Radiating Gnome
Adventurer
Since we're sharing examples .... here's something I've done once in a while to leverage the basic skill challenge mechanic to represent a variety of challenges as the party makes their way on a complex journey -- and makes choices along the way. I'll warn you now this one is on the "mechanical" side of the fence, designed to give the players some tough strategic choices and a way to strategically game the system.
The basic idea works like this. Each "round" in the skill challenge represents 12 hours. The PCs can make a single skill check, with a specific skill (or choice of skills) to succeed on that check and advance one step on their journey.
Failure on that skill check just means delays that prevent them from completing that leg of the trip. Usually there's a ticking clock -- the party has a week to complete a journey that will require about 8 successes, etc.
In each round there are a handful of other skill checks that the party has to make. And, in each round each PC can only make one skill check. I've created a blank form I use (attached) to represent each round of the challenge. It uses big enough spaces for me to write in things like the skill options for primary skill checks, a single possible assist skill check for each primary skill, and then some secondary skills (I'll explain those below). The form is big enough that I can have the PCs place their minis on the sheet on the skill check they'll make in that particular round.
Primary skill checks include the navigation skill check (do you complete this leg of the journey), a check to avoid combat (I'll specify the typical of risk along the way -- bandits, monsters, pirates, etc) and a check to overcome specific hazards (cliffs, fording rivers, enduring elements, discovery by enemies looking for pcs traveling incognito, picking up some nasty disease, etc). There's a possible assist check on each, usually using a different skill. As the DM completes each form, he also describes the estimated difficulty of the check - based on the general information the PCs can be expected to have about the path ahead.
Consequences for failing primary checks try to be steep. Obviously, the PCs don't advance if the navigation check fails. If the PCs fail a hazard check or a combat check, they suffer some sort of abstract loss of resources or abilities. They might lose some healing surges, have to make saves to keep each of their dailies, etc. These losses are only recovered if they take a round off in the journey to take an extended rest (see below on the map discussion).
Secondary skill checks are skill checks that PCs can decide to make that might win them some sort of extra benefit along the way -- a new clue, maybe a cache of consumables they can use, unlock a short cut in the next leg of the journey, etc. Anything I feel like throwing in. Also, once you get the players used to the concept of this type of travel challenge, you should also encourage the PCs to define their own secondary skill checks. What are they hoping to pick up along the way? Information? Resources? Support?
So, in each "round" the pcs get a sheet to work with, figuring out which PC will make the skill checks available to them on the sheet. They get to make stratgic choices as a group that way.
To finish the whole thing off, though, I build an abstract map of the region the PCs are traveling so that, for each round (or perhaps sequence of rounds) the PCs have choices to make as to which set of challenges to take on as they try to make their way. Also on that map are locations where there are key locations the PCs can arrive at along the way -- villages where they might be able to take an extended rest safely, choke points where they can be sure to face some sort of combat encounter with forces that want to prevent them from reaching their goal, etc.
So, in play, the PCs get to study the map and decide which road they would like to take, based on the descriptions and rumors they pick up along the way. Do they take the roads, where the navigation checks are easier, but it's damn hard to avoid being spotted by the enemies looking for them? Do they go offroad, through the swamps, and risk malaria and crocodiles along the way? Looking ahead down the paths they choose, do they take the short path through the mountain choke point where the enemy is certainly lying in ambush for them? Or do they take the long way around, sacrificing opportunities to rest and recover so they can reach their destination in time?
I usually salt the map with encounters along the way to break up the challenge -- the party can make their way through a few checks, reach a village, and then run into a party of imperial guards hunting for them who have chosen the same tavern to rest in. Or something like that.
So... it's very mechanical, very much a game to play, rather than RP and narrative. That's something that my group really likes (we're a somewhat low-RP, high-strategic gamer group, usually). What I like about it is that it does an excellent job of two things:
1. Giving the players a variety of meaningful choices to make in something other than combat
2. Creates a very real sense of the distance and the environments the PCs are traveling through.
That sense of distance thing is huge. The last time I used this, it was a structure to represent the party's quest through the underdark to strike three locations and capture three artifacts in fortnight, so the artifacts could be used to stop some big bad ritual the bad guys were doing. It became clear, after a few failed checks and problems along the way, that they didn't have enough time -- even pushing it and traveling for 24 or 36 hours at a time between rest breaks. So they hard to start using secondary checks along the way for an alternative way home. As DM, I had to add another location they "discovered" along the way where there was a prepared teleportation circle they could use to short cut their journey home -- it was enough to let them still succeed, but they still had to push it.
