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Venture 4th: By Skill Alone
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By David Caffee
Art by Shaman’s Stock Art
Skortched Urf Studios &
Gareth Michael Skarka
INTRODUCTION
Skills make up an important part of any role playing
game. A character’s skills are what make him or her
versatile and unique. A character’s various aptitudes
can aid greatly in combat situations as the party jumps,
swings, climbs, and lock picks its way through a
dungeon. Non-combat encounters are almost entirely
skill based and without these situations an adventure
would be nothing but one endless battle after another.
expands on these areas by providing more situations
where the characters can excel through knowledge,
expertise, and daring stunts. In this work you will ind
skill challenges suitable for parties of all levels, from
the heroic to the epic tier. Also presented are new uses
for every skill found in the core player’s book.
DESIGNING YOUR OWN
SKILL CHALLENGES
When designing a skill challenge the most important
consideration is integrating it into the rest of your
adventure. A skill challenge should occur at an
important juncture in the story. Never insert a skill
challenge into an adventure just because you liked the
idea. Like a combat encounter, a skill challenge should
be natural part of the story. Consider how the challenge
its into the larger context of your adventure. If your
characters are a party of grave robbing treasure-seekers
then feel free to insert as many skill challenges as you
want that involve puzzle traps or ancient riddles. On the
other hand, a skill challenge that involves negotiation
and political discussion is much better suited for an
adventure where the characters are attempting to unit
the Twelve Baronies against an undead army.
In 4E, skills are broken down into a small number of
broad categories and each one can be used in a number
of creative ways. The latest incarnation of the game
has also introduced us to the skill challenge, a dramatic
encounter where the situation is resolved through a
series of skill checks instead of ighting. By Skill Alone
The skill challenge represents a crossroads where the
party is allowed to take an easier path if they succeed
in completing the challenge. The easier path may be
interpreted literally, such as a situation where a party
of adventurers must unlock the secret door of Aldair
in order to take a shortcut through the mountains. Or
the characters can simply have a less dangerous way of
getting where they are going, such as a group of PCs
who fast talk their way past the king’s guards instead of
battling them. Failing a skill challenge knocks the party
By Skill Alone, Venture 4th, and all other Adamant Entertainment product names and their respective logos are trademarks of Adamant Entertainment in the U.S.A. and
other countries. All Adamant Entertainment characters, character names, and the distinctive likenesses thereof are property of Adamant Entertainment. This material
is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of Adamant Entertainment. Any similarity to actual people, organizations, places, or events included herein is pureply coinci-
dental.
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off track but it shouldn’t stop them dead. Never create
a situation where the only way in or out of a dungeon is
to pass a skill challenge. The PCs should always have at
least two options. The old stand by answer is to give the
party the choice between a skill challenge and a combat
encounter. That way if one choice doesn’t work out the
party can back track and try the other option.
character taking damage equal to his full hit points.
If the skill challenge is designed in a way that causes
individual characters to lose surges as the result of
failed skilled checks then a DM should be even more
hesitant to use lost healing surges as a consequence for
failure.
Examples of Risk
Loss of healing surges.
Consider the array of skills that your players have
selected for their characters. If you can, gather up their
character sheets and make a list of the skills in which at
least one character is trained. If more than one character
is trained in a skill, make a note of it. Once your list is
complete you should have a decent idea of what the
party is capable of in terms of a skill challenge. There is
no point in forcing the PCs to make a bunch of untrained
checks. If no one in the party is trained in Diplomacy
then you should avoid creating a challenge where
Diplomacy is a primary skill. The players are bound to
be frustrated by a challenge where none of them have a
decent chance of making a check with one of the main
skills. However, if a character has a feat or racial bonus
that increases a certain skill then that player probably
can’t wait for the opportunity to use it.
Initiating a combat encounter.
Encountering a trap or hazard.
Being forced to take a more dangerous route or
being driven off course.
Failure to obtain treasure.
Examples of Rewards
A treasure parcel of the appropriate level.
