Looking for a model for infiltrating an organization

darkbard

Legend
Dear Collective DMing Minds (and Otherwise): anyone know of a published, well-framed skill challenge or even short adventure for 4E that models the PCs winning over the trust of a secretive organization, especially with the end goal of discovering the identities of leaders within said organization? Many thanks if you can point me in the right direction of a framework from which to pilfer!
 

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Thanks, Scriv! What I find most enlightening is pemerton's link to his discussion of the social skill challenge in the final post. That discussion is worth bookmarking (and, in fact, I have done so)!

I've been running skill challenges in this more "free flow" style for several years now, after having been influenced heavily by [MENTION=97077]iserith[/MENTION] and his frequent posts on the subject of skill challenges on the WotC forums. Pemerton's posts provide some really useful reminders about staging tension, the framing of outcomes with openness to the fluidity of those outcomes as the situation develops, etc.

I'm still interested in further ideas, particularly in ways to build such a skill challenge (or, perhaps, as a series of short, likely non-combat encounters) that goes beyond the framework of a single social interaction.

Specifically, I'm working on building an episode wherein the PCs are presented with multiple but competing scenarios to enlist their aid:

(1) The PCs are approached by a representative of the organization (the Veiled Alliance) with the invitation to be vetted and then join the criminal arcane organization, a group that appeals to the players' sympathies towards rebellion against the repressive forces of the state and against blanket prejudice towards non-psionic magic; even though there are currently no arcane classes in the group, one character will be MCing to Sorcerer after a few levels and so the player may be tempted to tie in this mechanical advancement to this easy fictional lead. (Another character does begin play with MC Artificer feat, but this only provides a daily heal, and so this character isn't truly an arcane character.)

I already have a faily good idea of how I would run this scenario should the PCs choose this route.

(2) The PCs are approached by a Templar looking to crack down on the Veilled Alliance after an assassination attempt by an arcane caster on a popular poltical figure. The assassin is in no way tied to the VA but rather to a group loyal to the previous Sorcerer-King, a group whose goals include vengeance against those who deposed him and attempting to restore the deposed king to life and rule, but the Templar either doesn't know this or doesn't care since it provides a convenient excuse for violence against an organization that has been working actively against the state for centuries.

I envision this scenario playing out as a relatively straightforward "hit" mission, with the PCs being hired to attack and kill (or take captive) a cell of the Veiled Alliance that Templar spies have uncovered recently. There probably will be a rudimentary investigation aspect to this prior to a combat scene (or series of short encounters). The players are unlikely to want to pursue this route as it goes against the personalities of their characters (and the players' natural inclination, as well), BUT ... the Templar can offer easy and immediate access to the PCs in meeting one of the early play "kickers," gaining access to the King's Gardens within the Golden City, a section of the city to which only Templars and those who have their favor have access. I'm trying to provide the players with tough decisions for their characters, decisions which involve layers of compromise, etc.

(3) The players are approached by a representative of an influential member of a noble family, who is secretly being manipulated by a member of The True (the organization that seeks to restore the Sorcerer-King's rule), who is a minor noble and close adviser to the noble. The noble has been convinced by this adviser that the Veiled Alliance is a threat to her aims of tamping down the popular uprising and democratic movement within the city and installing rulership by the nobility. In this scenario, the PCs would be engaged to infiltrate the Veiled Alliance to the extent that they discover the identities of some of its leaders. The noble can then use this knowledge to her political advantage (winning over more of the Templars to her cause, eradicating a threat to the nobles' authority, etc.) and the adviser can enact further vengeance against a group that aided the conspirators against the former Sorcerer-King.

It's this last scenario that I'm looking for aid in fleshing out some.
 
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Yeah, the links in those posts make that thread particularly worthwhile.

