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Skill Encounters: Non-combat Challenges
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Written by: Robert Hahn Editing: Robert Hahn and Daniel Saier Graphic Design: Daniel Saier 4th Dimension Games www.4th-dimensiongames.com
What Is a Skill Encounter ............................................................................................................................................... 2 How to Read a Skill Encounter.................................................................................................................................... 2
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Chase ........................................................................................................................................................................................... 5 Gather Information ............................................................................................................................................................ 8 Haggling ................................................................................................................................................................................. 12 Research ................................................................................................................................................................................ 14 Wilderness Survival ............................................................................................................................................. 17
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Skill Encounters is ©2010 4th Dimension Games. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Skill Encounters, 4th Dimension Games, and their associated logos are trademarks of 4th Dimension Games. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork, and trade dress. Open Content: Except for material designated as Product Identity (see above), the contents of this product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content might be reproduced in any form without written permission. To learn more about the Open Game License and the d20 System License, please visit wizards.com/d20.
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Skill Encounters: Non-combat Challenges
WHAT IS A SKILL ENCOUNTER Skill encounters are a way to challenge your PCs without resorting to combat. They let skills and abilities shine while letting the swords, shields and staves take the night off. Chasing after a cultist who ran from the last battle makes a great skill encounter. A poison gas chamber the PCs must escape from before they succumb to the debilitating vapors makes a great skill encounter. A riddle chamber filled with clues the PCs must decipher makes for a great skill encounter. In this product you’ll find five sample skill encounters useful to any GM. Also you’ll find a basic guide to skill encounters, explaining how to read them and even make your own.
HOW TO READ A SKILL ENCOUNTER Title: The name of the skill encounter.
Skills: Skills are broken up into Primary and Secondary skills. Primary skills tally successes and failures for the skill encounter which will eventually determine the level of success or failure the PCs experience. Secondary skills generally provide assistance to the Primary skills (as per the aid another rules) or other unique effects such as cancelling a failure, allowing a reroll of a failed check or adjusting the DCs of specific Primary skill checks for the duration of the skill encounter, etc. The success or failure of Secondary skills does not count towards success or failure of the skill encounter. Note that the skills listed in the Primary and Secondary skills section are only suggestions that thematically fit with the skill encounter. Creative PCs will come up with many more options the GM will need to adjudicate on the fly. This is a fairly easy process. First determine how many successes the PCs can achieve with that particular skill use, next choose a DC (see chart below), then determine if the DC should escalate, and finally determine the effect a success will have on the skill encounter. Work with your players to help achieve the action they seek to take. Most actions should be possible although not necessarily easy. The format for a skill use is as follows:
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(In parenthesis is an approximation of the time a turn represents for this skill encounter which helps when adjudicating certain skill and spell uses.)
Box Text: A little flavorful box text describing the current situation from the PCs point of view. Part: If there are multiple parts to the skill encounter this will note what part of the encounter this section is. GM Notes: Any specific notes for the GM to be aware of while running this skill encounter. Goals: What the PC’s are attempting to accomplish. Successes Needed: The number of successes the PCs need to trigger the end of the skill encounter. Not all skill encounters will have a number here if the skill encounter’s end condition does not depend on the number of successes. In this case you’ll see “n/a”. Sometimes the number will be a multiple based on the number of PCs (i.e. PC x 1.5 +2 would be one and a half time the number of PCs plus an additional 2 successes.) Failures to End: The number of failures to trigger the end of a skill encounter. Not all skill encounters will have a number here (see Successes Needed above.) Duration: The number of turns before the skill encounter ends. A turn is a variable amount of time that depends on the skill encounter. Some turns will be 6 seconds (aka 1 round) while others will represent a day or more. A turn is consistent within a skill encounter or at least within a part.
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# of Successes (+Escalation) Skill Name: [DC Strength +Modifiers] Effect # of Successes = How many successes the PCs can achieve with this use of the skill. This is generally represented with a referring to a single successful use of the skill, or a or a to indicate a maximum of 2 or 3 successes can be accrued with that skill. If a skill use is unlimited then it will have a ∞ for infinite. (+Escalation) = Escalation is the number you add to the DC each time a particular skill is attempted. An escalation of +2 would add a cumulative +2 to the DC of that particular skill use per attempt. The first attempt would be straight DC, the second would be DC +2, the third DC +4, etc.
Use the following additional rules for the aid another skill. Note that often Secondary skills are considered aid another attempts; however their DCs are often higher than the static 10. Add an additional +1 bonus for the aid another attempt for every 10 by which the check beats the DC. Apply a -1 penalty for any aid attempt that fails by 5 or more.
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Skill Encounters: Non-combat Challenges Escalation is a great way to prevent skill encounters from becoming static. As the DCs go up PCs will often look for other easier ways to accomplish the goal, although a true master of a skill might tough it out regardless of escalation. Skill Name = The specific skill being used. [DC Strength +Modifiers] = The difficulty of this skill use. DC’s are based on the chart below. (We give you two options, choose what works best for your PCs. Option 1 is generally more appropriate for low level parties while Option 2 works better at higher levels when PCs gain access to a variety of magical enhancements.) Additional modifiers might be added above this. These are guidelines and not hard and fast rules. Adjust them as necessary for your PCs. A simple +/- 2 modifier can often make the difference when a DC is too easy or too difficult. Note that Teamwork DCs often require aid from allies while Hard Teamwork DCs almost always need multiple assists. Design with these thoughts in mind. Skill Encounter DCs DC Level Easy Medium Hard Team Work Hard Team Work
Option 1 (levels 1-10) PC Level +4 PC Level +8 PC Level +12 PC Level +16 PC Level +20
Option 2 (levels 11-20) PC Level +4 PC Level +9 PC Level +14 PC Level +19 PC Level +24
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Occasionally you’ll find a need to use something other than a skill. Perhaps an attack roll is appropriate, an ability check or a saving throw. For attack rolls consider the DC you’d apply if it was a skill and bump it up a level (PCs tend to get a chunk of bonuses to attack from feats and weapons. At high levels 10+ you might add a +2 modifier as well.) For saves a DC of 10 plus half the PCs level works well. Ability checks are a little more static than skills which generally increase every level or two. For straight ability checks consider the PCs level to be 1 (adjusting by +2 at higher levels as necessary.)
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Effect = What the skill does in this skill encounter. For Primary skills this generally adds a success or failure to the skill encounter however some checks (generally Teamwork or harder) may also provide a bonus to other Primary skill checks or have a unique effect. Secondary skills either aid a Primary skill check or trigger a unique effect such as negating a failure or opening up a new Primary skill check. Special: Some skills have a * symbol or multiples *** before their # of Successes. This means the skill’s use is restricted. The restriction will be noted in the text of the skill check. For instance perhaps a skill is only used when a Primary skill check is failed or until another skill check is successfully completed. Complications: These are additional minor challenges that occur as the PCs score failures. Some provide an obstacle or penalty while others can almost be thought of as small skill encounters of their own. Some complications may follow a specific path where on the first failure X happens and on the second failure Y happens, and so on. Others might have a random chart where you roll on the chart to see what happens on each failure. Lastly some complications will just be a list that you can choose from as suits the needs of your story or PCs. Spells: The section notes spells that might have an effect on the skill encounter. This is not a comprehensive list and creative PCs will come up with many uses for their spells but it does try to get the most obvious ones down so the GM can be prepared.
