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| #1AvonRekaesFeb 22, 2012 13:35:52 | Hello there! Please take a look at the below skill challenge I've cooked up for my PCs who are trying to avoid patrols of warforged loyal to the Lord of Blades as they navigate through the blasted, abandoned city of Making inside the Mournland. I wanted something more dynamic than just a bunch of steath checks, so I thought up the idea of having branching paths through some different terrain. The basic framework of this skill challene was inspired (read: shamelessly cribbed) from Daniel Marthaler's "Ghoul Country" skill challenge in his Dungeon Adventure "Lord of the White Fields", but I added quite a bit to it. Advice about check DCs or ideas on how to spice up or add tension are very welcome. Without further ado... Evade the Blades Level 8 Primary Skills (Street-level):Perception (Group check DC 16; maximum 3 successes. 2nd success required for Rooftop environment): The party keeps their ears to the ground an eye out for signs of an approaching patrol. Recognizing when rooftops become close enough to jump across opens further avenues for the party to escape detection. Secondary Skills (Street-level):Acrobatics (Individual DC 23; no maximum): Grants +2 bonus to next Perception or Stealth check. Failure imposes -2 penalty to the same. Primary Skills (Rooftops):Acrobatics & Athletics (Special Group Check; DC 19; maximum 4 successes): Every party member decides to use either Acrobatics or Athletics to contribute toward the group check. Teleports or flying/jumping powers at least 5 squares in length contribute automatic success toward the group check. If the check fails, every PC that failed their individual check loses 1 healing surge. Secondary Skills (Rooftops):Stealth (Indiviudal DC 23; no maximum): Spy on patrols to indicate when coast is clear, letting the party focus on getting across rooftop gaps with less pressure. Grants +2 to next Acrobatics & Athletics special group check. Failure reduces the total numer of maximum successes the special group check can contribute to the skill challenge. Primary Skills (Sewer):Endurance (Group DC 16; maximum 2 success) Secondary Skills (Sewer):Athletics (Individual DC 23; maximum 1 success): Success allows return to Street-level. FailureEvery failure puts the fanatical Blades on higher alert. The first and second failure increase the encounter level of the first combat encounter inside the enclave by 1 level each. The third failure puts the guards at that last check point on red alert and they deny all access to the enclave, even to cargo deliveries, requiring a combat encounter of equal level to the skill challenge to gain entry. |
| #2GiloFeb 22, 2012 15:42:01 | Looks like a solid skill challenge, you could spice it with some events specific to the city of Making which could be triggered as the result of mini-success/failures: Examples: - An earthquake cracked plaza were the cracks are filled with fused glass - the PC will need to cross it in a rush: while avoiding glass pits / pneumatic tubes which can drop them into the sewer or another part of the city. - An encounter with a living Mending spell fixes the PC's armors, improve their weapons or keeps regenerate an LoB warforged sentry they are trying to take-down. - A living Wall of Stone spell blocks the PC's path with a random maze of stone walls. - A flock of Mournland twisted Final Messengers trying (forcefully) to attach themselves to new master/s (even if the PCs are not Warforged) as the final moments of the warforged who 'died' in the day of Mourning need to be transferred. - In a crater the PCs find a forgotten unactivated Karrnathi weapon: Eyebite Mass Pulse (EMP) when activated will force the warforged in the city into a comatose state (for a while). |
| #3wulfgarsFeb 28, 2012 11:49:41 | Nice. I like them. We´ll study some more on the mechanics and send you feedback later, if you want. |
| #4charlemegneFeb 28, 2012 21:27:01 | Well built skill challenge and good ideas Gilo |
| #5AvonRekaesMar 01, 2012 13:15:20 | Thanks for the feedback guys! Ran this last friday for my group and it went off without a hitch. No seriously, without any hitches. Not one failure. I'm thinking the group check DCs should be higher. It could be that they are statistically easier to make, I'm not sure. But the group didn't even get anywhere close to failing any of the checks. |