Also, anything by Pemerton about skill challenges is worth reading. Ignore the WotC advice; just read his.
 

anyone know of a published, well-framed skill challenge or even short adventure for 4E that models the PCs winning over the trust of a secretive organization, especially with the end goal of discovering the identities of leaders within said organization? Many thanks if you can point me in the right direction of a framework from which to pilfer!
The players are approached by a representative of an influential member of a noble family, who is secretly being manipulated by a member of The True (the organization that seeks to restore the Sorcerer-King's rule), who is a minor noble and close adviser to the noble. The noble has been convinced by this adviser that the Veiled Alliance is a threat to her aims of tamping down the popular uprising and democratic movement within the city and installing rulership by the nobility. In this scenario, the PCs would be engaged to infiltrate the Veiled Alliance to the extent that they discover the identities of some of its leaders. The noble can then use this knowledge to her political advantage (winning over more of the Templars to her cause, eradicating a threat to the nobles' authority, etc.) and the adviser can enact further vengeance against a group that aided the conspirators against the former Sorcerer-King.

It's this last scenario that I'm looking for aid in fleshing out some.
On general structures: have you looked at DMG 2 - the War By Other Means example is interesting if you have players who are taking opposing actions; and the Moving Through Suderham example, while it does have some issues (in my view), also has some interesting ideas around using failures to track the results of being discovered.

Turning to some details of your scenario - are you expecting the PCs to take up the noble's offer of work, or is that itself up for grabs? Because if the latter, then your skill challenge could end up being the PCs investigating the noble and learning about The True, rather than investigating the Veiled Alliance. That might still use a similar structure, but different content for who the people are who are being infiltrated and potentially exposed.

As far as the infiltration bit is concerned - I'd imagine you have an earlier stage, where the PCs are using Streetwise, Diplomacy, Bluff etc to gather information - say, 3 or 4 successes to get a lead to a secret society safe house/meeting. Failure at this stage involves being brushed off the first time, perhaps something more brutal the second time, and scorched earth against the PCs if they fail a 3rd time at this point, as the secret society decides to completely obliterate these would-be infiltrators (or perhaps contrives just to up and move completely, or have the PCs sent out into the desert, or places a false lead that takes the PCs hopeless to another city, etc).

Once that initial contact is made, you then have the meeting and ingratiation. From experience, the hardest thing here is to keep the pressure on the players so that they keep declaring checks. So you need to present obstacles, and put things in sight but out of reach of the PCs - eg they see some hint of an inner sanctum (whether literally - a masked leader steps into the meeting hall out of a back room - or more figuratively), and then they have to declare Stealth checks to sneak in, or Diplomacy checks to persuade someone to tell them about it, etc.

Suppose after another 4 or so successes (ie something useful from most if not each of the PCs) the PCs then infiltrate the inner sanctum in some fashion: you need a final, climactic bit here. If they're sneaking, someone confronts them - not necessarily a leader of the secret society (depending on whether you think that is too likely to force things to combat) but even another infiltrator, or a member of the secret society with a different agenda (eg wanting to recruit the PCs as double agents/counterspies). This is the stage at which the goal of the challenge should really crystalise, and remember that - if the players succeed - then the PCs get their goal. I think finality of resolution is a big part of skill challenges, but sometimes as GMs it is easier to forget finality in this context than a combat context.

I would also add - assuming you want to maintain broader campaign/scenario momentum, PC success in the challenge can still drive things forward. Eg they learn the secrets of the veiled alliance, but also learn that perhaps the noble who hired them isn't such a nice person; or they learn the secrets of The True, and also learn that the Veiled Alliance are prepared to oppose the established order even if it means civic chaos and suffering (thing about the things O'Brien tricked Winston and Julia into saying in 1984). The players should have the satisfaction of their victory, but you want the game to go on.

If the PCs fail at one of these later stages, then the upshot seems likely to be either fighting (as they try to get out without being killed) or perhaps another skill challenge to see if they successfully escape (in which case escaping into the desert should certainly be an option - opening up Nature checks, group Endurance checks and the like as possibilities, but making surge loss an obvious consequence of failures or even a price for succeeding at (say) Easy rather than Medium on the group check).