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The format for a spell use in a skill encounter is as follows: Spell Name: Effect Spell Name: The name of the specific spell. Effect: How this spell affects the skill encounter. It may include a Spellcraft or Knowledge check that needs to be made in addition to the spell or it may simply describe the effect such as adding a specific bonus to a Primary skill check, lowering a specific DC, adding duration to the skill encounter, etc. Don’t allow spells to play havoc with your skill encounters, however don’t take away their use from the PCs. Spells can provide very creative options.
As noted above the DCs are merely suggestions and you as GM should feel free to adjust them on the fly if necessary. The goal is to present the PCs with a fun and engaging challenge. If the DCs appear too hard don’t hesitate to make an in the moment adjustment and maybe give the PCs an extra failure or two or add duration to the skill encounter to even things out. Use your own best judgment. Bad rolls can’t be helped and sometime luck isn’t with the PCs but a skill encounter that is more challenging that intended can be a drag on the game for both the players and the GM.
When a PC wants to use a spell in a skill encounter look at the spell description and see what it does. Next determine how it would affect the skill encounter. Create an effect based on the spell, then call for a Spellcraft or applicable Knowledge check with an appropriate DC. Possibly add a bonus to this check equal to the spell’s level. Then set the duration of the spell in turns for the skill encounter based on the spell’s base duration and the length of a turn. This will work for most spells. Example: The PCs run into a trapped room that requires them to turn the heads of five statues in
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Skill Encounters: Non-combat Challenges order disable the trap. Part of the trap immobilizes the wizard in the center of the room so he decides to use mage hand to attempt to turn 1 of the heads. The GM looks up the spell and says, “Okay that works but the statues are old and sticky and as the mage hand isn’t very strong it’s going to be a higher than average Spellcraft check to control the spell into doing what you want.” The GM sets the Spellcraft DC at [Hard] (which will end up being slightly higher than the straight Strength check for turning one of the statue heads) and as mage hand is a 0 level spell decides there is no bonus added to the check. He idly notes that if the PC had use telekinesis instead the wizard would probably be getting a +5 bonus to the check due to the level of the spell. Alternately some spells just might be perfect for a particular situation and garner 1 or more successes, or a specific effect right away, without a skill check. As GM that’s your call.
Example: A spell that will come up early and often in social skill encounters is charm person and its ilk. The GM looks as the spell and sees that it makes the target view the caster as a friend. It also lasts for 1 hour per level. The GM decides that the spell doesn’t require a skill check. Instead it lowers the DCs on all Charisma based skills for the caster when dealing with the affected NPC by one level for the duration of the skill encounter (which will most likely be less than an hour) but notes that if the NPC makes his save this spell could backfire and make him wary counting as a failure and increasing the DCs of all further checks this encounter Success: Describes what happens if the PCs are successful in the skill encounter. Information on partial successes if possible should be included here. Failure: Describes what happens if the PCs are unsuccessful in the skill encounter.
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Skill Encounters: Non-combat Challenges
CHASE … your quarry bolts, diving into the crowded street at a sprint. It looks like you’ll have to do this the hard way! GM Notes: Each PC tackles this skill encounter on his own. While there are ways to aid their teammates the success and failure of this skill encounter is determined on an individual rather than team level. If one PC fails and loses sight of the quarry the other PCs can continue the chase. The success or failure of this skill encounter works a little differently than others. First you need a grid of 1” squares. Place a marker/miniature down for the quarry being chased. Next place markers/miniatures for the PCs a number of squares behind the quarry at the Starting Distance (noted under Successes Needed below.) Next count a number of squares behind the PCs equal to the starting distance and draw a line. Any PC who falls behind this line loses the quarry and fails the skill encounter. For each success a PC scores move his marker/miniature one square closer to the quarry. For each failure move the marker/miniature one square away. While the mechanics are very linear the chase need not be. Falling back a square could mean the PC loses ground, but it could also means he takes a wrong turn or a short cut that doesn’t pan out. Goals: The PCs need to catch up with the quarry by succeeding in enough checks to enter the same square as the quarry and subdue him. Successes Needed: Starting Distance (generally 2-5 squares depending on how much of a head start the quarry begins with.) Failures to End: See GM Notes above. Duration: See GM Notes above (15 to 30 seconds.)
∞ (+1) Acrobatics: [DC Medium] You jump over obstacles, roll under carts and dodge through the crowds to catch your quarry. (PCs with the Run feat gain a +2 bonus.) ∞ (+2) Climb: [DC Medium] You take to the roofs. While on the roofs you get a +2 bonus to Constitution and Acrobatics checks. Roll a (+1) d6 at the beginning of each turn. On a 6 you reach an impasse and must climb back down to the street losing your bonus for being on the roofs (although you may climb up again as an action.) A successful (+2) Acrobatics [DC Hard] check allows you to stay on the roofs for one more turn as you athletically bypass this hurdle. ∞ (+1) Fly: [DC Easy +2] You take to the air in search of your quarry bypassing crowds and obstacles. *∞ (+1) Ride: [DC Medium] Use after a successful Perception check finds a horse/riding animal. You gallop after your quarry. (Note: PCs gain a +1 bonus to this check for every 10 feet of movement their mount has above 30 feet and a +2 bonus if their mount has the Run feat.) (+2) Intimidate [DC Medium +2] You yell at the top of your lungs, “Out of my way!” as you crash through the crowd. People move. If you succeed by 5 or more you clear enough space for your allies to gain a +2 bonus on their next Primary skill check.
Secondary Skills: (Using a Secondary skill in this skill encounter counts as a failure and the PC falls back one space.) ∞ (+1) Perception: [DC Medium] You take a moment to find a more advantageous path and shout this information to your allies, aiding their next Primary skill check. If you beat the DC by 5 this also aids your next Primary skill check. Perception [DC Medium +2] You look around for something to help find a riding animal. Roll a d6 (1-3 Horse [speed 50 feet, Run feat], 4-5 pony [speed 40 feet, Run feat], 6 exotic mount TBD by GM). This opens up the use of Ride as a Primary skill (see above.)
SPECIAL: Any PC who has a speed greater than 30 gains a +1 bonus to his checks per 10 feet of movement over 30 feet. Any PC who’s speed is less than 30 takes a -1 penalty to his checks per 10 feet of movement under 30 feet (GM’s can adjust this threshold if the quarry has a speed less or greater than 30 feet.)
(+3) Knowledge (local) [DC Medium -2] Your knowledge of the area leads you to a short cut and you shout this information to your allies, aiding their next Primary skill check. If you beat the DC by 5 this also aids your next Primary skill check.
∞ (+1) Constitution: [DC 10] You simply plow forward staying with the quarry through shear endurance. (Note: PCs with the Endurance feat gain a +4 bonus. PCs with the Run feat gain a +2 bonus.)
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(+3) Knowledge (local) [DC Medium -2] Your knowledge of the area leads you to a short cut.
SPECIAL: At the beginning of each turn the PCs must make a (+1) Perception [DC Easy] check to keep their quarry in sight. PCs who fail take a -2 penalty to their checks until they succeed in this check on a following turn.
Primary Skills:
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Complications: The following is a list of complications to challenge the PCs. You can roll a random complication or simply choose what works best for your PCs. Give one complication for each turn the PC accrue at least 1 failure.
