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Skill Challenge: Survive a night in the haunted dungeon
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<blockquote data-quote="pukunui" data-source="post: 4496469" data-attributes="member: 54629"><p>OK, here's my first attempt at writing up the "keeping the hobgoblins from breaking through the barricades" skill challenge (my original "survive the night" challenge will be similar, but based around enduring the creepiness and will come second -- but it's late and I need to go to bed, so it will have to wait).</p><p></p><p>[sblock=Skill Challenge 1]<strong>Skill Challenge 1:</strong> <em>Prevent the hobgoblins from breaking through the barricades</em></p><p></p><p><strong>Setup:</strong> A hobgoblin patrol has discovered the PCs in their hiding place and tries to break through the barricaded doors. If the PCs can’t keep them out, they’ll have to fight them.</p><p></p><p><strong>Level:</strong> 2 (625 XP)</p><p></p><p><strong>Complexity:</strong> 3 (requires 8 successes before 3 failures)</p><p></p><p><strong>Primary Skills:</strong> Bluff, Dungeoneering</p><p></p><p><em>Arcana (DC 10):</em> Recall an arcane ward that can help reinforce the door/barricades. Can only gain one success, opens up Hard DC.</p><p></p><p><em>Arcana (DC 15):</em> Create the arcane ward to reinforce the door. Unlimited successes.</p><p></p><p><em>Bluff (DC 15):</em> Convince the hobgoblins that it’s not worth breaking in to attack or that the PCs are allies not enemies. Unlimited uses but first failure closes off this skill and increases all other DCs by 5 for the rest of the encounter.</p><p></p><p><em>Diplomacy (DC 15):</em> Reason with the hobgoblins by appealing to their sense of honor. Unlimited uses but first failure closes off this skill.</p><p></p><p><em>Dungeoneering (DC 10):</em> Identify weak spots in the barricades. Can only gain one success, opens up Hard DC.</p><p></p><p><em>Dungeoneering (DC 15):</em> Reinforce barricades. Unlimited successes.</p><p></p><p><em>Dungeoneering (DC 15):</em> Set up a trap in a barricaded square. No success/failure.</p><p><em>Special: </em>If the challenge fails and the enemies break through, roll Dungeoneering vs Reflex at the first hobgoblin. On a hit, the trap deals 3d8+3 dmg.</p><p></p><p><em>History (DC 5):</em> Recall a story of a hero persevering in similar circumstances. No success/failure, grants +2 morale bonus to next skill check made by any PC. Unlimited uses.</p><p></p><p><em>History (DC 10):</em> Recall a story that demoralizes the hobgoblins. Can gain only one success, success grants +2 morale bonus / failure a -2 penalty to next skill check made by any PC.</p><p></p><p><em>Insight (DC 5):</em> Get a sense of your allies’ morale and/or the determination of the hobgoblins. No success/failure, grants +2 morale bonus / failure a -2 penalty to next skill check made by any PC. Only one use.</p><p></p><p><em>Intimidate (DC 15):</em> Make the hobgoblins think twice about breaking through. Only one success.</p><p></p><p><em>Nature (DC 15):</em> Set up a trap in a barricaded square. No success/failure.</p><p><em>Special:</em> If the challenge fails and the enemies break through, roll Nature vs Reflex at the first hobgoblin. On a hit, the trap deals 3d8+3 dmg.</p><p></p><p><em>Perception (DC 12):</em> Figure out what the hobgoblins are doing by listening intently. No success/failure, grants +2 morale bonus / failure a -2 penalty to next skill check made by any PC. Unlimited uses.</p><p></p><p><em>Religion (DC 10):</em> Recall a divine ward that can help reinforce the door/barricades. Can only gain one success, opens up Hard DC.</p><p></p><p><em>Religion (DC 15): </em>Cast the divine ward to reinforce the door. Unlimited successes.</p><p></p><p><em>Stealth (DC = Hobgoblins’ Passive Perception +2):</em> Trick the hobgoblins into thinking there’s no one in the room by staying very still and quiet. All PCs must succeed on a Stealth check in order for this to work.</p><p></p><p><em>Thievery (DC 15):</em> Set up a trap in a barricaded square. No success/failure.</p><p><em>Special:</em> If the challenge fails and the enemies break through, roll Thievery vs Reflex at the first hobgoblin. On a hit, the trap deals 3d8+3 dmg.</p><p></p><p><strong>Success:</strong> The PCs succeed in keeping the hobgoblins out of the room and can continue to rest. They will still have to fight the hobgoblins when they come out.</p><p></p><p><strong>Failure:</strong> The hobgoblins break through and a fight ensues. 0-3 successes = the hobgoblins break through both doors. 4-7 successes = the hobgoblins only break through one door.</p><p></p><p>Other skills and other uses of the above skills thought of by players can achieve successes as well. The above is just to give me an idea of the most obvious things the players can try (and I'll probably suggest some of them as examples if the players seem stumped).[/sblock]</p><p></p><p>LOSTSOUL -- when you talk about having the PCs make rolls against the restless spirits and dreams and whatnot, how exactly do you go about it? Do you just describe the situation to your players and then wait for them to tell you what skill they want to use to combat it?</p></blockquote><p></p>