Avoiding a combat encounter.
Overcoming an obstacle or hazard.
Taking a quicker or easier route to your
destination.
RISKS AND REWARDS
A skill challenge is like a combat encounter in the fact
that there must always be a suitable risk associated
with the task as well as a reward that makes the task
worthwhile. Balancing these two needs is critical to
making the challenge fun and exciting for your players.
Without a sense of danger the players won’t care if their
characters succeed or not. Likewise, putting too harsh
a penalty on a skill challenge may cause the players to
feel cheated, as if they had lost a battle without a chance
to ight back. By the same token, the players will feel
cheated if they complete a tough challenge without
gaining any reward at all.
Assigning risk is often the easiest part of this equation.
The penalty for failing a skill challenge may be as
simple as not getting the reward that the PCs were after.
If the PCs were trying to escape from a monster then
they are forced to ight instead. If the party was using
the skill challenge to unlock a treasure vault then the
prize remains elusive. A failed skill challenge can lead
to more serious consequences such as the loss of healing
surges. As a rule of thumb, the PCs should never lose
more than four healing surges as the result of a failed
skill challenge. Four lost surges is the equivalent of a
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SKILL CHALLENGES
- HEROIC TIER
success or failure for the challenge, but instead provides
a +2 bonus or a -2 penalty to the next character’s skill
check.
A Game of Chance (XP 200)
The baron’s parlor is illed with thick smoke and alive
with the sounds of revelry. In the back corner a high
stakes game is underway. Your quarry sits at the table,
laughing rudely as he rakes in his winnings.
Streetwise (20): Your familiarity with gamblers and
card cheats allows you to catch another player cheating.
Using this skill doesn’t count as a success or failure
for the challenge, but a successful check can remove a
single failure that has already been accumulated.
This skill challenge deals with attempts to inluence
an NPC by taking his money at the gaming table. The
reward may be a in the form of information that the
other person knows, a favor that the characters need
done, or an item that they need to obtain. The characters
have learned that the NPC in question is a serious
gambler who often stays up all night engaged in games
of chance. One way to get what they require is for the
PCs to get the best of their mark during one of these
marathon gambling parties.
Thievery (DC 20): You attempt to use sleight of
hand to cheat the other players. A failure means that the
character is suspected of cheating and this skill can no
longer be used for the rest of the challenge. A failure
gained from the use of this skill can be negated with the
use of either Diplomacy or Intimidate.
Unmodiied Roll (DC 18): Sometimes luck is on
your side. You simply play the hand that you are dealt
and hope for the best.
This skill challenge may also be used if the characters
are short on money. A skill challenge should only occur
in situations when it is vital to the plot, so do not allow
the characters to use this challenge to simply build
up their wealth. The challenge should be a means to
a speciic end. Perhaps the PCs need to book passage
on a ship that leaves in the morning but do not have
quite enough coin to pay the fare. Or perhaps an ally is
scheduled to be hanged and the characters don’t have
enough gold to buy his freedom.
Secondary Skills: Diplomacy, Intimidate.
Diplomacy (DC 20): You use lattery and charm to
gain the trust of your fellow gamblers. Using this skill
doesn’t count as a success or failure for the challenge,
but a successful check can remove a failure that has
been gained from the use of the Thievery skill.
Intimidate (DC 20): You use threatening body
language and harsh stares to silence your critics. Using
this skill doesn’t count as a success or failure for the
challenge, but a successful check can remove a failure
that has been gained from the use of the Thievery skill.
Setup: To get what you need from an NPC, you must
take all of his money at the card table.
Level: 1
Complexity: 2 (requires 6 successes before 3
failures)
Success: The characters gain the favor of the NPC
that they had been targeting. He or she will reveal one
piece of useful information, give up an item that is
important to their quest (no monetary value), or perform
a simple task that aids them on their quest. In addition,
the party gains 200 gp.
Primary Skills: Bluff, Insight, Streetwise, Thievery,
Unmodiied Roll (luck).
