character per round can earn successes): The character manages to keep the party headed in the right direction. Slowly but surely, the party makes progress. Alternatively, the character can attempt to find shortcuts and use a more direct route than that indicated on the map, choosing the higher DC but a chance of gaining two successes.

If the characters have the map and follow it (using the lower Nature check DC), they gain a +1 bonus from it. Failure on either check results in a single failure accruing.

When the pcs find the landmarks, they have certain other options; see Landmarks, below.

Secondary Skills: Athletics, Endurance, Heal, Nature, Perception

Athletics (DC 19): The character pushes hard into the brush and muck, helping to clear a path. The primary Nature check for the day gets a +1 bonus. Only one character may grant this bonus each round.

Endurance (DC 8): The character focuses on avoiding filth, keeping dirty water out of his eyes and mouth and so on in order to avoid exposure to blinding sickness. A successful roll means that the character need not make an Endurance check at the end of the round, although a natural 1 is a failure even if the end result is above 8.

Heal (DC 16 or special): The character ministers to one ally, helping her avoid exposure to blinding sickness. Success means that the character need not make an Endurance check at the end of the day, although a natural 1 automatically fails this check.

Alternatively, a character can use a Heal check to help someone already suffering from blinding sickness, in which case the character's Heal check replaces the victim's own Endurance check against the disease.

Nature (DC 20): The character aids the primary Nature check. Success grants a +2 bonus; failure indicates that the primary Nature check takes a -1 penalty. As many characters can aid the primary check each round as wish to; all modifiers are cumulative.

Perception (DC 14): The character attempts to aid the primary Nature check by spotting landmarks, watching for troublesome terrain and similar things. Success grants a +2 bonus to the primary Nature check for the round; failure inflicts a -1 penalty. Any number of characters may attempt this check each round.

Landmarks: When the pcs reach the map's landmarks (a huge split willow, a large algae-choked pool surrounded by three rock piles, a cranberry bog and an area of blue mud) they have several additional options. First, at a landmark the pcs can stop and take an extended rest in a single day, and there are places to rest safe from random encounters (located on a single Nature check, DC 20). Second, each of the landmarks offers the pcs other options.

The Split Willow: This landmark is a large split willow on a high mound of dirt and swamp grass. It is relatively dry. On the round during which the pcs pass by the willow, they have the following additional option:

Athletics (DC 12): That willow sure is tall! If a pc climbs it, they can see which direction the land falls in, which (according to the map) leads to the second landmark. The pcs can earn one success this way; a failure results in the pc falling when 40' up, suffering 4d10 points of damage, but does not count as a failure for the skill challenge.

The Algae-Choked Pool: This large pile, surrounded by piles of gravel and rocks, is in a wetter area. The pcs must really slog to make progress, and their speed of travel slows to a crawl in this area. However, a bunch of herbs useful in healing poultices and similar things grow around the pool. Additionally, there is a rickety boat On the round during which the pcs pass by the algae-choked pool, they have the following additional options:

Heal (DC 15): The character gathers herbs that will help protect against the various bugs, swamp foot and other challenges of swamp travel. This allows the pcs to move faster, earning them one success on the challenge. A failure does not count against the challenge and carries no penalty.

Thievery (DC 19): If characters wish to take the boat, they can speed up their progress. However, it is old and in terrible shape. Characters skilled with their hands can try to repair and improve it with the materials available. Making the boat usable at all requires two Thievery checks, DC 19; until the pcs make two such successful checks, the party cannot take the boat. (Note that these checks count as the pcs' checks for the round.) Once the boat is usable, the characters get a +2 bonus on their primary Nature checks until they reach the cranberry bog, where they must disembark.

The Cranberry Bog: This area is tangled with cranberry bushes, which grow in shallow, swampy water. The boat cannot move through these; the pcs are back to slogging on foot. The cranberry bog goes on for a mile, which is a full six days' travel (two rounds in the skill challenge). It is full of small poisonous snakes, which are a constant hazard while the pcs travel through it. Unless they take steps to avoid the snakes, each pc loses a healing surge during this journey and gains a sensitivity to venom (vulnerable 5 poison). Each character gets a saving throw at the end of each additional round of the skill challenge to throw this off. During this period, the pcs have the following extra options available to them:

Acrobatics (DC 19): The character avoids being snake bitten.

Athletics (DC 20): The character helps cut a trail through the bog, making everyone's journey slightly quicker. The party gains a success. Failure carries no penalty. The party can gain one success with this skill in the cranberry bog.

Endurance (DC 21): Although she is bitten like everyone else and loses a healing surge, the character avoids gaining venom sensitivity.

Heal (DC 19): The character treats one ally, removing its venom sensitivity.

Nature (DC 14): The character avoids being bitten by snakes.

The Blue Mud: The characters reach a higher area of bluish clay and mud. Those areas above the water hold tracks quite well, and almost immediately the pcs spot an area that has obviously been cleared of vegetation and rocks have been set up to provide firmer footing or perhaps seating. A large stone altar topped with an enormous serpent's skull dominates the scene. The blue mud goes on for miles; although travel is quicker here than in most of the wetter areas, it is also quite treacherous, sucking at boots and feet. The pcs have the following additional options while in this area:

Athletics (DC 20): If the group makes a group Athletics check this round and succeeds, they earn a success by moving quickly through the mud. The group earns one success this way; failure does not earn a penalty, but the party wastes the round. The party may delay one day while one pc makes a Thievery check instead (see below).

Endurance (DC 20): Likewise, the party may make a group Endurance check to earn a success, although in this case it is sheer perseverance that does the trick and swamp shoes do not aid the party.

