D&D 5E Exploration and Social Interaction Challenges Discussion

The Portmantoes

Portia Female Cleric-3 (Knowledge Domain)
Cha +0, History (Knowledge) +6, Insight +4
Manfred Fighter-3
Cha +0, Initimidation +2
Threetoes Halfling Rogue-3
Cha +2, Intimidation +3, Deception (Expertise) +5
Sir Castalot High Elf Noble Wizard-3
Cha +1, Arcana/History/Investigation +5, Perception +1, Persuasion +3

None of the PCs is particularly stong on social because they were built for dungeon crawling. The elf is the natural spokesman for the group but to encourage all the players to participate equally I would use group checks - if any two succeed, the group succeeds.

My hypothetical players are novices and their experience of D&D so far is three sessions of dungeon crawling which they have thoroughly enjoyed and has got them to level 3. They are eager for more monster bashing. This is the first time that interaction has been featured strongly and they haven't worked with hirelings before. I would brief them beforehand about the need to spend session time talking to NPCs, gathering information and getting assistance and stress that they would get XP for doing that successfully.

I'm assuming that the pyramid is designed so that there are obstacles that they can't bypass easily without enlisting the help of the NPCs. For example, they need a ladder, so they need a carpenter to make them one. That kind of thing?
 
Last edited:

log in or register to remove this ad

Nice touches with the free diving cave entrance and diving bell :) The pirate in me is happy!

I can't claim credit. That was all [MENTION=6776133]Bawylie[/MENTION].

Pick some pockets, make jokes at Falsetto's expense, and challenge the mercenaries to a drinking contest?

Challenge accepted!

I noticed you used a lot of if the players do Y, then they gain advantage on Charisma check Z. On the face that looks fine, until you look at the specific examples: You help the merc's wounded...then you make a Charisma check (with advantage cause you helped) but on a failure they still treat you with derisive laughter and tell you to go take a long walk off a short pier... ? What the hell?

As a DM, I would instead not even call for the Charisma check and just let the PC's actions influence the mercs on their own merit. Calling for the Charisma check seems superfluous and threatens to invalidate the players' sense of agency in the game world. After all...what consequences really happen if the PCs FAIL the Charisma check?

For example, I'd leave out the hostile/unfriendly/friendly language and imply that if the PCs tend to the merc's wounded that means they're potentially strengthening a rival party. This gives the decision actual gravitas/potency without needing a die roll to give it "false weight." (Hope that makes sense, I realize I have my own gaming parlance sometimes) So it becomes a question of: Do we trust these Wild Hammers enough to help them? OR Do our values of helping others apply even to potential rivals?

My most recent scenarios generally don't mention even a single ability check in them. Like you, I'd rather leave that to the DM to decide during play based on the context I have written and what the players decide to do. In this case, I went back to the "traditional" way this presented, but there are a couple things to note:

(1) The checks all establish uncertainty for a specific goal and approach e.g. "A tale of boldness and daring and a DC 10 Charisma check might impress the mercenaries..." If the players choose to do something other than tell a tale of boldness and daring when responding to Jack's call, it might be automatic success, automatic failure, or some other ability check or DC. So it's not "DC 10 Charisma check no matter what you try." That would invalidate the players' sense of agency as you say.

(2) I don't include the skill that may apply to the Charisma check. Telling that tale of boldness and daring might be Deception, Performance, Persuasion - however the players approach it will determine what skill may apply (if any). I intend to make this a staple of my scenarios in the future. The Basic Rules also say that one approach to ability checks is the DM calling for the ability check and the player applying the skill (or asking to) rather than the DM asking for Ability (Skill) checks all the time. I think the former actually fits the game better. I'm interested in feedback on this part especially.

