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Scenario: You sleep and dream. You see people and places that you know. The rest of your party is here as well, but they seem to not be part of your dreams. What is going on? The dream seems fine at first, but it slowly begins to twist and bend. Finally it breaks around the edges, and you are floating amidst dream-ether. You can wish all you want to wake, but it will take more than prayer and desire to make that happen. To wake out of this nightmare, you must navigate the terrain of your own anxieties and fears.
Complexity: 5 (12 successes before three failures)
Encounter Level: PC level + 3
Goal: Escape from the realm of dreams before accumulating three failures. Failure means that the players awake much later than they normally would (DMs, I will leave this to your nefarious schemes!) or awakening in a depleted state. Success at this skill challenge could also lead to a further adventure in the dream realm, as could failure.
The skill challenge has two phases. The first, “I Am My Cage”, has each PC stuck in their own personal nightmare. The second “Flight of Fantasy”, has the PCs floating through the dream realm, fending off the creatures summoned by the keepers and searching for a way back to the waking realm.
I Am My Cage (Phase one)
The players have caught sight of each other, but before they can meet the miasma of colors surrounding them solidifies into quasi-real scenery.
Dreamhaunts
Each player has his dreams twisted into surreal nightmares by Dreamhaunts. The Dreamhaunts will manifest as the following sequences.
During each sequence, there will be a few questions to help set the scene, a description of the scene, and the particular challenge it entails. Succeeding at a scene counts as two successes for the overall success. Each PC’s failure counts as a half failure (round half failures down). If two PCs fail at their tests for example, it counts as one failure for the overall challenge.
My Beautiful Enemy
Ask the player:
- Who does your character love the most?
- Who is your character’s greatest enemy?
The Scene:
Before you is someone you love deeply. As you approach them, your enemy appears next to them and slaughters them before you can react. You approach them and they disappear, only to reappear at your left. You run towards this scene and the scenario plays itself out again. Can you endure this pain? Can you prevent it from happening over and over again?
Goal: Stop the slaughter of a loved one by your enemy. Two successes before two failures.
Skill Used
- Athletics (moderate DC, maximum of one success): You’re simply not running fast enough. Filled with both love and hate, you surge ahead.
- Arcana (moderate DC, maximum of one success): This is not a matter of simply crossing a physical space. You will yourself forward, and cut away the space in your mind. +2 to your next Athletics check.
- Insight (hard DC+4, counts as two successes): Struggling with your own emotions, you realize that this scene is not real. Someone wants to break your spirit, but they will have to try harder than that.
- Intimidate (moderate DC): ‘Fight me!’ you scream to your enemy. He pauses and grins at you.
- Ranged Attack (AC PC level + 16, maximum of two succcesses): You cover the distance with a well-placed arrow, putting your enemy down.
- Melee Attack (AC PC level +16, can only be attempted if a successful Arcana or Athletic check has been made): After closing a distance, you can save the one you love.
Success: The scene dissolves, and you begin to look for the other members of your party.
Failure: Eventually the maddening imagery stops, but you are left exhausted from the ordeal. Your character is weakened until his next extended rest.
Failure’s Maiden
Ask the player:
- What is your character’s best skill?
The Scene:
You are in the midst of using your skill in a critical moment. You are using the skill, but your hands fumble, your mind is fuzzed. You are destined to fail when you use this skill and you have no idea what you can do about it.
Goal: Succeed at the task in hand. two successes before two failures.
Skills Used:
- Character’s best skill (hard DC + 8, counts as two successes): You clear your mind of all distractions and focus at the task at hand. You succeed despite the obstacles placed in your path.
- Insight (moderate DC, does not count towards success): There could another way to accomplish your goals… +2 on the ‘any two skills combined’ check.
- any two skills combined ( moderate DC for each skill.): the player can describe any two skills that could be used in place of his best skill in this situation. Roll for each skill against the DC. Desperation is the mother of ingenuity.
- Success: Revitalized by your success, you gain new confidence into your skill. +2 on rolls with the skill until you leave the dream realms.
- Failure: You are questioning your own competence greatly. -2 on rolls with your best skill used for this challenge until you leave the dream realm.
Death’s Herald
Ask the player:
- How does your character feel about death?
- How does your character think he will die?
The Scene:
Death has come for you. You are at the opening scene of your own death, just as you always imagined it.
Goal: Stop your own death! Two successes before two failures.
Skills Used:
- Religion (moderate DC): A prayer to your god is answered.
- Arcana (moderate DC): The edges of this dream become unravelled. You begin to peer around the edges and see it for what it truly is.
- Insight (moderate DC): The best way to face death is to confront your own mortality.
- Special: Depending on what the scene will be, many other skills can apply here. Everything from Acrobatics to Heal could be of use to players.
Success: Conquering your own death bolsters your health and mind. +1 to Fortitude, Reflex, and Will until you leave the dream realm.
