Here are a few examples of skill challenges that I have developed, from my
solo campaign for a paladin PC. Note that I use DCs of 12 + 1/2 challenge level for Easy checks, 16 + 1/2 challenge level for Moderate checks and 20 + 1/2 challenge level for Hard checks.
[SBLOCK=Mediating a dispute]
Challenge Summary: The PC mediates a dispute between a local farmer and an elven ranger.
Introducing The Challenge: After the PC has defeated the hawk, Joel takes him to the farm that was attacked by the wolf. On his arrival, he find the farmer,
Kail Greenbough, arguing with an elf ranger,
Rumil Amanth, while Kail's dog Blackie and Rumil's animal companion Faerwyn growl at each other. Joel will ask what has happened if the PC does not do so. Kail will say that Rumil's wolf killed one of his lambs, but he has refused to either compensate him for his loss or stay to work off his debt. Rumil will counter that he is prepared to compensate Kail, but he has no money on him at the moment and cannot stay to work because he is on his way to attend a meeting. He offers to return to repay Kail at a later date. However, Kail refuses to allow Rumil to leave before he pays him. Since the two of them have reached an impasse, Joel will propose that the PC mediate the dispute as a neutral third party.
Running the Challenge: This challenge may be run as a skill challenge, or the player may use his own ability to work out a solution.
What Kail Wants
Kail's primary objective is to be compensated at least 1 gp, or the equivalent in goods or services, for his lamb. His secondary objective is to ensure that Rumil pays for the lamb in some manner before he leaves the village. He will automatically accept any solution that allows him to meet both his objectives (no skill check required).
What Rumil Wants
Rumil is on his way to attend a meeting with his fellow rangers that he does not want to be late for. His primary objective is to leave the village by the next morning at the latest. His secondary objective is to pay for the lamb through his own efforts, though not necessarily immediately. He will automatically accept any solution that allows him to meet both his objectives (no skill check required).
If the PC proposes a solution that does not meet an NPC's primary or secondary objectives, he must succeed at two skill checks with that NPC to persuade him to accept it. In most cases, the DC of the skill check will depend on how well the proposed solution meets the NPC's primary and secondary objectives. The PC may make use of the following skills during this challenge:
Bluff: This skill will come into play if the PC attempts to fool an NPC into believing that his primary or secondary objectives will be met. A failed Bluff check imposes a -2 penalty on subsequent Bluff and Diplomacy checks with the same NPC.
Diplomacy: This skill will come into play if the PC simply attempts to persuade an NPC to accept his solution. The PC will need to succeed at a DC 16 skill check if the proposed solution meets the NPC's primary objective but not his secondary objective, or a DC 20 skill check if the proposed solution does not even meet his primary objective.
Insight: This skill will come into play if the PC attempts to figure out what an NPC wants. If he succeeds on a DC 12 Insight check, he discovers the NPC's primary objective and gains a +2 bonus to his next Bluff, Diplomacy or Intimidate check with that NPC. If he succeeds on a DC 16 Insight check, he also discovers the NPC's secondary objective and gains a +2 bonus to all subsequent Bluff, Diplomacy or Intimidate checks with that NPC. If he succeeds on a DC 20 Insight check, it also counts as a success with that NPC. Bonuses from successful Insight checks do not stack.
Intimidate: This skill will come into play if the PC attempts to threaten an NPC into accepting his solution. The PC will need to succeed at a DC 16 skill check if the proposed solution meets the NPC's primary objective but not his secondary objective, or a DC 20 skill check if the proposed solution does not even meet his primary objective. A failed Intimidate check imposes a -2 penalty on subsequent Diplomacy and Intimidate checks with the same NPC.
The PC may propose as many solutions as he wants, but once he has failed three skill checks, both the NPCs lose patience. Rumil turns to leave, and Kail orders Blackie to attack Faerwyn while he fights Rumil. If the PC does not interfere, Rumil and Faerwyn will defeat Kail and Blackie and leave. If the PC decides to fight one or the other, run the fight normally. When the fight is over, Joel will try to stabilize the dying and tend to the injured. The defeated party (if he survives) agrees to the other NPC's demands.