Thievery (DC 10): The character lashes together branches to form swamp shoes (think snow shoes for a marsh). This gives the primary Nature check for this round a +2 bonus. Alternatively, one character can make a Thievery check to aid a group Athletics check (see above), in which case the party is delayed one day but each pc gains a +2 bonus on their Athletics check. However, the character that makes this Thievery check is considered to fail the group Athletics check.

Complications: At the end of each round of the skill challenge (every three days), each pc must make an Endurance check, DC 8, or be exposed to blinding sickness. (A natural 1 on this check results in exposure even if the final result is above 8.) Make an attack: +12 vs. Fortitude; Hit: the target suffers the initial effect of blinding sickness (DMG 49). However, rather than making an Endurance check each day, the character need only make one per round of the skill challenge (three days).

Success: The pcs find the Ziggurat of a Thousand Serpents- but did they find it in time? Take note of how many primary checks the pcs had to make in order to determine how many days it took to find and reach the pyramid and consult the Timeline (see above).

Failure: If the characters accrue three failures on the skill check (and note that only failures on primary Nature checks count for this purpose), they cannot find the ziggurat and become hopelessly lost in the swamp. See Lost! below, for details.

WANDERING MONSTERS

Reaching the Ziggurat of a Thousand Serpents requires an arduous journey into the swamp. Even with the map that the pcs claimed from the yuan-ti they intercepted, the party must succeed at a skill challenge to reach the step pyramid. Along the way, they may have random encounters; check once each day, with a 1 in 12 chance; an encounter occurs at a random hour of the day, and when an encounter occurs, there is a 1 in 12 chance of a second encounter that day. If an encounter is indicated, it will include 1d4+1 encounter elements from the chart below; roll each one separately. Indicated encounter elements might be stalking one another or the pcs, working together, simply at the same place at the same time, etc.


d% Roll --- Encounter Element (level/role) --- Source --- XP
01-10 --- Will-o'-wisp (level 10 lurker) --- MM2 209 --- 500
11-16 --- 1d4 visejaw crocodiles (level 4 soldier) --- MM 45 --- 175
17-19 --- 3d4 swamp stirges (level 6 minion lurkers) --- See below --- 63
20-26 --- Greenscale marsh mystic (level 6 controller) --- MM 179 --- 250
27-33 --- 1d4 blackscale bruisers (level 6 brutes) --- MM 179 --- 250
34-42 --- 1d4 greenscale darters (level 5 lurkers) --- MM 178 --- 200
43-49 --- 1d4 water moccasins (level 8 minion controllers) --- See above --- 88
50-53 --- 1d3 ghouls (level 5 soldiers) --- MM 118 --- 200
54-61 --- 1d4 giant wasps (level 3 lurkers) --- See below --- 150
62-64 --- 1d4+1 snaketongue initiates (level 7 minions) --- MM 272 --- 75
65-71 --- Vine horror (level 5 controller) --- MM 260 --- 200
72-77 --- Shambling mound (level 9 brute) --- MM 232 --- 400
78-82 --- Myconid rotpriest (level 3 brute) --- MM2 164 --- 150
83-89 --- 1d4 myconid guards (level 4 soldiers) --- MM2 164 --- 175
90-92 --- Half-orc death mage (level 6 controller) --- MM2 140 --- 250
93-97 --- Yngmar of the Willow (see below) --- See below --- 350 (see text)
98-00 --- Sweltos, swamp hermit (see below) --- See below --- 350 (see text)

YNGMAR OF THE WILLOW: Yngmar is a fey spirit that lives within a huge old willow atop a hump of dry ground. If the pcs encounter Yngmar, once any other encounter elements are resolved, he will step forth, appearing to be an old man whose hair and beard are made of moss.

Yngmar intones his words in a hollow, reverent voice. He is angry that the yuan-ti in the swamp are excavating the ziggurat; he will tell the pcs that in the past, when the step pyramid was active and inhabited, the swamp became tainted with blood and venom, and it made him sick; he will show them a terrible scar on his lower leg and ankle. If the pcs announce that they intend to root out the yuan-ti threat and make a group Diplomacy check, DC 14, Yngmar's eyes glow like swamp lights and he tells them that the swamp will aid them. Henceforth, any indicated random encounters are with only 1d4-1 encounter elements (rather than 1d4+1) and the party gains a +2 bonus on any further nature checks in the skill challenge.

If the party gains Yngmar's aid, they gain 350 xp.

SWELTOS, SWAMP HERMIT: Sweltos is an old human hermit that has lived in the swamp for over forty years. He lives in a shallow boat that he poles around or carries when the ground is too dry, eating frogs and catfish and trading with the lizardfolk and bullywugs of the swamp. He is suspicious and talks to himself a lot; if the pcs encounter him, he will mumble a lot, but if they ask about the ziggurat, he will admit that he knows where it is, but it is very dangerous to approach it. If the pcs can make a Diplomacy (DC 25), Intimidate (DC 20) or Bluff (DC 25) check, they can persuade him to help them get closer for 20 gp per day. If they do this, they gain an automatic success on the skill challenge for each day that they purchase Sweltos' services. If the party exceeds the DC by 5, he will lower his price to 15 gp per day, but that is as low as he will go.

If the pcs hire Sweltos, they earn 350 xp.

HOW IT WENT IN PLAY: The pcs had a series of smashing successes here, completing the challenge before they reached the algae-choked pond IIRC. They had a pair of random encounters; in the first, they found a group of bullywugs fighting against some mudmen and aided the bullywugs, saving the last of them from death and negotiating for his aid. In the second, they met Yngmar of the Willow.

In any event, the pcs found the Ziggurat of a Thousand Serpents, fought their way in and negotiated a cessation of hostilities (and the ritual I mentioned way up top) with the yuan-ti Indiana Jones-type who was in the bottom of the ziggurat.
 

Into the Woods

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