Pirates and adventure on the high seas haven’t always been the typical D&D adventure setting. However, almost all PCs are required to travel by ship at some point in their adventuring career. The skill challenge below tackles the issue of surviving during a raging storm at sea.
Tag: Dungeon Master Resource
Today is all about Eberron. The Eberron Player’s Guide is finally in wide release and earlier today we posted the skill challenge Maintaining the Karrnathi Army. As an added bonus, here is another Eberron-specific skill challenge.
The lightning rail is a key component of transportation and daily life in Eberron, so when service is disrupted the commerce of the Five Nations is effected. This skill challenge provides the DM with a quick encounter for the PCs that could lead to further adventure and intrigue.
Eberron is here and with our continued focus on skill challenges I thought I’d combine the two. My favourite nation in Eberron has always been Karrnath. I’m not sure if it’s because it’s ruled by a Vampire, the militant nature of the nation or that Atur reminds me of Las Vegas. Either way, I thought a skill challenge about the Karrnathi Army’s undead shock troops would be fun. Enjoy.
One Page Dungeon Submission
Last week I whipped together a submission for the (awesome) One Page Dungeon Contest put on by Chatty DM and Chgowiz. You can read the back-story idea for the dungeon within the submission itself. In short, orcs are using some old dwarven ruins and caves beside a waterfall as a base of operations for raiding the countryside. Add the dwarves’ bane – a living spell, some water elementals living in the pool under the waterfall and some Myconids to the mix and an adventuring party will have their hands full.
Rewards Beyond Experience
You’ve just defeated the powerful red dragon. Now it’s time to reap the rewards. As expected, the DM hands out treasure according to the treasure tables and provides experience points. The PCs take an extended rest and then they move onward towards the next challenge. This tried and true system has served us well for years and provides as the primary measuring stick for a PC’s success. Although this is the normal and expected means of progression for the game, there are other ways to reward the PCs beyond heaping new magic items on them or giving them enough XP to level.
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.
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.
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.
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.
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.