Award the PC 100 XP if he is able to get Kail and Rumil to agree to his proposed solution. Otherwise, award him 25 XP for each success that he earned. One solution that both NPCs would agree to automatically would be for Rumil to help the PC guard Kail's sheep and defeat the black wolf. [/SBLOCK][SBLOCK=Performing a ritual]
Challenge Summary: The PC performs a ritual to close the rift.
Running the Challenge: This is basically a skill challenge, but the PC may also perform other actions to earn successes.
In addition to providing instructions on how to perform the ritual to close the rift, Sylvia's scroll also advises that focusing radiant energy and healing energy on the rift will help weaken it and make it easier to close it. The scroll further recommends doing so before commencing the ritual. If the PC has any powers that deal radiant damage, a DC 12 Intelligence check will enable him to realize that he can use his powers to weaken the rift (the rift's AC is 14 and its other defenses are 12). Similarly, a DC 12 Heal check will enable him to realize that he can use
lay on hands to channel healing energy into the rift.
Effects of Special Actions
Lay on Hands: If the PC uses
lay on hands on the rift, he earns one success. However, he also takes 1d10 necrotic damage from touching the rift. The PC may earn at most one success from using
lay on hands.
Radiant Delirium: If the PC uses
radiant delirium and hits, he earns one success. In addition, he gains a +2 bonus on Religion checks to close the rift. Each round, the DM rolls a d20 for the rift as if it was making a saving throw. If the result is 10 or higher, this effect ends. The PC may earn at most one success from using powers that deal radiant damage.
Radiant Smite: If the PC uses
radiant smite and hits, he earns one success. The PC may earn at most one success from using powers that deal radiant damage.
Holy Strike (and other powers that deal radiant damage): The PC earns one success once he has dealt 10 points of radiant damage to the rift. The PC cannot mark the rift to deal additional damage with
holy strike. The PC may earn at most one success from using powers that deal radiant damage.
Performing the Ritual
Allow the PC to make an Arcana check as a free action when he starts performing the ritual to close the rift. Although the ritual is religious in nature, knowledge about magical lore could still help the PC. If he succeeds on a DC 12 Arcana check, he gains a +2 bonus to his next Religion check. If he succeeds on a DC 16 Arcana check, he also gains a +2 bonus to all subsequent Religion checks, and if he succeeds on a DC 20 Arcana check, he also automatically succeeds on his first Religion check to close the rift. A failed Arcana check does not count as a failure for the challenge. However, the PC may only make one Arcana check during this challenge; this represents the extent of his knowledge at the time.
In order to perform the ritual to close the rift, the PC must be adjacent to the rift (and thus be within range of the rift's
necrotic discharge). Performing the ritual is a standard action. Each round that the PC performs the ritual, he makes a Religion check to determine the outcome of his efforts. If the result of his Religion check is 11 or less, he performs the ritual incorrectly and accumulates one failure. If he succeeds on a DC 12 Religion check, he makes a minor error that threatens to stabilize the rift. If he has healing surges remaining, as a minor action, he may spend a healing surge to disrupt the stabilization. If he does not, or if has no healing surges remaining, he accumulates one failure. If he succeeds on a DC 16 Religion check, he performs the ritual correctly and earns one success. If he succeeds on a DC 20 Religion check, he performs the ritual so efficiently that he is able to concentrate better in the next round. The PC earns one success and gains a +2 bonus to his next Religion check.
Once the PC has started performing the ritual, he must continue to spend a standard action to do so in each round until the rift is closed. If he does not, he automatically accumulates one failure for each round that passes before he resumes performing the ritual.
While the PC performs the ritual, the rift continues to randomly discharge necrotic energy. Do not roll initiative for the rift; simply allow it to take its "turn" after the PC. This is treated as an attack:
If the rift's attack recharges, but there are no targets within range, the necrotic energy discharges harmlessly into a random empty square within 5 squares of the rift.
Effects of Successes and Failures
For each success that the PC earns, reduce the recharge rate of the rift's
necrotic discharge attack by 1, i.e. to

after one success, to

after two successes, and to

after three successes. Once the PC has earned four successes, the rift closes and no longer makes
necrotic discharge attacks. It also loses its
necrotic aura (see below) if it has gained one.
After the PC has accumulated one failure, the rift starts to stabilize and to release a steady flow of necrotic energy into the area. The rift gains a
necrotic aura.