On the subject of possibly failing that first check, the chances of the PCs failing are slim. With only a DC 10 and the party putting forward a Charisma-primary PC proficient in Charisma-based skills, a roll of 5 or better will get the job done. Add advantage to that and failure is a slim possibility indeed. Chances of failure go down even further for characters with expertise and go up if the party puts forward a less skilled character. Since I expect players to always try to do their best to succeed, I think we're okay on this first part of the challenge. It also serves the double purpose of getting the players to think about and describe past adventures which is always useful and fun in my experience. As to why the mercenaries would still rebuff the PCs even after being healed, well, they're kinda dicks. Or at least that's how I see them. :)

Failure in this challenge means a few things: Your rivals are still hostile. This means no information about their plans (short of dealing with Golly) and no easy access to their diving bell which is very useful for accessing the undersea path into the ruins. It could also mean they try to jump you after you leave the ruins. (This is noted later on in the adventure. There's also this whole side deal with Captain Argh onboard the Wild Hammer's ship and his dispute with Jack Wallop, but that's a different challenge.)

I haven't been DMing lately, but last year I successfully ran a structured interrogation encounter in 5e (inspired by 4e's skill challenges) that played very well. Here it is: http://www.enworld.org/forum/showthread.php?467592-Interrogation-skill-challenge-in-5e

I'd describe Dealing with the Wild Hammers as a negotiation encounter, since the stakes are about gaining info/resources/access from NPCs. IME such encounters benefit from a minimum of dice-rolling. Some dice-rolling is fine of course, but the main outcome of the negotiation should be based on decisions rather than dice.

Thanks, I'll check out the skill challenge you linked and see if I can incorporate some of the ideas. I'm a big fan of D&D 4e's skill challenges and the Wild Hammer's interaction challenge is basically the same idea but not structured in exactly the same way. There are effectively primary skills (Deception, Performance, Persuasion) and secondary skills (Insight, Medicine), plus set number of successes and failures that determine an outcome. In this case, three successes with primary skills results in the mercenaries becoming friendly. Two successes results in them becoming indifferent. One or zero successes results in them remaining hostile. It falls short of a Complexity 1 skill challenge in that there are only 3 complications to overcome instead of 4 and the first check is a "gate" for the rest of the challenge. There's even something of a fail forward built in since PCs gain glean at least some information from the interaction regardless of the level of success or failure.

I appreciate the feedback! Good stuff for me to think about.
 

The Portmantoes

Portia Female Cleric-3 (Knowledge Domain)
Cha +0, History (Knowledge) +6, Insight +4
Manfred Fighter-3
Cha +0, Initimidation +2
Threetoes Halfling Rogue-3
Cha +2, Intimidation +3, Deception (Expertise) +5
Sir Castalot High Elf Noble Wizard-3
Cha +1, Arcana/History/Investigation +5, Perception +1, Persuasion +3

None of the PCs is particularly stong on social because they were built for dungeon crawling. The elf is the natural spokesman for the group but to encourage all the players to participate equally I would use group checks - if any two succeed, the group succeeds.

My hypothetical players are novices and their experience of D&D so far is three sessions of dungeon crawling which they have thoroughly enjoyed and has got them to level 3. They are eager for more monster bashing. This is the first time that interaction has been featured strongly and they haven't worked with hirelings before. I would brief them beforehand about the need to spend session time talking to NPCs, gathering information and getting assistance and stress that they would get XP for doing that successfully.

I'm assuming that the pyramid is designed so that there are obstacles that they can't bypass easily without enlisting the help of the NPCs. For example, they need a ladder, so they need a carpenter to make them one. That kind of thing?

I love the Portmantoes! I have a feeling Sir Castalot likes big spells and he cannot lie.

Group checks make sense if the whole group is engaged in the interaction and they are conceivably helping each other rather than hindering. Briefing players who aren't used to engaging in these types of challenges is also a good idea in my experience.

The NPC hirelings can be useful inside the cave or ruins. In one part of the caves, for example, there is a wrecked apparatus of kwalish with a skeletal occupant within and some treasure in the glove box. However, it is in a particularly unstable cavern that risks harming PCs and burying the loot. So you can go back to camp and get Wes to shore it up for you, trading time and a couple gold to eliminate risk. If you chose to explore the caves without Fidget, this effort also takes time. So by using NPC hireling, you can reduce risk or save on your time resource which makes later parts of the delve easier. (If you get to the Orrery with no time resource remaining, for example, it's really hard.)
 

