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Skill Challenge: Survive a night in the haunted dungeon
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4485628" data-attributes="member: 710"><p>The skill challenge idea is neat. I am not sure if it'S too late, but maybe you could combine "successfully barricaded" and "warding of haunting spirits" in one challenge.</p><p></p><p>The goals are two-fold: </p><p>- Ensure the barricades are safe</p><p>- Find enough rest</p><p></p><p>Success: Barricades Hold, You get the benefits of Extended Rest</p><p>Failure Options: </p><p>1) Their fears and the Shadowfell influence manifests in a spirit appearing to strike at them (maybe one spirit per PC, each representing his unique fears)</p><p>2) The Goblins break through the barricade.</p><p></p><p>You could even have a "partial failure" scenario - if the PCs get at least half the checks done before failing, only "half" of the encounter happens - if they were better at the spirit-warding stuff, the Goblins break through. If they were good at the barricade stuff, the Goblins are kept at bay but the spirits manifest. If both went way too bad, their fears obviously manifest the moment the Goblins break through. </p><p></p><p>The trick is setting up the encounters so that they are not automatically deadly. What I am not sure about is how to reward XP. If you really combine barricade & spirit warding together, maybe it should be a complexity 5 challenge. If they fail fully, they gain no XP for the challenge, but they get XP for the encounters. A partial success grants half XP for the challenge, and the encounter will be easier, so it will gain half XP anyway.</p><p></p><p>You should avoid making the encounter too hard - without daily resources (and low on healing surges), a equal level challenge should be hard enough.</p><p></p><p>--</p><p></p><p>Your skill suggestions look good, though for a higher complexity challenge, you probably don'T want to many limitations.</p><p>Maybe:</p><p>o Arcana (Moderate): Identify the nature of the Shadowfell effects. Can gain only on success, opens up the Hard DC.</p><p>o Arcana (Hard): Create a magical warding to reduce the Shadowfell influence. Can be done as often as you'd like.</p><p>o Religion (Moderate): Identify the nature of the spiritual energies. Can gain only one success, opens up the Hard DC.</p><p>o Religion (Hard): Cast warding prayers for divine aid or soothing the spirits. Can be done as often as you'd like.</p><p>o Diplomacy (Moderate): Rally your allies. Can gain only one success.</p><p>o Intimidate (Hard): Drive back the spirits or rattle the Goblins so they don't dare to break through. Can be done once.</p><p>o Endurance (Moderate): Find rest despite the noises and dreams.</p><p>o History (Easy): Tell a tale to motivate your party. Gains no success or failure, but +2 to next check.</p><p>o Dungeoneering (Moderate): Identify weak spots in the Barricades. Can gain only one success.</p><p>o Dungeoneering (Hard): Repair or close weak spots.</p><p>o Thievery or Dungeoneering (Hard): Set up a trap. Can gain only one success. Special: If the challenge fails and the enemies break through, roll Thievery vs Reflex at the first Goblin. On a hit, deal high limited damage (according to level, see DMG 42). (You might want to make this less generic by specifying an area and stuff like that)</p><p>o Athletics (Easy): Help reinforcements. +2 on next dungeoneering check, but no success/failure gain.</p><p>o Insight (Easy): Get a sense of your allies morale. +2 on next check. No success/failure gain.</p><p></p><p>Other skills as you see fit. Nature might also allow you to set up a trap.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4485628, member: 710"] The skill challenge idea is neat. I am not sure if it'S too late, but maybe you could combine "successfully barricaded" and "warding of haunting spirits" in one challenge. The goals are two-fold: - Ensure the barricades are safe - Find enough rest Success: Barricades Hold, You get the benefits of Extended Rest Failure Options: 1) Their fears and the Shadowfell influence manifests in a spirit appearing to strike at them (maybe one spirit per PC, each representing his unique fears) 2) The Goblins break through the barricade. You could even have a "partial failure" scenario - if the PCs get at least half the checks done before failing, only "half" of the encounter happens - if they were better at the spirit-warding stuff, the Goblins break through. If they were good at the barricade stuff, the Goblins are kept at bay but the spirits manifest. If both went way too bad, their fears obviously manifest the moment the Goblins break through. The trick is setting up the encounters so that they are not automatically deadly. What I am not sure about is how to reward XP. If you really combine barricade & spirit warding together, maybe it should be a complexity 5 challenge. If they fail fully, they gain no XP for the challenge, but they get XP for the encounters. A partial success grants half XP for the challenge, and the encounter will be easier, so it will gain half XP anyway. You should avoid making the encounter too hard - without daily resources (and low on healing surges), a equal level challenge should be hard enough. -- Your skill suggestions look good, though for a higher complexity challenge, you probably don'T want to many limitations. Maybe: o Arcana (Moderate): Identify the nature of the Shadowfell effects. Can gain only on success, opens up the Hard DC. o Arcana (Hard): Create a magical warding to reduce the Shadowfell influence. Can be done as often as you'd like. o Religion (Moderate): Identify the nature of the spiritual energies. Can gain only one success, opens up the Hard DC. o Religion (Hard): Cast warding prayers for divine aid or soothing the spirits. Can be done as often as you'd like. o Diplomacy (Moderate): Rally your allies. Can gain only one success. o Intimidate (Hard): Drive back the spirits or rattle the Goblins so they don't dare to break through. Can be done once. o Endurance (Moderate): Find rest despite the noises and dreams. o History (Easy): Tell a tale to motivate your party. Gains no success or failure, but +2 to next check. o Dungeoneering (Moderate): Identify weak spots in the Barricades. Can gain only one success. o Dungeoneering (Hard): Repair or close weak spots. o Thievery or Dungeoneering (Hard): Set up a trap. Can gain only one success. Special: If the challenge fails and the enemies break through, roll Thievery vs Reflex at the first Goblin. On a hit, deal high limited damage (according to level, see DMG 42). (You might want to make this less generic by specifying an area and stuff like that) o Athletics (Easy): Help reinforcements. +2 on next dungeoneering check, but no success/failure gain. o Insight (Easy): Get a sense of your allies morale. +2 on next check. No success/failure gain. Other skills as you see fit. Nature might also allow you to set up a trap. [/QUOTE]
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