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Skill Encounters: Non-combat Challenges

Written by: Robert Hahn


Editing: Robert Hahn and Daniel Saier
Graphic Design: Daniel Saier
4th Dimension Games
www.4th-dimensiongames.com

What Is a Skill Encounter ............................................................................................................................................... 2


How to Read a Skill Encounter.................................................................................................................................... 2

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Chase ........................................................................................................................................................................................... 5
Gather Information ............................................................................................................................................................ 8
Haggling ................................................................................................................................................................................. 12
Research ................................................................................................................................................................................ 14
Wilderness Survival ............................................................................................................................................. 17

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee
compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See
http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Skill Encounters is 2010 4th Dimension Games. All rights reserved. Reference to other copyrighted material in no way constitutes a
challenge to the respective copyright holders of that material. Skill Encounters, 4th Dimension Games, and their associated logos are
trademarks of 4th Dimension Games.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section
1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue,
plots, storylines, language, incidents, locations, characters, artwork, and trade dress.
Open Content: Except for material designated as Product Identity (see above), the contents of this product are Open Game Content, as
defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game
Content might be reproduced in any form without written permission. To learn more about the Open Game License and the d20 System
License, please visit wizards.com/d20.

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Skill Encounters: Non-combat Challenges

WHAT IS A SKILL
ENCOUNTER
Skill encounters are a way to challenge your PCs without
resorting to combat. They let skills and abilities shine while
letting the swords, shields and staves take the night off. Chasing
after a cultist who ran from the last battle makes a great skill
encounter. A poison gas chamber the PCs must escape from
before they succumb to the debilitating vapors makes a great skill
encounter. A riddle chamber filled with clues the PCs must
decipher makes for a great skill encounter.
In this product youll find five sample skill encounters useful to
any GM. Also youll find a basic guide to skill encounters,
explaining how to read them and even make your own.

HOW TO READ A SKILL


ENCOUNTER
Title: The name of the skill encounter.

Skills: Skills are broken up into Primary and Secondary skills.


Primary skills tally successes and failures for the skill encounter
which will eventually determine the level of success or failure the
PCs experience. Secondary skills generally provide assistance to
the Primary skills (as per the aid another rules) or other unique
effects such as cancelling a failure, allowing a reroll of a failed
check or adjusting the DCs of specific Primary skill checks for the
duration of the skill encounter, etc. The success or failure of
Secondary skills does not count towards success or failure of the
skill encounter.
Note that the skills listed in the Primary and Secondary skills
section are only suggestions that thematically fit with the skill
encounter. Creative PCs will come up with many more options
the GM will need to adjudicate on the fly. This is a fairly easy
process. First determine how many successes the PCs can
achieve with that particular skill use, next choose a DC (see chart
below), then determine if the DC should escalate, and finally
determine the effect a success will have on the skill encounter.
Work with your players to help achieve the action they seek to
take. Most actions should be possible although not necessarily
easy.
The format for a skill use is as follows:

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(In parenthesis is an approximation of the time a turn represents


for this skill encounter which helps when adjudicating certain
skill and spell uses.)

Box Text: A little flavorful box text describing the current situation
from the PCs point of view.
Part: If there are multiple parts to the skill encounter this will
note what part of the encounter this section is.
GM Notes: Any specific notes for the GM to be aware of while
running this skill encounter.
Goals: What the PCs are attempting to accomplish.
Successes Needed: The number of successes the PCs need to
trigger the end of the skill encounter. Not all skill encounters will
have a number here if the skill encounters end condition does
not depend on the number of successes. In this case youll see
n/a. Sometimes the number will be a multiple based on the
number of PCs (i.e. PC x 1.5 +2 would be one and a half time the
number of PCs plus an additional 2 successes.)
Failures to End: The number of failures to trigger the end of a
skill encounter. Not all skill encounters will have a number here
(see Successes Needed above.)
Duration: The number of turns before the skill encounter ends.
A turn is a variable amount of time that depends on the skill
encounter. Some turns will be 6 seconds (aka 1 round) while
others will represent a day or more. A turn is consistent within a
skill encounter or at least within a part.

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# of Successes (+Escalation) Skill Name: [DC Strength


+Modifiers] Effect
# of Successes = How many successes the PCs can achieve
with this use of the skill. This is generally represented with
a referring to a single successful use of the skill, or a
or a to indicate a maximum of 2 or 3 successes can be
accrued with that skill. If a skill use is unlimited then it will
have a for infinite.
(+Escalation) = Escalation is the number you add to the DC
each time a particular skill is attempted. An escalation of +2
would add a cumulative +2 to the DC of that particular skill
use per attempt. The first attempt would be straight DC, the
second would be DC +2, the third DC +4, etc.

Use the following additional rules for the aid another


skill. Note that often Secondary skills are considered aid
another attempts; however their DCs are often higher
than the static 10.
Add an additional +1 bonus for the aid another attempt
for every 10 by which the check beats the DC.
Apply a -1 penalty for any aid attempt that fails by 5 or
more.

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Escalation is a great way to prevent skill encounters from
becoming static. As the DCs go up PCs will often look for
other easier ways to accomplish the goal, although a true
master of a skill might tough it out regardless of escalation.
Skill Name = The specific skill being used.
[DC Strength +Modifiers] = The difficulty of this skill use.
DCs are based on the chart below. (We give you two options,
choose what works best for your PCs. Option 1 is generally
more appropriate for low level parties while Option 2 works
better at higher levels when PCs gain access to a variety of
magical enhancements.) Additional modifiers might be
added above this. These are guidelines and not hard and fast
rules. Adjust them as necessary for your PCs. A simple +/- 2
modifier can often make the difference when a DC is too easy
or too difficult. Note that Teamwork DCs often require aid
from allies while Hard Teamwork DCs almost always need
multiple assists. Design with these thoughts in mind.
Skill Encounter DCs
DC Level
Easy
Medium
Hard
Team Work
Hard Team Work

Option 1
(levels 1-10)
PC Level +4
PC Level +8
PC Level +12
PC Level +16
PC Level +20

Option 2
(levels 11-20)
PC Level +4
PC Level +9
PC Level +14
PC Level +19
PC Level +24

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Occasionally youll find a need to use something other than a


skill. Perhaps an attack roll is appropriate, an ability check
or a saving throw. For attack rolls consider the DC youd
apply if it was a skill and bump it up a level (PCs tend to get a
chunk of bonuses to attack from feats and weapons. At high
levels 10+ you might add a +2 modifier as well.) For saves a
DC of 10 plus half the PCs level works well. Ability checks
are a little more static than skills which generally increase
every level or two. For straight ability checks consider the
PCs level to be 1 (adjusting by +2 at higher levels as
necessary.)

Effect = What the skill does in this skill encounter. For


Primary skills this generally adds a success or failure to the
skill encounter however some checks (generally Teamwork
or harder) may also provide a bonus to other Primary skill
checks or have a unique effect. Secondary skills either aid a
Primary skill check or trigger a unique effect such as
negating a failure or opening up a new Primary skill check.
Special: Some skills have a * symbol or multiples *** before
their # of Successes. This means the skills use is restricted.
The restriction will be noted in the text of the skill check.
For instance perhaps a skill is only used when a Primary skill
check is failed or until another skill check is successfully
completed.
Complications: These are additional minor challenges that occur
as the PCs score failures. Some provide an obstacle or penalty
while others can almost be thought of as small skill encounters of
their own. Some complications may follow a specific path where
on the first failure X happens and on the second failure Y happens,
and so on. Others might have a random chart where you roll on
the chart to see what happens on each failure. Lastly some
complications will just be a list that you can choose from as suits
the needs of your story or PCs.
Spells: The section notes spells that might have an effect on the
skill encounter. This is not a comprehensive list and creative PCs
will come up with many uses for their spells but it does try to get
the most obvious ones down so the GM can be prepared.