I intend to make this a staple of my scenarios in the future. The Basic Rules also say that one approach to ability checks is the DM calling for the ability check and the player applying the skill (or asking to) rather than the DM asking for Ability (Skill) checks all the time. I think the former actually fits the game better. I'm interested in feedback on this part especially.

This is exactly how I've been dealing with skill checks* I started doing it due to the dearth of Str and Con skills; just making challenges with ability checks instead of skills.

Players started asking thanks like "Charisma check...how about I put a little threatening flex and take a stern tone? Can I add my proficiency in Intimidation?", so I've pretty much abandoned calling for a skill roll, but calling for an ability roll and letting the player find a way to apply the skill they have a proficiency bonus in.

It's worked pretty well, especially for Charisma and Intelligence rolls. I've even had our warlock change his skills from "All the Charisma skills because it gives me the biggest bonus" to "I'll take the Charisma skill I like best and a couple of interesting background-based skills"

*Except Perception and Stealth, both of which are pretty hard to replicate with other skills, and Constitution checks since there are no Con based skills.
 

The Portmantoes

Portia Female Cleric-3 (Knowledge Domain)
Cha +0, History (Knowledge) +6, Insight +4
Manfred Fighter-3
Cha +0, Initimidation +2
Threetoes Halfling Rogue-3
Cha +2, Intimidation +3, Deception (Expertise) +5
Sir Castalot High Elf Noble Wizard-3
Cha +1, Arcana/History/Investigation +5, Perception +1, Persuasion +3

None of the PCs is particularly stong on social because they were built for dungeon crawling. The elf is the natural spokesman for the group but to encourage all the players to participate equally I would use group checks - if any two succeed, the group succeeds.

My hypothetical players are novices and their experience of D&D so far is three sessions of dungeon crawling which they have thoroughly enjoyed and has got them to level 3. They are eager for more monster bashing. This is the first time that interaction has been featured strongly and they haven't worked with hirelings before. I would brief them beforehand about the need to spend session time talking to NPCs, gathering information and getting assistance and stress that they would get XP for doing that successfully.

I'm assuming that the pyramid is designed so that there are obstacles that they can't bypass easily without enlisting the help of the NPCs. For example, they need a ladder, so they need a carpenter to make them one. That kind of thing?

Haha this is awesome.
 

I love the Portmantoes! I have a feeling Sir Castalot likes big spells and he cannot lie.

Thanks! I've incorporated that into his personality :) Now that I've generated them as full characters, turns out he is a diviner and he takes his duty to speak the truth very seriously. He once divined that if he ever spoke falsely, something terrible would happen ...

Haha this is awesome.

Thanks :)
 

(2) I don't include the skill that may apply to the Charisma check. Telling that tale of boldness and daring might be Deception, Performance, Persuasion - however the players approach it will determine what skill may apply (if any). I intend to make this a staple of my scenarios in the future. The Basic Rules also say that one approach to ability checks is the DM calling for the ability check and the player applying the skill (or asking to) rather than the DM asking for Ability (Skill) checks all the time. I think the former actually fits the game better. I'm interested in feedback on this part especially.

I think this is definitely a better way than asking for the skill check.

This also reminds me of something...

Prior to trying out 5e I was running mostly homebrew systems and about 5 years ago I realized that I had little interest in codified skill lists anymore. Skills are innumerable, and lists always feel artificially constraining.

So I had characters simply make up and assign skills to their characters. I get to see skills like "schmoozing" and "suspicion", which have clear D&D analogues but a distinctly different flavor.

In play, when an action is in question, they ask if a particular skill could be relevant and explain how. If it's especially relevant, or a bit of a stretch, I might modify the DC or apply advantage/disadvantage depending on the details.

If a skill seems too broad (physical activity) or narrow (Japanese calligraphy) I might suggest an alteration, or warn them that it may not be as useful in play as they had in mind.

For now, I'm still using the 5e skill system when I run 5e. But it's definitely something I'm not married to, and I'm happy that my players don't let themselves be too closely bound to it either. They are free to ask if proficiency applies due to any quirk of their character, not just their listed skills.
 