And also, a tip I learned from [MENTION=6696971]Manbearcat[/MENTION] that I've found works well: when you start the challenge, set out two dice - one to track faiures (so a d3 if you have one; I use a d4 treating 4 as zero), and one to track successes (I've been assuming that, for this one, that's a d10 or d12). Because I also use Essentials advantages in my skill challenges, I use a 3rd die for those too.

I find using the dice to signal success failure is a nice way of communicating to the players the information they need to make sensible decisions about checks, resource expenditure etc, without distracting the focus of the conversation of play onto the skill challenge structure rather than the fiction.

And a final comment: in my own experience, I love the satisfaction of having framed a situation so that the player of the dwarf fighter with the CHA 12 and no social skills can't help but declare an Intimidate or Diplomacy check (because, if he doesn't, the situation will unfold in some way he just can't tolerate); and you then see him spend resources (eg an action point for a re-roll, which is one thing we allow and that I recommend) to make sure his PC succeeds at that check. That sort of thing is a sign that the players have become invested in the fiction of the situation - which is what you're aiming for.
 

Very glad for your input here, Pemerton! There are a lot of ideas/possibilities above that adhere rather closely to my own desiderata, though, of course, I'm hoping not to railroad the PCs in any one particular direction. In fact, as I've stated, I want there to be a struggle between the natural player inclinations (in this case, help the underdog (i.e., the VA); fight oppressors; and so on) and what might be politically efficacious for the characters, especially as the Templar and the noble who approach the PCs potentially offer access, either directly or indirectly, to one of the PC's immediate and driving goals (set in the story's "kicker": gain access to the King's Garden within the Golden City of the Templars).

have you looked at DMG 2 - the War By Other Means example is interesting if you have players who are taking opposing actions; and the Moving Through Suderham example, while it does have some issues (in my view), also has some interesting ideas around using failures to track the results of being discovered.

It's been a while since I looked at the DMG2 SCs. I review the Rules Compendium section on SCs every so often because it frames something closer to the way I have come to run skill challenges. Nevertheless, I will definitely check those out.

are you expecting the PCs to take up the noble's offer of work, or is that itself up for grabs? Because if the latter, then your skill challenge could end up being the PCs investigating the noble and learning about The True, rather than investigating the Veiled Alliance. That might still use a similar structure, but different content for who the people are who are being infiltrated and potentially exposed.

Y'know, I'm completely open to however the PCs want to approach this. In the initial setup, the PCs are approached by three figures looking to enlist their aid following an assassination attempt (successful or not, depending on the outcome of the initial scene involving the PCs, though success is the likeliest outcome). I've modified the initial scenario from "Murder in Baldur's Gate" (the D&D Next adventure) for this setup, but I'm scrapping much of the rest of the adventure as written. My suspicion is that of the three possibilities offered (described more fully above in post #3), they will choose to immediately follow up on the offer by the Veiled Alliance member herself (#1 above), but I'm looking to sketch out ideas regardless of which "hook" they may be drawn in by, especially as there is the potential to be drawn in by more than one, playing mutiple sides, etc.

Once that initial contact is made, you then have the meeting and ingratiation. From experience, the hardest thing here is to keep the pressure on the players so that they keep declaring checks. So you need to present obstacles, and put things in sight but out of reach of the PCs - eg they see some hint of an inner sanctum (whether literally - a masked leader steps into the meeting hall out of a back room - or more figuratively), and then they have to declare Stealth checks to sneak in, or Diplomacy checks to persuade someone to tell them about it, etc.

Ideally, I want to frame the scenario in a way that will accommodate whatever tack the PCs may take: legitimately seek to ally with the VA, look to inflitrate and betray them, etc.

Suppose after another 4 or so successes (ie something useful from most if not each of the PCs) the PCs then infiltrate the inner sanctum in some fashion: you need a final, climactic bit here. If they're sneaking, someone confronts them - not necessarily a leader of the secret society (depending on whether you think that is too likely to force things to combat) but even another infiltrator, or a member of the secret society with a different agenda (eg wanting to recruit the PCs as double agents/counterspies).