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The format for a spell use in a skill encounter is as follows:


Spell Name: Effect
Spell Name: The name of the specific spell.
Effect: How this spell affects the skill encounter. It may
include a Spellcraft or Knowledge check that needs to be
made in addition to the spell or it may simply describe the
effect such as adding a specific bonus to a Primary skill check,
lowering a specific DC, adding duration to the skill encounter,
etc.
Dont allow spells to play havoc with your skill encounters,
however dont take away their use from the PCs. Spells can
provide very creative options.

As noted above the DCs are merely suggestions and you


as GM should feel free to adjust them on the fly if
necessary. The goal is to present the PCs with a fun and
engaging challenge. If the DCs appear too hard dont
hesitate to make an in the moment adjustment and
maybe give the PCs an extra failure or two or add
duration to the skill encounter to even things out. Use
your own best judgment. Bad rolls cant be helped and
sometime luck isnt with the PCs but a skill encounter
that is more challenging that intended can be a drag on
the game for both the players and the GM.

When a PC wants to use a spell in a skill encounter look at the


spell description and see what it does. Next determine how it
would affect the skill encounter. Create an effect based on the
spell, then call for a Spellcraft or applicable Knowledge check
with an appropriate DC. Possibly add a bonus to this check equal
to the spells level. Then set the duration of the spell in turns for
the skill encounter based on the spells base duration and the
length of a turn. This will work for most spells.
Example: The PCs run into a trapped room that
requires them to turn the heads of five statues in

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order disable the trap. Part of the trap immobilizes
the wizard in the center of the room so he decides to
use mage hand to attempt to turn 1 of the heads.
The GM looks up the spell and says, Okay that works
but the statues are old and sticky and as the mage
hand isnt very strong its going to be a higher than
average Spellcraft check to control the spell into
doing what you want. The GM sets the Spellcraft DC
at [Hard] (which will end up being slightly higher
than the straight Strength check for turning one of
the statue heads) and as mage hand is a 0 level spell
decides there is no bonus added to the check. He idly
notes that if the PC had use telekinesis instead the
wizard would probably be getting a +5 bonus to the
check due to the level of the spell.
Alternately some spells just might be perfect for a particular
situation and garner 1 or more successes, or a specific effect right
away, without a skill check. As GM thats your call.

Example: A spell that will come up early and often


in social skill encounters is charm person and its ilk.
The GM looks as the spell and sees that it makes the
target view the caster as a friend. It also lasts for 1
hour per level. The GM decides that the spell doesnt
require a skill check. Instead it lowers the DCs on all
Charisma based skills for the caster when dealing
with the affected NPC by one level for the duration of
the skill encounter (which will most likely be less
than an hour) but notes that if the NPC makes his
save this spell could backfire and make him wary
counting as a failure and increasing the DCs of all
further checks this encounter
Success: Describes what happens if the PCs are successful in the
skill encounter. Information on partial successes if possible
should be included here.
Failure: Describes what happens if the PCs are unsuccessful in
the skill encounter.

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CHASE
your quarry bolts, diving into the crowded street at a sprint. It
looks like youll have to do this the hard way!
GM Notes: Each PC tackles this skill encounter on his own. While
there are ways to aid their teammates the success and failure of
this skill encounter is determined on an individual rather than
team level. If one PC fails and loses sight of the quarry the other
PCs can continue the chase.
The success or failure of this skill encounter works a little
differently than others. First you need a grid of 1 squares. Place
a marker/miniature down for the quarry being chased. Next
place markers/miniatures for the PCs a number of squares
behind the quarry at the Starting Distance (noted under
Successes Needed below.) Next count a number of squares
behind the PCs equal to the starting distance and draw a line.
Any PC who falls behind this line loses the quarry and fails the
skill encounter.
For each success a PC scores move his marker/miniature one
square closer to the quarry. For each failure move the
marker/miniature one square away.
While the mechanics are very linear the chase need not be.
Falling back a square could mean the PC loses ground, but it
could also means he takes a wrong turn or a short cut that
doesnt pan out.
Goals: The PCs need to catch up with the quarry by succeeding in
enough checks to enter the same square as the quarry and
subdue him.
Successes Needed: Starting Distance (generally 2-5 squares
depending on how much of a head start the quarry begins with.)
Failures to End: See GM Notes above.
Duration: See GM Notes above (15 to 30 seconds.)

(+1) Acrobatics: [DC Medium] You jump over obstacles,


roll under carts and dodge through the crowds to catch your
quarry. (PCs with the Run feat gain a +2 bonus.)
(+2) Climb: [DC Medium] You take to the roofs. While on
the roofs you get a +2 bonus to Constitution and Acrobatics
checks. Roll a (+1) d6 at the beginning of each turn. On a 6
you reach an impasse and must climb back down to the
street losing your bonus for being on the roofs (although you
may climb up again as an action.) A successful (+2)
Acrobatics [DC Hard] check allows you to stay on the roofs
for one more turn as you athletically bypass this hurdle.
(+1) Fly: [DC Easy +2] You take to the air in search of
your quarry bypassing crowds and obstacles.
* (+1) Ride: [DC Medium] Use after a successful
Perception check finds a horse/riding animal. You gallop
after your quarry. (Note: PCs gain a +1 bonus to this check
for every 10 feet of movement their mount has above 30 feet
and a +2 bonus if their mount has the Run feat.)
(+2) Intimidate [DC Medium +2] You yell at the top of
your lungs, Out of my way! as you crash through the crowd.
People move. If you succeed by 5 or more you clear enough
space for your allies to gain a +2 bonus on their next Primary
skill check.

Secondary Skills: (Using a Secondary skill in this skill encounter


counts as a failure and the PC falls back one space.)
(+1) Perception: [DC Medium] You take a moment to find
a more advantageous path and shout this information to
your allies, aiding their next Primary skill check. If you beat
the DC by 5 this also aids your next Primary skill check.
Perception [DC Medium +2] You look around for
something to help find a riding animal. Roll a d6 (1-3 Horse
[speed 50 feet, Run feat], 4-5 pony [speed 40 feet, Run feat],
6 exotic mount TBD by GM). This opens up the use of Ride
as a Primary skill (see above.)

SPECIAL: Any PC who has a speed greater than 30 gains a +1


bonus to his checks per 10 feet of movement over 30 feet. Any PC
whos speed is less than 30 takes a -1 penalty to his checks per 10
feet of movement under 30 feet (GMs can adjust this threshold if
the quarry has a speed less or greater than 30 feet.)

(+3) Knowledge (local) [DC Medium -2] Your knowledge


of the area leads you to a short cut and you shout this
information to your allies, aiding their next Primary skill
check. If you beat the DC by 5 this also aids your next
Primary skill check.

(+1) Constitution: [DC 10] You simply plow forward


staying with the quarry through shear endurance. (Note:
PCs with the Endurance feat gain a +4 bonus. PCs with the Run
feat gain a +2 bonus.)

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(+3) Knowledge (local) [DC Medium -2] Your knowledge


of the area leads you to a short cut.

SPECIAL: At the beginning of each turn the PCs must make a (+1)
Perception [DC Easy] check to keep their quarry in sight. PCs who
fail take a -2 penalty to their checks until they succeed in this
check on a following turn.

