Skill Challenges – Needle in a Haystack

When you run a skill challenge, give players choices beyond which skill to use.

A young boy holds a pair of binocular up to his eyes while looking excited.

Trying to find a specific location in the wilderness is a great opportunity for a skill challenge, especially when you are an overexcited kid with binoculars.

Skill challenges provide a way to engage the entire party in something other than combat. A well-formed skill challenge can pull quiet players out of their shell, and they can also provide a structure in which more dynamic players can still thrive. Giving your players choices beyond which skills to use in the challenge makes the entire process feel more authentic and enjoyable for everyone at the table.

In my most recent game session, the players decided to kill off the chief of the gnoll raiders in the forest near their frontier capital. The players specifically wanted to find the primary camp of the gnolls and stage a raid so they could lure out the chief and kill her. Since I had made a detailed hex map of the area, I decided to put it to use as part of the skill challenge of finding the camp.

The Challenge

To begin with, I provided a map to my players of the frontier province they were exploring. Areas of note included a swamp containing friendly trolls and the path they walked to enter the forest. Each hex is about two and a half miles across – a reasonable area to inspect fully in one day.

I set the following requirements for this skill challenge:

Timeline: The heroes have fifteen days of supplies with them. If they cannot find the hex containing the gnoll camp within fifteen days, they must return home.

Relevant Skills: The following skills were of use on this challenge – Intimidate, Nature, and Stealth, each at a medium DC.

Inspecting a hex: Inspecting a single hex takes one day, and the players may choose any hex to inspect on that day. Going once around the table, the party (five players) must pass each of the skills once in order to determine if the camp is located in that hex.

Failure: Failing at one day’s checks gives no progress and increases the encounter level against the gnoll chieftain by one, since the gnolls perceive the heroes as a threat.

Success: Passing all three skill checks with the five rolls from the party reveals if the camp is in that hex. Passing for all three skills with one additional success also lets the party reveal if the camp is in either two adjacent hexes or one non-adjacent hex. Passing for all three skills with two additional successes (a full party success) also lets the party reveal if the camp lies along a specific border or allows five hexes of the players’ choice to be revealed. The first full party success will reveal the half of the province in which the camp is not located (by either and east/west or north/south split).

Special Choices: The path the heroes followed into the province could be inspected two hexes at a time, since they had already covered some of that ground. The players could also choose to inspect two hexes in a day, but that would increase the difficulty from a medium to a hard DC. Trolls allied with the PCs let them know that the gnolls were not based in the swamp.

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