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Skill Encounters: Non-combat Challenges A Barrel of Fun: The quarry knocks over a stack of barrels forcing all PCs within 3 squares to make a Reflex save [DC 10 + half PCs level] or fall prone taking a -2 penalty to all checks next turn.
automatically rescue the bystander by forgoing their next action and taking a failure. A creative skill use that succeeds at a [DC Teamwork] check can rescue the bystander and still make a Primary or Secondary skill check in the same turn.
Overturned Cart: The quarry spooks an animal causing a cart to turn over. Each PC within 3 squares needs to pass an Acrobatics or Climb [DC Hard] check to bypass the blockage or fall back one square.
Duck!: The quarry grabs a heavy object and chucks it at the lead PC who must make a Reflex Save [DC 10 + half PCs level] or take a hit to the face and be stunned next turn (no action, counts as a failure.) However if successful the PC gains one success as the quarry had to pause to make the attack.
Quick Change: The quarry takes off his cloak or hat. All PCs must make two Perception checks at the beginning of the next turn. If either fails both are considered a failure. City Guard: The city guard gets in the PCs way. Roll a d6. On a 1-2 they harass the PC closest to the quarry, 3 the next closest, 4 the next next closest and so on. Any of the following checks will get the PC past the guard; Bluff, Diplomacy, Intimidate or Stealth [DC Hard] but a failure means the PCs falls back 1 square as he is delayed. Into the Crowd: The quarry dives into a crowd. At the beginning of the next turn each PC on the ground must make an Acrobatics check [DC Hard] or take a -2 penalty to all checks that turn as they must shove through the crowds. To the Roofs: The quarry climbs up onto the roofs. At the beginning of the next turn each PC on the ground must make a Climb check [DC Hard] or take a -2 penalty to all checks that round as they try to follow the quarry from the ground. Innocent Bystander: The quarry knocks an innocent bystander into harm’s way (a speeding horse and cart, a falling load of bricks, an open sewer cap, etc). Any PC can
Sprint!: Your quarry puts on the speed. Each PC must make a Fortitude Save [DC 10 + half PCs level] or become fatigued. (Note: PCs with the Endurance feat gain a +4 bonus.) Excuse Me!: The quarry dashes through a home, upsetting the residents. At the beginning of the next turn each PC on the ground must make a Bluff, Diplomacy or Intimidate check [DC Medium +2] or take a -2 penalty to all checks that round as the residents delay them. PCs who fail by 5 or more get stopped for a round (counts as a failure.) PCs who succeed by 5 or more grant the next PC a +2 bonus if he uses the same skill. PCs who are not on the ground take a -2 penalty to their Perception checks at the beginning of the next turn as the quarry becomes harder to track from above. Into the Muck: The quarry climbs down into the sewers. At the beginning of the next turn each PC on the ground who follows the quarry must make a Fortitude Save [DC 10 + half PCs level] or take a -2 penalty to all checks this turn do to being sickened. PCs who fail this check by 5 or more become nauseated (no action, counts as a failure.) PCs not following take a -8 penalty to their Perception checks at the beginning of the turn as he moves below ground.
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Spells: The following are a sample of spells that could have an effect on this skill encounter. Casting a spell is a Secondary action for this skill encounter and counts as a failure. 3797499
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Expeditious Retreat: Increased speed will translate to a bonus to checks (see above.)
Failure: If all the PCs lose sight of the quarry by falling too far behind or the PCs give up, the quarry gets away. If the PCs need the quarry to continue the plot perhaps he drops a clue or the PCs can follow his tracks at a more sedate pace. If only a few PCs fail they arrive slightly late for the next encounter with the quarry generally 1 to 3 rounds after the last successful PC arrives.)
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Dimension Door: Have the caster make a Spellcraft [DC Hard] check. If successful he teleports 1 square behind the quarry. If a failure he teleports 2 squares behind the quarry +1 per 5 by which he failed. Haste: Increased speed will translate to a bonus to checks (see above.) Affects allies in the same square as caster and 1 adjacent square. Hold Person: Can target the quarry if within 2 squares. Each turn the quarry is held the PCs automatically gain 1 success. Give the quarry a +2 bonus to his save (save bonus = half PC level +2 if unknown) as he only saves once every 15 to 30 seconds. Slow: Can target the quarry if within 1 square. Lowers DCs of the skill encounter by 1 level if the quarry is affected. Success: When a PC reaches the same square as the quarry they can initiate a Grapple or Trip [CMD 10 plus PC level if unknown] to halt the quarry. If successful the PC stops the quarry possibly initiating an encounter (combat, skill, roleplaying, etc.). All other PCs (who have not failed the skill encounter) gain 1 success automatically each turn. If the PC fails to stop the quarry he falls back 1 square. Alternately when a PC reaches the same square as the quarry, the GM can rule he traps the quarry in a dead end.
To add a little spice to a chase consider a little combat. Perhaps the PCs are competing against another group to reach the quarry. Add a number of “enemies” to the track. Each turn after the PCs complete their actions roll a d6 for each enemy. On a 1-2 they fall back, 3-4 they stay in place, 5-6 they move forward one square. If at least one PC is closer to the quarry then add +1 to this die roll. Use the following quick rules for combat: 1.
PCs can use their turn to attack an enemy but this counts as a failure and they fall back 1 square. Characters in the same square as an enemy can make a melee or ranged attack. PCs in a different square than an enemy can only make ranged attacks.
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Each square counts as a range increment for ranged attacks. If the range increment is 30 feet or less make it two range increments.
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For spell 1 square is close range, 2 squares is medium range and 3 squares is long range.
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Skill Encounters: Non-combat Challenges
GATHER INFORMATION
SPECIAL: At the start of each turn roll a d12 on the Contacts side bar to determine the unique attributes of the current contact. Feel free to create your own or mix and match ideas.
…you hear from old Glass Eye over at the Wyvern that Mistress Gennie might shed some light on the information you seek but you better move quick before her clientele arrives or you’ll be waiting till sun up before you get to see her!
Primary Skills:
GM Note: While this skill encounter gives you the nuts and bolts of how to run a skill encounter gathering information you need to determine what information is available for the PCs to find as detailed in the Success section below. Goals: The PCs check in with their local contacts for information they need. There will be one PC leading the party’s efforts each turn with the others aiding him in this endeavor. Successes Needed: This depends on the amount of information you wish to give the PCs and how you partition it. Each success should net the PCs one piece of information. The easiest information comes first with the harder information coming later. Sometimes the information will not be immediately useful to the PCs. Shoot for the key piece of information the PCs seek (where to go next, how to defeat the bad guy, etc.) to be around 2/3 to 3/4 of the way through the encounter. Note that this might mean the PCs end the encounter early without gaining all the information available to them as they will find the bare minimum of information needed to continue their mission at this point. Any remaining successes gain the PCs extra information to help them in the next phase of the adventure. As an example - while seeking to uncover information about an underground drug ring on the docks the PCs uncover the following: 1. 2. 3. 4. 5. 6.
The drug ring started about 3 months ago. The drugs are highly pleasurable and dreadfully addictive. A number of young nobles frequent the various drug dens on the docks. The most popular drug den is the Purple Parrot Tavern. To even get into a den you need to know the day’s password. Old Calum always knows the password but rarely has the money to buy his fix.
