ajanders
Explorer
I've written the following skill challenge to simulate locating a group of monsters, then either fighting them or negotiating with them.
I'd be very appreciative of any feedback people have.
Security
The PC's must identify and locate monstrous threats near the settlement, then either reach a diplomatic agreement with them or kill them.
Locating Monsters
The party searches the environment for monsters, hunting them with keen senses, quiet steps, and dogged determination.
This is a complexity 2 challenge using easy DC's for the party's level.
The party must make 6 successes before rolling three failures using any of the following skills:
Perception (The party searches for tracks and trails.)
One character can make a moderate difficulty History check to give a +2 bonus to a Perception check: this may only be done once (The party consults old records to learn where monsters were seen in the past.)
One character can make a check using one of the following skills: Streetwise, Nature, or Dungeoneering to give a +2 bonus to a Perception check. (The party consults its knowledge of the environment to figure out where to look.)
Endurance (The party calls on their inner reserves to keep hunting.)
One character can make a moderate difficulty Athletics check to give a +2 bonus to an Endurance check. (The party climbs or leaps over obstacles more effectively, allowing them to cover more ground in less time.)
Stealth (The party moves through the area quietly, surprising monsters before they have a chance to flee.)
One character can make a moderate difficulty Athletics check to give a +2 bonus to a Stealth check. (The party takes a more strenuous route through better cover.)
Success in this challenge means the party has identified the monsters and knows where they lair. The party may make monster knowledge checks if they have the appropriate skills. In addition, the party is familiar with the general layout of the monsters lair. This orientation gives them a +4 initiative if they choose to attack the monsters in a combat encounter.
Failure in this challenge means the monsters found the party first, and have made preparations. If the party chooses to fight the monsters in a combat encounter, add 1 to the level of the encounter.
Dealing with the monsters
The monsters can be fought: build a single combat encounter of a level equal to the party.
In some cases (unintelligent or irrationally hostile monsters) this may be the only option. Otherwise, the party may attempt to negotiate with the monsters.
The party attempts to make a treaty through diplomatic promises and intimidating threats.
This is a complexity 5 skill challenge using moderate DC's for the party's level. The party must achieve 12 successes before 6 failures using the following skills.
Diplomacy (The party attempts to win the monsters over through friendly persuasion)
A single character may make a moderate Insight check to grant a +2 bonus to a Diplomacy check (the character has an insight into the monster's motivations)
A single character may make a monster knowledge check about the monsters to grant a +2 bonus to a Diplomacy check , using the appropriate skill. (the character has an insight into the monster's motivations)
Intimidate (The party threatens the monsters with talk or displays of power.)
A single character may make a monster knowledge check about the monsters to grant a +2 bonus to an Intimidate check , using the appropriate skill. (the character has an insight into the monster's weaknesses)
A single character may make a moderate Athletics or Endurance check to grant a +2 to an Intimidate check. (A display of physical prowess demonstrates the party would be a dangerous opponent.)
If the party succeeded in the Locating Monsters skill check, they begin with a free success.
If the party failed in the Locating Monsters skill check, they begin with a free failure.
A party member may make a moderate Bluff check to erase a failure. This may be done multiple times by different party members, but the DC of the Bluff Check goes up by 2 every time it is tried. Failing the bluff check adds another failure.
If the party has succeeded on more Diplomacy checks than Intimidate checks, they may offer a present to the monsters in the form of goods or coin equal to one treasure parcel of their level. This adds another Diplomacy success, and cannot fail.
If the party has succeeded on more Intimidate checks than diplomacy checks, they can demonstrate their power by making an attack roll against one of the monsters. A hit adds another Intimidate success. A miss adds two failures.
If the party succeeds on this skill challenge, the monsters have been persuaded or coerced into leaving the settlement alone. They will no longer be a threat unless some external force acts upon them.
If the party fails in this skill challenge, they must fight. The party must face a combat encounter equal to their level.
I'd be very appreciative of any feedback people have.
Security
The PC's must identify and locate monstrous threats near the settlement, then either reach a diplomatic agreement with them or kill them.
Locating Monsters
The party searches the environment for monsters, hunting them with keen senses, quiet steps, and dogged determination.
This is a complexity 2 challenge using easy DC's for the party's level.
The party must make 6 successes before rolling three failures using any of the following skills:
Perception (The party searches for tracks and trails.)
One character can make a moderate difficulty History check to give a +2 bonus to a Perception check: this may only be done once (The party consults old records to learn where monsters were seen in the past.)
One character can make a check using one of the following skills: Streetwise, Nature, or Dungeoneering to give a +2 bonus to a Perception check. (The party consults its knowledge of the environment to figure out where to look.)
Endurance (The party calls on their inner reserves to keep hunting.)
One character can make a moderate difficulty Athletics check to give a +2 bonus to an Endurance check. (The party climbs or leaps over obstacles more effectively, allowing them to cover more ground in less time.)
Stealth (The party moves through the area quietly, surprising monsters before they have a chance to flee.)
One character can make a moderate difficulty Athletics check to give a +2 bonus to a Stealth check. (The party takes a more strenuous route through better cover.)
Success in this challenge means the party has identified the monsters and knows where they lair. The party may make monster knowledge checks if they have the appropriate skills. In addition, the party is familiar with the general layout of the monsters lair. This orientation gives them a +4 initiative if they choose to attack the monsters in a combat encounter.
Failure in this challenge means the monsters found the party first, and have made preparations. If the party chooses to fight the monsters in a combat encounter, add 1 to the level of the encounter.
Dealing with the monsters
The monsters can be fought: build a single combat encounter of a level equal to the party.
In some cases (unintelligent or irrationally hostile monsters) this may be the only option. Otherwise, the party may attempt to negotiate with the monsters.
The party attempts to make a treaty through diplomatic promises and intimidating threats.
This is a complexity 5 skill challenge using moderate DC's for the party's level. The party must achieve 12 successes before 6 failures using the following skills.
Diplomacy (The party attempts to win the monsters over through friendly persuasion)
A single character may make a moderate Insight check to grant a +2 bonus to a Diplomacy check (the character has an insight into the monster's motivations)
A single character may make a monster knowledge check about the monsters to grant a +2 bonus to a Diplomacy check , using the appropriate skill. (the character has an insight into the monster's motivations)
Intimidate (The party threatens the monsters with talk or displays of power.)
A single character may make a monster knowledge check about the monsters to grant a +2 bonus to an Intimidate check , using the appropriate skill. (the character has an insight into the monster's weaknesses)
A single character may make a moderate Athletics or Endurance check to grant a +2 to an Intimidate check. (A display of physical prowess demonstrates the party would be a dangerous opponent.)
If the party succeeded in the Locating Monsters skill check, they begin with a free success.
If the party failed in the Locating Monsters skill check, they begin with a free failure.
A party member may make a moderate Bluff check to erase a failure. This may be done multiple times by different party members, but the DC of the Bluff Check goes up by 2 every time it is tried. Failing the bluff check adds another failure.
If the party has succeeded on more Diplomacy checks than Intimidate checks, they may offer a present to the monsters in the form of goods or coin equal to one treasure parcel of their level. This adds another Diplomacy success, and cannot fail.
If the party has succeeded on more Intimidate checks than diplomacy checks, they can demonstrate their power by making an attack roll against one of the monsters. A hit adds another Intimidate success. A miss adds two failures.
If the party succeeds on this skill challenge, the monsters have been persuaded or coerced into leaving the settlement alone. They will no longer be a threat unless some external force acts upon them.
If the party fails in this skill challenge, they must fight. The party must face a combat encounter equal to their level.