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<blockquote data-quote="Iron Sky" data-source="post: 4215148" data-attributes="member: 60965"><p>So, I tried it and drew:</p><p></p><p>Appropriate Skills: Intimidate, Streetwise, Bluff, Thievery</p><p>Unlockable Skills: Insight, Stealth</p><p>Forbidden Skill: Arcana</p><p></p><p>So, this just screams to me getting into some underworld society or something. Say infiltrating an assassin's guild.</p><p></p><p>The PC's head to the Black Thorn, a tavern that they think might be the front for the Umberban Assassins guild. There are a dozen lesser assassins scattered throughout the crowd in the tavern and an door to the HQ in a back room that's always locked.</p><p></p><p>Intimidate: Some of the patrons know about the assassin's guild being based here and come here to do other shady dealings or just to brag to other people that they drink "yeah, in <em>that</em> tavern." If the PC's so much as mention Umberban too loudly though, the locals tend to get worried since it's supposed to be a secret and the PCs can use that to scare the patrons into giving up what they know about them. Success also unlocks Insight(see below).</p><p></p><p>Example success: Patron: "Shhh, not so loud, they might hear you! Look keep your voice down and I'll tell you what I know alright?" </p><p>Example failure: PC(loudly, just as one of those akward room-wide pauses happens): "Yeah, I'm not afraid to talk about Umbraban!"</p><p></p><p>Streetwise: All sorts of information can be found out in the Black Thorn. If enough time is spent asking the right questions, picking up on hand-signals, and eavesdropping a bit, the PC's can learn more about the Umberban from the Patrons. Success also unlocks Insight(see below).</p><p></p><p>Ex. success: DM: You mention needing someone "taken care of" a couple times and get directed to the barkeep who sets a dagger on the bar and says, "can I help you with something in particular?"</p><p>Ex. failure: DM: The two men notice that you've been holding your cup to your mouth without drinking for the last few minutes and leaning towards them. You take a drink and cough, but see them still staring at you out of the corner of your eye.</p><p></p><p>Bluff: Alternatively, the PCs can pretend to be Umberban members themselves. The assassins asigned to "guard" the front are new enough that they might be taken in, and other patrons go pasty just hearing people claim to be Umberban. They can get the key to the back room from the barkeep if done a second time.</p><p></p><p>Ex. success: Player: I walk up to the table and lean close to the man wearing the leathers and say "the boss wants to see you, <em>now</em>. I'd suggest we don't keep him waiting."</p><p>Ex. failure: Player: I walk up to the table and lean close to the man wearing the leathers and say "as the leader of this here you-know-what, I order you to let me into the secret you-know-where."</p><p></p><p>Thievery: If the PCs pickpocket the barkeep or pick the lock to the back room, they can possibly sneak in without being noticed and use the enterance in the back room - Success unlocks Sneak(see below).</p><p></p><p>Ex. success: DM: You manage to pick the lock with one hand, behind your back, while leaning against the doorframe and flirting with the barmaid.</p><p>Ex. failure: DM: Someone walks towards the door and you accidentally break your lockpick as you quickly move away, leaving an inch of it sticking out of the keyhole.</p><p></p><p>Insight: The PCs piece together what they've heard to piece together that this is the front for the assassins guild and that there's probably an entrance to their headquarters here.</p><p></p><p>Ex. success: DM: You've seen enough hand signs and gotten the gist. The Black Thorn is definitely the front for the Umbraban.</p><p>Ex. failure: DM: You've seen enough hand signs and gotten the gist. There's a secret order of tailors that meets here once a month.</p><p></p><p>Stealth: The PCs can sneak into the back room either waiting for someone to open it and sneaking in or, if they've already gotten it open somehow, just sneaking in on their own.</p><p></p><p>Ex. success: Player: I "accidentally" kick a gold coin into the wall ten feet behind the guy as he unlocks the door." DM: He turns, looks around quickly, then goes to pick it up. Player: Great! I sneak in and find a place to hide quickly.</p><p>Ex. failure: Player: I try to kick a gold coin into the wall behind him. DM: It hits him in the leg and he looks around quickly to see who did it. Your eyes meet for a second before you can look away.</p><p></p><p>Arcana: The Umberban were recently hired to kill members of an organization of mages and suspect that the mages may be trying to get even(which is possibly why the PCs are here). They have placed symbols that only mages and the like would recognize and tend to watch people who examine them too closely.</p><p></p><p>Ex. failure: DM: You notice that the mark is similar to one used by the Mages of Kreen, but are trying to figure out the difference when you hear a rough voice behind you whisper "notice something interesting friend?"</p><p></p><p>To succeed, they need 6 successes before 3 failures. On success, they have infiltrated the Umberban without arousing suspicion and have access to the headquarters(though once they are there, they might have another, harder skill challenge). If they fail, they might be kicked out of the Black Thorn, outright attacked by assassins, or tailed when they leave/ambushed/questioned by suspicious assassins later. Individual failures might give -2 penalties to a subsequent skill check as the assassins get suspicious while individual bonuses might give +2 bonuses to a subsequent skill check as the PC's efforts synergize.