Necrotic Aura aura 5; creatures that enter or start their turns in the aura take 1 point of necrotic damage. Increase damage to 2 points of necrotic damage after two failures, and to 5 points of necrotic damage after three failures.
Once the PC has accumulated three failures, the rift stabilizes fully, and continuing to perform the ritual has no further effect.
Award the PC 25 XP for each success that he earned. [/SBLOCK][SBLOCK=Persuading a spirit]
Challenge Summary: The PC persuades the spirit of a long-dead paladin to open the stone door.
Introducing The Challenge: After the PC has defeated the kobolds, a voice rings out, "Well done, young warrior. It may be that you will be the one to defeat the creature of darkness and claim the weapon of light that lies beyond this portal." The PC sees the translucent form of a human in plate mail armor standing in front of the stone door.
He continues speaking, "Tell me of yourself and your deeds, that I may judge if you should be allowed to pass."
Running the Challenge: This is basically a skill challenge, but the PC may also earn bonuses to his skill checks or even automatic successes depending on what he says to the spirit.
The PC must earn four successes before he accumulates three failures. In order to earn a success, the PC must tell the spirit something about himself and succeed on a DC 17 Diplomacy check. The PC may gain the following bonuses to his Diplomacy check:
If the PC tells the spirit about how he has helped people, e.g. rescuing the boy from the rats (in
Rat Warren Rescue), retrieving the drain grass pod (in
Life Pod Hunt), or protecting the village (in
A Touch of Shadow), he gains a +2 bonus to his Diplomacy check.
If the PC tells the spirit about his battles with undead and shadowtouched creatures, he gains a +2 bonus to his Diplomacy check.
If the PC successfully closed the shadow rift in A Touch of Shadow and relates this to the spirit, he earns an automatic success.
If the PC speaks of his religious beliefs, he gains a +2 bonus to his Diplomacy check if his alignment is Good. If his alignment is Lawful Good, he earns an automatic success.
If the PC is unsure of what to say, the spirit may prompt him by asking the following questions:
"Which deity do you worship?"
"Have you fought such shadow-tainted creatures before?"
"Which deeds are you most proud of?"
In addition, the PC may also make use of the following skills during this challenge:
Bluff: This skill will come into play if the PC attempts to lie to the spirit. The PC earns a success if he succeeds on a DC 17 Bluff check. A failed Bluff check imposes a -2 penalty on subsequent Bluff and Diplomacy checks with the spirit.
History: This skill will come into play if the PC attempts to recall historical information about the spirit or why the mine was abandoned. If he succeeds on a DC 17 History check, he recalls that the mine was abandoned about twenty years ago because a group of dangerous monsters attacked it and claimed it as their lair. If he succeeds on a DC 21 History check, he also recalls that a paladin departed on a quest to defeat the monsters in the mine, but did not return. If the PC asks the spirit if he was that paladin, the spirit will reply that he was, and will be flattered that he is remembered. The PC gains a +2 bonus to all subsequent Bluff, Diplomacy or Intimidate checks with the spirit. A failed History check does not count as a failure for the challenge. However, the PC may only make one History check during this challenge; this represents the extent of his knowledge at the time.
Insight: This skill will come into play if the PC attempts to figure out how the spirit will judge him. If he succeeds on a DC 17 Insight check, he senses that the spirit would be favorably disposed towards those who worship Lawful Good deities, have performed good deeds, and have experience fighting undead and shadowtouched creatures.
Intimidate: This skill will come into play if the PC attempts to threaten the spirit. If he succeeds on a DC 17 Intimidate check, he manages to impress the spirit enough to earn a success. However, the PC may earn at most one success from using Intimidate.
Religion: This skill will come into play if the PC tries to examine the spirit for clues to his identity or affiliations. If he succeeds on a DC 17 Religion check, he recognizes from the symbols and designs on the spirit's armor that he belonged to a religious order known as the Radiant Blades, an organization of Lawful Good paladins dedicated to fighting undead and shadow creatures. A failed Religion check does not count as a failure for the challenge. However, the PC may only make one Religion check during this challenge; this represents the extent of his knowledge at the time.
If the PC is able to earn four successes, the spirit nods in approval. "You are worthy," he says, as the stone door opens.
