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DM Resources Skill Challenges

Skill Challenge: Playing With Fire

Fire is fascinating. Dancing flames look almost lifelike. Fire is both beautiful and dangerous. The sound of a voice that cries out “Fire!” instills fear in all who hear it, especially if that cry awakens you from a deep night’s sleep.

One of our loyal readers requested that we build a skill challenge about fire. It’s an interesting concept that can be handled in many different ways. A great skill challenge called City Ablaze is already available from At-will, in which the PCs start from a position of safety and rush to save people and property as they work to put out the fire.

We at Dungeon’s Master decided to approach this scenario from a different perspective. What if the PCs begin the skill challenge inside a building that is already on fire? Do they bolt for the nearest exit? Do they try to search for others trapped in the fire? Do they try to save valuables? What if they can’t get out? Checks for handling all of these scenarios are presented below in our latest skill challenge: Playing With Fire.

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DM Resources Skill Challenges

Running Memorable Skill Challenges (Part 2)

As we continue to explore how to run and design skill challenges we’ll look at the importance of creativity, the consequences of failing and new, advanced ideas for skill challenges. This builds on the basics of skill challenge design we covered yesterday in Running Memorable Skill Challenges (Part 1) including what is a skill challenge, how to introduce them and the basics of designing skill challenges.

Reward Creativity

Skill challenges are about creativity. They challenge the DM to think creatively when designing the challenge in order to give the PCs something new to experience. They also force PCs to look at their skill selection in new ways. The Fighter who is all thumbs in social encounters might consider training in Intimidate or even Diplomacy to increase his level of participation.

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DM Resources Skill Challenges

Running Memorable Skill Challenges (Part 1)

What is a skill challenge? These two words redefined encounters in Dungeons & Dragons. Since the release of 4e almost a year ago, skill challenges have been a thorn in the DM’s side, and a challenge for players to participate in. Much has been written about them in the blogosphere and this article certainly won’t be the last. The fundamental question I want to answer is “How to run and design skill challenges?”. The paradox here is that as I write this article I know I don’t have one solid answer. Rather, there are a myriad of ways to run skill challenges. All of them have merit, all of them have negatives and no one answer is right for all gaming groups. Further, what worked in the design of one challenge may fail in another.

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Adventure Hooks DM Resources

Adventure Hook: The Town Meeting

How do you motivate the PCs to begin a new adventure? Meeting a guy in a tavern is old and overused. You want the PCs to go down the road you’ve paved with all your hard work. You’ve designed the campaign, chosen the adventure, drawn the maps, populated the dungeons, given stats to the important NPCs, balanced the encounters and planned your tactics. All you need now is a hook.

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DM Resources Skill Challenges

Skill Challenge: Kidnap and Ransom (Part 2)

This is the second part of the skill challenge presented yesterday. It involves a mixture of skill checks and combat. The number of combatants is directly related to how the PCs fared in the Skill Challenge: Kidnap and Ransom (part 1).

Background

A nobleman’s son has wracked up gambling debts with a loan shark named Keddy Grujo. If the debt is not settled by sundown today, the boy will be killed. The parents cannot afford to make the payment as the father recently purchased a new sailing ship. Desperate, the father hires the PCs to rescue the boy. Grujo will be in the presence of reputable people all day. He expects the parents to pay, but wants an alibi just in case. Grujo’s men have orders to kill the boy if the ransom is no paid by sundown.

  • This skill challenge is broken into two parts. The successes and failures incurred in part 1 do not carry over into part 2
  • If the DM chooses to make this one large skill challenge the PCs need to earn a total of 12 successes between parts 1 and 2 combined. In this case, failures incurred during part 1 will carry over into part 2.
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DM Resources Skill Challenges

Skill Challenge: Kidnap and Ransom (Part 1)

This skill challenge is broken into two parts. Part 1 (presented below) has the PCs working under a very tight time lines and allows them to adjust DCs depending on what they consider to be acceptable risk. The objective is for the PCs to find out where the kidnap victim is being held captive. Part 2 (presented tomorrow) outlines how the PCs may go about rescuing the kidnap victim before he is harmed or even killed.

Background

A nobleman’s son has wracked up gambling debts with a loan shark named Keddy Grujo. If the debt is not settled by sundown today, the boy will be killed. The parents cannot afford to make the payment as the father recently purchased a new sailing ship. Desperate, the father hires the PCs to rescue the boy. Grujo will be in the presence of reputable people all day. He expects the parents to pay, but wants an alibi just in case. Grujo’s men have orders to kill the boy if the ransom is no paid by sundown. If Grujo’s agents learn that a rescue is afoot they will increase the number of men guarding the boy.

  • This skill challenge is broken into two parts. The successes and failures incurred in part 1 do not carry over into part 2
  • If the DM chooses to make this one large skill challenge the PCs need to earn a total of 12 successes between parts 1 and 2 combined. In this case, failures incurred during part 1 will carry over into part 2.
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DM Resources

New 4e House Rules (Part 1)

Sometimes you have an idea while you’re playing and you think: “Man, this would make a great house rule.” And then you suggest it to the table and they shoot it down as dumb or too complicated or just unnecessary. And in most cases their feedback was bang on the money. However, every once and a while an idea that’s shot down refuses to die. Even though your immediate peer group thinks it’s a bad idea you’re convinced that it has merit. It is with this in mind that I’m writing this, the first of what I hope will be a series of articles, about house rules in 4e D&D.

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DM Resources

Campaign Design: Fleshing Out Your NPCs

Every campaign world is made of living, breathing NPCs. All of them have stories and a role to play within the campaign setting. From the lowly farmer to the mighty king, every NPC has a function and a purpose. As the campaign designer, your job is to define that role. Is the king a sinister tyrant? Is the peasant forming a rebellion? These are questions that you need to answer in order to bring your world to life.

This part of our series in Campaign Design picks up where the article on Politics and Groups of Influence left off. Now we look at the names and faces that dominate these political structures. Of course, not every NPC requires a fully fleshed out background, but the generalities are required. We’ll handle our look at NPCs in three sections: Common citizens, major players and villains.

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DM Resources

More Than Just Minions

Killing minions feels good. So good in fact players do weird things in order to kill minions. Controllers who normally hide behind the defenders will charge with wild abandon to unleash a close blast spell if they believe they can drop more than one minion on their turn. Likewise, strikers will move into the thick of a group of enemies they don’t consider a threat to get their shots in on some easy minion fodder.

Here are a few fun things you can do to exploit the PC’s perceptions of minions.

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DM Resources Humour

Cheating in Dungeons and Dragons

People always look for short cuts or ways to get something for nothing. Why wouldn’t you take an opportunity to get ahead should the right circumstances present themselves?

Role playing games are not exempt from cheating. In fact, the game relies a lot on trust (something we’ll be exploring in a coming article). But what happens when players and DMs decide to cheat? How does that affect the game?