Primary Skills:

Complications: The following is a list of complications to


challenge the PCs. You can roll a random complication or simply
choose what works best for your PCs. Give one complication for
each turn the PC accrue at least 1 failure.

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A Barrel of Fun: The quarry knocks over a stack of barrels
forcing all PCs within 3 squares to make a Reflex save [DC 10
+ half PCs level] or fall prone taking a -2 penalty to all checks
next turn.

automatically rescue the bystander by forgoing their next


action and taking a failure. A creative skill use that succeeds
at a [DC Teamwork] check can rescue the bystander and still
make a Primary or Secondary skill check in the same turn.

Overturned Cart: The quarry spooks an animal causing a


cart to turn over. Each PC within 3 squares needs to pass an
Acrobatics or Climb [DC Hard] check to bypass the blockage
or fall back one square.

Duck!: The quarry grabs a heavy object and chucks it at the


lead PC who must make a Reflex Save [DC 10 + half PCs level]
or take a hit to the face and be stunned next turn (no action,
counts as a failure.) However if successful the PC gains one
success as the quarry had to pause to make the attack.

Quick Change: The quarry takes off his cloak or hat. All PCs
must make two Perception checks at the beginning of the
next turn. If either fails both are considered a failure.
City Guard: The city guard gets in the PCs way. Roll a d6. On
a 1-2 they harass the PC closest to the quarry, 3 the next
closest, 4 the next next closest and so on. Any of the
following checks will get the PC past the guard; Bluff,
Diplomacy, Intimidate or Stealth [DC Hard] but a failure
means the PCs falls back 1 square as he is delayed.
Into the Crowd: The quarry dives into a crowd. At the
beginning of the next turn each PC on the ground must make
an Acrobatics check [DC Hard] or take a -2 penalty to all
checks that turn as they must shove through the crowds.
To the Roofs: The quarry climbs up onto the roofs. At the
beginning of the next turn each PC on the ground must make
a Climb check [DC Hard] or take a -2 penalty to all checks
that round as they try to follow the quarry from the ground.
Innocent Bystander: The quarry knocks an innocent
bystander into harms way (a speeding horse and cart, a
falling load of bricks, an open sewer cap, etc). Any PC can

Sprint!: Your quarry puts on the speed. Each PC must make


a Fortitude Save [DC 10 + half PCs level] or become fatigued.
(Note: PCs with the Endurance feat gain a +4 bonus.)
Excuse Me!: The quarry dashes through a home, upsetting
the residents. At the beginning of the next turn each PC on
the ground must make a Bluff, Diplomacy or Intimidate check
[DC Medium +2] or take a -2 penalty to all checks that round
as the residents delay them. PCs who fail by 5 or more get
stopped for a round (counts as a failure.) PCs who succeed
by 5 or more grant the next PC a +2 bonus if he uses the
same skill. PCs who are not on the ground take a -2 penalty
to their Perception checks at the beginning of the next turn
as the quarry becomes harder to track from above.
Into the Muck: The quarry climbs down into the sewers. At
the beginning of the next turn each PC on the ground who
follows the quarry must make a Fortitude Save [DC 10 + half
PCs level] or take a -2 penalty to all checks this turn do to
being sickened. PCs who fail this check by 5 or more become
nauseated (no action, counts as a failure.) PCs not following
take a -8 penalty to their Perception checks at the beginning
of the turn as he moves below ground.

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Spells: The following are a sample of spells that could have an


effect on this skill encounter. Casting a spell is a Secondary action
for this skill encounter and counts as a failure.
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Expeditious Retreat: Increased speed will translate to a


bonus to checks (see above.)

Failure: If all the PCs lose sight of the quarry by falling too far
behind or the PCs give up, the quarry gets away. If the PCs need
the quarry to continue the plot perhaps he drops a clue or the PCs
can follow his tracks at a more sedate pace. If only a few PCs fail
they arrive slightly late for the next encounter with the quarry
generally 1 to 3 rounds after the last successful PC arrives.)

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Dimension Door: Have the caster make a Spellcraft [DC Hard]


check. If successful he teleports 1 square behind the quarry.
If a failure he teleports 2 squares behind the quarry +1 per 5
by which he failed.
Haste: Increased speed will translate to a bonus to checks
(see above.) Affects allies in the same square as caster and 1
adjacent square.
Hold Person: Can target the quarry if within 2 squares. Each
turn the quarry is held the PCs automatically gain 1 success.
Give the quarry a +2 bonus to his save (save bonus = half PC
level +2 if unknown) as he only saves once every 15 to 30
seconds.
Slow: Can target the quarry if within 1 square. Lowers DCs
of the skill encounter by 1 level if the quarry is affected.
Success: When a PC reaches the same square as the quarry they
can initiate a Grapple or Trip [CMD 10 plus PC level if unknown]
to halt the quarry. If successful the PC stops the quarry possibly
initiating an encounter (combat, skill, roleplaying, etc.). All other
PCs (who have not failed the skill encounter) gain 1 success
automatically each turn. If the PC fails to stop the quarry he falls
back 1 square. Alternately when a PC reaches the same square as
the quarry, the GM can rule he traps the quarry in a dead end.

To add a little spice to a chase consider a little combat.


Perhaps the PCs are competing against another group to
reach the quarry. Add a number of enemies to the
track. Each turn after the PCs complete their actions roll
a d6 for each enemy. On a 1-2 they fall back, 3-4 they stay
in place, 5-6 they move forward one square. If at least
one PC is closer to the quarry then add +1 to this die roll.
Use the following quick rules for combat:
1.

PCs can use their turn to attack an enemy but


this counts as a failure and they fall back 1
square. Characters in the same square as an
enemy can make a melee or ranged attack. PCs
in a different square than an enemy can only
make ranged attacks.

2.

Each square counts as a range increment for


ranged attacks. If the range increment is 30 feet
or less make it two range increments.

3.

For spell 1 square is close range, 2 squares is


medium range and 3 squares is long range.

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GATHER INFORMATION

SPECIAL: At the start of each turn roll a d12 on the Contacts side
bar to determine the unique attributes of the current contact.
Feel free to create your own or mix and match ideas.

you hear from old Glass Eye over at the Wyvern that Mistress
Gennie might shed some light on the information you seek but you
better move quick before her clientele arrives or youll be waiting
till sun up before you get to see her!

Primary Skills:

GM Note: While this skill encounter gives you the nuts and bolts
of how to run a skill encounter gathering information you need to
determine what information is available for the PCs to find as
detailed in the Success section below.
Goals: The PCs check in with their local contacts for information
they need. There will be one PC leading the partys efforts each
turn with the others aiding him in this endeavor.
Successes Needed: This depends on the amount of information
you wish to give the PCs and how you partition it. Each success
should net the PCs one piece of information. The easiest
information comes first with the harder information coming later.
Sometimes the information will not be immediately useful to the
PCs.
Shoot for the key piece of information the PCs seek (where to go
next, how to defeat the bad guy, etc.) to be around 2/3 to 3/4 of
the way through the encounter. Note that this might mean the
PCs end the encounter early without gaining all the information
available to them as they will find the bare minimum of
information needed to continue their mission at this point. Any
remaining successes gain the PCs extra information to help them
in the next phase of the adventure.
As an example - while seeking to uncover information about an
underground drug ring on the docks the PCs uncover the
following:
1.
2.
3.
4.
5.
6.

The drug ring started about 3 months ago.


The drugs are highly pleasurable and dreadfully
addictive.
A number of young nobles frequent the various drug
dens on the docks.
The most popular drug den is the Purple Parrot Tavern.
To even get into a den you need to know the days
password.
Old Calum always knows the password but rarely has
the money to buy his fix.

