| Post/Author/DateTime | Post |
|---|---|
| #1cskJun 11, 2010 12:41:33 | Does anyone have any suggestions about how to run a sandstorm as a skill challenge? I'm thinking Nature, Perception and Endurance would be key skills in the hunt for shelter. Successes mean making it to shelter quicker or with less damage and failures mean longer exposure. The price of failure would be measured in lost healing surges (I want this to be hazardous!). Any ideas for refinement or other methods of handling it? |
| #2Duke5150Jun 11, 2010 12:51:00 | What complexity do you want this to be? # successes before # of failures? |
| #3ascottbayJun 11, 2010 12:56:23 | Heal might have an application to prevent the loss of a surge, in the form of cleaning someone's face/nose/etc. of sand/silt. Dungeoneering might let you present two caves or other forms of shelter (maybe ruins, or the remains of a caravan; perhaps the hollowed husk of some giant beast), and allow the party to determine which one is "safer." |
| #4big_goonJun 11, 2010 14:17:36 | I tend to find the standard 4E skill challenge a little flat. Here's a little an idea of what I might do, fill in the values depending on the level and complexity: Make it a 3 stages skill challenge: Stage 1, Pre-Sandstorm: A sandstorm suddendly looms on the horizen, moving with uncanny speed towards the party. A deep rumble accompanies the storm, as if the wind howls for revenge. You have only a moments notice to find some shelter to withstand the oncoming onslaught. Special: The sandstorm "surprises the company", all characters that pass a nature or perception check (Moderate DC) can make 2 checks in this stage. Characters that fail this check are surprised, and only get 1 check because they caught off guard. Primary Skills (moderate DC): Athletics to gain ground on the sandstorm before it hits; Nature and Perception to find an location that contains suitable shelter resources before the sandstorm hits; Secondary Skills: Streetwise, the skills used to scavange the streets are relevant here; Dungeoneering helps find suitable shelters. If the party makes X successful checks in Stage 1, the party is successful in building a suitable shelter and gets Y bonus successes for stage 2. Stage 2, Hunkering Down: Failed Stage 1: The fierce winds whip apart any and all your efforts to build a shelter. You must survive the storm without one, and hope that it blows over quickly. Successful Stage 2: You brace your makeshift shelter against the strong winds and shards of sand. As the power of the storm hits, you feel sand and silt get in your lungs, and the shelter creaks and groans against the ancient and savage primordial power of the sandstorm. Primary (hard DC): Endurance, Athletics, Stealth, Heal Goal: X successes. At the end of each round, if X successes haven't been reached, all characters lose a healing surge. Stage 3, Cleaning Up: The winds die down as the sandstorm moves on to ravage another part of the tableslands. It leaves you covered with sand and broken rubble. Silt coats your mouth and small insects crawl over your skill. You all need to dig yourselves out of your predicament. Primary (easy DC): Athletics to escape out from under the rubble and sand. Failure: Player begins to suffocate under the sand and small insects begin to bore into your skin: Make an endurance check to avoid suffocation and pain. Success on suffocation gives you -1 to your upcoming checks. Failure on suffocation means you lose a healing surge. Success: You've dug yourself out. You may aid another to help them escape. Aid Another Checks (easy DC): use Athletics, Nature, Dungeoneering. Goal: All characters must pass the Athletics check once. |
| #5cskJun 11, 2010 17:15:34 | I haven't quite figured out how hard I want it to be since this will be part of a longer session with 2 significant combats. I like the ideas about other skills, just 3 seemed a little boring. Big_Goon, that's a great idea! I'll have to tweak it a bit to fit the story, but I like the multi-stage approach. |
| #6big_goonJun 11, 2010 18:49:44 | Another point: try to think of ways to use ALL the skills. Otherwise, it's going to seem like players are just always rolling Endurance checks to resist the sun and Nature checks to find water (which is likewise boring). Don't forget about skills like History, Stealth, Streetwise, Intimidate, etc... players will get training in these skills too. Maybe the Sandstorm hits right when they find shelter at an ancient city ruins. Streetwise and History suddenly becomes important. Or maybe the storm is filled with wailing banshees and religion is needed to get around them? Or a bloodsucking-cactus manages to snag a player, and Theivery is needed to free the player from the "trap", or... okay I can't think of a way intimidate might be useful :P Just some curveballs to throw into the mix... sandstorms are fun, fantasy sandstorms are MORE fun. |
| #7wraith_formJun 14, 2010 1:42:32 | or... okay I can't think of a way intimidate might be useful :P "This oasis isn't big enough for the two of us." |
| #8big_goonJun 14, 2010 10:45:37 | or... okay I can't think of a way intimidate might be useful :P Only a Dwarf would stand his ground against a sandstorm. Only a Dwarf. |
| #9wraith_formJun 14, 2010 23:30:29 | Err, no. I was saying that finding shelter during a sandstorm, and having another group already there, would be justification for Intimidate. You obviously don't intimidate a non-sentient force of nature. |
| #10big_goonJun 15, 2010 10:01:18 | "You obviously don't intimidate a non-sentient force of nature." - The last words the Elf said to the Dwarf before running off... To fantasize it a bit: the sandstorm might be controlled by a psychotic spirit of Air. A sprit "could" be intimidated, especially if the Dwarf is a primal warrior/druid and knows how to speak to spirits of the land. Just saying. |
| #11wraith_formJun 15, 2010 11:28:49 | "You obviously don't intimidate a non-sentient force of nature." Touché and well played, sir! |
| #12JacekJun 16, 2010 9:44:01 | Hey nice!... Been wandering about this myself... got a question of similar matter. What about the Cerulean Storm? - Wanna see a Cerulean Storm skill challenge! |
| #13boondockerJun 17, 2010 5:52:19 | Intimidate could be used if the party has any NPCs along, or even animals. They could be reluctant to enter the dark cave, disagree about the best route, or just start to panic. A successful Intimidate check could quickly bring them back in line. |