[QUOTE="pukunui, post: 4496469, member: 54629"] OK, here's my first attempt at writing up the "keeping the hobgoblins from breaking through the barricades" skill challenge (my original "survive the night" challenge will be similar, but based around enduring the creepiness and will come second -- but it's late and I need to go to bed, so it will have to wait). [sblock=Skill Challenge 1][B]Skill Challenge 1:[/B] [I]Prevent the hobgoblins from breaking through the barricades[/I] [B]Setup:[/B] A hobgoblin patrol has discovered the PCs in their hiding place and tries to break through the barricaded doors. If the PCs can’t keep them out, they’ll have to fight them. [B]Level:[/B] 2 (625 XP) [B]Complexity:[/B] 3 (requires 8 successes before 3 failures) [B]Primary Skills:[/B] Bluff, Dungeoneering [I]Arcana (DC 10):[/I] Recall an arcane ward that can help reinforce the door/barricades. Can only gain one success, opens up Hard DC. [I]Arcana (DC 15):[/I] Create the arcane ward to reinforce the door. Unlimited successes. [I]Bluff (DC 15):[/I] Convince the hobgoblins that it’s not worth breaking in to attack or that the PCs are allies not enemies. Unlimited uses but first failure closes off this skill and increases all other DCs by 5 for the rest of the encounter. [I]Diplomacy (DC 15):[/I] Reason with the hobgoblins by appealing to their sense of honor. Unlimited uses but first failure closes off this skill. [I]Dungeoneering (DC 10):[/I] Identify weak spots in the barricades. Can only gain one success, opens up Hard DC. [I]Dungeoneering (DC 15):[/I] Reinforce barricades. Unlimited successes. [I]Dungeoneering (DC 15):[/I] Set up a trap in a barricaded square. No success/failure. [I]Special: [/I]If the challenge fails and the enemies break through, roll Dungeoneering vs Reflex at the first hobgoblin. On a hit, the trap deals 3d8+3 dmg. [I]History (DC 5):[/I] Recall a story of a hero persevering in similar circumstances. No success/failure, grants +2 morale bonus to next skill check made by any PC. Unlimited uses. [I]History (DC 10):[/I] Recall a story that demoralizes the hobgoblins. Can gain only one success, success grants +2 morale bonus / failure a -2 penalty to next skill check made by any PC. [I]Insight (DC 5):[/I] Get a sense of your allies’ morale and/or the determination of the hobgoblins. No success/failure, grants +2 morale bonus / failure a -2 penalty to next skill check made by any PC. Only one use. [I]Intimidate (DC 15):[/I] Make the hobgoblins think twice about breaking through. Only one success. [I]Nature (DC 15):[/I] Set up a trap in a barricaded square. No success/failure. [I]Special:[/I] If the challenge fails and the enemies break through, roll Nature vs Reflex at the first hobgoblin. On a hit, the trap deals 3d8+3 dmg. [I]Perception (DC 12):[/I] Figure out what the hobgoblins are doing by listening intently. No success/failure, grants +2 morale bonus / failure a -2 penalty to next skill check made by any PC. Unlimited uses. [I]Religion (DC 10):[/I] Recall a divine ward that can help reinforce the door/barricades. Can only gain one success, opens up Hard DC. [I]Religion (DC 15): [/I]Cast the divine ward to reinforce the door. Unlimited successes. [I]Stealth (DC = Hobgoblins’ Passive Perception +2):[/I] Trick the hobgoblins into thinking there’s no one in the room by staying very still and quiet. All PCs must succeed on a Stealth check in order for this to work. [I]Thievery (DC 15):[/I] Set up a trap in a barricaded square. No success/failure. [I]Special:[/I] If the challenge fails and the enemies break through, roll Thievery vs Reflex at the first hobgoblin. On a hit, the trap deals 3d8+3 dmg. [B]Success:[/B] The PCs succeed in keeping the hobgoblins out of the room and can continue to rest. They will still have to fight the hobgoblins when they come out. [B]Failure:[/B] The hobgoblins break through and a fight ensues. 0-3 successes = the hobgoblins break through both doors. 4-7 successes = the hobgoblins only break through one door. Other skills and other uses of the above skills thought of by players can achieve successes as well. The above is just to give me an idea of the most obvious things the players can try (and I'll probably suggest some of them as examples if the players seem stumped).[/sblock] LOSTSOUL -- when you talk about having the PCs make rolls against the restless spirits and dreams and whatnot, how exactly do you go about it? Do you just describe the situation to your players and then wait for them to tell you what skill they want to use to combat it? [/QUOTE]
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