The PCs might end the encounter after #4 as they now have a
location. They also might find #3 to be useless information until
later in the adventure when they run into their noble patrons
daughter in one of the dens. #5 and #6 provide bonus
information that can help them for those PCs who dig a little
further.
Failures to End: Take the number of successes and halve it.
Duration: Success/failure (1-2 hours)

(+1) Diplomacy: [DC Teamwork] You talk to people you


know, friends of those people and their acquaintances to see
what the rumor mill can tell you.
Secondary Skills:
(+1) Bluff: [DC Medium] You offer false compliments and
outright lies you think the contact wants to hear, aiding the
Primary skill check.
(+1) Diplomacy: [DC Medium] You speak the language of
the deal aiding the Primary skill check.
(+1) Knowledge (local): [DC Medium] You use your
knowledge of the local scene to aid the Primary skill check.
(+2) Perform [DC Medium +2] Everybody likes a bit of
entertainment as you sing a song, juggle or recite a story
from memory in aid of the Primary skill check.
(+2) Sleight of Hand [DC Medium +2 or Targets
Perception +10 if known] You swipe something from the
current contact and hand it back saying, Oh! Did you drop
this? aiding the next Primary skill check.

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(+2) Profession (appropriate) [DC Easy +2] If you have


ranks in a profession related to the contact (see contacts side
bar) you talk shop to aid the Primary skill check.
* Intimidate [DC same as failed Primary skill check] Use
after a failed Primary skill check. You use threats and
coercion to change a contacts mind, turning a failure into a
success, but this may have lasting repercussions for your
future relationship with the contact (possible a future story
hook.)
* Sense Motive [DC same as failed Primary skill check]
Use after a failed Primary skill check. You dont believe the
contact is certain of his information, cancelling a failure.
Complications: The following is a list of complications to
challenge the PCs. You can roll a random complication or simply
choose what works best for your PCs. Give one complication to
the PCs for each failure they accrue.
Taking One for the Team: The contact refuses to let the PCs
go. Perhaps he/she is enamored with one of the PCs or
perhaps they are simply lonely and glad for the company.
The PCs are either delayed 2 hours or one of the PCs can stay
behind to deal with the contact while the others continue the
skill encounter. Doing so takes this PC out of the action for
the next 2 turns.

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1. Beggar If any PC gives him a silver piece they gain a +1 bonus to the Primary check. A gold gains a +2 bonus.
2. Prostitute Not the type to kiss and tell, increase the Primary skill checks DC by +2. An Intimidate [DC equal to current DC of the
Primary skill check -2] check can be used in place of Diplomacy for this Primary skill check. If successful she tells the PCs what she
knows gaining them 1 success. If the Intimidate check fails the PCs attract the attention of her boss who isnt interested in talking. He
must be successfully convinced to back off with an Intimidate [DC Hard] check or paid off (10 gp per level.) If not he calls in a couple
of toughs to rough up the PCs (level appropriate urban encounter with a band of thugs on a dark street or alleyway.)
3. Street Urchin This child makes money selling the information he/she overhears on the docks. The PCs can pay (10 gp per level) to
lower the Primary skill checks DC one level or suggest an information exchange. During the exchange the PCs may either bargain in
good faith, making the Primary skill check as normal with a roleplaying bonus awarded by the GM for the information they offer, or
they may use the Bluff skill to lie and make their information up.
4. Bar Maid Young and attractive this student works part time to pay the bills and is tired of pick up lines and stray hands. Attempting
to compliment her looks or using a pickup line results in an automatic failure. An attentive PC who makes a Perception [DC Medium
+2] check notices she carries a book dealing with one of the following areas of study. Each allows a character to impress her or
negate a failed Primary skill check (possibly due to trying a pick up line) with a specific Knowledge [DC Medium +2, additional +4 if
the bar maid is offended] check. Roll a d6 to determine the subject matter of the book.
1. Magic - (arcana)
4. Foreign Land (geography) or Linguistics
2. Religion and Philosophy (religion)
5. Architecture (engineering)
3. Local Flora and Fauna (nature)
6. Music and Theater (local) or Perform
5. Shop Owner A middle aged gruff man (maybe a dwarf) is willing to give up his information with a successful Primary skill check.
To add a twist however he wants something done for him. He claims a competitor stole a valuable trinket from his shop and he
wants it back (50/50 odds hes telling truth, Sense Motive [DC Hard] check determines this.) The PCs look like the type who might be
able to get it back for him. If the PCs agree they must accomplish one of the following (or something creative they come up with.)
a. Buy the item from the competitor (100 gp per level.)
b. Threaten him into giving it up Intimidate [DC Hard +2] check.
c. Steal it Successful Stealth [DC Medium +2] check followed by a Disable Device [DC Hard] check.
If the PCs are successful they gain the Shop Owners information. If they also sensed he was lying about the original theft and call him
out on it this counts as two successes as he offers more information to keep the PCs lips shut.

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6. Bar Keep The bar keep only talks with customers (5sp per level for drinks and food), otherwise increase the DC of the Primary skill
check by 1 level. If successful the bar keep will talk however only in innuendo and insinuation. This requires a Sense Motive [DC
Hard] check (or [Teamwork] if not paying customers) after a successful Primary skill check to understand the information.
7. Hedge Wizard The hedge wizard is busy working on an important formula and has no time for the PCs. However a successful Craft
(alchemy), Knowledge (arcana) or Spellcraft [DC Medium +2] check helps with the work. This check opens up the use of the Primary
skill check and also counts as a successful aid attempt. If unable to help the Hedge Wizard with his formula this counts as a failure.
8. Guardsman The guardsman reacts to the PCs based on their outward appearance. If the character making the Primary skill check
looks like an adventurer increase the DC by 1 level, if he looks like a commoner make no change to the DC and if he looks like a
upstanding member of society (merchant, noble, clergy, etc.) decrease the DC by 1 level.
9. Laborer This foul mouthed bastard is also a racist (randomly choose one of the PCs races [alternately could use country of origin or
culture.] He starts off with I dont talk to [insert race], pause or fiends of [insert race.] If the PC(s) in question leave, the laborer is
willing to talk but increases the Primary skill checks DC by +2 due to the remaining PCs friendship with the [insert race.] However if
the PCs makes and appropriately negative racial comment about [insert race] the laborer smiles and lowers the DC by 1 level. He can
also be threatened (roll a d6 on a 1 or 2 hes a coward at heart and all bluster) with an Intimidate [DC equal to the DC of the Primary
skill check, +4 if the intimidator is his hated race, -4 if he is a coward] check replacing Diplomacy for this Primary skill check.
10. Merchant The merchant is willing to talk, especially to a local. Knowledge (local) checks to aid garner a +4 bonus on a success.
11. Serving Wench This lady likes two things, tips and compliments... only there isnt much to compliment. Great personality but rather
plain features. The PCs can use Bluff [DC Medium +2] or leave a generous tip (1gp per level) to lower the Primary skill checks DC by
1 level. If the Bluff check fails however she clams up, increasing the Primary skill checks DC by 1 level regardless of tip.
12. Fence The local fence always knows whats going on but hes recently had a run in with the law and finds himself behind bars. PCs
attempting to stealthily speak to him from the alleyway outside his cell make a Stealth [DC Medium +2] check. PCs pretending to be a
relation make a Bluff [DC Hard] check supported by a Disguise [Medium] check. If successful the PCs find the fence willing to talk for
his freedom requiring the PC to snatch the keys from the bailiff Sleight of Hand [DC Medium +2]. If the PCs free the fence he gives
them the information they seek, gaining a success.