Fleshing out the Pormantoes

I've generated full character sheets for the four Portmantoes using my random-but-fairly-sensible software, and I've looked through them to see what might be relevant to role-playing the interactions, in the sense of providing fluff to incorporate into dialogues (as distinct from providing any direct mechanical benefit), to represent trying to make friends with the NPCs.

Portia is Knowledge domain. As a cleric of Gond, Portia studies esoteric lore, collects old tomes, delves into the secret places of the earth and learns all she can. Seems ideal. It's quite fortuitous that she is the same domain as Sister Gertrude (it was random, honest) but it might help when talking to her. She has the Outlander background with the Wanderer trait. Portia has an excellent memory for maps and geography and can always recall the general layout of terrain, settlements and other features around her. Might be helpful if it extends to maps of dungeons and in talking to Fidget. She is superstitious about the number three, which is why the Port+Man+Toes had to include a fourth member (Castalot). She knows Suggestion as one of her domain spells, which might perhaps be used to turn around Jack Wallop if all else fails.

Manfred is Battlemaster archetype so he is interested in weaponsmithing and as his Student of War feature he has proficiency with Smiths' Tools. This might be useful when talking to Ingot Firebrand. He has the Soldier background (he was a Shieldbearer in the Slaughterwood Regulars) which might help when talking to the Hammers, if any of them is an ex-soldier. He is proficient with Dragonchess, so he might offer to game his way into their favour (he has a Dragonchess set in his inventory).

Threetoes surprised me by being an Arcane Trickster. Like Portia, he has the Outlander background with an interest in maps too. He might try to deceive Falsetto into thinking that he is in the Keepers of Forbidden Lore when in fact he isn't. He might try to steal resources using Mage Hand Legerdemain if he thinks he can get away with it. He knows the Illusory Script spell; there might be a creative way of using that. Basically, his best moves will involve deception, one way or another.

Castalot is schooled in the art of eloquent flattery and he makes everyone he talks to feel like the most wonderful and important person in the world. However, he is acutely aware of his duty as a diviner and he will never tell a lie. He should definitely be the one to take the lead in making friends and influencing people. He has Locate Object prepared, which might be useful for something.

I like semi-random characters. They suggest things I might not have thought of.
 

With some PCs established, I'm thinking through how this might play out from DM's point of view and what sort of calls I might need to make.

I can imagine Portia approaching Sister Getrude and striking up a friendship woman-to-woman, as fellow knowledge clerics sharing an interest in ruins and relics. This has no direct effect on the scenario because Gertrude is not unfriendly and is prepared to be helpful anyway, so the DM can indulge in entertaining dialogue as Gertrude becomes slightly less frosty. If it seems to be going well, Getrude might suggest that Portia thinks about joining the Scholasticate (possible hooks for future adventures).

Threetoes might approach Falsetto (it takes one to know one) and might try to haggle over the 100gp price. I might allow a skill contest with each point of difference on the rolls shifting the price up or down by 1gp. I don't think it breaks anything. If Threetoes latches onto the idea that Falsetto is a double agent, he might try to pretend to be in the Keepers faction; I think I might ask for some sort of knowledge-based roll first, to see if Threetoes knows enough about the Keepers to make a convincing attempt. Otherwise, if Threetoes gains Falsetto's respect (as an accomplished scoundrel) by successfully deceiving the Hammers or one of the other NPCs, he might then suggest that Threetoes considers allowing himself to be recruited to the Keepers (more possible hooks).

If Castalot approaches the Hammers, I can imagine that, although is is eloquant and charming, they are too hard-bitten to be much impressed by an elf and they might resent his aristocratic ways so if there is to be a roll, I would apply disadvantage. Manfred should have normal chances because he at least looks like he can handle himself in a fight (he is visibly a two-weapon fighter, wearing a shortsword and scimitar). Threetoes might try to fool them in some way with some sort of invented or exaggerated account of his adventures as a tribal marauder (free reign to the player to be creative, possibly award inspiration if it's good).

I think that's about as far as I can get at the moment, short of actually playtesting it. Once you throw four actual PCs into the mix, the possible ways it can go start to expand fast.
 
Last edited:


Remove ads

Top