I think this whole idea is best used fairly loosely.
So, as an example, lets imagine a journey the PCs are taking across unfriendly (but not hostile) territory to reach a distant city with a pair of jeweled charms necessary to protect the reputation of the queen (Three Musketeers Fans, anyone?)
The challenge starts with the PCs having disembarked in a small port town. They have two choices at this point -- the main trade road towards the capital, or cutting overland through coastal swamps.
Here's how I'd fill out the sheets for the two options for the first round of their challenge (note that I don't usually let the PCs see what the actual penalty for failure is until they fail, but the rest is shared with the PCs):
The Trade Road
Primary Checks:
Navigation: Staying on the main road isn't hard.
Check: Easy History or Nature
Assist: Medium Streetwise of Bluff
[Fail: The party doesn't reach the next town. (Repeat this challenge or try the alternative, in this Cut through the Swamps)]
Avoid Combat: The Cardinal probably has agents looking for you on the roads. You'll need to avoid them.
Check: Medium Stealth or Perception
Assist: Medium Intimidate
[Fail: You are ambushed by the cardinal's agents. Each PC loses 1d8 healing surges.]
Hazards: Avoid being cheated by hostlers along the way.
Check: Medium Intimidate or Diplomacy
Assist: Streetwise or Athletics
[Fail: Lose Lvl x 5 GP each]
Suggested Seconary Skill Checks:
Streetwise or Insight: Pick up some clues about where the cardinal's men are waiting in ambush along the road ahead
Reltion or Arcana: Look for a way to confuse magical efforts to track the party.
Cut Through The Swamps
To evade the cardinal's men, you cut overland through a mosquito-infested swamp to reach another town, and another road towards the capital, one the Cardinal won't expect to find you on.
Navigation: You pick your way through the swamp, along game trails when you're lucky, and through the much when you're not.
Check: Hard Nature
Assist: Medium Perception
[Fail: The party gets lost. (Repeat this challenge)]
Avoid Combat: You avoid encounters with the nastiest monsters in the swamp
Check: Medium Stealth
Assist: Medium Nature or Perception
Avoid Hazards: This place is a haven for all kinds of diseases.
Check: Medium Heal
Assist: Medium Endurance
Fail: Each PC catches Trench Foot (disease, initial condition = -1 speed)
Suggested Secondary Skill Checks:
Nature - Find some helpful alchemical ingredients
Streetwise - find a bandit's hideout and find out some rumors.
The basic idea works like this. Each "round" in the skill challenge represents 12 hours. The PCs can make a single skill check, with a specific skill (or choice of skills) to succeed on that check and advance one step on their journey.
Failure on that skill check just means delays that prevent them from completing that leg of the trip. Usually there's a ticking clock -- the party has a week to complete a journey that will require about 8 successes, etc.
In each round there are a handful of other skill checks that the party has to make. And, in each round each PC can only make one skill check. I've created a blank form I use (attached) to represent each round of the challenge. It uses big enough spaces for me to write in things like the skill options for primary skill checks, a single possible assist skill check for each primary skill, and then some secondary skills (I'll explain those below). The form is big enough that I can have the PCs place their minis on the sheet on the skill check they'll make in that particular round.
Primary skill checks include the navigation skill check (do you complete this leg of the journey), a check to avoid combat (I'll specify the typical of risk along the way -- bandits, monsters, pirates, etc) and a check to overcome specific hazards (cliffs, fording rivers, enduring elements, discovery by enemies looking for pcs traveling incognito, picking up some nasty disease, etc). There's a possible assist check on each, usually using a different skill. As the DM completes each form, he also describes the estimated difficulty of the check - based on the general information the PCs can be expected to have about the path ahead.
Consequences for failing primary checks try to be steep. Obviously, the PCs don't advance if the navigation check fails. If the PCs fail a hazard check or a combat check, they suffer some sort of abstract loss of resources or abilities. They might lose some healing surges, have to make saves to keep each of their dailies, etc. These losses are only recovered if they take a round off in the journey to take an extended rest (see below on the map discussion).
Secondary skill checks are skill checks that PCs can decide to make that might win them some sort of extra benefit along the way -- a new clue, maybe a cache of consumables they can use, unlock a short cut in the next leg of the journey, etc. Anything I feel like throwing in. Also, once you get the players used to the concept of this type of travel challenge, you should also encourage the PCs to define their own secondary skill checks. What are they hoping to pick up along the way? Information? Resources? Support?
So, in each "round" the pcs get a sheet to work with, figuring out which PC will make the skill checks available to them on the sheet. They get to make stratgic choices as a group that way.
