Scepter Tower of Spellgard Sample Skill Challenge

Post/Author/DateTimePost
#1

grudgerockhorn

Mar 06, 2009 23:33:52
Like many people who want to run Scepter Tower of Spellgard, I noticed that the module is combat heavy with skill challenges few and far between. There are also some encounters that seem like filler material. The first adventure book has alot of interesting characters with backgrounds that the PCs have absolutely no reason to interact with or meet. This skill challenge helps introduce the various groups scavenging the ruins of Spellgard.

If your like me and interested in customizing your game to suit your group, I would like to offer you an alternate skill challenge you can use. I used it to replace encounter R6. Note that some parts may cost the PCs healing surges so this challenge could possibly cost the party a days rest.

As a prefix, for my use I made sure the PCs encountered Devlin and his group while first arriving at Spellgard with a less then hospitable greeting. Feel free to change any of the information provided, and I hope to create more encounters like this for Spellgard for the catacombs and scepter tower.

Show
Encounter R6: Saharelgard Forgotten
(Replacement for Encounter R6: Kennel)

Skill Challenge (125 xp+)

Setup
This is a very free form scene. The basic idea is that the PCs need to discover the correct position of the dials to open up a door that was used to barricade entrance into the catacombs. Each dial can be spun to 10 different positions, each with a different picture. There is a clue on a plaque located on the mural that can be used to locate the answer hidden in the ruins of Spellgard.

Skill Challenge
The following scenes can be used to locate the correct position of the dial. If the PCs fail the skill challenge they can attempt a last ditch effort by asking residents at the Monastery of the Precipice for the answer using a diplomacy check.

When the PCs descend the stairs, read:
The spiral stairs end at a floor of cracked flagstones. A pair of double doors stands closed on the west side of the room. The south wall has been painted with a mural of the grounds of Spellgard, long before it was ravaged by time, which appears slightly faded.

Taking a closer look at the set of double doors, read:
These stone double doors look to be made of thick indestructible granite, with no visible lock. There are 3 rotatable dials protruding in a straight line on each door (6 total), each position of the dial has a different picture painted on it.

Taking a closer look at the painted mural, read:
The faded map reveals what Spellgard once looked like during the time when it was outpost for Nethril, nothing like its current state of disrepair. However, several bronze plaques positioned at odd areas of the map each have an engraving:
•Lady Saharel possessed a green thumb and loved a particular brand of flowers, for here she tended to her passion. (The Broken Tower)
•This monument was dedicated to Sorceress of Saharelgard who predicted a foul undead creature would end her life, and she was unfortunately accurate. (The Monument)
•"Through my eyes, I finally see the light of god worthy of worshipping."
-Kuryon (Kuryon's God)
•This mausoleum contains the remains of highmage of Spellgard laid to rest with his trusty implement made of this astonishing material. (Clewsoro's Camp)
•The ancient druids of Harkwood made a peace pact with Spellgard residents and performed a friendship ceremony at this spot, burrowing their problem here. (Vannak's Camp)
•The banner with this animal was raised in honor of a dwarf champion named Taransen, as he helped Spellgard repel a violent orc attack. (Devlin's Camp)


Scene 1: The Broken Tower
Number of Successes: 2 in any single approach
Number of Failures : 2 in all possible avenues of the approach
Primary Skills: Athletics, Acrobatics, Nature
Dial Picture: Orchid


Approaching the broken tower, read:
A mirror image of the Scepter Tower, the Broken Tower is missing most of its upper floors and most of its southern wall. Its provides a measure of shelter from the elements but little real defense. You notice the top floor has a partial steel roof frame with shards of glass lie scattered about the dirt and grass. Hanging over the edge of the top floor is a mesh of rubbery vines which reach the ground.

Athletics (DC 20): The PCs can climb up the side of the tower requiring 2 successful athletics checks to reach the top. There they can see the remains of pottery and a single orchid manages to grow in this former solarium. Failing results in the part of the wall of the broken towers weak structure giving way, causing all PCs involved to lose a healing surge. A second failure results in the entire structure to come crushing down, causing all PCs involved to lose an additional healing surge.
Acrobatics (DC 20): The PCs can perform a daring swing like catapult using the vines to scale up the side of the tower requiring 2 successful acrobatics checks (one to slingshot to the top and one to land safely on the top floor). There they can see the remains of pottery and a single orchid manages to grow in this former solarium. Failing results in the part of the wall of the broken towers weak structure giving way, causing all PCs involved to lose a healing surge. A second failure results in the entire structure to come crushing down, causing all PCs involved to lose an additional healing surge.
Nature (DC 20): The PCs study the possible flowers listed and weed out any unlikely flowers by location and temperature requiring 2 successful nature checks. If successful, they can determine that only an orchid can survive this climate. If the PCs fail twice, they cannot determine the flowers which could survive in this environment.

