Skill Challenges.   Posted by GM.Group: 0
GM
 GM, 132 posts
Mon 13 Jun 2016
at 03:15
Skill Challenges
The baseline travel time through the tunnels is 8 hours. A sunrod is active for 4 hours.

The primary skills for each challenge are listed in the challenges, but to be clear:

Pathfinding: Arcana, Dungeoneering, Nature, Perception.
Trailblazing: Acrobatics, Athletics, Dungeoneering, Endurance, Stealth, Thievery.

Any skill not listed is a secondary skill for that challenge and can be attempted once, or at a DC 19.

Note: The DC 12 assumes the PCs have an active sunrod with them. If they do not have an active sunrod, but do have illumination from a torch or something better, the DC is 14. If they do not have any significant illumination, the DC is 19.

Note: In the event of a failure in Trailblazing, the party may choose one piece of equipment (or 5 pieces of ammunition) to be destroyed, lost or otherwise left behind. If they do so, the failure becomes a success.

Pathfinding
Only exploration and experimentation will enable discovery of a viable path.
Complexity: 1; Level: 1; Difficulty: Moderate (DC 12)
Successes: [X][X][X][X]
Success: One hour added to the minimum travel time.
Failures: [X][ ][ ]
Failure: Four hours added to the minimum travel time.
The Air Doesn't Smell So Foul: Has following the trail of scents and other signs led you closer to the ice plains (Nature) or to deeper, unwholesome depths (Dungeoneering)? (Success: 1 success. Failure: 1 failure.)
A Light in the Darkness: The region's unusual relationship with the sun makes it possible to collect clues (Arcana, Nature) to the orientation of the heavens, even when below the surface. (Success: 1 success. Failure: 1 failure.)
Twisty Passages, All Alike: The ice caves twist light and distort sound, but you can take steps (Perception) to counteract the effects or prove them false. (Success: 1 success. Failure: 1 failure.)

Trailblazing
Complexity: 2; Level: 1; Difficulty: Moderate (DC 12)
Sections of the caves are remarkably easy going, but they're still natural and not necessarily friendly.
Successes: [X][X][X][X][ ][ ]
Success: One hour added to the minimum travel time.
Failures: [ ][ ][ ]
Failure: Four hours added to the minimum travel time.
"Throw Me the Rope!":  Some obstacles need to be met with simple strength (Athletics) and fortitude (Endurance). (Success: 1 success. Failure: 1 failure.)
Narrow Shafts, Tiny Ledges: Wedging through tight opening (Stealth) and balancing along meager handholds (Acrobatics) can put one in position to better aid the party. (Success: 1 Success. Failure: 1 Failure.)
Natural Deathtraps: Shoring up weak surfaces or carefully disarming natural dangers (Dungeoneering, Thievery) helps make the way safe. (Success: 1 success. Failure: 1 failure.)

This message was last edited by the GM at 21:13, Fri 12 Aug 2016.

GM
 GM, 218 posts
Tue 19 Jul 2016
at 20:01
Skill Challenges
We'll take this in rounds, because Safety First has an effect each round. The primary skills for each challenge are listed in the challenges, but to be clear:

Sabotaging the Forge: Arcana, Athletics, Endurance, Thievery.
Safety First: Acrobatics, Athletics, Endurance, Perception, Thievery.

Any skill not listed is a secondary skill for that challenge and can be attempted once, or at a DC 19.

Sabotaging the Forge
Complexity: 2 Level: 1 Difficulty: Moderate (DC 12)
Successes: [X][X][X][X][X][ ]
Success: The self-destruct is irrevocably set and cracks to the surface begin to form, allowing escape.
Failures: [ ][ ][ ]
Failure: The self-destruct is irrevocably set and cracks to the depths begin to form, allowing escape.
Reversing, removing or reconfiguring crucial forge components will be key to causing it to self-destruct.
"This one goes here! That one goes there!": Reverse or reconfigure the forge control units in the right way (Arcana) to cause catastrophic feedback. (Standard action. Success: one success. Failure: one failure.)
"Righty-tighty, lefty-brighty, uppity-outie. Right?": The forge was assembled with precision and torqued down tight. Overcoming that will require nimble fingers (Thievery) and effort (Athletics). (Standard action. Success: one success. Failure: one failure.)
"Hot. Hot! Hot-hot-hot-hot-hot!": Also cold, corrosive, and electrified. Forges are not designed to be serviced while in operation, but if you're tough (Endurance) you can get it done. (Standard action. Success: one success. Failure: one failure.)

Safety First
Complexity: 1 Level: 1 Difficulty: Moderate (DC 12).
Successes: [X][ ][ ][ ]
Success: 1 success toward Sabotaging the Forge. If Sabotaging the Forge has already failed and this is the fourth success, it succeeds.
Failures: [X][ ][ ]
Failure: 1 failure toward Sabotaging the Forge. If Sabotating the Forge has already succeeded and this is the third failure, it fails.
The underpinnings of the forge are a dangerous place with moving parts and gouts of elemental energy. Timing and mobility are important in keeping one's feet.
"Duck!": Woosh! Zzzzzzip! (Acrobatics, Thievery) (Standard action. Success: one success, +2 bonus on the next check to sabotage the forge. Failure: one failure, -1 penalty on the next check to sabotage the forge.)
"Hold on!": FsssssshWHAM! (Athletics, Endurance) (Standard action. Success: one success, +2 bonus on the next check to sabotage the forge. Failure: one failure, -1 penalty on the next check to sabotage the forge.)
"Wait for it....": HuhhhhhhhmmmMmMmMmMMMM! (Perception) (Standard action. Success: one success, +2 bonus on the next check to sabotage the forge. Failure: one failure, -1 penalty on the next check to sabotage the forge.)
Note: If no attempt is made on this challenge during a turn, it incurs one failure and skill checks for Sabotaging the Forge suffer a -4 penalty on the next turn, until the challenge is attempted.