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<blockquote data-quote="Rhenny" data-source="post: 4260785" data-attributes="member: 18333"><p>Hi everyone,</p><p></p><p>From what I've read in the previews, I love the new rules for non-combat encounters. I think it would be great to have a thread where people post ideas for challenges, traps or hazards.</p><p></p><p>Here are three I've created quickly. All three were inspired by "The Burning Plague" quest written by Chris Field. Thanks Chris. </p><p></p><p>***</p><p>Gates Closed Non-Combat Encounter</p><p></p><p>You get to the small hamlet, and the main gate is shut tight. A wooden fence approximately 10’ high seems to enclose the entire hamlet. There is a small tower on the other side of the fence to the right of the main gate. The floor of the tower is about flush with the top of the fence.</p><p></p><p>DC 15 Challenge – 4 successes before 2 failures.</p><p></p><p>Perception to search for an opening or for signs of a guard in tower by gate</p><p>Thievery to work the latch through the gate.</p><p>Diplomacy to yell out and influence a sleeping guard</p><p>Intimidate to yell out and influence a sleeping guard</p><p>Athletic to climb the fence using a rope</p><p></p><p></p><p>Influence the mayor (use with the Burning Plague)</p><p></p><p>This town has been ravaged by a strange plague that has killed a number of citizens. Many more are still suffering from its deadly symptoms. The mayor is at wits end and frazzled. He has quarantined the city and is suspicious of any strangers. You must convince him that you are allies.</p><p></p><p>DC 19 Challenge – 4 successes before 2 failures.</p><p></p><p>Insight to provide +2 on next attempt</p><p>Diplomacy to influence</p><p>Religion to sway</p><p>Healing to convince that you can help</p><p>Intimidate to scare him</p><p>Arcana to impress him and make him feel as if you will be able to figure out the mystery</p><p>History to show that you know of other examples of disease</p><p>Bluff to convince him that you can help</p><p></p><p></p><p>Escape the collapsing mine (use with the Burning Plague)</p><p></p><p>Add a mining car on a track in the room at the end of the adventure. Also add an exit point that the car can glide into. If PCs go near the track, they feel a slight breeze from the tunnel...it smells like fresh air.</p><p></p><p>After purifying the contaminated water supply, the entire mine begins to crumble and collapse. The way the PCs entered from gets completely sealed off, and things look bad. PCs can, however, get in the mine car and push it down the tunnel. This will allow for quicker movement. The car ride is a roller coaster of twists and turns. PCs must try to pilot it out. At the end of the line, the mine car crashes through another exit about 200’ below the entrance of the mine.</p><p></p><p>DC 19 Challenge – 6 successes before 3 failures</p><p></p><p>Balance to move side to side and keep car on track</p><p>Endurance to ride the break.</p><p>Dungeoneering to understand about mining and underground caverns.</p><p>Insight to improvise a way to slow or lean the car</p><p>Perception to find something to use to slow the car down when necessary.</p><p></p><p>Each round that the PCs are in the car, with the mine crumbling around them, make a +8 AC attack against them from falling debris – A hit scores 2d6+2 damage.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 4260785, member: 18333"] Hi everyone, From what I've read in the previews, I love the new rules for non-combat encounters. I think it would be great to have a thread where people post ideas for challenges, traps or hazards. Here are three I've created quickly. All three were inspired by "The Burning Plague" quest written by Chris Field. Thanks Chris. *** Gates Closed Non-Combat Encounter You get to the small hamlet, and the main gate is shut tight. A wooden fence approximately 10’ high seems to enclose the entire hamlet. There is a small tower on the other side of the fence to the right of the main gate. The floor of the tower is about flush with the top of the fence. DC 15 Challenge – 4 successes before 2 failures. Perception to search for an opening or for signs of a guard in tower by gate Thievery to work the latch through the gate. Diplomacy to yell out and influence a sleeping guard Intimidate to yell out and influence a sleeping guard Athletic to climb the fence using a rope Influence the mayor (use with the Burning Plague) This town has been ravaged by a strange plague that has killed a number of citizens. Many more are still suffering from its deadly symptoms. The mayor is at wits end and frazzled. He has quarantined the city and is suspicious of any strangers. You must convince him that you are allies. DC 19 Challenge – 4 successes before 2 failures. Insight to provide +2 on next attempt Diplomacy to influence Religion to sway Healing to convince that you can help Intimidate to scare him Arcana to impress him and make him feel as if you will be able to figure out the mystery History to show that you know of other examples of disease Bluff to convince him that you can help Escape the collapsing mine (use with the Burning Plague) Add a mining car on a track in the room at the end of the adventure. Also add an exit point that the car can glide into. If PCs go near the track, they feel a slight breeze from the tunnel...it smells like fresh air. After purifying the contaminated water supply, the entire mine begins to crumble and collapse. The way the PCs entered from gets completely sealed off, and things look bad. PCs can, however, get in the mine car and push it down the tunnel. This will allow for quicker movement. The car ride is a roller coaster of twists and turns. PCs must try to pilot it out. At the end of the line, the mine car crashes through another exit about 200’ below the entrance of the mine. DC 19 Challenge – 6 successes before 3 failures Balance to move side to side and keep car on track Endurance to ride the break. Dungeoneering to understand about mining and underground caverns. Insight to improvise a way to slow or lean the car Perception to find something to use to slow the car down when necessary. Each round that the PCs are in the car, with the mine crumbling around them, make a +8 AC attack against them from falling debris – A hit scores 2d6+2 damage. [/QUOTE]
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