|
2 years ago ::
May 21, 2011 - 2:35AM
#1
|
Date Joined:
Feb 25, 2005
|
I'm running the Vault of Darom Madar module for Dark Sun, and there is a difficult skill challenge (complexity 5, moderate DCs) to open up this well-made vault (getting into the vault is the point of the adventure). To complicate matters more, the primary skills listed to get past the various mechanical and magical traps are Arcana and Thievery, but nobody in the party is skilled in Theivery. I was hoping someone might have some ideas on changes that could be made to this to involve more of the party than just the 1 or 2 who have trained into arcana. Also any tips on making this more engaging would be welcome. **For those without access to this module, the challenge is located after they have cleared a room of the undead protecting it (there are more inside the vault too), so there isn't any danger from monsters within the room, and it isn't a hazard that messes with the party during that fight. The secondary skills are Dungeoneering, History (both provide +2 to the next check), and Perception (as a reaction to let someone reroll a failed check). Failures result in one of the traps going off, and if they get 3 failures, the door is unopenable for 24 hours.
|
|
2 years ago ::
May 24, 2011 - 10:40AM
#2
|
Date Joined:
Jul 21, 2004
|
I think I saw that module recently and was pretty unimpressed with the skill challenges. As I recall, the vault one offered no way forward if you failed it, which goes against a key piece of advice in both the DMGs.
A few pieces of advice:
Modify the challenge slightly, so that there's something going on at the same time. Throw a moderate trap or combat encounter at them, so that those not involved in opening the door can be engaged in protecting them.
Modify the challenge slightly so that different skills can apply. Maybe a thief can disarm the traps using subtle means, but if someone can climb up to a certain ledge and hang at a weird angle, it's possible to reach a cleverly placed fulcrum release lever.
Cause failure of the challenge to allow them access past the vault door, but at a price. Maybe those working on it are forced to forgo subtlety and cause the traps to turn on themselves, creating a racket that alerts everyone in the area to their presence, causing the PCs to suffer a surprise round in every remaining fight.
Change the challenge so that the way through the door requires a key or item that can be found in the area.
Best of luck.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
|