The PCs might end the encounter after #4 as they now have a location. They also might find #3 to be useless information until later in the adventure when they run into their noble patron’s daughter in one of the dens. #5 and #6 provide bonus information that can help them for those PCs who dig a little further. Failures to End: Take the number of successes and halve it. Duration: Success/failure (1-2 hours)
∞ (+1) Diplomacy: [DC Teamwork] You talk to people you know, friends of those people and their acquaintances to see what the rumor mill can tell you. Secondary Skills: ∞ (+1) Bluff: [DC Medium] You offer false compliments and outright lies you think the contact wants to hear, aiding the Primary skill check. ∞ (+1) Diplomacy: [DC Medium] You speak the language of the deal aiding the Primary skill check. ∞ (+1) Knowledge (local): [DC Medium] You use your knowledge of the local scene to aid the Primary skill check. (+2) Perform [DC Medium +2] Everybody likes a bit of entertainment as you sing a song, juggle or recite a story from memory in aid of the Primary skill check. (+2) Sleight of Hand [DC Medium +2 or Target’s Perception +10 if known] You swipe something from the current contact and hand it back saying, “Oh! Did you drop this?” aiding the next Primary skill check.
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(+2) Profession (appropriate) [DC Easy +2] If you have ranks in a profession related to the contact (see contacts side bar) you talk shop to aid the Primary skill check. * Intimidate [DC same as failed Primary skill check] Use after a failed Primary skill check. You use threats and coercion to change a contacts mind, turning a failure into a success, but this may have lasting repercussions for your future relationship with the contact (possible a future story hook.) * Sense Motive [DC same as failed Primary skill check] Use after a failed Primary skill check. You don’t believe the contact is certain of his information, cancelling a failure. Complications: The following is a list of complications to challenge the PCs. You can roll a random complication or simply choose what works best for your PCs. Give one complication to the PCs for each failure they accrue. Taking One for the Team: The contact refuses to let the PCs go. Perhaps he/she is enamored with one of the PCs or perhaps they are simply lonely and glad for the company. The PCs are either delayed 2 hours or one of the PCs can stay behind to deal with the contact while the others continue the skill encounter. Doing so takes this PC out of the action for the next 2 turns.
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1. Beggar – If any PC gives him a silver piece they gain a +1 bonus to the Primary check. A gold gains a +2 bonus. 2. Prostitute – Not the type to kiss and tell, increase the Primary skill check’s DC by +2. An Intimidate [DC equal to current DC of the Primary skill check -2] check can be used in place of Diplomacy for this Primary skill check. If successful she tells the PCs what she knows gaining them 1 success. If the Intimidate check fails the PCs attract the attention of her boss who isn’t interested in talking. He must be successfully convinced to back off with an Intimidate [DC Hard] check or paid off (10 gp per level.) If not he calls in a couple of toughs to rough up the PCs (level appropriate urban encounter with a band of thugs on a dark street or alleyway.) 3. Street Urchin – This child makes money selling the information he/she overhears on the docks. The PCs can pay (10 gp per level) to lower the Primary skill checks DC one level or suggest an information exchange. During the exchange the PCs may either bargain in good faith, making the Primary skill check as normal with a roleplaying bonus awarded by the GM for the information they offer, or they may use the Bluff skill to lie and make their information up. 4. Bar Maid – Young and attractive this student works part time to pay the bills and is tired of pick up lines and stray hands. Attempting to compliment her looks or using a pickup line results in an automatic failure. An attentive PC who makes a Perception [DC Medium +2] check notices she carries a book dealing with one of the following areas of study. Each allows a character to impress her or negate a failed Primary skill check (possibly due to trying a pick up line) with a specific Knowledge [DC Medium +2, additional +4 if the bar maid is offended] check. Roll a d6 to determine the subject matter of the book. 1. Magic - (arcana) 4. Foreign Land – (geography) or Linguistics 2. Religion and Philosophy – (religion) 5. Architecture – (engineering) 3. Local Flora and Fauna – (nature) 6. Music and Theater – (local) or Perform 5. Shop Owner – A middle aged gruff man (maybe a dwarf) is willing to give up his information with a successful Primary skill check. To add a twist however he wants something done for him. He claims a competitor stole a valuable trinket from his shop and he wants it back (50/50 odds he’s telling truth, Sense Motive [DC Hard] check determines this.) The PCs look like the type who might be able to get it back for him. If the PCs agree they must accomplish one of the following (or something creative they come up with.) a. Buy the item from the competitor – (100 gp per level.) b. Threaten him into giving it up – Intimidate [DC Hard +2] check. c. Steal it – Successful Stealth [DC Medium +2] check followed by a Disable Device [DC Hard] check. If the PCs are successful they gain the Shop Owner’s information. If they also sensed he was lying about the original theft and call him out on it this counts as two successes as he offers more information to keep the PCs lips shut.
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6. Bar Keep – The bar keep only talks with customers (5sp per level for drinks and food), otherwise increase the DC of the Primary skill check by 1 level. If successful the bar keep will talk however only in innuendo and insinuation. This requires a Sense Motive [DC Hard] check (or [Teamwork] if not paying customers) after a successful Primary skill check to understand the information. 7. Hedge Wizard – The hedge wizard is busy working on an important formula and has no time for the PCs. However a successful Craft (alchemy), Knowledge (arcana) or Spellcraft [DC Medium +2] check helps with the work. This check opens up the use of the Primary skill check and also counts as a successful aid attempt. If unable to help the Hedge Wizard with his formula this counts as a failure. 8. Guardsman – The guardsman reacts to the PCs based on their outward appearance. If the character making the Primary skill check looks like an adventurer increase the DC by 1 level, if he looks like a commoner make no change to the DC and if he looks like a upstanding member of society (merchant, noble, clergy, etc.) decrease the DC by 1 level. 9. Laborer – This foul mouthed bastard is also a racist (randomly choose one of the PCs races [alternately could use country of origin or culture.] He starts off with “I don’t talk to [insert race],” pause “or fiends of [insert race.]” If the PC(s) in question leave, the laborer is willing to talk but increases the Primary skill checks DC by +2 due to the remaining PCs friendship with the [insert race.] However if the PCs makes and appropriately negative racial comment about [insert race] the laborer smiles and lowers the DC by 1 level. He can also be threatened (roll a d6 on a 1 or 2 he’s a coward at heart and all bluster) with an Intimidate [DC equal to the DC of the Primary skill check, +4 if the intimidator is his hated race, -4 if he is a coward] check replacing Diplomacy for this Primary skill check. 10. Merchant – The merchant is willing to talk, especially to a local. Knowledge (local) checks to aid garner a +4 bonus on a success. 11. Serving Wench – This lady likes two things, tips and compliments... only there isn’t much to compliment. Great personality but rather plain features. The PCs can use Bluff [DC Medium +2] or leave a generous tip (1gp per level) to lower the Primary skill checks DC by 1 level. If the Bluff check fails however she clams up, increasing the Primary skill checks DC by 1 level regardless of tip. 12. Fence – The local fence always knows what’s going on but he’s recently had a run in with the law and finds himself behind bars. PCs attempting to stealthily speak to him from the alleyway outside his cell make a Stealth [DC Medium +2] check. PCs pretending to be a relation make a Bluff [DC Hard] check supported by a Disguise [Medium] check. If successful the PCs find the fence willing to talk for his freedom requiring the PC to snatch the keys from the bailiff Sleight of Hand [DC Medium +2]. If the PCs free the fence he gives them the information they seek, gaining a success.
