Non-success increases the difficulty in the upcoming fight by adding in more troops while any successes adds to the power of the group by boosting the NPC’s abilities and reduces the number of initial orcs they face so the skill challenge isn’t a black and white affair.  Anything other than total success has the result of helping them in another way by shifting the number of forces they have to face at any one time and makes it more ‘wavey’.
S1: Setting up Defenses
Skill Challenge level 2 (Variable xp)
Setup
“Reaching the farmstead you’re met by several farmers, brawny men and women of various ages and several children. As you tell them of the large band of orcs coming up behind you the farmers produceswords and crossbows tucked away in easy to reach locations and some run inside one of the barns with others shouting to grab armour for everyone.â€
The farmers are prepared for such encounters having survived for several years out here unsupported and they keep the means necessary to repel invaders.
Someone will lead the group’s children to join their own children in the hiding hole which in this farmstead is concealed through a large boulder pile which has a hollow under it large enough for all the children.
DMs Note: This skill challenge varies the total difficulty of the actual combat encounter E1 by removing or adding forces to the orcs. Adjust these values accordingly to the overall condition of your players. If the players fail on the skill challenge then this, as written, will increase the forces they face. For an understrengthed group or one that’s not doing well tactically this can lead to very rough times so plan accordingly and be prepared with an exit strategy if you need one.
Setup: Once the players have arrived at the farmstead and brought the farmers up to speed the skill challenge can begin.
Level: 2
Complexity: 3 (requires 8 successes before 3 failures)
Primary Skills: Athletics, Diplomacy, History, Insight, Nature, Perception, Thievery
Diplomacy (DC 18): With soothing words of encouragement and persuasion you boost morale and calm fears allowing the farmers to enter the fight calm and level-headed. (Can only be succeeded once)
Perception (DC 20): You determine the the way the orcs are moving to engage the farmstead and arrange the farmers into the best positions to help repel them.
History DC (15): You are familiar with the battle tactics of orcs and their likely ways of attack and can help allocate resources, ammo, manpower, for the defense.
Thievery DC (15): You can construct a nasty surprise for the orcs in a likely place of approach. (The group can make a maximum of one attempt per round and only two successes total)
Insight (DC 18): You swiftly gauge the abilities of the farmers and pair them off so that the weaker ones are supported by a stronger one.
Bluff (DC 18): With some strong words playing down the strength of the oncoming force you fortify the idea in the farmers that they’ll be able to easily prevail.
Intimidate (DC 18): Swearing vengeance on the farmers if they manage to get you killed you threaten them into fighting harder. (Failure here adds a -2 penalty to Insight and Bluff checks. Can only attempt once)
Athletics (DC 15): Working swiftly you shore up the defenses, reinforcing weak points with lumber and rope.
Success: For each success remove 200 xp points of orc from the E1 encounter as having been defeated due to the player’s abilities to lead and award that much exp to the group.
Partial Success: For each success made add +1 power bonus to both To-Hit and Damage to the farmer’s attacks.
Total Failure (0 successes): On a latter round (6-9) through the orc encounter have another 600 exp point band of orcs join the fight. Note: This can make the fight extremely difficult for a group of level 2’s so use this with caution and tone it down if they are not doing well. (Ex: Orc Raider x2 (300xp), Orc Drudge x7 (298xp))
Major Failure (1 successes): On a latter round (6-9) in the initial encounter have a 400 exp band of orcs enter the combat. (Ex: Orc Berserker x2 (350xp), Orc Drudge x1 (44xp))
Partial Failure (2 success): On an earlier round 3-6) in the initial encounter have a 200 exp band of orcs enter the combat (Ex: Orc Drudge x4 (184xp)


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