Walking - quick question - daily test

avin

First Post
What would be an appropriate daily skill challenge for measuring how many miles the players can walk, by foot, on a 50 year old abandoned road?

This road will pass for many places, mostly forest and fields.

I was thinking about three endurance rolls, one for each party member. I want bad endurance rolls meaning they travelled less miles per day.

One daily nature check to avoid natural hazards.

In this case, they have X days to walk from A to B, and the more they can walk everyday, better it is.

I think there's some explanation on DMG but I don't have it with me today.
 

log in or register to remove this ad

unless it is particularly dangerous to travel the road or the party is trying to go faster, why not just have them move a set number of miles in a day?
 

Skill Challenge sounds like the right way to resolve this.

Endurance and Survival would be the two key skills, with Perception, History, Nature and Athletics secondary.

Zero failures = best result; one = one day late; etc. and 3 failures = worst result.

unless it is particularly dangerous to travel the road or the party is trying to go faster, why not just have them move a set number of miles in a day?
It sounds like there's a consequence if they don't make it somewhere in time. So it matters how quickly they can make it.

Cheers, -- N
 

unless it is particularly dangerous to travel the road or the party is trying to go faster, why not just have them move a set number of miles in a day?

It is a particularly dangerous travel.

Nifft is right, there is a consequence.

They will have a curse on them. Party must get to an abandoned city in X days, find something, and get back or they will die.

The less days they spend on road, more days they will have to search what they need.

I won't make the skill challenge hard, I just want they feel that time matters.
 

First, calculate the party's overland speed using the movement and exploration chapter. Assuming the PCs are award of the stipulations of the curse, then you should advise them of some obvious options like getting horses or casting phantom steed. I probably wouldn't frame it as a skill challenge.
 

I see two ways to handle it.

Let's call this way the standard method.

Make a time limit. Look at their speed. Make the distance too far to get there within the time limit, both along the road and through the wilderness.

You might not want to tell them how much time they have; if you don't it'll increase the tension and force them to gamble.

Then let them come up with a way to get there faster. Come up with a few rulings for what you expect will be their standard solutions.

1. Forced March. Have them make Endurance tests each time they push on. The DC should be based on the environment they are travelling through; a flat road is pretty easy, a road through rolling hills more difficult, etc. They have to make checks for each hour after the first 10. Up the DC by 2 for each hour. Failure means they lose a healing surge. When they're out of surges, they take HP damage = 1/4 their max HP total.

They can use Aid Another; if they do so, have the PC with the lowest Endurance check make one check for the whole group. Don't tell them this, only allow it if everyone is helping out, the stronger guys carrying the weaker guy's gear, carrying the weaker guy at some moments, etc.

2. Cutting Across the Wilderness. If they go off-road they might be able to pick up ground by finding game trails, ancient covered roads, or just by hacking their way through. Make it a difficult Nature check; they may also have to make Endurance checks if they are pushing on. If they succeed at the Nature check they'll find a path that saves them some time; if not, they'll lose time as they wander around in the wrong direction.

3. Magic. If it adds to their speed, recalculate how much time they have. It might be enough. If the PCs have access to a lot of this, you might want to take it into account when you initially calculate the distance.

4. Wandering Monsters. This puts their Healing Surges and Extended Rests at a premium. You can run standard difficulty encounters and they'll be challenging because the PCs can't just rest.

5. Player Choice. Add in a few branches that the players can choose. Make one quicker, the other longer. Allow the PCs some way to get hints about which way is quicker - talking to monsters or animals, maybe, or by casting Wizard's Sight to look down from a high vantage point. Teleporting up into the air might work too!


The Skill Challenge method:

Make the road and the world a mean, spiteful character that wants to stop them. Anthropomorphize it. It has desires and goals and character.

In this case, it wants to stop the PCs using whatever means it has.

What can it do? It's your world so you'll know better than I, but here is what I see:

  • It bends and twists over hills and roads, making the journey long and taxing.
  • The road is treacherous, roots and loose stone always threatening to twist an ankle or cause someone to trip and buise a knee.
  • It calls forth monsters along its path.
  • It can influence the weather, starting with the heat of the blazing sun. After the heat dissipates, an electrical storm blows in. Sheets of rain slow progress and block sight.
  • It washes out bridges and drowns fords.

When you run your skill challenge, describe the environment and ask the players how the PCs are going to deal with this threat. Each failure will cost the PCs time and possibly other consequences.
 

It sounds like there's a consequence if they don't make it somewhere in time. So it matters how quickly they can make it.

Then make that the goal of the skill challenge. Each roll should be an interesting obstacle or event that needs character intervention. This can represent the most interesting thing that day, or it could be a montage of the journey as a whole.

If they pass, then they got to the destination within the time they needed to. If they fail, they did not. If you want more granularity, you can have the combination of successes and failures determine how much time they have to spare when they arrive (with two failures being just barely in the nick of time, and three being there's still a chance for victory, but bad things have happened - maybe the orc army is already started the siege, maybe everyone loses a healing surge or three for having to push themselves, whatever works). In this case, having the PCs die from the curse because they failed sucks, but arriving on the very last day would be pretty harrowing and nerve wracking and might be suitable.

Using skill challenges to determine math and logistics is selling their potential short. Figure that out after the fact, if you ever even need to.
 

Yeah, I have to say "fail this skill challenge and you die" is more than a little bit harsh.

I'd be more tempted to make the distance unwalkable in the time allotted, and have the players come up with plans to get there in time, and roleplay out those scenarios. Buying horses, stealing horses, hitching lifts on boats, capturing a griffon etc. None of these are the sort of thing that you would do as a single roll in a skill challenge.
 

Yeah, I have to say "fail this skill challenge and you die" is more than a little bit harsh.
Very much agree.

I'd be more tempted to make the distance unwalkable in the time allotted, and have the players come up with plans to get there in time, and roleplay out those scenarios. Buying horses, stealing horses, hitching lifts on boats, capturing a griffon etc. None of these are the sort of thing that you would do as a single roll in a skill challenge.
Cool ideas.

If you can be sure that the PCs won't take an extended rest once they reach their destination (because of the whole "death curse" thing), then I'd recommend you penalize them with lost Healing Surges to represent their awesome perseverance in the face of adversity.

They'll arrive at the scene of their final 4 big fights somewhat depleted (less depleted if they do well on the challenge), and then they'll have to fight to survive.

Cheers, -- N
 

Pets & Sidekicks

Remove ads

Top