Scene 2: The Monument
Number of Successes: 2 in any single approach
Number of Failures : 2 in all possible avenues of the approach
Primary Skills: Religion, Arcana, History
Dial Picture: Lich


Approaching the monument, read:
Under a stone archway, a statue of Sorceress of Saharelgard stands nearly untouched by the elements. She is an amazingly beautiful woman with an ambitious look in her eyes. A poem carved into the base reveals her fate. The poem goes into graphic detail of the ritual Lady Saharel performed in her zeal for ultimate knowledge, and the creature that arrived had ended her life.

Religion (DC 20): The poem talks about the creature that killed Lady Saharel which will allow the PCs to make 2 successful religion checks to determine it was a lich (though they do not know it was herself that transformed into the lich which caused her death). Failing twice results in the PCs not being able to identify the creature.
Arcana (DC 20): The poem talks about the a ritual creature that killed Lady Saharel which will allow the PCs to make 2 successful arcana checks to identify the items used that it was a lich (though they do not know it was herself that transformed into the lich which caused her death). Failing twice results in the PCs not being able to identify the creature.
History (DC 20): The PCs can head to the library in the Monastery of the Precipice to try to find out the history of the Lady Saharel. Reading through the ancient tombs, requiring 2 successful history checks, the PCs can discovery that Lady Saharel was killed by a lich (though they do not know it was herself that transformed in the lich which caused her death). If the PCs fail twice, they cannot find any relevant information.

Scene 3: Kuryon's God
Number of Successes: 2 in any single approach
Number of Failures : 2 in all possible avenues of the approach
Primary Skills: Perception, Insight, Diplomacy
Dial Picture: Oghma


Approaching the courtyard, read:
Within the monastery is a simple courtyard containing apple trees and a stone marker that reads "Kuryon". A ramshackle roof covers part of the courtyard; it is here that visitors on horseback stable their mounts.

Perception (DC 20): The PCs can begin searching the area to discover a symbol of a god. Lifting up the stone marker does not clearly bare the symbol as it is hidden quite well with illusionary magics, which requires 2 successful perception checks to determine his god is Oghma. Failing twice results in the PCs not finding any symbols.
Insight (DC 20): The PCs can begin searching the area to discover a symbol of a god. Lifting up the stone marker does not clearly bare the symbol as it is hidden quite well with illusionary magics, which requires 2 successful insight checks to determine his god is Oghma. Failing twice results in the PCs not finding any symbols.
Diplomacy (DC 20): The PCs can talk to one of the locals to try to determine who Kuryon worshipped. Since Kuryon was quite secretive, any attempts to get this information from a trusted friend requires 2 successful diplomacy checks to discover it was Oghma. If the PCs fail twice, they cannot find anyone who knows relevant information.

Scene 4: Clewsoro's Camp
Number of Successes: 2 in any single approach
Number of Failures : 2 in all possible avenues of the approach
Primary Skills: Heal, Diplomacy, Dungeoneering
Dial Picture: Silver scepter


Approaching the camp, read:
More then a few seekers spurn the assistance of the Monastery of the Precipice out of distrust or greed. Kal Clewsoro is chief among these. As you walk into his tent camp, several guards seem to check you up and down and permit you entrance. Your quickly greeted by a middle aged male human, "Greetings, my name is Kal Clewsoro, what brings you to this side of Spellgard?"

Heal (DC 20): If the PCs ask Kal if they can search for the mausoleum, he will first ask if they can aid a worker who is very became very ill after he was attacked while getting fresh water by some strange creatures (a wererat also fetching water). This requires 2 successful healing checks to determine his worker has contracted filth fever and how to remove it. Kal will then send some workers to dig up a grave to discover the silver scepter. Failing twice results in the PCs not determining the disease.
Diplomacy (DC 20): The PCs can convince Kal to find the item, but since he claims all items found it and does not want to dig up a grave, it will require 2 successful diplomacy checks in order for him to send some workers to dig up a grave to discover the silver scepter. If the PCs fail twice, they cannot convince Kal to dig up the grave.
Dungeoneering (DC 20): The PCs can just start digging up the grave themselves, though after a small struggle the guards decide its not worth their life. This requires 2 successful dungeoneering checks to dig up the grave and discover the silver scepter. Failing twice results in the PCs not finding the grave. Every check, success or fail will result in the PCs losing a healing surge and a small scuffle breaks out between them and the guards.

