Courtesy of the Skill Challenge Request Line –kaeosdad, this is for you!
Scenario: The PCs are being chased by a monster far above their level (PC level + 10 or higher solo!). Escape from the monster or be slain. As fulfilling as bravery can be, discretion is…
Complexity: 3 (8 successes before three failures)
Encounter Level: PC Encounter Level + 1
Goal: Escape the monster before he can catch up to the party.
Environment: This skill challenge template can be used for a wide array of scenarios. The defining features of the challenge though, are where it takes place, and what the monster is chasing the PCs. Depending on what environment this challenge takes place in, use Nature/Dungeoneering/Streetwise as appropriate. Depending on the monster, use Religion/Arcana/Nature/Dungeoneering as appropriate to its type.
During the challenge, the group can employ up to two of the following strategies.
The players decide to split up into one or more groups. Each group nominates a leader. The leader of each group rolls Bluff (other group members can Aid another). The monster will chase after the group with the highest Bluff score. Members of the other groups can automatically escape the monster and succeed at the skill challenge, but get no XP unless the group still in the skill challenge succeeds. The group the monster chases adds a +4 to all DCs for the rest of the challenge, but all successful rolls are worth an extra success.
“Go on without me!”
One PC holds back and grab’s the monster’s attention. That PC will take up to three attacks from the monster. Roll to hit three times against the PC and resolve the damage from attacks as normal. For each attack that the PC is still standing (above 0 HP), the party gains two successes. If the PC is still up after the three attacks, he must make a successful Stealth (hard DC) or Athletics (hard DC) check or suffer three more attacks. If successful, the PC is able to get away from the monster and join the group. Keep attempting this check (it does not count towards success or failure) until the PC drops or gets away.
“Let’s set a trap”
The PCs attempt to set a trap for the monster, meant to immoblize and delay it rather than stop it. This strategy can only be made after a successful Hide check.
Nominate one player to make a Thievery (hard DC +2) check. All players who have made a successful hide check during this challenge may use Aid Another on this roll. If successful, the players earn three successes and are add a +1 to all rolls for the remainder of the challenge.
Nature/Dungeoneering/Streetwise (moderate DC, maximum of one PC aiding, maximum of four successes): Your knowledge of the environment is the only thing saving you from a pretty unpleasant death.
Religion/Arcana/Nature/Dungeoneering (moderate DC, maximum of one PC aiding, maximum of one success): If you know your enemy, you’ll know how to survive.
Stealth(easy DC, maximum of two successes): You are able to hide from the monster’s intentions…for a time.
Perception(moderate DC, maximum two successes): You keep your eye on the best paths to run to.
Perception (hard DC+4 maximum one success): You eye the perfect spot to hide in. +2 to the next Stealth check.
Intimidate (auto-fail): What you need to know about this monster –it fears nothing!
Diplomacy (auto-fail): Man-reaving monster don’t discuss. They destroy.
Athletics (moderate DC, maximum of four successes, no PCs aiding): The plan is simple, actually –run until you’re out of breath, then run some more.
Acrobatics (moderate DC, maximum of four successes, no PCs aiding): You’re too nimble and too agile to get caught by this lumbering beast.
Bluff (moderate DC, maimum of three successes): In times like these, it is best to match quick feet with a quick mind.
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