Safid
10-14-2009, 09:36 PM
I'm running a modified version of Seekers of the Ashen Crown. This weekend, the PCs will very likely be involved in the leg of the adventure that takes place in Greywall. However, there's really not much that happens in the module there -- a neat skill challenge and two encounters. I really like Droaam as a setting and want to play up the craziness that goes along with a city built by ogres where gargoyles and medusas walk the streets. To that end I want to introduce a side-quest.
Spoilers for Ashen Crown after this point.
The PCs are attempting to get a final piece of the McGuffin when betrayal strikes -- the doppleganger double agent that was their contact is actually a triple agent. In the module, he kills all the hobgoblins that the PCs are allied with, steals all the McGuffin pieces, has the Emerald Claw reanimate the goblins and attack the PCs. However in my game the PCs have grown attached to one of the goblins (the rogue Govaan, if anyone cares) and I thought it would be cool to have him survive, but be dying of poison. Of course, he also manages to choke out half a cryptic message to the PCs, and has vital information which can further the plot (though I have other ways of nudging the PCs in various directions if needs be). The PCs have access to Delay Affliction and will probably use it. If not, he just won't die for a day or so.
The PCs have a contact in the city, a goblin poisoner named Swift, who can likely reverse the poison (which I've determined is made up of ground up Khyber dragonshards and makes the target unable to spend or regain healing surges) but only if the PCs do her a little favor. That favor? Break into the courtyard of the Karda (the keep where the mindflayer ruler of Greywall lives), avoid the guards, and retrieve a particular statute of someone turned to stone so Swift can reverse the process. The keep is heavily guarded, the courtyard less so, but it's still extremely dangerous.
(Ostensibly, Swift wants the statute retrieved because the person is useful to her. In reality, she just wants to torture and kill them for having wronged her. Also, the statute is of one of my PCs siblings, tying in with his background)
That was a lot of background information. Here is my skill challenge which I would like feedback on. I don't allow Aid Another in my skill challenges but do allow creative thinking to either garner a success or add bonuses to other skill checks. I also allow a PC to bump up the difficulty of a check by 5 for an added benefit (additional success, success and helping some other roll out) at their option.
Skill Challenge: The Mindflayer's Stone Garden
Complexity 5 (12 successes before 3 failures), Level 5 (1625 XP)
DCs Easy 7, Moderate 12, Hard 17. All checks are of Moderate difficulty unless otherwise stated.
Goal: Sneak into the courtyard of the Karda, avoid the guards, spirit away a particular stone statute.
The keep is at the heart of the restricted administrative district. Just getting to the keep itself will take some cunning. Good intelligence before attempting is vital.
The courtyard is surrounded by a 40' wall, built by ogres. The gate is guarded by a squadron of gnolls from the Znir Pact, there are regular patrols along the battlements, and some of the statutes in the gardens are actually gargoyle guards.
The keep itself is more heavily guarded, but the guards do not venture into the courtyard if there is a disturbance and instead prepare to repel an attack (thus giving the PCs time to escape)
The keep isn't just defended by stone walls and guards, there are wards on the battlements, the gate, and in several places in the courtyard itself which trigger alarms or create barriers of magical force.
Primary Skills (1/turn)
Athletics -- Climb the walls, open gates, move the statute, run from guards. Failure means the wall is too steep and the PCs will need to find another way in (the gate)
Stealth -- avoid detection, sneak past guards, dodge patrols in the streets. Failure means a guard is alerted, and the PCs have a limited number of rounds to defeat him or fail the entire challenge.
Streetwise -- learn the layout of the courtyard, determine where the guards and patrols may be, discover when guards change shifts, etc. Failure means that no further information can be gained except via History.
Arcana -- disarm the wards on the walls or gate. Failure means the PCs need to try the other entry point.
Perception -- notice patrols coming, spot the hidden gargoyles, find the correct statute in the garden. Failure could mean discovery by a patrol, as above.
Secondary Skills
Thievery -- get past the front gate, steal keys from guards. (1 success max)
Acrobatics -- squeeze through gate bars, balance along the ramparts to avoid guards
History -- gain additional information about the statute garden, basically substituting appropriate information from a Streetwise check (1 success max)
Success
The characters sneak into the courtyard and manage to spirit away the correct statute, which they can trade to Swift for the antidote.
Failure
The characters alert the Flayer Guard and must face a very difficult fight -- gargoyles in the courtyard, gnolls at the gate, archers on the ramparts, and soldiers that flood the courtyard itself. (I have this encounter built with terrain etc but suffice to say it's a level+3 encounter with unfavorable terrain, very difficult)
So am I doing this right? What did I miss? I want to try to make this challenge run organically. Once I give the PCs the hook, I hope to nudge them into making some Streetwise checks to find out some information, and then I want the party to just naturally follow the flow of things -- scope out the place, make a plan, execute a plan. Every PC must participate, but I'm not going to enforce an initiative order. But for example Stealthy McNinja can't just run around making all the checks, he can make 1 check and then the other 4 PCs must go before he can make another ninja check.
I also intend on using the "group skill checks" variant from the DMG when it looks like it makes sense. For example, if the PCs decide to scale the wall, then as one action in the challenge they all make Athletics checks and 3/5 PCs need to pass the DC otherwise it's a failure. Same for some Stealth checks, etc. Depending on the situation, of course.
