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Wandering Monster Skill Challenge
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<blockquote data-quote="Scribble" data-source="post: 4727446" data-attributes="member: 23977"><p>So I was bored, and thunked this up. It's a skill challenge that can take the place of a simple "wandering monster" check, if you're the type that is so inclined to sue wandering monsters. The idea is that instead of simply passively asking "Do we encounter anything?" PCs can take an active roll in helping determine if the answer is YES. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>Primary:</strong> Athletics, Intimidate, Nature, Stealth</p><p><strong>Secondary: </strong>Bluff, History, Perception</p><p>_________________________</p><p></p><p><strong>Athletics:</strong> PCs choose to travel in a way that is more physically challenging, but has less of a chance to encounter monsters. This option will add time to the PC’s journey.</p><p></p><p><strong>Bluff:</strong> PCs use their bluff skill to reduce the consequences of failures by one. </p><p></p><p><strong>History:</strong> PCs use their knowledge of the area to remember areas they have heard are dangerous. Success lowers DCs by 5 failure raises them by 5.</p><p></p><p><strong>Intimidate:</strong> PCs travel through the wilds making no pretence of hiding, but instead attempting to appear bigger and badder then they actually are.</p><p></p><p><strong>Nature: </strong>PCs travel through the wilderness relying on their knowledge of all things wild to keep them away from predictable monster routes and lairs.</p><p></p><p><strong>Perception:</strong> PCs keep an eye out for signs of impending danger. Success grants a +2 bonus to further checks. (no roll passive perception check)</p><p></p><p><strong>Stealth:</strong> PCs make their way through the wilderness trying their best to cover their tracks.</p><p></p><p>____________________</p><p></p><p><strong>Complexity: </strong>IComplexity will be modified by longer/shorter trips, as the DM desires. Higher for longer trips, lower for shorter trips?</p><p></p><p><strong>Level:</strong> Varies by area being traveled. Lower for more civilized areas, higher for less civilized areas. (Use the level of your Wandering Monster Chart.)</p><p></p><p><strong>Consequences of failure:</strong> Each failure adds one to the wandering monster check roll. See the list below.</p><p>[code]</p><p>Complexity Die Wandering Monster</p><p> 1 1d2 3+</p><p> 2 1d3 4+</p><p> 3 1d4 5+</p><p> 4 1d5 6+</p><p> 5 1d6 7+</p><p>[/code]</p><p>******************</p><p></p><p>Example:</p><p></p><p>PCs are on a quest to travel through the Dreaded Swamp of Ickiness. It will take them roughly three days to travel through the swamp, so I decided on a complexity level of 3. The swamp is a level 6 encounter area in my world, so the level matches that. </p><p></p><p><strong>The Dreaded Swamp of Ickiness </strong></p><p><strong>Complexity</strong> 3</p><p><strong>Level 6</strong></p><p></p><p><strong>Athletics:</strong> 17</p><p><strong>Intimidate: </strong>22</p><p><strong>Nature: </strong>17</p><p><strong>Stealth:</strong> 12</p><p></p><p><strong>Bluff:</strong> 17</p><p><strong>History:</strong> 17</p><p><strong>Perception:</strong> 12</p><p></p><p>Since it's complexity 3 each time the PCs fail, I roll a d4 (and add the number of failures so far to the result.) On a result of 5+ a wandering monster is encountered. </p><p></p><p>**************</p><p></p><p>Haven't actually used it yet, so I might revise as time goes on... Thoughts?</p></blockquote><p></p>
[QUOTE="Scribble, post: 4727446, member: 23977"] So I was bored, and thunked this up. It's a skill challenge that can take the place of a simple "wandering monster" check, if you're the type that is so inclined to sue wandering monsters. The idea is that instead of simply passively asking "Do we encounter anything?" PCs can take an active roll in helping determine if the answer is YES. :) [B]Primary:[/B] Athletics, Intimidate, Nature, Stealth [B]Secondary: [/B]Bluff, History, Perception _________________________ [B]Athletics:[/B] PCs choose to travel in a way that is more physically challenging, but has less of a chance to encounter monsters. This option will add time to the PC’s journey. [B]Bluff:[/B] PCs use their bluff skill to reduce the consequences of failures by one. [B]History:[/B] PCs use their knowledge of the area to remember areas they have heard are dangerous. Success lowers DCs by 5 failure raises them by 5. [B]Intimidate:[/B] PCs travel through the wilds making no pretence of hiding, but instead attempting to appear bigger and badder then they actually are. [B]Nature: [/B]PCs travel through the wilderness relying on their knowledge of all things wild to keep them away from predictable monster routes and lairs. [B]Perception:[/B] PCs keep an eye out for signs of impending danger. Success grants a +2 bonus to further checks. (no roll passive perception check) [B]Stealth:[/B] PCs make their way through the wilderness trying their best to cover their tracks. ____________________ [B]Complexity: [/B]IComplexity will be modified by longer/shorter trips, as the DM desires. Higher for longer trips, lower for shorter trips? [B]Level:[/B] Varies by area being traveled. Lower for more civilized areas, higher for less civilized areas. (Use the level of your Wandering Monster Chart.) [B]Consequences of failure:[/B] Each failure adds one to the wandering monster check roll. See the list below. [code] Complexity Die Wandering Monster 1 1d2 3+ 2 1d3 4+ 3 1d4 5+ 4 1d5 6+ 5 1d6 7+ [/code] ****************** Example: PCs are on a quest to travel through the Dreaded Swamp of Ickiness. It will take them roughly three days to travel through the swamp, so I decided on a complexity level of 3. The swamp is a level 6 encounter area in my world, so the level matches that. [b]The Dreaded Swamp of Ickiness Complexity[/b] 3 [b]Level 6[/b] [B]Athletics:[/B] 17 [B]Intimidate: [/B]22 [B]Nature: [/B]17 [B]Stealth:[/B] 12 [B]Bluff:[/B] 17 [B]History:[/B] 17 [B]Perception:[/B] 12 Since it's complexity 3 each time the PCs fail, I roll a d4 (and add the number of failures so far to the result.) On a result of 5+ a wandering monster is encountered. ************** Haven't actually used it yet, so I might revise as time goes on... Thoughts? [/QUOTE]
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