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Skill Encounters: Non-combat Challenges The Old Double Cross: The contact plans to betray the PCs to people who’d be interested in hearing what the PCs are asking about. Have characters with ranks in Sense Motive make a check [DC Hard +2] preferably without them knowing they are making the check. This works best when you know their modifiers and just ask for a roll. If successful they sense the double cross from the contact’s nervousness and subtle tells. Once uncovered the PCs can dissuade this behavior with an Intimidate [DC Medium +2] check. If the PCs fail to notice the double cross, have any PCs with ranks in Perception make a [DC Hard] check later in the skill encounter (again works best if the PCs don’t know what they are rolling for) to see the contact talking to someone else. A Knowledge (local) [DC Hard] check notes who the mystery man is and how it might affect the PCs later. As a GM you can use this as a hook for later or simply impose a 2 penalty to all further Primary skill checks as contacts start receiving threats and keep their mouths shut. Trouble with the Law: One of the contacts feels harassed and calls on the city guard. The PCs can talk their way out of this trouble by gaining 3 successes before 2 failures as they convince the guards it was a mistake. ∞ (+1) Diplomacy [DC Hard] You make your case, stating this is all a mistake and you’ll be on your way. ∞ (+1) Bluff [DC Hard] You lie, convincing the guards of your innocence. If the PCs fail they are taken into custody for 8 hours. If the PCs attempt to threaten the guards in any way they are immediately taken into custody. While in custody The PCs can escape by gaining 4 successes before 2 failures as they pick the cell’s lock and sneak out.
(+1) Disable Device [DC Medium +2] You bypass the cell’s lock mechanism. This opens up the use of the Stealth skill. * (+3) Stealth [DC Medium] Use after two successful Disable Device checks. You sneak past the sleeping guard without waking his slumber. It is also wise to assume some PCs may attempt to fight their way out of this situation. One Too Many: Carousing is not for the faint of liver. Each PC needs to make a Fortitude Save [DC 10 + half PCs level] or become inebriated for the rest of the encounter (use the rules for the sickened condition.) This is a poison effect. Stickyfingers: The PC with the lowest Perception has something stolen (coin purse if nothing else.) Run a short chase (see the Chase skill encounter) with a Starting Distance of 2. If none of the PCs are successful the culprit gets away with his stolen goods.
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Drunk Bully/Bar Brawl: The PC with the lowest Dexterity bumps into an ogre of a man (or maybe a real ogre???) who’s drunk and takes offence. He demands a humiliating apology (kiss his boots, beg like a dog, serve him drinks for the night, etc. Perhaps let the PCs come up with the humiliating act of supplication.) The PC who offended the Bully can appease him by apologizing as he wishes and making a solo Diplomacy or Bluff [DC Hard] check (GM should apply a bonus to this roll for good roleplaying of the humiliating act.) If the check fails or the PC refuses to apologize, the drunkard throws a punch (assume his attack bonus equals the PCs level and damage equals 1d3+3 non-lethal or use the Bully’s actual stats if you have them.) This begins an all out bar room brawl.
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Skill Encounters: Non-combat Challenges Spells: The following are a sample of spells that could have an effect on this skill encounter. Most spells will only affect the outcome of a single conversation with a contact. Calm Emotions: Calms flared tempers. If used after a failed Primary skill check., the caster makes a Spellcraft [DC same as failed Primary skill check] check with a bonus equal to the spell’s level to negate a failure. Charm Person, etc: The contact sees the caster as his friend and the DCs of skill checks for the caster are lowered by 1 level. If the contact makes his Will Save (save bonus = half PC level +2 if unknown) he knows you attempted to use magic on him and all skill check DCs increase by one level. Alternately this spell could be used after a failure to give the caster an opportunity to retry the failed check with the DC reduced 1 level. Detect Thoughts: Once cast this allows the Bluff skill to be used as a Primary skill check (following the same rules as Diplomacy) with the DC reduced by -2 since all the PCs need is for the contact to think of the information they are looking for. Fear: When used after a failed check have the caster make a Spellcraft [DC same as failed Primary skill check] check with a bonus equal to the spell’s level. If successful this functions as the Secondary skill use of Intimidate. Suggestion: The contact is inclined to tell the PC what they want to know and the DC of the Primary skill check is lowered by 1 level. If the contact makes his Will Save (save bonus = half PC level +2 if unknown) he knows you attempted to use magic on him and all skill check DCs increase by 1 level.
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Success: Each success garners the PCs a specific piece of information to aid them in their quest or lead them farther into the skill encounter. They may decide to end the encounter without gaining all the information if they feel they gained what they need. Also, sometimes the information will not be immediately useful to the PCs. As an example - while seeking to uncover information about an underground drug ring on the docks the PCs uncover the following: 7. 8.
The drug ring started about 3 months ago. The drugs are highly pleasurable and dreadfully addictive. 9. A number of young nobles frequent the various drug dens on the docks. 10. The most popular drug den is the Purple Parrot Tavern. 11. To even get into a den you need to know the day’s password. 12. Old Calum always knows the password but rarely has the money to buy his fix. The PCs might end the encounter after #4 as they now have a location. They also might find #3 to be useless information until later in the adventure when they run into their noble patron’s daughter in one of the dens. #5 and #6 provide bonus information that can help them for those PCs who dig a little further. Failure: If the PCs accumulate too many failures they will run out of options. They either cannot find the information they are looking for, or if the information is key to continuing the adventure they attract the interest of an information broker who’s willing to sell them the information for a price (assume 50gp to 250gp per level – decide what’s appropriate for the information and what your PCs can afford.) Alternately if they are too poor perhaps the information broker asks them to perform a favor as payment.
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Skill Encounters: Non-combat Challenges
HAGGLING “This, my friends, is the finest specimen of its type in the kingdom and I’ll give it to you for a steal. No one has better prices than me.” Goals: The PCs haggle with a merchant to increase the value of what they are selling or lower the cost of what they are buying. Successes Needed: PCs +2 Failures to End: 3 Duration: Success/failure (1 minute) Primary Skills: ∞ (+1) Diplomacy: [DC Medium +2] You negotiate in good faith with the merchant. ∞ (+1) Bluff: [DC Medium +2 (alternately Hard +2 for a suspicious or wary merchant roll a d6, on a 6 he’s suspicious)] You make false statements in order to move the deal in your favor. Intimidate: [DC Hard (Roll a d6. On a 1 this is a cowardly merchant and the DC becomes Medium, on a 6 this merchant has extra security and the DC becomes Teamwork]) You threaten the merchant in some way. This garners 2 successes and a +2 to all further Primary skill checks, however the merchant will remember your threats and be disinclined to do business with the PCs again (possibly a future story hook.) Craft (appropriate): [DC Medium +2] You point out some of the excellent features of the item’s craftsmanship (if selling) or point out the flaws (if buying). Secondary Skills: ∞ (+1) Appraise: [DC Medium +2] You offer advice about the value of the items and the offers being made, aiding the next Diplomacy or Bluff Primary skill check.
