The following was written in part because my players are about to be 'forced' to travel cross country, avoiding the roads and in part in response to a recent podcast interview with and blog post by Mike Mearls in which he commented that wandering monsters worked better mechanically in 4E than in any earlier version (due to the renewable encounter resources) and proposed tying them to skill challenges.
Thus, the following (which is intended to make wilderness travel into a challenging skill challenge) was born:
(Disclaimer: This has not yet been tested, but should be tried out this upcoming weekend. I thought I'd toss it up here and see if there were criticisms I wanted to address before using it.)
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Travel through the wilderness involves three separate skill challenge phases, each of which requires slightly different skills and each of which needs to be attempted daily in a specific order, and an endurance check phase to determine the extent to which the exertion is wearing down the player. Each phase has differing consequences for both failure and success.
Each character will normally make one skill check each day (in addition to the endurance check that all make), attempting to earn a success in one of the three phases. Action points can be spent to make a second attempt at a failed skill check (this includes the Endurance check). Rolls of a natural 20 on a skill check result in two successes in that particular task. Old School Optional Rule: Rangers get a +2 bonus to the Nature skill when leading parties through the wilderness.
The three phases are: Finding the best route through the wilderness, Avoiding encounters and Finding an appropriate place to rest.
Note: If the party achieves no successes during the final phase (finding an appropriate place to rest) they are unable to rest comfortably and do not gain the benefits of an extended rest.
Pathfinding Phase
Primary Skills:
Endurance Phase
Each character must make an endurance check, with the DC determined by the number of successes in the prior (Pathfinding) phase.
0 Successes: Endurance Check DC 20
1 Success: Endurance Check DC 15
2 Successes: Endurance Check DC 10
Each failed endurance check results in the character losing one healing surge.
Encounter Avoidance Phase
Primary Skills:
Rest Phase
Primary Skills:
Experience: I am still not entirely sure about how much experience to grant. Possibly I will give experience as if it were a Skill Challenge of complexity equal to <number of days>. But I really dunno yet.
Note: The group for which this is intended is all third level. I am using the non-errata table, but without the footnote and thus wherever you see a DC of 15, that should be read as a Moderate DC, A DC of 20 would be a hard DC, etc. (scaled for higher levels as appropriate). If I find that the party is failing too often during testing, I will lower the DCs appropriately.
Carl
Thus, the following (which is intended to make wilderness travel into a challenging skill challenge) was born:
(Disclaimer: This has not yet been tested, but should be tried out this upcoming weekend. I thought I'd toss it up here and see if there were criticisms I wanted to address before using it.)
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Wilderness Travel Skill Challenge
Travel through the wilderness involves three separate skill challenge phases, each of which requires slightly different skills and each of which needs to be attempted daily in a specific order, and an endurance check phase to determine the extent to which the exertion is wearing down the player. Each phase has differing consequences for both failure and success.
Each character will normally make one skill check each day (in addition to the endurance check that all make), attempting to earn a success in one of the three phases. Action points can be spent to make a second attempt at a failed skill check (this includes the Endurance check). Rolls of a natural 20 on a skill check result in two successes in that particular task. Old School Optional Rule: Rangers get a +2 bonus to the Nature skill when leading parties through the wilderness.
The three phases are: Finding the best route through the wilderness, Avoiding encounters and Finding an appropriate place to rest.
Note: If the party achieves no successes during the final phase (finding an appropriate place to rest) they are unable to rest comfortably and do not gain the benefits of an extended rest.
Pathfinding Phase
Primary Skills:
- Nature (DC 12- The character uses his knowledge of nature and the wilds to identify safe routes, avoid impassable terrain and otherwise find their way)
- History (DC 15 - The character uses his knowledge of the lands both recent and forgotten to find lost trails)
- Perception (DC 15 - The character looks for clearer passage and possible obstacles to travel, allowing the party to avoid delays).
- Diplomacy/ Intimidate (DC 15 - Only useful if there are intelligent inhabitants in the area, can be used to learn of local paths and roads)
- Athletics (DC 20 - You assist the party in overcoming obstacles in your path such as chasms/gorges, steep hills which must be climbed, etc.)
- Other skills as appropriate (DC 20 - Any reasonable skill use by the player which might lead to either making travel easier or finding a better route to the destination)
Endurance Phase
Each character must make an endurance check, with the DC determined by the number of successes in the prior (Pathfinding) phase.
0 Successes: Endurance Check DC 20
1 Success: Endurance Check DC 15
2 Successes: Endurance Check DC 10
Each failed endurance check results in the character losing one healing surge.
Encounter Avoidance Phase
Primary Skills:
- Nature (DC 12 - by reading tracks and other animal signs the character helps the party avoid encounters along the way)
- Stealth (DC 15 - the character is not only stealthy herself, but also helps the other members of the party to move more quietly and avoid the notice of predators or enemies)
- Perception (DC 15 - The character notices potential encounters before they notice him and thus they can be avoided)
- Other skills as deemed appropriate by the DM (DC 20).
- Diplomacy/Intimidate (DC 20) if there are inhabitants who speak the character's language present.
Rest Phase
Primary Skills:
- Nature (DC 12 - your knowledge of nature allows you to find empty caves or construct lean-tos);
- Perception (DC 15 - your keen observation allows you to find dry and relatively comfortabe places to rest);
- History (DC 15 - you recall forgotten ruins and other structures which may still provide shelter to travelers).
- Dipomacy/ Intimdate (DC 15 - only if there are creatures capable of communication with the player; you cajole or coerce others into providing you shelter)
- Other skills as the DM and Player feel appropriate (DC 20)
Experience: I am still not entirely sure about how much experience to grant. Possibly I will give experience as if it were a Skill Challenge of complexity equal to <number of days>. But I really dunno yet.
Note: The group for which this is intended is all third level. I am using the non-errata table, but without the footnote and thus wherever you see a DC of 15, that should be read as a Moderate DC, A DC of 20 would be a hard DC, etc. (scaled for higher levels as appropriate). If I find that the party is failing too often during testing, I will lower the DCs appropriately.
Carl