Wow, sorry for writing a novel. Hopefully someone will tough it out and give me some feedback!
Spoilers for Ashen Crown after this point.
The PCs are attempting to get a final piece of the McGuffin when betrayal strikes -- the doppleganger double agent that was their contact is actually a triple agent. In the module, he kills all the hobgoblins that the PCs are allied with, steals all the McGuffin pieces, has the Emerald Claw reanimate the goblins and attack the PCs. However in my game the PCs have grown attached to one of the goblins (the rogue Govaan, if anyone cares) and I thought it would be cool to have him survive, but be dying of poison. Of course, he also manages to choke out half a cryptic message to the PCs, and has vital information which can further the plot (though I have other ways of nudging the PCs in various directions if needs be). The PCs have access to Delay Affliction and will probably use it. If not, he just won't die for a day or so.
The PCs have a contact in the city, a goblin poisoner named Swift, who can likely reverse the poison (which I've determined is made up of ground up Khyber dragonshards and makes the target unable to spend or regain healing surges) but only if the PCs do her a little favor. That favor? Break into the courtyard of the Karda (the keep where the mindflayer ruler of Greywall lives), avoid the guards, and retrieve a particular statute of someone turned to stone so Swift can reverse the process. The keep is heavily guarded, the courtyard less so, but it's still extremely dangerous.
(Ostensibly, Swift wants the statute retrieved because the person is useful to her. In reality, she just wants to torture and kill them for having wronged her. Also, the statute is of one of my PCs siblings, tying in with his background)
That was a lot of background information. Here is my skill challenge which I would like feedback on. I don't allow Aid Another in my skill challenges but do allow creative thinking to either garner a success or add bonuses to other skill checks. I also allow a PC to bump up the difficulty of a check by 5 for an added benefit (additional success, success and helping some other roll out) at their option.
Skill Challenge: The Mindflayer's Stone Garden
Complexity 5 (12 successes before 3 failures), Level 5 (1625 XP)
DCs Easy 7, Moderate 12, Hard 17. All checks are of Moderate difficulty unless otherwise stated.
Goal: Sneak into the courtyard of the Karda, avoid the guards, spirit away a particular stone statute.
The keep is at the heart of the restricted administrative district. Just getting to the keep itself will take some cunning. Good intelligence before attempting is vital.
The courtyard is surrounded by a 40' wall, built by ogres. The gate is guarded by a squadron of gnolls from the Znir Pact, there are regular patrols along the battlements, and some of the statutes in the gardens are actually gargoyle guards.
The keep itself is more heavily guarded, but the guards do not venture into the courtyard if there is a disturbance and instead prepare to repel an attack (thus giving the PCs time to escape)
The keep isn't just defended by stone walls and guards, there are wards on the battlements, the gate, and in several places in the courtyard itself which trigger alarms or create barriers of magical force.
Primary Skills (1/turn)
Athletics -- Climb the walls, open gates, move the statute, run from guards. Failure means the wall is too steep and the PCs will need to find another way in (the gate)
Stealth -- avoid detection, sneak past guards, dodge patrols in the streets. Failure means a guard is alerted, and the PCs have a limited number of rounds to defeat him or fail the entire challenge.
Streetwise -- learn the layout of the courtyard, determine where the guards and patrols may be, discover when guards change shifts, etc. Failure means that no further information can be gained except via History.
Arcana -- disarm the wards on the walls or gate. Failure means the PCs need to try the other entry point.
Perception -- notice patrols coming, spot the hidden gargoyles, find the correct statute in the garden. Failure could mean discovery by a patrol, as above.
Secondary Skills
Thievery -- get past the front gate, steal keys from guards. (1 success max)
Acrobatics -- squeeze through gate bars, balance along the ramparts to avoid guards
History -- gain additional information about the statute garden, basically substituting appropriate information from a Streetwise check (1 success max)
Success
The characters sneak into the courtyard and manage to spirit away the correct statute, which they can trade to Swift for the antidote.
Failure
The characters alert the Flayer Guard and must face a very difficult fight -- gargoyles in the courtyard, gnolls at the gate, archers on the ramparts, and soldiers that flood the courtyard itself. (I have this encounter built with terrain etc but suffice to say it's a level+3 encounter with unfavorable terrain, very difficult)
So am I doing this right? What did I miss? I want to try to make this challenge run organically. Once I give the PCs the hook, I hope to nudge them into making some Streetwise checks to find out some information, and then I want the party to just naturally follow the flow of things -- scope out the place, make a plan, execute a plan. Every PC must participate, but I'm not going to enforce an initiative order. But for example Stealthy McNinja can't just run around making all the checks, he can make 1 check and then the other 4 PCs must go before he can make another ninja check.
I also intend on using the "group skill checks" variant from the DMG when it looks like it makes sense. For example, if the PCs decide to scale the wall, then as one action in the challenge they all make Athletics checks and 3/5 PCs need to pass the DC otherwise it's a failure. Same for some Stealth checks, etc. Depending on the situation, of course.
Wow, sorry for writing a novel. Hopefully someone will tough it out and give me some feedback!