∞ (+1) Diplomacy: [DC Medium] You help one of the other PCs with the negotiations, possibly whispering advice into his ear, aiding the next Diplomacy check. ∞ (+1) Bluff: [DC Medium] You help one of the other PCs with his tall tales, aiding the next Bluff check. Knowledge (history): [DC Hard +2 (lower the DC if the object has true historical significance)] You note the historical implications of the item and how it might appeal to a collector, aiding the next Diplomacy check. If successful roll a d6. One a 1 this merchant is a collector and this counts as a success rather than aiding. Knowledge (nobility) or (local): [DC Hard] You note a specific wealthy buyer who might be interested in such an item, adding +2 to all future Diplomacy or Bluff checks. * Knowledge (arcana): [DC Hard] Use only if the item is magical. You point out the magical features of the object aiding the next Diplomacy check. If successful roll a d6. On a 1 this merchant is an arcanophile (lover of all things magical) and this counts as a success rather than aiding.
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* Knowledge (religion): [DC Hard] Use only if the object has religious significance. You point out the religious implications of the object, aiding the next Diplomacy check. If the merchant is disinclined towards that particular religion this instead counts as a failure. Roll a d6 with the odds of the merchant being disinclined based on the gods alignment (Good = 1, Neutral = 1-2, Evil = 1-3). * Sense Motive: [DC same as failed Primary skill check] Use after a failed Primary skill check. You get the sense the merchant is holding back, negating the failure.
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Skill Encounters: Non-combat Challenges Complications: The following is a list of complications to challenge the PCs. They follow a specific order. Failure 1 – Who am I Talking to Here?: The merchant gets frustrated with all the PCs talking over each other with tangential conversations. He says he’ll only deal with one character. Roll a d6. On a 1-3 he chooses the PC with the lowest Diplomacy check, on a 4-5 he chooses a PC with a middling Diplomacy check and with a 6 he misreads the party and chooses the PC with the highest Diplomacy check. Warn the players that no other PCs can speak or make a supporting skill check until the chosen PC succeeds in a Primary Diplomacy or Bluff check. If another PC does speak or attempt to aid the chosen PC the next Primary check immediately counts as a failure. Failure 2 – I Take Offense at Your Words, Sir!: One of the PCs accidentally offends the merchant (for fun have the PCs come up with the offense.) The merchant must be placated before any further Primary checks can be made, requiring a Diplomacy of Bluff [DC Hard] check. Alternately the PCs could use their Primary Intimidate check to bring the Merchant around. For each failed attempt to placate the merchant the PCs take a –1 penalty on their next Primary skill check. Failure 3 – Final Offer: The merchant refuses to deal with the PCs anymore and makes a final offer. Spells: The following are a sample of spells that could have an effect on this skill encounter. Calm Emotions: Calms the merchant’s emotions as the negotiations get heated. Make a Spellcraft [DC same as failed
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Primary skill check] check to negate a failure. Also make a Stealth or Bluff [DC Medium] check to hide your casting from the Merchant, otherwise he becomes suspicious and the next Primary skill check takes a -2 penalty. Charm Person, etc: The merchant sees the caster as his friend and the DCs of all Primary skill checks for the caster are lowered by 1 level. If the merchant makes his Will Save (save bonus = half PC level +2 if unknown) he knows you attempted to use magic on him and all skill check DCs increase by one level. Identify: Have the caster make a Spellcraft [DC Hard] check with a bonus equal to the level of the spell. If successful he convinces the merchant of the objects magical nature (assuming it truly is magical otherwise Bluff might be more appropriate) gaining a success for the skill encounter. Magic Aura: Makes an object appear magical which opens up the Secondary skill use of Knowledge (arcana). Suggestion: The merchant is inclined to make a deal with the PCs and the DC of all Primary skill checks are lowered by 1 level. If the merchant makes his Will Save (save bonus = half PC level +2 if unknown) he knows you attempted to use magic on him and all skill check DCs increase by 1 level. Success: If the PCs are successful adjust the sale in their favor based on the number of failures they accrued. 0 failures = 15%, 1 failure = 10%, 2 failures = 5% (the GM may adjust those numbers as he sees fit.)
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Failure: The merchant comes out ahead. Adjust the sale in the merchants favor by 10%.
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Skill Encounters: Non-combat Challenges
RESEARCH The musty scents of dust and mildew waft up as you grab the next book in the stack and crack open the ancient tome. As you ponder the archaic glyphs from a forgotten civilization, you wonder if this book holds the answers you seek.
The PCs might end the encounter after #4 as they now have a location. They also might find #1 and #3 to be useless information until they run into a savage goblin encounter approaching the city and later uncover the remains of Murthenain’s expedition (or even worse his ghost.) #5 and #6 begin to hint at the fact the inhabitants the PCs find in the Ancient City are actually life like constructs and not really people at all. Failures to End: Take the number of successes and halve it.
GM Note: While this skill encounter gives you the nuts and bolts of how to run the process of researching you need to determine what information is available for the PCs to find as detailed in the Success section below. Goals: The PCs need to learn more of their enemy, an ancient artifact or a lost city and their only hope is to dig though mounds of historical essays and other scholarly texts in the hopes someone wrote down a clue to the information they’re seeking. Successes Needed: This depends on the amount of information you wish to give the PCs and how you partition it. Each success should net the PCs one piece of information. The easiest information comes first with the harder information coming later. Sometimes the information will not be immediately useful to the PCs. Shoot for the key piece of information the PCs seek (where to go next, how to defeat the bad guy, etc.) to be around 2/3 to 3/4 of the way through the encounter. Note that this might mean the PCs end the encounter early without gaining all the information available to them as they will find the bare minimum of information needed to continue their mission at this point. Any remaining successes gain the PCs extra information to help them in the next phase of the adventure. As an example - while seeking the location of the Ancient City of Ivory the PC find the following: 1. 2. 3. 4. 5. 6.
The ancient city fell over 2000 years ago to barbarian goblins from the south. The name is actually misleading. Much of the city was built from a rare marble that looks remarkably like ivory. Many have sought the Ancient City over the years including the great explorer Murthenain who never returned. The ancient city is believed to reside on the Riken peninsula near modern day Fuerlund. Its artisans were known for their superb and lifelike craftsmanship. Many of the ancient city’s artistic creations are rumored to have been enchanted to make them more appealing.
Duration: Success/failure (8 hours) Primary Skills: ∞ (+1) Knowledge (appropriate): [DC Hard] You use your academic knowledge of the subject to weed your way through the materials before you. (+2) Linguistics: [DC Medium +2] Your knowledge of languages helps you translate an ancient or foreign text. (+2) Profession (appropriate – clerk, librarian, scribe, etc): [DC Medium] Your professional training helps you work through the tedious process before you. Bluff: [DC Hard +2] You use deception to convince another scholar or librarian to help with the search for a moment (assuming such a person is available.) If you fail this check, the Diplomacy Primary skill check option below is no longer available.
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* Diplomacy: [DC Hard] This skill use is unavailable if a PC failed the Bluff Primary skill check above. You convince another scholar or librarian to help with the search for a moment. (This assumes there is such a person available). Secondary Skills: ∞ (+1) Knowledge (appropriate): [DC Medium] You pool your academic knowledge aiding the Primary skill check. ∞ (+1) Intimidate: [DC Medium] You make sure nobody disturbs the rest of the party while they are doing their work, aiding the Primary skill check. Appraise: [DC Medium +2] You find a number of rare books dealing with the subject matter you are researching, aiding the Primary skill check. (+2) Heal: [DC Medium +2] You make sure everyone is taken care of while they spend hours with their noses buried in books. You bring food, make sure breaks are taken, people stretch their legs, etc., aiding the Primary skill check.