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Skill Encounters: Non-combat Challenges


The Old Double Cross: The contact plans to betray the PCs
to people whod be interested in hearing what the PCs are
asking about. Have characters with ranks in Sense Motive
make a check [DC Hard +2] preferably without them
knowing they are making the check. This works best when
you know their modifiers and just ask for a roll. If successful
they sense the double cross from the contacts nervousness
and subtle tells. Once uncovered the PCs can dissuade this
behavior with an Intimidate [DC Medium +2] check. If the
PCs fail to notice the double cross, have any PCs with ranks
in Perception make a [DC Hard] check later in the skill
encounter (again works best if the PCs dont know what they
are rolling for) to see the contact talking to someone else. A
Knowledge (local) [DC Hard] check notes who
the mystery man is and how it might
affect the PCs later. As a GM you
can use this as a hook for
later or simply impose a 2 penalty to all further
Primary skill checks
as contacts start
receiving threats
and keep their
mouths shut.
Trouble
with the
Law: One of
the contacts
feels
harassed
and calls on
the city
guard. The
PCs can talk
their way out of
this trouble by
gaining 3 successes
before 2 failures as
they convince the guards
it was a mistake.
(+1) Diplomacy [DC Hard]
You make your case, stating this is all a
mistake and youll be on your way.
(+1) Bluff [DC Hard] You lie, convincing the guards of
your innocence.
If the PCs fail they are taken into custody for 8 hours. If the
PCs attempt to threaten the guards in any way they are
immediately taken into custody. While in custody The PCs
can escape by gaining 4 successes before 2 failures as they
pick the cells lock and sneak out.

(+1) Disable Device [DC Medium +2] You bypass


the cells lock mechanism. This opens up the use of the
Stealth skill.
* (+3) Stealth [DC Medium] Use after two successful
Disable Device checks. You sneak past the sleeping
guard without waking his slumber.
It is also wise to assume some PCs may attempt to fight
their way out of this situation.
One Too Many: Carousing is not for the faint of liver. Each
PC needs to make a Fortitude Save [DC 10 + half PCs level] or
become inebriated for the rest of the encounter
(use the rules for the sickened condition.)
This is a poison effect.
Stickyfingers: The PC with
the lowest Perception has
something stolen (coin
purse if nothing else.)
Run a short chase
(see the Chase
skill encounter)
with a Starting
Distance of 2.
If none of the
PCs are
successful
the culprit
gets away
with his
stolen goods.

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Drunk
Bully/Bar
Brawl: The PC
with the lowest
Dexterity bumps into
an ogre of a man (or
maybe a real ogre???)
whos drunk and takes offence.
He demands a humiliating apology
(kiss his boots, beg like a dog, serve him
drinks for the night, etc. Perhaps let the PCs come
up with the humiliating act of supplication.) The PC who
offended the Bully can appease him by apologizing as he
wishes and making a solo Diplomacy or Bluff [DC Hard]
check (GM should apply a bonus to this roll for good
roleplaying of the humiliating act.) If the check fails or the
PC refuses to apologize, the drunkard throws a punch
(assume his attack bonus equals the PCs level and damage
equals 1d3+3 non-lethal or use the Bullys actual stats if you
have them.) This begins an all out bar room brawl.

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Spells: The following are a sample of spells that could have an
effect on this skill encounter. Most spells will only affect the
outcome of a single conversation with a contact.
Calm Emotions: Calms flared tempers. If used after a failed
Primary skill check., the caster makes a Spellcraft [DC same
as failed Primary skill check] check with a bonus equal to the
spells level to negate a failure.
Charm Person, etc: The contact sees the caster as his friend
and the DCs of skill checks for the caster are lowered by 1
level. If the contact makes his Will Save (save bonus = half PC
level +2 if unknown) he knows you attempted to use magic
on him and all skill check DCs increase by one level.
Alternately this spell could be used after a failure to give the
caster an opportunity to retry the failed check with the DC
reduced 1 level.
Detect Thoughts: Once cast this allows the Bluff skill to be
used as a Primary skill check (following the same rules as
Diplomacy) with the DC reduced by -2 since all the PCs need
is for the contact to think of the information they are looking
for.
Fear: When used after a failed check have the caster make a
Spellcraft [DC same as failed Primary skill check] check with
a bonus equal to the spells level. If successful this functions
as the Secondary skill use of Intimidate.
Suggestion: The contact is inclined to tell the PC what they
want to know and the DC of the Primary skill check is
lowered by 1 level. If the contact makes his Will Save (save
bonus = half PC level +2 if unknown) he knows you
attempted to use magic on him and all skill check DCs
increase by 1 level.

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Success: Each success garners the PCs a specific piece of


information to aid them in their quest or lead them farther into
the skill encounter. They may decide to end the encounter
without gaining all the information if they feel they gained what
they need. Also, sometimes the information will not be
immediately useful to the PCs. As an example - while seeking to
uncover information about an underground drug ring on the
docks the PCs uncover the following:
7.
8.

The drug ring started about 3 months ago.


The drugs are highly pleasurable and dreadfully
addictive.
9. A number of young nobles frequent the various drug
dens on the docks.
10. The most popular drug den is the Purple Parrot Tavern.
11. To even get into a den you need to know the days
password.
12. Old Calum always knows the password but rarely has
the money to buy his fix.
The PCs might end the encounter after #4 as they now have a
location. They also might find #3 to be useless information until
later in the adventure when they run into their noble patrons
daughter in one of the dens. #5 and #6 provide bonus
information that can help them for those PCs who dig a little
further.
Failure: If the PCs accumulate too many failures they will run
out of options. They either cannot find the information they are
looking for, or if the information is key to continuing the
adventure they attract the interest of an information broker
whos willing to sell them the information for a price (assume
50gp to 250gp per level decide whats appropriate for the
information and what your PCs can afford.) Alternately if they
are too poor perhaps the information broker asks them to
perform a favor as payment.

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HAGGLING
This, my friends, is the finest specimen of its type in
the kingdom and Ill give it to you for a steal. No
one has better prices than me.
Goals: The PCs haggle with a merchant to
increase the value of what they are selling or
lower the cost of what they are buying.
Successes Needed: PCs +2
Failures to End: 3
Duration: Success/failure (1 minute)
Primary Skills:
(+1) Diplomacy: [DC Medium +2] You
negotiate in good faith with the
merchant.
(+1) Bluff: [DC Medium
+2 (alternately Hard +2 for
a suspicious or wary
merchant roll a d6, on a 6
hes suspicious)] You
make false statements in
order to move the deal in
your favor.
Intimidate: [DC Hard
(Roll a d6. On a 1 this is a
cowardly merchant and the DC
becomes Medium, on a 6 this
merchant has extra security and the DC
becomes Teamwork]) You threaten the
merchant in some way. This garners 2
successes and a +2 to all further Primary
skill checks, however the merchant will
remember your threats and be disinclined
to do business with the PCs again
(possibly a future story hook.)
Craft (appropriate): [DC Medium +2]
You point out some of the excellent
features of the items craftsmanship (if
selling) or point out the flaws (if buying).
Secondary Skills:
(+1) Appraise: [DC Medium +2] You offer
advice about the value of the items and the
offers being made, aiding the next Diplomacy or Bluff
Primary skill check.