To finish the whole thing off, though, I build an abstract map of the region the PCs are traveling so that, for each round (or perhaps sequence of rounds) the PCs have choices to make as to which set of challenges to take on as they try to make their way. Also on that map are locations where there are key locations the PCs can arrive at along the way -- villages where they might be able to take an extended rest safely, choke points where they can be sure to face some sort of combat encounter with forces that want to prevent them from reaching their goal, etc.
So, in play, the PCs get to study the map and decide which road they would like to take, based on the descriptions and rumors they pick up along the way. Do they take the roads, where the navigation checks are easier, but it's damn hard to avoid being spotted by the enemies looking for them? Do they go offroad, through the swamps, and risk malaria and crocodiles along the way? Looking ahead down the paths they choose, do they take the short path through the mountain choke point where the enemy is certainly lying in ambush for them? Or do they take the long way around, sacrificing opportunities to rest and recover so they can reach their destination in time?
I usually salt the map with encounters along the way to break up the challenge -- the party can make their way through a few checks, reach a village, and then run into a party of imperial guards hunting for them who have chosen the same tavern to rest in. Or something like that.
So... it's very mechanical, very much a game to play, rather than RP and narrative. That's something that my group really likes (we're a somewhat low-RP, high-strategic gamer group, usually). What I like about it is that it does an excellent job of two things:
1. Giving the players a variety of meaningful choices to make in something other than combat
2. Creates a very real sense of the distance and the environments the PCs are traveling through.
That sense of distance thing is huge. The last time I used this, it was a structure to represent the party's quest through the underdark to strike three locations and capture three artifacts in fortnight, so the artifacts could be used to stop some big bad ritual the bad guys were doing. It became clear, after a few failed checks and problems along the way, that they didn't have enough time -- even pushing it and traveling for 24 or 36 hours at a time between rest breaks. So they hard to start using secondary checks along the way for an alternative way home. As DM, I had to add another location they "discovered" along the way where there was a prepared teleportation circle they could use to short cut their journey home -- it was enough to let them still succeed, but they still had to push it.
I think this whole idea is best used fairly loosely.
So, as an example, lets imagine a journey the PCs are taking across unfriendly (but not hostile) territory to reach a distant city with a pair of jeweled charms necessary to protect the reputation of the queen (Three Musketeers Fans, anyone?)
The challenge starts with the PCs having disembarked in a small port town. They have two choices at this point -- the main trade road towards the capital, or cutting overland through coastal swamps.
Here's how I'd fill out the sheets for the two options for the first round of their challenge (note that I don't usually let the PCs see what the actual penalty for failure is until they fail, but the rest is shared with the PCs):
The Trade Road
Primary Checks:
Navigation: Staying on the main road isn't hard.
Check: Easy History or Nature
Assist: Medium Streetwise of Bluff
[Fail: The party doesn't reach the next town. (Repeat this challenge or try the alternative, in this Cut through the Swamps)]
Avoid Combat: The Cardinal probably has agents looking for you on the roads. You'll need to avoid them.
Check: Medium Stealth or Perception
Assist: Medium Intimidate
[Fail: You are ambushed by the cardinal's agents. Each PC loses 1d8 healing surges.]
Hazards: Avoid being cheated by hostlers along the way.
Check: Medium Intimidate or Diplomacy
Assist: Streetwise or Athletics
[Fail: Lose Lvl x 5 GP each]
Suggested Seconary Skill Checks:
Streetwise or Insight: Pick up some clues about where the cardinal's men are waiting in ambush along the road ahead
Reltion or Arcana: Look for a way to confuse magical efforts to track the party.
Cut Through The Swamps
To evade the cardinal's men, you cut overland through a mosquito-infested swamp to reach another town, and another road towards the capital, one the Cardinal won't expect to find you on.
Navigation: You pick your way through the swamp, along game trails when you're lucky, and through the much when you're not.
Check: Hard Nature
Assist: Medium Perception
[Fail: The party gets lost. (Repeat this challenge)]
Avoid Combat: You avoid encounters with the nastiest monsters in the swamp
Check: Medium Stealth
Assist: Medium Nature or Perception
Avoid Hazards: This place is a haven for all kinds of diseases.
Check: Medium Heal
Assist: Medium Endurance
Fail: Each PC catches Trench Foot (disease, initial condition = -1 speed)
Suggested Secondary Skill Checks:
Nature - Find some helpful alchemical ingredients
Streetwise - find a bandit's hideout and find out some rumors.