</p><p></p><p>This is kinda fun! I'm going to try another.</p><p></p><p>Edit: Added sample successes/failures for each check.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4215148, member: 60965"] So, I tried it and drew: Appropriate Skills: Intimidate, Streetwise, Bluff, Thievery Unlockable Skills: Insight, Stealth Forbidden Skill: Arcana So, this just screams to me getting into some underworld society or something. Say infiltrating an assassin's guild. The PC's head to the Black Thorn, a tavern that they think might be the front for the Umberban Assassins guild. There are a dozen lesser assassins scattered throughout the crowd in the tavern and an door to the HQ in a back room that's always locked. Intimidate: Some of the patrons know about the assassin's guild being based here and come here to do other shady dealings or just to brag to other people that they drink "yeah, in [I]that[/I] tavern." If the PC's so much as mention Umberban too loudly though, the locals tend to get worried since it's supposed to be a secret and the PCs can use that to scare the patrons into giving up what they know about them. Success also unlocks Insight(see below). Example success: Patron: "Shhh, not so loud, they might hear you! Look keep your voice down and I'll tell you what I know alright?" Example failure: PC(loudly, just as one of those akward room-wide pauses happens): "Yeah, I'm not afraid to talk about Umbraban!" Streetwise: All sorts of information can be found out in the Black Thorn. If enough time is spent asking the right questions, picking up on hand-signals, and eavesdropping a bit, the PC's can learn more about the Umberban from the Patrons. Success also unlocks Insight(see below). Ex. success: DM: You mention needing someone "taken care of" a couple times and get directed to the barkeep who sets a dagger on the bar and says, "can I help you with something in particular?" Ex. failure: DM: The two men notice that you've been holding your cup to your mouth without drinking for the last few minutes and leaning towards them. You take a drink and cough, but see them still staring at you out of the corner of your eye. Bluff: Alternatively, the PCs can pretend to be Umberban members themselves. The assassins asigned to "guard" the front are new enough that they might be taken in, and other patrons go pasty just hearing people claim to be Umberban. They can get the key to the back room from the barkeep if done a second time. Ex. success: Player: I walk up to the table and lean close to the man wearing the leathers and say "the boss wants to see you, [I]now[/I]. I'd suggest we don't keep him waiting." Ex. failure: Player: I walk up to the table and lean close to the man wearing the leathers and say "as the leader of this here you-know-what, I order you to let me into the secret you-know-where." Thievery: If the PCs pickpocket the barkeep or pick the lock to the back room, they can possibly sneak in without being noticed and use the enterance in the back room - Success unlocks Sneak(see below). Ex. success: DM: You manage to pick the lock with one hand, behind your back, while leaning against the doorframe and flirting with the barmaid. Ex. failure: DM: Someone walks towards the door and you accidentally break your lockpick as you quickly move away, leaving an inch of it sticking out of the keyhole. Insight: The PCs piece together what they've heard to piece together that this is the front for the assassins guild and that there's probably an entrance to their headquarters here. Ex. success: DM: You've seen enough hand signs and gotten the gist. The Black Thorn is definitely the front for the Umbraban. Ex. failure: DM: You've seen enough hand signs and gotten the gist. There's a secret order of tailors that meets here once a month. Stealth: The PCs can sneak into the back room either waiting for someone to open it and sneaking in or, if they've already gotten it open somehow, just sneaking in on their own. Ex. success: Player: I "accidentally" kick a gold coin into the wall ten feet behind the guy as he unlocks the door." DM: He turns, looks around quickly, then goes to pick it up. Player: Great! I sneak in and find a place to hide quickly. Ex. failure: Player: I try to kick a gold coin into the wall behind him. DM: It hits him in the leg and he looks around quickly to see who did it. Your eyes meet for a second before you can look away. Arcana: The Umberban were recently hired to kill members of an organization of mages and suspect that the mages may be trying to get even(which is possibly why the PCs are here). They have placed symbols that only mages and the like would recognize and tend to watch people who examine them too closely. Ex. failure: DM: You notice that the mark is similar to one used by the Mages of Kreen, but are trying to figure out the difference when you hear a rough voice behind you whisper "notice something interesting friend?" To succeed, they need 6 successes before 3 failures. On success, they have infiltrated the Umberban without arousing suspicion and have access to the headquarters(though once they are there, they might have another, harder skill challenge). If they fail, they might be kicked out of the Black Thorn, outright attacked by assassins, or tailed when they leave/ambushed/questioned by suspicious assassins later. Individual failures might give -2 penalties to a subsequent skill check as the assassins get suspicious while individual bonuses might give +2 bonuses to a subsequent skill check as the PC's efforts synergize. This is kinda fun! I'm going to try another. Edit: Added sample successes/failures for each check. [/QUOTE]
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