Failure: It was not your actual death, but it felt like it. -1 to Fortitude, Reflex, and Will until you leave the dream realm.
The Chaos Gale
Ask the player:
- What possession does you character most value?
The Scene:
Your most prized possession is crumbling into bits, before your very eyes.
Goal: Save your item from being destroyed. Two successes before two failures
Skills Used:
- Arcana ( moderate DC ) : Your own desire will destroy what you care for most.
- Insight ( easy DC ) : You must detach yourself from the item in order to save it.
- Perception (easy DC): You notice that the more you agonize over the loss, the faster it crumbles.
- Athletics (moderate DC): You hold it together with sheer strength.
Success: You feel a stronger connection with your possession then ever. +1 to your next roll involving that item.
Failure: The loss of connection with your possession is draining. Lose a healing surge.
The Slaughtering Lad
Ask the player:
- What is the worst thing your character has ever done?
What does the character fear he is capable of doing?
The Scene:
You are staring at a shadow clone of yourself in the midst of the worst deed you have ever committed, or performing the worst act he considers himelf capable of. Middway through, your shadow stops and motions you join in.
Goal: Don’t give in to your dark impulses! Two successes before two failures.
Skills Used:
- Kill the shadow (automatic success at challenge, lose two healing surges): Not only will you not join in, you will actively prevent your shadow from doing this, even if it means destroying yourself.
- Join the shadow (automatic failure at challenge): It’s not a shadow, it’s a mirror showing you who you really are.
- Insight (moderate DC, maximum of two successes): You compare yourself with your shadow and analyze why this cannot truly be you.
- Arcana (hard DC, maximum of two successes): You focus your will and magically correct your actions. Your shadow still moves, but it is starting to act according to your will.
- Endurance(hard DC, maximum of two successes): You close your eyes and shut the scene out. Through sheer determination, you attempt to banish this nightmare from your mind and your sight.
- Religion (moderate DC, maximum of one success): You connect with your god to reconcile your past and future deeds.
- Diplomacy (moderate DC, maximum of two successes): You talk to this version of yourself, explaining to it why this is not what it should do.
- Athletic (hard DC, maximum of one success): You grapple your shadow to the ground, in hopes of making it listen to reason.
- Intimidate (moderate DC, maximum of one success): You will threaten and unnerve your shadow until it bends to your will.
Success: You know that whatever you have done or may do, you can be better. You have control. +2 on your next saving throw.
Failure: What you experienced seeps into the fabric of your being. -2 to Will defense until your next extended rest.
Flight of Fantasy (Phase Two)
Reunited, the players regroup and share their experiences. There is not much time to recollect or reminisce however. The Dreamscape is erupting around them.
Goal: The PCs are caught in the swirling maelstrom of nightmares and dreams, and must find their way out. Acquire the rest of your success before three failures.
Shape the Storm
On the first Arcana success, the PCs become aware that they can shape the objects and entities pursuing them in the storm using their mind. If a player chooses to shape the storm, he/she must make an Intelligence check (hard DC+4). Other PCs may use Aid Another for this check. Success on this check counts for two successes. Failure on this check deals (Encounter Level x 5) psychic damage to the PC who is attempting to shape the storm, and any PC who aided takes half that damage.
Skills Used:
- Arcana (hard DC, maximum of two successes):
1: The stuff of dreams is dangerous, but also malleable. Maybe you can use that to your advantage. Must succeed at this in order to “Shape the Storm”
2: You begin to shape the raw elements of dream to your advantage. +2 Will when shaping the storm for the rest of the challenge. - Athletics (moderate DC, maximum of two successes): You are able to navigate the chaos relying on sheer athletic abilities. you become used to these new physics very quickly.
- Acrobatics (moderate DC, maximum of two successes): In any world, you are too quick and too nimble to be easily caught.
- Perception (hard DC, maximum of two successes): You peer through chaos and can see in the distance a way out of this predicament into the waking world.
- Stealth (hard DC, maximum of one success): For a time, you find shelter in the storm.
- Endurance (moderate DC, maximum of two successes): While others are threatened to be torn apart, you survive.
Success: The players escape the dream realms and awaken.
Failure: The players find themselves trapped in the dream realms.
Similar Posts:
- Skill Challenges #6: Move the Crowd
- Skill Challenges #4: The Better Part of Valor
- Skill Challenge #9: Prison Break — Caged
I bet there are some RP purists out there that cringe at the idea of “structured roleplay.”
Have you ever ran a skill challenge without letting the players know? If so, do you think there are any advantages doing it w/o their knowledge? I know you mentioned in Part 1 that it helps players who usually freeze during “freeform roleplay”.
Oh and have you changed the layout of your site recently?
The line is similar to structuring combat. RPGers like to see some sort of objective rules which give them a since of fair play and accomplishment in combat. The same thing is occuring here in non-combat scenarios.