(+1) Diplomacy: [DC Medium] You help one of the


other PCs with the negotiations, possibly
whispering advice into his ear, aiding the next
Diplomacy check.
(+1) Bluff: [DC Medium] You help one of
the other PCs with his tall tales, aiding the
next Bluff check.
Knowledge (history): [DC Hard +2 (lower
the DC if the object has true historical
significance)] You note the historical
implications of the item and how it might
appeal to a collector, aiding the next
Diplomacy check. If successful roll a d6. One a
1 this merchant is a collector and this counts
as a success rather than aiding.
Knowledge (nobility) or (local): [DC
Hard] You note a specific wealthy
buyer who might be interested in
such an item, adding +2 to all
future Diplomacy or Bluff
checks.
* Knowledge (arcana):
[DC Hard] Use only if the
item is magical. You point
out the magical features of
the object aiding the next
Diplomacy check. If
successful roll a d6. On a 1
this merchant is an arcanophile
(lover of all things magical) and this
counts as a success rather than aiding.

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* Knowledge (religion): [DC Hard] Use only


if the object has religious significance. You
point out the religious implications of the
object, aiding the next Diplomacy check. If
the merchant is disinclined towards that
particular religion this instead counts as a
failure. Roll a d6 with the odds of the
merchant being disinclined based on the
gods alignment (Good = 1, Neutral = 1-2, Evil
= 1-3).
* Sense Motive: [DC same as failed Primary
skill check] Use after a failed Primary skill
check. You get the sense the merchant is
holding back, negating the failure.

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Complications: The following is a list of complications to
challenge the PCs. They follow a specific order.
Failure 1 Who am I Talking to Here?: The merchant gets
frustrated with all the PCs talking over each other with
tangential conversations. He says hell only deal with one
character. Roll a d6. On a 1-3 he chooses the PC with the
lowest Diplomacy check, on a 4-5 he chooses a PC with a
middling Diplomacy check and with a 6 he misreads the
party and chooses the PC with the highest Diplomacy check.
Warn the players that no other PCs can speak or make a
supporting skill check until the chosen PC succeeds in a
Primary Diplomacy or Bluff check. If another PC does speak
or attempt to aid the chosen PC the next Primary check
immediately counts as a failure.
Failure 2 I Take Offense at Your Words, Sir!: One of the
PCs accidentally offends the merchant (for fun have the PCs
come up with the offense.) The merchant must be placated
before any further Primary checks can be made, requiring a
Diplomacy of Bluff [DC Hard] check. Alternately the PCs
could use their Primary Intimidate check to bring the
Merchant around. For each failed attempt to placate the
merchant the PCs take a 1 penalty on their next Primary
skill check.
Failure 3 Final Offer: The merchant refuses to deal with
the PCs anymore and makes a final offer.
Spells: The following are a sample of spells that could have an
effect on this skill encounter.
Calm Emotions: Calms the merchants emotions as the
negotiations get heated. Make a Spellcraft [DC same as failed

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Primary skill check] check to negate a failure. Also make a


Stealth or Bluff [DC Medium] check to hide your casting from
the Merchant, otherwise he becomes suspicious and the next
Primary skill check takes a -2 penalty.
Charm Person, etc: The merchant sees the caster as his friend
and the DCs of all Primary skill checks for the caster are
lowered by 1 level. If the merchant makes his Will Save
(save bonus = half PC level +2 if unknown) he knows you
attempted to use magic on him and all skill check DCs
increase by one level.
Identify: Have the caster make a Spellcraft [DC Hard] check
with a bonus equal to the level of the spell. If successful he
convinces the merchant of the objects magical nature
(assuming it truly is magical otherwise Bluff might be more
appropriate) gaining a success for the skill encounter.
Magic Aura: Makes an object appear magical which opens up
the Secondary skill use of Knowledge (arcana).
Suggestion: The merchant is inclined to make a deal with the
PCs and the DC of all Primary skill checks are lowered by 1
level. If the merchant makes his Will Save (save bonus = half
PC level +2 if unknown) he knows you attempted to use
magic on him and all skill check DCs increase by 1 level.
Success: If the PCs are successful adjust the sale in their favor
based on the number of failures they accrued. 0 failures = 15%, 1
failure = 10%, 2 failures = 5% (the GM may adjust those numbers
as he sees fit.)

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Failure: The merchant comes out ahead. Adjust the sale in the
merchants favor by 10%.

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Skill Encounters: Non-combat Challenges

RESEARCH
The musty scents of dust and mildew waft up as you grab the next
book in the stack and crack open the ancient tome. As you ponder
the archaic glyphs from a forgotten civilization, you wonder if this
book holds the answers you seek.

The PCs might end the encounter after #4 as they now have a
location. They also might find #1 and #3 to be useless
information until they run into a savage goblin encounter
approaching the city and later uncover the remains of
Murthenains expedition (or even worse his ghost.) #5 and #6
begin to hint at the fact the inhabitants the PCs find in the Ancient
City are actually life like constructs and not really people at all.
Failures to End: Take the number of successes and halve it.

GM Note: While this skill encounter gives you the nuts and bolts
of how to run the process of researching you need to determine
what information is available for the PCs to find as detailed in the
Success section below.
Goals: The PCs need to learn more of their enemy, an ancient
artifact or a lost city and their only hope is to dig though mounds
of historical essays and other scholarly texts in the hopes
someone wrote down a clue to the information theyre seeking.
Successes Needed: This depends on the amount of information
you wish to give the PCs and how you partition it. Each success
should net the PCs one piece of information. The easiest
information comes first with the harder
information coming later. Sometimes
the information will not be
immediately useful to the PCs.
Shoot for the key piece of
information the PCs seek (where
to go next, how to defeat the bad
guy, etc.) to be around 2/3 to 3/4
of the way through the encounter.
Note that this might mean the PCs
end the encounter early without
gaining all the information
available to them as they will find
the bare minimum of information needed to continue their
mission at this point. Any remaining successes gain the PCs extra
information to help them in the next phase of the adventure.
As an example - while seeking the location of the Ancient City of
Ivory the PC find the following:
1.
2.
3.
4.
5.
6.

The ancient city fell over 2000 years ago to barbarian


goblins from the south.
The name is actually misleading. Much of the city was
built from a rare marble that looks remarkably like
ivory.
Many have sought the Ancient City over the years
including the great explorer Murthenain who never
returned.
The ancient city is believed to reside on the Riken
peninsula near modern day Fuerlund.
Its artisans were known for their superb and lifelike
craftsmanship.
Many of the ancient citys artistic creations are rumored
to have been enchanted to make them more appealing.

Duration: Success/failure (8 hours)


Primary Skills:
(+1) Knowledge (appropriate): [DC Hard] You use your
academic knowledge of the subject to weed your way
through the materials before you.
(+2) Linguistics: [DC Medium +2] Your knowledge of
languages helps you translate an ancient or foreign text.
(+2) Profession (appropriate clerk,
librarian, scribe, etc): [DC Medium]
Your professional training helps you
work through the tedious process
before you.
Bluff: [DC Hard +2] You use
deception to convince another scholar
or librarian to help with the search for
a moment (assuming such a person is
available.) If you fail this check, the
Diplomacy Primary skill check option
below is no longer available.

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* Diplomacy: [DC Hard] This skill use is unavailable if a


PC failed the Bluff Primary skill check above. You convince
another scholar or librarian to help with the search for a
moment. (This assumes there is such a person available).
Secondary Skills:
(+1) Knowledge (appropriate): [DC Medium] You pool
your academic knowledge aiding the Primary skill check.
(+1) Intimidate: [DC Medium] You make sure nobody
disturbs the rest of the party while they are doing their work,
aiding the Primary skill check.
Appraise: [DC Medium +2] You find a number of rare
books dealing with the subject matter you are researching,
aiding the Primary skill check.
(+2) Heal: [DC Medium +2] You make sure everyone
is taken care of while they spend hours with their noses
buried in books. You bring food, make sure breaks are taken,
people stretch their legs, etc., aiding the Primary skill check.