This is a fine idea! In fact, per 2E setting canon, there is a "mole" figure within Tyr's VA who pushes the group towards Divulgence (i.e., announcing themselves publicly to the citizenry in the wake of the Sorcerer-King Kalak's death). This figure could easily be a True agent, seeking to weaken and undermine the group through premature Divulgence.

This is the stage at which the goal of the challenge should really crystalise, and remember that - if the players succeed - then the PCs get their goal. I think finality of resolution is a big part of skill challenges, but sometimes as GMs it is easier to forget finality in this context than a combat context.

Absolutely vital, I think, but just as easily overlooked for the trees, so to speak.

If the PCs fail at one of these later stages, then the upshot seems likely to be either fighting (as they try to get out without being killed) or perhaps another skill challenge to see if they successfully escape (in which case escaping into the desert should certainly be an option - opening up Nature checks, group Endurance checks and the like as possibilities, but making surge loss an obvious consequence of failures or even a price for succeeding at (say) Easy rather than Medium on the group check).

The great irony herein is that should the PCs go down this route, tempted by more immediate access to the King's Gardens and furthering one of the "kicker" storylines, this potentially takes them even farther afield than if they ally with the VA against the Tyr's ruling factions. Which would be a tremendous outcome for failure, while still driving play forward!

And a final comment: in my own experience, I love the satisfaction of having framed a situation so that the player of the dwarf fighter with the CHA 12 and no social skills can't help but declare an Intimidate or Diplomacy check (because, if he doesn't, the situation will unfold in some way he just can't tolerate); and you then see him spend resources (eg an action point for a re-roll, which is one thing we allow and that I recommend) to make sure his PC succeeds at that check. That sort of thing is a sign that the players have become invested in the fiction of the situation - which is what you're aiming for.

A lofty goal, to be sure!

Again, thanks for the reflections!
 
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Stuff!

What to always keep in mind:

1) What is the goal (we have that here it seems)?
2) What is at stake?
3) The situation needs to change dynamically at each stage of resolution. It should open up new decision-points for the PCs. Keep things charged with conflict, but with new stuff for the PCs to digest/orient toward/and act upon.
4) Failure needs to snowball. It should change the situation adversely and more dramatically than success (although success needs to change the situation dynamically). Obstacles/setbacks mount/converge as the PCs fail to overcome them.
5) Maintain dramatic momentum until the scene fully resolves itself. Remember, ultimate failure is not an endpoint in 4e. While it may outright deny the PCs their goal (make them lose what is at stake), it still needs to propel play forward, opening up new fronts of conflict or significantly escalating current events.

Always keep 1 and 2 as the focus for 3, 4, and 5. You need to malleable as the situation will inevitably change beyond your ability to project. However, if you're not particularly trusting of your improv skills, get a couple of flash cards and jot down some broad situation-headers for:

a) Success which changes the situation and leads to an interesting decision-point.
b) Failures that adversely sets the PCs back or escalates the situation.

There is also:

c) How ultimate failure in the challenge might emerge, what that would mean to the fiction and what the fallout would be for the PCs and their goal.

However (c) is difficult to conjure at this point because it will be a combination of many emergent properties of the evolved fiction.

Just a couple of quick examples for (a) and (b) (with the PC goal being "discover the identities of masked/unknown leadership of some organization"...infiltration merely being a means here). So...

(a) Intelligence gathered reveals an unwelcome truth?

By way of a successful Streetwise check, the party's Fighter arranges a back-alley seduction of the organization's book-keeper with a prost/pick-pocket who owes him a favor. She lifts a folded cargo manifest with some illicit goods on it commonly deployed by this uprising, the name of the ship/bootlegger, and the name of the fence. Turns out, the bootlegger or the fence is actually a well-known, close personal relation (friend or family) of the noble that hired them!

(b) The situation is turned back on them. A new enemy emerges or...the PCs put a target on their own backs rather than uncovering leadership identities!

