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Legend
[MENTION=6678017]Trit One-Ear[/MENTION]
Yeah that sounds about right; you could even have her give out misinformation on a failure. Maybe the murderer gets to stage a surprise attack if PCs fail the SC? Or (and I like this better) the murderer goes after someone the PCs care about to either provoke the PCs into walking into a trap OR as leverage in case he is beaten.
The other thing you want to consider is what ends the skill challenge. By that I mean what rationale do you have were a player to ask "Why can't we just keep talking to her? It's obvious she knows more than she's letting on!"
For example, she gets picked up by the constable and taken to jail. Or she promises to reveal more if the PCs pay like her other customers; if they do they find her strangled on her bed. She is mortally terrified of revealing any more. And so on.
About high complexity SCs...
I've run these as broken up between other encounters, sort of like a staged boss fight. So you'd have the first round of the SC, then a fight, another round of the SC, some roleplaying and exploration, another fight, and the last round of the SC. For example, this could work with a siege or overland travel.
Another way I've run extended SCs is to break them down into several lower complexity skill challenges that progressively influence each other. For example, an investigTion where there are 3 parts, each with its own consequences for success/failure.
Yeah that sounds about right; you could even have her give out misinformation on a failure. Maybe the murderer gets to stage a surprise attack if PCs fail the SC? Or (and I like this better) the murderer goes after someone the PCs care about to either provoke the PCs into walking into a trap OR as leverage in case he is beaten.
The other thing you want to consider is what ends the skill challenge. By that I mean what rationale do you have were a player to ask "Why can't we just keep talking to her? It's obvious she knows more than she's letting on!"
For example, she gets picked up by the constable and taken to jail. Or she promises to reveal more if the PCs pay like her other customers; if they do they find her strangled on her bed. She is mortally terrified of revealing any more. And so on.
About high complexity SCs...
I've run these as broken up between other encounters, sort of like a staged boss fight. So you'd have the first round of the SC, then a fight, another round of the SC, some roleplaying and exploration, another fight, and the last round of the SC. For example, this could work with a siege or overland travel.
Another way I've run extended SCs is to break them down into several lower complexity skill challenges that progressively influence each other. For example, an investigTion where there are 3 parts, each with its own consequences for success/failure.