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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
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Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See
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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
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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.
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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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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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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.)
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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:
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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
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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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2.
3.
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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 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)
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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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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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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.
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Failure: The merchant comes out ahead. Adjust the sale in the
merchants favor by 10%.
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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.
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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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WILDERNESS TRAVEL
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.
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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.
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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including
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15. COPYRIGHT NOTICE
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
Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Monte Cook Presents: Iron Heroes, 2005, Monte J. Cook. All rights reserved.
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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