Scene 5: Vannak's Camp
Number of Successes: 2 in any single approach
Number of Failures : 2 in all possible avenues of the approach
Primary Skills: Streetwise, Intimidate, Endurance
Dial Picture: Minature carved wooden tree


Approaching the camp, read:
This camp has the appearance of a military training regiment as predominately dragonborn soldiers practice mock combats and drills. Their leader, Vannak, a red dragonborn clearly larger then the rest of his men, marches directly towards you with a parade of warriors salivating for a good fight. "How dare you storm my camp and think that you should draw more then a single breath before we strike you down!" Vannak snarls as he snorts some flames.

Streetwise (DC 20): Though strong and brave, Vannak is not that smart and can easily give away what they found if the PCs continue to ask about the item as he dismisses it as not very important. This requires 2 successful streetwise checks to determine that Vannak found a miniature wooden tree when they first arrived. Failing twice results in Vannak growing tired of questions and looks for an honorable fight with the PCs.
Intimidate (DC 20): The PCs can try to intimidate Vannak and his men to give up the item they found which will require 2 successful intimidate checks to earn Vannaks respect and he will tell them that they found a miniature wooden tree when they first arrived. If the PCs fail twice, they cannot convince Vannak to help them. Every check however starts a minor scuffle and costs every PC a healing surge.
Endurance (DC 20): The PCs can justify they are great warriors by going toe to toe with Vannaks best warrior in a series of drills requiring 2 successful endurance checks. If successful, the PCs have earned Vannaks respect and he will tell them that they found a miniature wooden tree when they first arrived. Failing twice results in Vannak mocking the PCs for their girlish strength and refuses to help the PCs.

Scene 6: Devlin's Camp
Number of Successes: 2 (or 1 shared) in any single approach
Number of Failures : 2 (or 1 shared) in all possible avenues of the approach
Primary Skills: Bluff, Stealth, Thievery
Dial Picture: Banner with a Ferocious Boar


Approaching the camp, read:
This small camp looks quite as a few humans sit around a fire. In the center of camp, a large flag pole stands, though no flag flies proudly. A familiar face exits one of the tents as a small chest can be seen inside and looks towards you with a smug smile, "Tymora must really, really hate you fellas." as Devlin approaches with this entourage.

Bluff (DC 20): The PCs can try to lie about why they are after the flag, perhaps the dwarf clan hired them to retrieve it or that they can show Devlin where treasure is using the flag. This requires 2 successful bluff checks. If successful, the PCs have convinced Devlin to show them the flag that he keeps locked in chest located in his tent. Failing twice results in Devlin refusing to help the PCs.
Stealth (DC 20): The PCs can try to sneak into the camp at night and steal the flag. This requires 1 successful stealth check. If successful, the PCs have snuck into Devlin's tent. Only once success can be gained this way. Failing results in Devlin catching the PC and having his men beat them out of camp costing them a healing surge.
Thievery (DC 20): The PCs can pick the lock on the chest if they already made a successful stealth check. This will require 1 successful thievery check to open the chest and steal the flag. Only once success can be gained this way. If the PCs fail, Devlin catches the PC and has his men beat them out of camp costing them a healing surge.
Special: Since the PCs were already introduced to Devlin, using any other skill results in a minor scuffle, costing each PC a healing surge for each attempt.

Ending the Encounter

Experience Points
The characters receive 125 experience points for successfully completing the skill challenge. Since this skill challenge is required to reveal the next encounter, if the PCs fail the skill challenge they will only receive half the reward and it will cost them a day of trying different combinations until they are lucky enough to find the correct one. There is no treasure gained from this encounter.

#2

tancread

Mar 07, 2009 12:49:07
It is an interesting twist, but the DCs set to 20 seem high to me. That means a PC with 10 in the skill, pretty darn good, will still fail 50% of the time. That seems harsh to me. Still very cool concept.
#3

_metz_

Mar 07, 2009 21:03:08
Your DCs are pre-errata Skill challenge DCs. They should be adjusted accordingly.