Along the lines of what Dave posted, here's my skill challenge that I used for my Eberron group. It's the first skill challenge I've written. I've run a couple out of the new D&D adventures, but honestly, I wasn't crazy about any of them. They did teach me a few pitfalls to avoid in creating my own, however, and I was pretty pleased by how these worked out.
Encounter Complexity: 3 (8 successes before 4 failures -1,500 XP)
The Shifting Blades are rumored to be in Trolanport. Find out where they are and what they're up to, all while dodging the Trust, who would be treaty-bound to turn the Wolves over to Brelish authorities.
Primary Skills:
Bluff, Diplomacy, Intimidate, Streetwise
Bluff (DC 20, +1 for every success): Pretending to be with the Korranberg Chronicle, or seeking to hire the Shifting Blades, or something of that nature, could gain some information.
Diplomacy (DC 17): Seeking help from Aundarian diplomat Neya ir'Krell or trying to deal with local officials without tipping off the Trust could net information. Note: Failure in this case counts as two failures, as it will more easily bring the Trust down on the players' heads)
Endurance (DC 21): Some lusty carousing could get any of the information about the Kraken's Eye, in other words anything in the 1-5 area. After 5 has been dispensed, carousing won't earn any more answers, but it also won't incur any more failures.
History (DC 25): Once the name of the Kraken's Eye has been revealed, someone versed in history might be able to recall information about it from studies of the Lhazaar or Zilargo areas. Only information #2 and #3 can be revealed in this way. Any other attempts will fail, but will not be counted as failures against the skill challenge total.
Insight (DC 21): Once contacts have been found (via a single success in Diplomacy, Streetwise or Diplomacy), an Insight check could provide some hints that lead to the right questions about the gang of shapeshifters or the Kraken's Eye. Only two successes can be earned this way.
Intimidate (DC 20, +1 for every success): Once the gang is known of (after #5 has been revealed), intimidation can be used on the street to garner any of the information from 6-8.
Perception (DC 17): Once #1 is available, careful surveillance of the Kraken's Eye could reveal #2-3. Only those two successes are possible with perception.
Streetwise (DC 21): All of the information about Gerand, what he was up to, and the gang he probably got involved with, is available through streetwise checks. Any number of successes or failures can be achieved through this skill.
Information that can be gained (one per success, starting with the top)
1. Gerand Moor asked around at a tavern called the Kraken's Eye
2. The Kraken's Eye is only open at night, and generally caters to lowlives and thugs
3. The Kraken's Eye is run by an ex-pirate from Lhazaar and his wife, and they don't cooperate with law enforcement
4. A contact remembers Gerand mentioning that he had a meeting set up at the Kraken's Eye, and no one has seen him since
5. There's a small gang of shapeshifters in town with ties to the Tyrants, and they operate out of the Kraken's Eye
6. There are six members of this gang, which is primarily made up of changelings
7. The leader of this gang is rumored to be some kind of powerful magic creature, but anyone who has gotten close has been found with their throat ripped out
8. There is a succubus in the gang
Success: The Wolves learn valuable information that not only points them in the right direction but gives them hints as to what they might be up against
Failure: The Wolves have trouble keeping a low profile while digging for information. Any further pushing to determine answers either brings down an ambush whenever they are resting at their inn (or whatever base of operations they've chosen) from the Trolanport Tyrants (if they've gotten up to #5 or more) or agents of the Trust (3 gnome entropists, 2 gnome wolverines and a human pirate captain).
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