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* Perception: [DC same as failed Primary skill check] Use
after a failed Primary skill check. You notice a section of the
library that looks like it hasnt been used in years or a book
that fell under the table, etc. If successful reroll the failed
Primary skill check.
* Diplomacy: [DC same as failed Primary skill check] Use
after a failed Primary skill check. Failure you say is not an
option! Your fiery speech energizes the research team,
aiding the next Primary skill check with a +4 bonus. If you
beat the DC by 5 or more the bonus applies to the next 2
Primary skill checks.
Complications: The following is a list of complications to
challenge the PCs. You can roll a random complication or simply
choose what works best for your PCs. Give one complication to
the PCs for every two failures they accrue.
Smeared Ink: The PCs find a passage with key information
illegible. Perhaps the ink smeared, time ravaged the ancient
text, mice ate a key passage or water damaged it. Regardless
its all but illegible. The PCs must make 2 successful (+2)
Perception [DC Hard] checks before 2 failures to piece
together the original text (or come up with some other
means to fix the ravaged document such as a make whole
spell (+2) Spellcraft [DC Hard] checks with a bonus
equal to the spells level. If the PCs fail they take a 2 penalty
to all Primary skill checks until they achieve 2 more
successes.
I Saw it First: Another scholar has a book the PCs need and
refuses to part with it before hes finished. The PCs must
convince him to let them borrow it or steal it. Getting him to
part with the book requires the PCs to gain 3 successes
before 2 failures as they negotiate, lie or threaten him until
he gives up the book.
(+2) Diplomacy [DC Hard] You make the case for why
you need the book, appealing to the scholars good
nature.
(+2) Intimidate [DC Medium +2] You threaten the
scholar with something unpleasant. Each success with
Intimidate adds +2 to the DC of Diplomacy checks for
this complication. A failed Intimidate increases the DCs
of all checks for this complication by +2 until a
successful Intimidate check is made.
(+2) Bluff [DC Hard] You make up reasons why you
need the book. A failed Bluff increases the DCs of all
checks by +2 for this complication.
Stealing the book requires the PCs to gain 3 successes before
2 failures as they silently move into place and lift the book
from under the scholars nose.

15

Stealth [DC Easy +2 (the scholar is not very attentive)]


You move over to the book without the scholar noticing
you. This opens up the use of Sleight of Hand.
* (+2) Sleight of Hand [DC Hard] Use after a
successful Stealth check. You carefully slip the book out
from under a stack of similar tomes and pocket it.
If the PCs fail to retrieve the book they take a -2 penalty to all
Primary skill checks until they achieve 2 more successes.
Holiday: At the end of a days research a librarian informs
the PCs the library will be closed tomorrow in observance of
the holiday. If the PCs are on a timetable they can attempt to
convince the library they need to continue their work by
gaining 3 successes before 2 failures as they explain their
specific need.
(+2) Diplomacy [DC Hard] You beseech those in
charge to let you continue your work.
(+2) Bluff [DC Hard] You make up reasons you
believe will appeal to those in charge.
Special: Money might aid in this check. (15 gp per level)
counts as an aid attempt. Roll a d6. On a 1 the officials
honor is offended and he refuses the bribe, scoring a
failure. A Sense Motive [DC Hard] can see this coming in
time to stop the bribe attempt.

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If the PCs fail or choose not to make a fuss the research takes
an extra day.
Youre Disturbing the Other Patrons: A librarian informs
the PCs he has received complaints about the partys
behavior (especially appropriate if one of the PCs has been
using Intimidate to aid) and asks the PCs to leave. The PCs
can attempt to leave with the materials they need to
continue their research or try returning the following day in
disguise. To leave with the materials they must gain 3
successes before 2 failures as they try to swipe the books
from under the librarians nose.
(+2) Sleight of Hand [DC Medium] You stash a book
in one of your bags or under a cloak.
(+2) Disguise [DC Hard -2] You disguise the book
quickly hiding it amongst the partys journals or spell
books.
If the PCs leave and come back pretending to be someone
else they must gain 3 successes before 2 failures as they
adopt disguises and new personas.
Disguise [DC Hard +2] You throw on different robes,
take off your armor, cut your hair, etc. Money may need
to be spent on supplies and a GM bonus may be

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appropriate for well thought out disguises. This opens
up the use of Bluff.
* (+1) Bluff [DC Hard] Use after a successful
Disguise check. You adopt a new persona and convince
the staff of the library you are someone new.
If the PCs fail it takes them 1d3 days to regain access to the
materials they need to continue their search.
Old Book: One of the books the PCs need to examine is
ancient and crumbles at the touch. It must be handled with
care. The PCs must gain 3 successes before 2 failures as they
carefully uncover the information stored in the fragile text.
(+2) Knowledge (history) [DC Hard] You use your
training to properly handle the book slowly and
carefully so as not to damage it.
(+2) Profession (scribe) [DC Hard -2] You use your
training as a scribe to copy every page you view in
detail so the information is not lost.
(+2) Sleight of Hand [DC Hard +2] You might not
know anything about old texts or how to handle them,
but you have nimble fingers to gently turn each page
without permanent damage.
Craft (alchemy) [DC Hard +2] You create and apply a
reagent to strengthen the book. lowering the DC of all
remaining checks by 1 level.
If the PCs fail the book is destroyed and they take a -2
penalty to all Primary skill checks until they achieve 2 more
successes.
Theres Something Strange About This Book: The PCs hit
a dead end when a book holding the next key piece of
information is strangely uninformative. The text they are
looking for is hidden and will only come out with the
application of a spell such as read magic, see invisibility or
true seeing (go with whatever the PCs come up with along
this line of thinking.) Detect magic notices a faint aura of
illusion magic around this book. If the PCs struggle with this
conundrum allow them a Knowledge (history) or (arcana)
[DC Medium] to note sensitive information is sometimes
hidden with magic. Alternately if your PCs are magic poor
allow them a Craft (alchemy) [DC Hard] check to reveal the
hidden text with a special reagent. If the PCs fail to find the
hidden writing they take a 2 penalty to all Primary skill
checks until they achieve 2 more successes.

Spells: The following are a sample of spells that could have an


effect on this skill encounter.
Comprehend Languages: Auto success with the Linguistics
skill (see above.)

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Legend Lore: You can make a free (+1) Spellcraft [DC


Medium] check each turn with a bonus equal to the spell
level to aid any Primary use of a Knowledge skill, even your
own use.
Success: Each success garners the PCs a specific piece of
information to aid them in their quest or lead them farther into
the skill encounter.
Failure: When the PCs accrue enough failures to end the skill
encounter, continue the encounter till the PCs achieve a few more
successes (maybe even lower the DCs a little to make this
quicker.) Use these false successes to give the PCs the key
information they need to continue with the plot of the adventure
but seed this information with misinformation that will cause
trouble or problems for the PCs in the future. Perhaps the
magical artifact can defeat the evil demon lord but the PCs dont
discover it uses the life force of a living sacrifice to do so or they
learn the secret location of an ancient city rumored to be
surrounded by tribes of poisonous lizardfolk (for which the PCs
prepare by picking up anti-poison supplies) only to find these are
really dragonmen who can breathe fire.

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WILDERNESS TRAVEL

A pack of wolves, a bear or an owlbear make appropriate


opponents.

The sun light dapples through the leaves of the ancient forest. The
awesome presence of nature leaves you humbled and feeling
slightly out of place as you hike onwards to your destination.