If the PC accumulates three failures, his conversation with the spirit is interrupted by the arrival of a Shadowfang kobold wyrmpriest and three kobold minions. When this happens, the spirit addresses the PC one last time before fading away, saying, "Defeat them, and I will allow you to pass." Run
Challenge #6. If the PC overcomes the challenge, the stone door opens.
Award the PC 31 XP for each success that he earned, or 125 XP if he earned all four successes.[/SBLOCK][SBLOCK=Saving a dying enemy]
Challenge Summary: The PC fights a zombie and the imp from the previous encounter if it managed to flee from him. This interrupts the necromancer's ritual and causes uncontrolled necrotic energies to ravage him. The PC must choose between helping him and continuing to fight his other enemies. If the necromancer dies, he rises as a deathlock wight (Monster Manual) and attacks the PC.
Introducing The Challenge: After the PC has defeated the skeletons, and the imp has either fled or been defeated as well, the PC may venture deeper into the cave. The cave tunnel eventually opens out into a large natural cavern. If the PC has played through
A Touch of Shadow, this is the same room as
Challenge #7 of that adventure. At the far side of the cavern, a figure in dark robes chants harsh-sounding words. A zombie stands guard near the entrance. If the imp is present, it is next to the zombie.
Running the Challenge: The cavern covers a 10-square by 10-square area. Unless the PC played through
A Touch Of Shadow and managed to close the rift, what appears to be a sphere composed of glowing purplish energy hangs in the air near the centre of the edge of the cavern opposite the entrance. Any creature that starts its turn within 5 squares of the sphere takes 5 points of necrotic damage. The necromancer is adjacent to the sphere. The zombie is in one of the squares adjacent to the entrance. If the imp is present, it is adjacent to the zombie. If the PC does not carry a light source, the area is dimly lit, either from the sphere, or from glowing runes inscribed in a circle around the necromancer.
The necromancer spends a standard action each round to perform the ritual and leaves it to the zombie and imp (if present) to fight the PC. The zombie focuses on keeping the PC away from the necromancer, using its
zombie grab to immobilize the PC. If present, the imp repeats its tactics in the previous challenge, using
vanish to turn invisible and then attacking the PC with tail sting.
The situation changes once one of the following occurs: the PC deals damage to the necromancer or prevents him from performing the ritual for one round (the necromancer has AC 18, other defenses 16); or (if the PC is fighting both the zombie and the imp) the PC destroys either the zombie or the imp; or (if the PC is only fighting the zombie) the PC deals damage to the zombie. When this happens, the necromancer loses his concentration and purplish necromantic energy engulfs him. The necromancer starts dying and must make death saving throws at the end of his turn.
If the PC decides to try and save the necromancer, this part of the encounter can be run as a skill challenge. In order to earn a success, the PC must spend a standard action and succeed at a DC 18 Heal check. If the PC did not take an extended rest during the
interlude, the DC of the Heal check is 17 instead. The PC does not accumulate failures for failed Heal checks. However, the necromancer dies if the PC does not manage to earn four successes before he fails three death saves. In addition, the PC may also make use of the following skills and abilities during this challenge:
Religion: Allow the PC to make a Religion check as a free action when he starts helping the necromancer. This represents his ability to use minor religious rituals to keep the necrotic energy at bay. If he succeeds on a DC 14 Religion check, he gains a +2 bonus to his next Heal check. If he succeeds on a DC 18 Religion check, he also gains a +2 bonus to all subsequent Heal checks, and if he succeeds on a DC 22 Religion check, he also automatically succeeds on his first Heal check to help the necromancer. A failed Religion check does not count as a failure for the challenge. However, the PC may only make one Religion check during this challenge; this represents the extent of his knowledge at the time.
Channel Divinity: Divine Mettle: If the necromancer succeeds on his saving throw, the PC may choose to either earn one success or negate one failed death save. Other abilities that grant additional saving throws have a similar effect.
Lay on Hands: If the PC uses lay on hands on the necromancer, he earns one success. The PC may earn at most one success from using lay on hands.
If the necromancer fails three death saves and dies, he rises on his next turn as a deathlock wight and starts attacking the PC.
If the PC manages to save the necromancer, he earns XP as if he had defeated the deathlock wight in combat.[/SBLOCK]