Sunday, August 03, 2008

Session Discussion: Skill Challenges

So, we did a couple of more extended skill challenges. Here's my notes on these challenges:

Approach the Bloodreaver Lair

This skill challenge is necessary to find the Bloodreaver Lair quickly and quietly. It is assumed that the heroes are trying to reach the lair unmolested and undetected.

Difficulty: Moderate (DC 10)

6 Successes (150 xp)

At this level of success you manage to reach the Bloodreaver lair without alerting any patrols to your presence. All guards will be considered ready (but not alert) until such time as your activities dictate otherwise.

9 Successes (275 xp)

In addition to reaching the Bloodreaver lair undetected you also manage to find a good location near the lair to set up a defensible “base camp” to which you can retreat and avoid contact with goblins if you are careful about returning to the place without leading enemies to it.

12 Successes (400 xp)

You reach the Bloodreaver lair undetected, find a good base camp and capture a lone goblin who gives up information about the guard routines and patrols. This information grants a +2 bonus to any three skill checks during the next skill challenge. The skill check bonus must be declared before the roll.

3 Failures (0 xp)

If you get three failures before achieving at least six successes then each character loses one healing surge and the party has a combat encounter with a Bloodreaver patrol. The Bloodreaver guards will flee as soon as a single of their number falls. If any of the patrollers make it back to the lair alive then the entire lair will be considered alert for the next several hours. Apply a -2 penalty to all skill checks in the next skill challenge (Stalking the Bloodreaver lair) should you choose to attempt that challenge before the next sunrise. Additionally, all Bloodreaver guards are alert and ready for combat during this time.

Key Skills (DC 10)

  • Athletics: you use your physical skills to help your party navigate the mountainous terrain.
  • Dungeoneering: using knowledge of general dungeon construction and guard patterns, you help avoid patrols and get into best position near the lair.
  • Endurance: stealthy movement through mountainous terrain is hard work. Your endurance helps ensures that you and your comrades do not flag during the trek.
  • Nature: using knowledge of the natural world you help to avoid any dangerous flora or fauna. You help track previous patrols and see tell tale signs of recent goblin passage.
  • Perception: you powers of perception help you to find the way to the goblin lair while avoiding patrolling enemies.
  • Stealth: you and your friends sneak through the mountainous terrain drawing closer and closer to the enemy stronghold.

Secondary Skills (DC 15)

  • Acrobatics: the difficult terrain presents no challenge to you as you leap over ravines and tumble through underbrush and move closer to the Bloodreaver lair.
  • Heal: climbing through these rough mountains results in numerous cuts, scrapes and bruises. Your use of first aid helps keep the heroes on their feet.

Stalking the Bloodreaver Lair

After finding the Bloodreaver lair you have the option of observing and planning your assault which may make it your attack easier.

Difficulty: Hard (DC 15)

6 Successes (350 xp)

Each character gets a +1 bonus usable on any single d20 roll while inside the lair.

9 Successes (525 xp)

As above and gain one action point.

12 Successes (700 xp)

As above and find hidden treasure near the lair: buried chest with 250 gold and Gloves of Piercing.

3 Failures (0 xp)

While casing the Bloodreaver lair you alert guards to your presence. Each PC loses two healing surges immediately and the guards on duty outside attack. Additionally, the goblins inside the lair prepare for an attack. All goblins are alert and prepared for combat. Traps, cover and other preparations are fully in place.

Allow the PCs to use any reasonable skill that they can justify with role-play/explanation of use.

Session Report: Against the Bloodreavers

Far north of Dalton's Camp on the western face of the White Mist Mountains, the heroes have journeyed into the area where Jadonkos believes they will find the Bloodreaver tribe lair. The heroes spend time following trails, staying hidden from patrols and working their way towards the lair.

They eventually find a clearing in the woods near a shear cliff face. There is a large pit dug away from the cliff face and a few tents scattered around the area. A long hobgoblin stands guard near a crack in the cliff face that looks as if it might enter into a deeper cave.

The heroes stalk the place for a few hours. They watch patrol patterns and find a good place to hunker down in from which they will launch their attack. Mizuni and Dorrin scout forward to attack the lone guard. The heroes quickly cut down the guard before he can raise an alarm and kill the resting guards in the tents before they can enter the fray.

After a quick rest they charge into the cave. A pair of soldiers and several archers stand guard. The archers hold the high ground and pelt Bracken without mercy. After the dwarf falls unconscious they switch targets to Dorrin who has climbed up onto the ledge with him. Dorrin survives their attacks with a bit of luck and his friends, having cleared out the soldiers move in and finsih off the archers.

Pressing deeper into the lair the heroes follow worked stone hallways to another large natural cavern. Here they meet another band of hobgoblins. The hobgoblins fall quickly to the focused attacks of the heroes, but not before one races out of the place an into a crevasse heading deeper into the lair.

Dorrin creeps forward after the archer and finds a room packed with many goblins. He attacks one and the goblins move quickly to bottleneck the heroes in the entrance to their ground. It is a long and hard struggle, but eventually the dwarf protectors manage to get through to the front lines and control the flow of the battle while Dorrin and Muzuni strike down the enemies. Algea makes short work of many of the goblins with his blasts of fire. Eventually the battle is down to only an axe wielding goblin leader and a goblin hexer who has covered the battlefield with an obscuring fog. The heroes bring these two down and make ready to press onward to find the leader of the Bloodreavers.

Session Report: Rewards

The heroes received the following rewards in the foray into the Bloodreaver hideout:

XP: 588 (current total 1996)
Gold: 30 gold each
Magic Items: Battleforged Armor +1: Fargrim
Flaming Battleaxe +1: Drast
Battleaxe of Terror +1: Brackent