Freak Storm: The PCs are surprised by a flash storm. They


need to make a Survival [DC Teamwork] check to find
shelter before the storm hits full strength. If they fail they
are wet and miserable the next day and take a -2 penalty to
all checks next turn.

Goals: The PCs travel through a forest on their way towards a


remote town or ruin, working together to mitigate the strain of
the difficult travel. In this skill encounter there will be one leader
who is aided by the efforts of the other PCs.
Successes Needed: n/a
Failures to End: n/a
Duration: Varies (each check represents a days travel,
determine how many days you want the PCs to journey, generally
3 to 8.)
Primary Skills:
(+1) Survival: [DC Hard +1 per PC] You navigate the party
through the forest, avoiding hazards along the way. If no PCs
are trained in Survival feel free to substitute Knowledge
(nature), possibly with a +2 increase to the DC representing
the PCs unorthodox but effective methods.
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Secondary Skills:
(+1) Knowledge (nature): [DC Medium] You use your
knowledge of the natural world to aid the Primary skill
check.

17

Did That Vine Move?: The PCs come across a wilderness


encounter of level appropriate monsters with the plant type
in an overgrown forest location composed of shallow water
(where grappling plants might attempt to drown PCs), vines
to swing on, etc. Assassin vines, shambling mounds, and
treants make appropriate opponents.
I Thought You Said it was a Small Stream: The PCs path
intersects a large river they need to ford. Each PC makes an
Acrobatics or Swim [DC Medium] check to ford the river. If
mounted each PC must also make a Ride or Handle Animal
[DC Medium] check to lead the mount across. If at the end of
this complication the PCs have more failures than successes
add one to the failure count for this skill encounter.
I Hear These Woods are Home to: The PCs fall into an
ambush wilderness encounter of level appropriate monster
with the humanoid or monsterous humanoid type in an
overgrown forest location composed of difficult terrain,
trees, bushes, devious traps to trip and snare, etc. Howling
orcs, goblins, gnolls, trolls and centaurs make appropriate
opponents (although some will use smarter tactics than
others). These creatures should have a distinct terrain
advantage.

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(+1) Perception: [DC Medium] You spot an easier path or


possibly some game to hunt, aiding the Primary skill check.
(+2) Knowledge (geography) [DC Hard] You use your
knowledge of the local terrain to aid the Primary skill check.
* Handle Animal [DC Hard] Use after two successful
Perception checks. You use your knowledge of animals to
cautiously approach a deer and bring back an excellent
supper aiding the next two Primary skill checks.
* Stealth: [DC same as failed Primary check] Use after
failed check and a complication has been chosen to avoid the
complication due to your quietly scouting ahead.
Complications: The following is a list of complications you can
throw at the PCs. You can roll a random complication or simply
choose what will work best for your PCs. Give one complication
to the PCs for every two failures they achieve.
Did You Hear a Noise?: The PCs stumble upon a wilderness
encounter of level appropriate monsters with animal
intelligence in an overgrown forest location composed of
difficult terrain, entangling vines, tree trunks for cover, etc.

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Dead End: The PCs path dead ends. They cannot go
forward. They must gain 3 successes before 2 failures in
order to find a route cutting through the forest without
backtracking over a days journey.
(+2) Survival: [DC Hard] You navigate through the
wilds at an oblique angle, attempting to save some of
your progress from the days journey.
(+2) Knowledge (nature) [DC Hard] You use your
knowledge of the plants and animals to help pick the
best route.
Perception [DC Hard +2] You find a game trail that
might offer a solution.
Knowledge (geography) [DC Hard] You offer advice
based on your knowledge of the surrounding terrain.
If the PCs score 2 failures before they gain 3 successes they
are unable to find a path and must backtrack more than a
days journey, reducing their success total by 1.
Ancient Ruins: The PCs path happens upon an ancient ruin
composed of a number of weather beaten stone monoliths
surrounding a sigil carved, time scarred triangle of white
stone. If the PCs explore the ruins they may shave some time
off their journey by achieving 6 successes before 3 failures.

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Knowledge (history): [DC Medium] These appear to


be the ruins of the [insert appropriate ancient
civilization, default Venausium.]
If the check succeeds by 5 or
more you also know that
this civilization was
known for a
series of

The skill encounter above is designed for a wilderness trek


through the forest but can easily be adjusted to other
climates. The core challenge can most likely remain the
same with a little adjustment to skills and complications.
Mountains: The Primary skill check should change to
Climb. The I Thought You Said it was a Small Stream
complication probably doesnt work. Try creating
something like a Rockslide, Avalanche or Long Jump where
the PCs come to a part of the mountain climb where they
need to make a difficult jump between two cliffs.
Desert: Increase difficulties by 1 level if travelling by day
and make water a key focus of the skill encounter. The
Freak Storm complication can represent a sand storm
that might even damage the PCs if they find themselves left
out in it too long. The I Thought You Said it was a Small
Stream complication should be scrapped in favor of
complications like Mirage, Poisonous Snake or Mad Camel.
Swamp: Swim may want to become a Secondary skill that
is used to aid. If the PCs have a boat, Profession (sailor)
could also be a Secondary skill used to aid. The I Thought
You Said it was a Small Stream complication should be
replaced by Quicksand where a number of PCs are stuck in
quicksand and must get out in 3 rounds or less before they
start to suffocate. The Freak Storm complication can be
replaced with something along the lines of Strange Swamp
Hermit, Poisonous Snake or The Sting of Disease.

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waystones allowing those who knew how to use them


to instantly transport from waystone to waystone.
Knowledge (arcane): [DC Medium +2] The sigils
inscribed in the stone appear to deal with translocation
but they have been damaged by time and would need
repairs. This opens up the use of Spellcraft , Use Magic
Device and Perception skills.
Knowledge (arcana) or (history): [DC Hard] You use
your academic knowledge of history or arcane magic to
understand the sigils and which sigil combination
would bring you closer to your goal.
* (+2) Spellcraft or Use Magic Device: [DC Teamwork]
Use after a successful Knowledge (arcana) or
(history)check to understand the sigils. You use your
practical knowledge of magic and/or magical devices to
repair the waystone.
* Perception: [DC same DC as failed check] Use after a
failed Spellcraft or Use Magic Device check to repair the
waystone. You see something strange in the sigil

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repairs and mention this to the other PCs. This cancels
any failed Spellcraft or Use Magic Device check.
If the PCs score 3 failures before they gain 6 successes they
travel to the wrong waystone adding 1 to the failure count
and 1 turn to the skill encounters duration. If the PCs
succeed they add 1 to the success count and subtract 1 turn
from the skill encounters duration.
Spells: The following are a sample of spells that could have an
effect on this skill encounter.
Commune with Nature: If cast this spell gives you a pool of
three +2 bonuses which can be applied to skill checks during
the turn after the roll is made but before success or failure is
determined.

19

Know Direction: Automatic +1 to the Primary skill check.


Speak with Animals/Speak with Plants: Caster makes a (+1)
Knowledge (nature) [DC Hard] with a bonus with a bonus
equal to the level of the spell. The caster gains information
on the surrounding areas in an effort to aid the Primary skill
check.
Success: If the PCs achieve more successes than failures at the
end of the trip they reach their destination without problems. If
they have no failures they are in great shape and gain +10
temporary hit points per 5 levels round up for the next 24 hours.
Failure: If the PCs accumulate failures equal to or greater than
their successes they arrive at their location fatigued.

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
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True20 Adventure Roleplaying: Revised Edition, 2007, Green Ronin Publishing, LLC; Author Steve Kenson.
Skill Encounters: Non-combat Challenges, 2010, 4th Dimension Games; Author Robert Hahn

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