Bluff (DC 20): You try to maintain an aura of extreme
conidence, convincing your opponent that you posses
the winning hand. A failed check indicates that your
expression gives you away and reveals the true strength
of your cards to the other players.
Failure: The PCs do not gain whatever they were
after and word of their misfortune spreads throughout
the vicinity. Attempts to use social interaction skills
(Bluff, Diplomacy, etc) with the local NPCs are more
dificult now, incurring a -2 penalty to the characters’
skill checks.
Insight (DC 15): You study the faces and mannerisms
of the other gamblers, looking for signs of weakness
or overconidence. Using this skill doesn’t count as a
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Arcane Door (XP 250)
The stone face on the door barks in your direction,
“Answer my riddle true and you shall pass. Answer it
not and the way will remain sealed.”
Thievery (DC 28): You attempt to force the door open
or otherwise trick the mechanism into cooperating. A
failed check with this skill closes it out and it cannot be
used again for the rest of the encounter.
This challenge has the characters attempting to solve
a riddle in order to open an enchanted door. The door
leads the way to a shortcut or protected route that will
allow the characters to get to their destination faster and
easier. Failing this skill challenge means that the door
disappears and the characters must travel by a longer or
more dangerous route. Riddle in question does not have
to be a verbal contest like the riddle of the sphinx or
other famous brainteasers. The challenge could just as
easily involve getting a series of levers into the proper
position or placing a group of symbols into the correct
patterns. Other ideas include a musical riddle (the PCs
must strike the proper tones on a series of gongs), a
combination lock (a series of marked wheels must be
lined up to match symbols along their outer rim), or a
water lock (a series of valves must be activated in order
to direct the water to the correct destination).
Success: The door unlocks and the PCs are allowed
inside.
Failure: The door fades back into the stone and does
not reappear.
Collapsing Bridge (XP 300)
Ropes snap and boards break as the ancient bridge gives
way under your feet. The chasm looms threateningly
beneath you as you race to the safety of the other side.
In this challenge, the PCs are attempting to cross a
bridge or catwalk only to watch it come apart under
their weight. The structure may have been deliberately
sabotaged or simply frail from age and neglect. If the
PCs are successful in the challenge then they make it to
the other side and continue on their way. If the PCs fail
then they plummet from a dangerous height and end up
face to face with an even greater threat.
Setup: The characters must solve the riddle in order
to unlock a magical doorway.
Level: 6
Complexity: 1 (requires 4 successes before 2
failures)
Setup: In order to cross the rapidly decaying
structure, you must move quickly and nimbly.
Level: 3
Complexity: 2 (requires 6 successes before 3
failures)
Primary Skills: Arcana, History, Perception,
Thievery.
Arcana (DC 22): You study the construction of this
magical device and attempt to decipher the markings
and runes that surround it.
Primary Skills: Acrobatics, Athletics, Perception.
Acrobatics (DC 20): You use your balance and agility
to weave through the lailing wreckage and swing across
gaps in the structure.
Bluff (DC 28): You use banter and double talk to trick
the door’s guardian spirit into revealing a clue about the
riddle’s answer. Only one success can be gained from
the use of this skill.
Athletics (DC 20): You run quickly, leaping across
holes in the loor, climbing tattered ropes and smashing
through any obstacles in your path.
History (DC 22): You call upon your mastery of
ancient legends as you try to recall a similar riddle from
antiquity.
Perception (DC 15): You point out the safest path
and lead your comrades around obvious dangers. Using
this skill doesn’t count as a success or failure for the
challenge, but instead provides a +2 bonus or -2 penalty
to the next character’s skill check.
Perception (DC 18): You try to notice a pattern or law
in the design of the doorway that will help your party
get past it. Using this skill doesn’t count as a success
or failure for the challenge, but instead provides a +2
bonus or -2 penalty to the next character’s skill check.
Success: The PCs get to the safety of the other side
and continue on their journey.
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