Instead of knowing that the player is a nature specialist and having the GM simply decide the outcome of a complex woodland scenario – there are now some rules and structure for determining the outcome.
As this blog keeps showing, the problem with the way it was being presented is really only that – a presentation issue. The idea of structuring non-combat with quantifiable skills and stucture may help players to roleplay and feel accomplishment in areas outside of combat – and not simply feel that it was a gift of the GM or a story signpost that was going to be achieved no matter what.
I would love to have a link for part 1 of this series. I still can’t wrap my head around skill challenges yet. I really like the indicator of successes and failures, it does add to the pressure and tension.
Nice post!
I’m starting to really warm up to skill challenges – I’ve had the chance of playing a subtle one with ChattyDM as my DM. An eye opening experience to me
once again.. excellent post. I’ve run several skill challenges without my players even knowing they were in one. It worked very well – but now they are the wiser when they notice I am keeping track of successes and failures. of individual S.C.s
Thanks for the comments guys!
@MadBrew –I have changed the site layout within the last few days, yes.
@jackofhearts — structure is the name of the game…when used right it’s extremely empowering. BTW, I’m working on that SC for you this weekend. Good analogy to combat!
@QuestingGM — a link to part 1 you shall have! http://at-will.omnivangelist.net/?page_id=129 –It’s a link to all the Skill Challenges I’ve done so far.
@Eric — you’re in Chatty’s game? must be a hell of a lot of fun. There’s someone I trust to run a great SC.
@jonathan –ninja SCs…I love it! Normally I let the players know, but now they tend to intuit when it’s coming. I do a lot less announcing of skill challenges than I used to, and the players get in the mode much quicker as well.
I wanted to chime in to compliment you on all of your Skill Challenge posts. I found my way to your blog by surfing from Mearls’ blog. Your imaginative embrace of the skill challenge form is eye-opening for me. I’ve copied all of your posts into a document that will become my standard reference when building my own skill challenges.
Heartfelt thanks for some top-notch work.
@Dave –thank you so much for the compliment! I’m glad that people are enjoying this work that I’m doing, because, to be frank, I love doing it. Once I get a few more skill challenges in I’ll be releasing a PDF with everything it, so keep a lookout for that as well! I’ll alo be putting out a series of design articles for skill challenges as well –I did GMing first because that seemed to be the biggest question for everyone.
Thanks again for visiting!
Incredible! I was really skeptical when I saw the headline and after reading all your previous SCs. I thought “now, how in the world is he going to pull a DREAM skill challenge together?!”
Boy was I wrong to doubt you. Man this is stellar work, reference quality DnD; if it’s even possible to use that term. I can’t applaud you more, this is THE best SC I’ve ever seen so far.
I’m running a medieval setting for my players now, which is realism-oriented. I am going to run this SC for them in the final session of the campaign. I had no idea how to do it until I read this. The PCs will be “cursed” by an angry infidel at some point or another, and during the night before the incredibly epic final battle, they will have this dream. Depending on the outcome, they will get bonuses or penalties during the battle.
I will have to rework some of it, as Arcana doesn’t exist in my setting, but I’ll figure it out for sure. With this incredibly professional framework, it’s not hard to succeed.
Again, what a fantastic job gamefiend, keep up doing what Wizards couldn’t.
Thanks for the kind words Ross! I’m glad you like. I have to say, this SC is dear to my heart. It’s my personal favorite, and I just ran this a week or two ago for my players. I don’t need to upsell you on this, but let me say that it was a pretty awesome experience. I’m putting the transcript together and should have it posted soon so you get an idea of what it might look like in play.
Thanks for visiting Ross, I’m really glad you like Walk Through Dreams. As always, more to come.
Wow, I am making my way through your blog and your skill challenges work is incredible.
This is top notch stuff.
Fantastic!
Thanks.
I stumbled upon this while searching online for skill challenges. This was fantastic! I was a little concerned since this was the first time I run one, and the first time the group participated in one, but everyone had loads of fun and huge challenge for me as a DM. Talk about winging it!
It ended up being like a psychedelic 80′s music video. I added paint-like liquid drops exploding everywhere in the dream storm sequence, and the players started painting things with them! In the end, puff the magic dragon rescued the party, and it was great fun. It also achieved one of my primary goals of drawing out more of the characters’ backstories.
Thank you for posting this!
Love the skills challenges posted. New to DMing and it really has helped speed up leveling along with giving the group something NEW to do. Thinking about using this one for our next session because we will be missing our primary healer. So rather than losing a session we will do more skill challenges to advance the story.
GREAT STUFF
Fantastic! I’m combining bits from Sleeper in the Tomb of Dreams and Nightmares unleashed, and this is perfect to supplement any nightmare/dream sequence. Better yet, it plays dirty, turning the characters’ strengths into weaknesses and (added bonus) calls for RP and character development!