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| #1solikFeb 06, 2009 21:11:20 | Annoyed with the extreme simplicity, mathematical problems, and overall lack of fun with Skill Challenges, I have begun putting together custom challenges that I believe make "challenge rooms" in dungeons much more interesting. If you're as tired of combat - combat - combat - inane skill challenge - combat - combat - combat with traps - combat as I am, maybe you'll get some use from my creations, too. This one I call the "Death Spiral." Place this challenge in any evil dungeon where the players climb up a grand tower (or similar structure). Daunting spires in the Abyss, the gloom-filled castle of a dark lord in a Domain of Dread, a haunted manor, or the hidden fortress of a powerful demon-worshipping cult are all examples of places this challenge fits in perfectly. Of course, you can adjust the flavor of the challenge to fit all kinds of dungeons; the key here is the mechanical creation of the challenge. Here's how it works. The Death Spiral - Level 10 Room Challenge (2000 Exp) Players must climb the tower while being impeded by a variety of obstacles (described below). Each round, each player must choose to either climb the tower or remain stationary. Either way, players are subject to some form of attack from the tower; however, remaining still grants +4 to all defenses, and players may choose to use a healing surge (no limit like with normal Second Wind). Additionally, players may be immune to some secondary effects from the various attacks. Some "attacks" require players to make a skill check rather than being directly assaulted; players who remain still enjoy a +4 on this check. Before the round begins, read each attack's flavor text to the PCs. They must each then make the decision to attempt climbing or to move forward. Aid Another is not allowed; no usage of powers or skills may benefit here (outside of uses in the text), as it's assumed the characters are doing everything they can to get up safely (exception: movement-based utility powers may be used, following normal rules for encounter and daily powers; at-will movement utilities, however, are ineffective; also, healing and buff powers are also available, minus at-wills). Players who remain still may use Heal to grant saving throws to allies on the same level. If a player successfully moves forward, that player has ascended 1 level. Players begin at level 1. Players must reach level 10 to complete the tower. Any effects that have range (such as Healing Word) can reach +/- 1 level. If players wish to turn about, they must return to level 1. If a player falls all the way to the bottom of the tower, the player takes damage as if each level was 10ft; in other words, 1d10 per level. If an effect causes a player to fall, the player may attempt an Athletics check each level (below the one they fall from) to catch themselves, DC 15. Roll on the following table each round to see which attack is used against the players. If the same result appears two rounds in a row, reroll until a new event is rolled. Death Spiral Attacks
Customizing You can customize this sort of challenge very easily. The core mechanic is simple: players need to advance from some starting point to some ending point. Each turn, they can attempt to advance, but they will be facing some obstacle of they do so, about which they receive a hint. Choosing to remain still allows for bonuses to defenses and checks, along with the ability to spend healing surges. Bad failures can result in players being sent backwards. You can make the distance longer or shorter simply by adjusting the level number that players must reach. Adding or removing effects is very easy, and existing effects can be made higher or lower level by adjusting the numbers. If you have a character who's flying around, make sure to mix in effects that can hamper fliers, but also make some of them easily bypassed by flying. You want to reward a flier for having that ability, but you don't want to make them simply bypass the entire challenge. For the Death Spiral I presented, attacks 1, 3, 5, 7, and 8 can all impede fliers, and I'd probably send a flier down 2 levels if one of these is supposed to knock them down 1. You can use this construct for mazes, gauntlets, long trapped hallways, treacherous extraplanar terrain, and more! Give it a try, and please share anything you come up with. Happy gaming! |