Beyond Skill Challenges: The Death Spiral

Post/Author/DateTimePost
#1

solik

Feb 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
  • WAILING GHOSTS
    Text: A number of spirits gather high above you in the tower. Suddenly, they fly down straight at you, unleashing a horrific chorus of wails.
    Effect: Attack +12 vs Will (Fear). On hit, target suffers 1d8+6 psychic damage and flees, going down 1 level.
  • WALL SPEARS
    Text: Small holes suddenly open in the walls alongside the stairs.
    Effect: Attack +15 vs AC. On hit, target suffers 2d8+8 damage.
  • CHILL WINDS
    Text: You feel a short gust of freezing wind. Suddenly, the wind begins to pick up further.
    Effect: Endurance check DC 18. On fail, no advance and attack +11 vs Fortitude. On hit, target suffers 1d8+4 damage and falls.
  • COLLAPSING STAIRS
    Text: The staircase begins to rattle heavily.
    Effect: Attack +10 vs Reflex. On hit, target falls.
  • RAIN OF BONE
    Text: Several small bones suddenly fall around you from the darkness overhead.
    Effect: Attack +15 vs Reflex. On hit, target suffers 1d10+7 damage and ongoing 5 necrotic damage (save ends).
  • WARPED SPACE
    Text: The staircase suddenly begins to shimmer and wind about like some kind of strange worm.
    Effect: Insight check DC 15. On fail, target falls if advancing; if staying still, target descends 1 level.
  • WHISPERS OF MADNESS
    Text: You hear strange voices whispering in the back of your mind.
    Effect: Attack +13 vs Will (Charm). On hit, target attacks a random ally on the same level with a basic melee attack and does not advance. If no allies are present, target is oneself.
  • ABYSSAL GUIDE
    Text: Suddenly, an old creature of indeterminable race and sex appears before you. In a grating whisper, it asks you to explain why it should allow you to pass rather than be escorted to the Abyss.
    (on repeat rolls, the guide returns and asks for a second reason)
    Effect: Diplomacy check DC 15. On fail, target does not advance and suffers 4d6+2 necrotic damage. Bluff and Intimidate can also be rolled at DC 21.
  • DECK OF FATE
    Text: A skeletal figure blocks your progress up the staircase. It stretches out a hand, offering you the chance to pick from a deck of cards.
    Effect: Players who choose to advance must draw a card. Drawing any spade sends the character down 1 level. Drawing the Ace of Spades sends the character to level 0. Drawing any club forces the character to remain at this level and suffer damage equal to the number on the card (12 for faces, 15 for the Ace of Clubs). Drawing the Ace of Diamonds sends the character up two levels. Drawing the Ace of Hearts grants the character an extra healing surge. Drawing any other heart grants the character temporary HP equal to the number on the card (12 for faces), but the character remains at the same level. Drawing any other diamond sends the character up one level. Drawing a Joker requires drawing two more cards, summing their results (effect is cumulative; Ace of Spades overrides all). Cards chosen are removed from the deck.
    Attacking the skeleton automatically misses (accept damage on a roll of 20, but inform that it's not a crit). The attacker automatically suffers 1d12+10 Necrotic damage as backlash and can't advance.
  • BLACK SLIME
    Text: Thick black slime spreads across the staircase, covering it and much of the walls around you.
    Effect: Acrobatics DC 24. Failure results in slipping prone, unable to advance. Failing by more than 8 (DC 16) results in falling (advancing only). Failing at all, advancing or staying still, covers the player in slime that begins to rot their flesh; attack +14 vs Fortitude. On hit, target contracts a weaker version of Slimy Doom (DMG p50). The Endurance DCs are 21/16/15. The ongoing damage becomes 5 and 15. Disease level is 10. Each subsequent hit by this effect in this encounter moves the player down the disease track one level.


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!