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Skill Encounters: Non-combat Challenges * Perception: [DC same as failed Primary skill check] Use after a failed Primary skill check. You notice a section of the library that looks like it hasn’t been used in years or a book that fell under the table, etc. If successful reroll the failed Primary skill check. * Diplomacy: [DC same as failed Primary skill check] Use after a failed Primary skill check. “Failure” you say “is not an option!” Your fiery speech energizes the research team, aiding the next Primary skill check with a +4 bonus. If you beat the DC by 5 or more the bonus applies to the next 2 Primary skill checks. Complications: The following is a list of complications to challenge the PCs. You can roll a random complication or simply choose what works best for your PCs. Give one complication to the PCs for every two failures they accrue. Smeared Ink: The PCs find a passage with key information illegible. Perhaps the ink smeared, time ravaged the ancient text, mice ate a key passage or water damaged it. Regardless it’s all but illegible. The PCs must make 2 successful (+2) Perception [DC Hard] checks before 2 failures to piece together the original text (or come up with some other means to fix the ravaged document such as a make whole spell (+2) Spellcraft [DC Hard] checks with a bonus equal to the spell’s level. If the PCs fail they take a –2 penalty to all Primary skill checks until they achieve 2 more successes. I Saw it First: Another scholar has a book the PCs need and refuses to part with it before he’s finished. The PCs must convince him to let them borrow it or steal it. Getting him to part with the book requires the PCs to gain 3 successes before 2 failures as they negotiate, lie or threaten him until he gives up the book. ∞ (+2) Diplomacy [DC Hard] You make the case for why you need the book, appealing to the scholar’s good nature. ∞ (+2) Intimidate [DC Medium +2] You threaten the scholar with something unpleasant. Each success with Intimidate adds +2 to the DC of Diplomacy checks for this complication. A failed Intimidate increases the DCs of all checks for this complication by +2 until a successful Intimidate check is made. ∞ (+2) Bluff [DC Hard] You make up reasons why you need the book. A failed Bluff increases the DCs of all checks by +2 for this complication. Stealing the book requires the PCs to gain 3 successes before 2 failures as they silently move into place and lift the book from under the scholar’s nose.
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Stealth [DC Easy +2 (the scholar is not very attentive)] You move over to the book without the scholar noticing you. This opens up the use of Sleight of Hand. * (+2) Sleight of Hand [DC Hard] Use after a successful Stealth check. You carefully slip the book out from under a stack of similar tomes and pocket it. If the PCs fail to retrieve the book they take a -2 penalty to all Primary skill checks until they achieve 2 more successes. Holiday: At the end of a day’s research a librarian informs the PCs the library will be closed tomorrow in observance of the holiday. If the PCs are on a timetable they can attempt to convince the library they need to continue their work by gaining 3 successes before 2 failures as they explain their specific need. ∞ (+2) Diplomacy [DC Hard] You beseech those in charge to let you continue your work. ∞ (+2) Bluff [DC Hard] You make up reasons you believe will appeal to those in charge. Special: Money might aid in this check. (15 gp per level) counts as an aid attempt. Roll a d6. On a 1 the official’s honor is offended and he refuses the bribe, scoring a failure. A Sense Motive [DC Hard] can see this coming in time to stop the bribe attempt.
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If the PCs fail or choose not to make a fuss the research takes an extra day. You’re Disturbing the Other Patrons: A librarian informs the PCs he has received complaints about the party’s behavior (especially appropriate if one of the PCs has been using Intimidate to aid) and asks the PCs to leave. The PCs can attempt to leave with the materials they need to continue their research or try returning the following day in disguise. To leave with the materials they must gain 3 successes before 2 failures as they try to swipe the books from under the librarian’s nose. ∞ (+2) Sleight of Hand [DC Medium] You stash a book in one of your bags or under a cloak. ∞ (+2) Disguise [DC Hard -2] You disguise the book quickly hiding it amongst the party’s journals or spell books. If the PCs leave and come back pretending to be someone else they must gain 3 successes before 2 failures as they adopt disguises and new personas. Disguise [DC Hard +2] You throw on different robes, take off your armor, cut your hair, etc. Money may need to be spent on supplies and a GM bonus may be
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Skill Encounters: Non-combat Challenges appropriate for well thought out disguises. This opens up the use of Bluff. * (+1) Bluff [DC Hard] Use after a successful Disguise check. You adopt a new persona and convince the staff of the library you are someone new. If the PCs fail it takes them 1d3 days to regain access to the materials they need to continue their search. Old Book: One of the books the PCs need to examine is ancient and crumbles at the touch. It must be handled with care. The PCs must gain 3 successes before 2 failures as they carefully uncover the information stored in the fragile text. ∞ (+2) Knowledge (history) [DC Hard] You use your training to properly handle the book slowly and carefully so as not to damage it. ∞ (+2) Profession (scribe) [DC Hard -2] You use your training as a scribe to copy every page you view in detail so the information is not lost. ∞ (+2) Sleight of Hand [DC Hard +2] You might not know anything about old texts or how to handle them, but you have nimble fingers to gently turn each page without permanent damage. Craft (alchemy) [DC Hard +2] You create and apply a reagent to strengthen the book. lowering the DC of all remaining checks by 1 level. If the PCs fail the book is destroyed and they take a -2 penalty to all Primary skill checks until they achieve 2 more successes. There’s Something Strange About This Book: The PCs hit a dead end when a book holding the next key piece of information is strangely uninformative. The text they are looking for is hidden and will only come out with the application of a spell such as read magic, see invisibility or true seeing (go with whatever the PCs come up with along this line of thinking.) Detect magic notices a faint aura of illusion magic around this book. If the PCs struggle with this conundrum allow them a Knowledge (history) or (arcana) [DC Medium] to note sensitive information is sometimes hidden with magic. Alternately if your PCs are magic poor allow them a Craft (alchemy) [DC Hard] check to reveal the hidden text with a special reagent. If the PCs fail to find the hidden writing they take a –2 penalty to all Primary skill checks until they achieve 2 more successes.
Spells: The following are a sample of spells that could have an effect on this skill encounter. Comprehend Languages: Auto success with the Linguistics skill (see above.)
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Legend Lore: You can make a free ∞ (+1) Spellcraft [DC Medium] check each turn with a bonus equal to the spell level to aid any Primary use of a Knowledge skill, even your own use. Success: Each success garners the PCs a specific piece of information to aid them in their quest or lead them farther into the skill encounter. Failure: When the PCs accrue enough failures to end the skill encounter, continue the encounter till the PCs achieve a few more successes (maybe even lower the DCs a little to make this quicker.) Use these false successes to give the PCs the key information they need to continue with the plot of the adventure but seed this information with misinformation that will cause trouble or problems for the PCs in the future. Perhaps the magical artifact can defeat the evil demon lord but the PCs don’t discover it uses the life force of a living sacrifice to do so or they learn the secret location of an ancient city rumored to be surrounded by tribes of poisonous lizardfolk (for which the PCs prepare by picking up anti-poison supplies) only to find these are really dragonmen who can breathe fire.