So perhaps the Streetwise check fails. The seduction and lift still goes off without a hitch. However, as she is about to hand it off in the alley-way/tavern (wherever) after the deed is done, she falls over dead (some spell) and a dark figure from across the way or on top of the roof snatches the manifest with Mage Hand. A second spellcaster erects a wall (maybe Fire if they're in a tavern - leading to all hell breaking loose - or Stone if they're in the alleyway). Maybe a monster is summoned. Regardless, the two figures dash off in opposite directions, one with the manifest!

This could lead to a nested C1 Skill Challenge (success or failure rewarding another success or failure in the overarching SC). If its in the inn, perhaps the PCs decide to save the tavern-goers from the fire. They've lost the intelligence and gained an enemy...but perhaps that success opens things up with a new ally (leading to alternative intelligence) gained...perhaps with a price.
 

Okay, now you guys are blowing my mind! I'm beginning to look at the way I both prep a game and DM in-game in an entirely different light. That said, this does require a kind of "conversion moment" with regards to improvisation, which is something I've been looking forward to greatly but somewhat fear the limits of my capacity to pull off (at least at first).
 

Okay, now you guys are blowing my mind! I'm beginning to look at the way I both prep a game and DM in-game in an entirely different light. That said, this does require a kind of "conversion moment" with regards to improvisation, which is something I've been looking forward to greatly but somewhat fear the limits of my capacity to pull off (at least at first).

It is a leap worth taking. Frankly, there will be times when some player will say "this doesn't make sense, why wouldn't X happen?" and you'll be like "huh, yeah, that makes sense" or maybe it just triggers the invention of yet another circumstance to lampshade X. (I like to just drive around TV Tropes now and then and just gather ideas, lol).
 

Should any prove interested in how I've outlined my notes based on the excellent advice I received above, below you will find such. I would love any feedback.

Notes: I have not included any specific secondary skills, believing the player must narratively justify the skill use, and so potentially any skill could be in play. My "complications" (borrowed from [MENTION=97077]iserith[/MENTION]) are simply short-hand notes for possible obstacles to throw the PCs' way. It's possible only a few, or even none, of them will see use specifically; it really depends on how the PCs narrate their means of addressing the previous complication that will dictate what comes next. Everything else should be self explanatory.

Join the Veiled Alliance L1 Skill Challenge
Complexity 3 (8 successes before 3 failures)

Will you be able to make contact with the mysterious society of wizards and their allies known as the Veiled Alliance and garner an invitation to join their ranks?

First Stage: Make Contact (requires 4 successes)
Primary Skills DC 15 unless noted otherwise; Arcana, Bluff, Diplomacy, History, Insight, Intimidate, Perception (DC 19), Stealth, Streetwise
Potential Complications
Mazelike Warren, Stubborn Contact, Greedy Knowledge Broker, Intimidating Surroundings, Confusing Directions, Physical Obstacle

Second Stage: Prove Your Worth (requires 4 successes)
Primary Skills DC 15 unless noted otherwise; Arcana, Bluff (DC 19), Diplomacy, Dungeoneering, Endurance, History, Insight, Nature, Religion, Thievery
Potential Complications
Test of Skill, Test of Loyalty, Test of Knowledge, Test of Endurance, Dubious Interlocutor, Backroom Leader, Green Test

Advantages
Contact on the Inside, Remembered Lore
A success against a hard DC counts as two successes: a success against both a hard DC and a moderate DC
A success against a hard DC removes a failure that has already been accumulated in the challenge, instead of counting as a success
A success against an easy DC counts as a success against a moderate DC
A success against a moderate DC counts as a success even though the PC making the check has already used the same skill to gain a success against a moderate DC.

Success
You are offered membership in the Veiled Alliance as initiates.

Failure
Each single failure during a social interaction costs a single pocket change expense (10 gp); during a physical interaction a single healing surge; and during a knowledge interaction expenditure of a daily power. Adjust as necessary. Failing the skill challenge during the first stage marks the PCs as enemies of the Veiled Alliance; they will be beset by assassins and may need to flee Tyr. Failing the skill challenge during the second stage denies the PCs membership in the Veiled Alliance, and their activities and involvements will be monitored during the coming months.
 

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