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Skill Encounters: Non-combat Challenges
WILDERNESS TRAVEL
A pack of wolves, a bear or an owlbear make appropriate opponents.
The sun light dapples through the leaves of the ancient forest. The awesome presence of nature leaves you humbled and feeling slightly out of place as you hike onwards to your destination.
Freak Storm: The PCs are surprised by a flash storm. They need to make a Survival [DC Teamwork] check to find shelter before the storm hits full strength. If they fail they are wet and miserable the next day and take a -2 penalty to all checks next turn.
Goals: The PCs travel through a forest on their way towards a remote town or ruin, working together to mitigate the strain of the difficult travel. In this skill encounter there will be one leader who is aided by the efforts of the other PCs. Successes Needed: n/a Failures to End: n/a Duration: Varies (each check represents a day’s travel, determine how many days you want the PCs to journey, generally 3 to 8.) Primary Skills: ∞ (+1) Survival: [DC Hard +1 per PC] You navigate the party through the forest, avoiding hazards along the way. If no PCs are trained in Survival feel free to substitute Knowledge (nature), possibly with a +2 increase to the DC representing the PC’s unorthodox but effective methods. 3797509
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Secondary Skills: ∞ (+1) Knowledge (nature): [DC Medium] You use your knowledge of the natural world to aid the Primary skill check.
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Did That Vine Move?: The PCs come across a wilderness encounter of level appropriate monsters with the plant type in an overgrown forest location composed of shallow water (where grappling plants might attempt to drown PCs), vines to swing on, etc. Assassin vines, shambling mounds, and treants make appropriate opponents. I Thought You Said it was a Small Stream: The PCs path intersects a large river they need to ford. Each PC makes an Acrobatics or Swim [DC Medium] check to ford the river. If mounted each PC must also make a Ride or Handle Animal [DC Medium] check to lead the mount across. If at the end of this complication the PCs have more failures than successes add one to the failure count for this skill encounter. I Hear These Woods are Home to…: The PCs fall into an ambush wilderness encounter of level appropriate monster with the humanoid or monsterous humanoid type in an overgrown forest location composed of difficult terrain, trees, bushes, devious traps to trip and snare, etc. Howling orcs, goblins, gnolls, trolls and centaurs make appropriate opponents (although some will use smarter tactics than others). These creatures should have a distinct terrain advantage.
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∞ (+1) Perception: [DC Medium] You spot an easier path or possibly some game to hunt, aiding the Primary skill check. (+2) Knowledge (geography) [DC Hard] You use your knowledge of the local terrain to aid the Primary skill check. * Handle Animal [DC Hard] Use after two successful Perception checks. You use your knowledge of animals to cautiously approach a deer and bring back an excellent supper aiding the next two Primary skill checks. * Stealth: [DC same as failed Primary check] Use after failed check and a complication has been chosen to avoid the complication due to your quietly scouting ahead. Complications: The following is a list of complications you can throw at the PCs. You can roll a random complication or simply choose what will work best for your PCs. Give one complication to the PCs for every two failures they achieve. Did You Hear a Noise?: The PCs stumble upon a wilderness encounter of level appropriate monsters with animal intelligence in an overgrown forest location composed of difficult terrain, entangling vines, tree trunks for cover, etc.
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Skill Encounters: Non-combat Challenges Dead End: The PCs path dead ends. They cannot go forward. They must gain 3 successes before 2 failures in order to find a route cutting through the forest without backtracking over a day’s journey. (+2) Survival: [DC Hard] You navigate through the wilds at an oblique angle, attempting to save some of your progress from the day’s journey. (+2) Knowledge (nature) [DC Hard] You use your knowledge of the plants and animals to help pick the best route. Perception [DC Hard +2] You find a game trail that might offer a solution. Knowledge (geography) [DC Hard] You offer advice based on your knowledge of the surrounding terrain. If the PCs score 2 failures before they gain 3 successes they are unable to find a path and must backtrack more than a day’s journey, reducing their success total by 1. Ancient Ruins: The PCs path happens upon an ancient ruin composed of a number of weather beaten stone monoliths surrounding a sigil carved, time scarred triangle of white stone. If the PCs explore the ruins they may shave some time off their journey by achieving 6 successes before 3 failures.
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Knowledge (history): [DC Medium] These appear to be the ruins of the [insert appropriate ancient civilization, default Venausium.] If the check succeeds by 5 or more you also know that this civilization was known for a series of
The skill encounter above is designed for a wilderness trek through the forest but can easily be adjusted to other climates. The core challenge can most likely remain the same with a little adjustment to skills and complications. Mountains: The Primary skill check should change to Climb. The “I Thought You Said it was a Small Stream” complication probably doesn’t work. Try creating something like a Rockslide, Avalanche or Long Jump where the PCs come to a part of the mountain climb where they need to make a difficult jump between two cliffs. Desert: Increase difficulties by 1 level if travelling by day and make water a key focus of the skill encounter. The “Freak Storm” complication can represent a sand storm that might even damage the PCs if they find themselves left out in it too long. The “I Thought You Said it was a Small Stream” complication should be scrapped in favor of complications like Mirage, Poisonous Snake or Mad Camel. Swamp: Swim may want to become a Secondary skill that is used to aid. If the PCs have a boat, Profession (sailor) could also be a Secondary skill used to aid. The “I Thought You Said it was a Small Stream” complication should be replaced by Quicksand where a number of PCs are stuck in quicksand and must get out in 3 rounds or less before they start to suffocate. The “Freak Storm” complication can be replaced with something along the lines of Strange Swamp Hermit, Poisonous Snake or The Sting of Disease.
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waystones allowing those who knew how to use them to instantly transport from waystone to waystone. Knowledge (arcane): [DC Medium +2] The sigils inscribed in the stone appear to deal with translocation but they have been damaged by time and would need repairs. This opens up the use of Spellcraft , Use Magic Device and Perception skills. Knowledge (arcana) or (history): [DC Hard] You use your academic knowledge of history or arcane magic to understand the sigils and which sigil combination would bring you closer to your goal. *∞ (+2) Spellcraft or Use Magic Device: [DC Teamwork] Use after a successful Knowledge (arcana) or (history)check to understand the sigils. You use your practical knowledge of magic and/or magical devices to repair the waystone. * Perception: [DC same DC as failed check] Use after a failed Spellcraft or Use Magic Device check to repair the waystone. You see something strange in the sigil
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Know Direction: Automatic +1 to the Primary skill check. Speak with Animals/Speak with Plants: Caster makes a (+1) Knowledge (nature) [DC Hard] with a bonus with a bonus equal to the level of the spell. The caster gains information on the surrounding areas in an effort to aid the Primary skill check. Success: If the PCs achieve more successes than failures at the end of the trip they reach their destination without problems. If they have no failures they are in great shape and gain +10 temporary hit points per 5 levels round up for the next 24 hours. Failure: If the PCs accumulate failures equal to or greater than their successes they arrive at their location fatigued.
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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Monte Cook Presents: Iron Heroes, © 2005, Monte J. Cook. All rights reserved. True20 Adventure Roleplaying: Revised Edition, © 2007, Green Ronin Publishing, LLC; Author Steve Kenson. 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Skill Encounters: Non-combat Challenges