Tuesday, July 28, 2009

DnD: Perilous Procession #4 - Negotiate with Bandits

#4 - Negotiating with Bandits
Rounding a bend on a narrow stretch of road, the caravan finds the path ahead blocked. Figures leap from hiding and surround the caravan, weapons drawn and ready. A figure, clearly the leader, demands a steep fee for their safe passage - will it be paid in goods, money . . . or blood?

Encounter Level
PC Level + 2

Complexity
2 (6 successes before 3 failures)

Primary Skills

  • Bluff (Moderate DC)
    Not very smart, robbing a caravan full of assassins and mercenaries. The guild will be most displeased to learn of this, and most interested and protecting its reputation.
    • After first failure, subsequent uses of this skill auto-fail for that PC, -2 for other PCs to use

  • Diplomacy (Hard DC)
    There is no need for this, friend. If you need some help or support, I'm sure we can find a way to help you.
    • -2 if Bluff or Intimidation have failed

  • Insight (Hard DC)
    These guys are scared. They may hide it in their hoods and masks, but the eyes never lie.

  • Intimidation (Moderate DC)
    We've been looking for some action to break up the monotony of the road. Let's hope you and your flunkies give us some sport before we split your skulls.
    • After first failure, subsequent uses of this skill auto-fail for that PC, -2 for other PCs to use)

  • Perception (Moderate DC)
    I see that you carry travel gear to rob us as well your weapons. Are you on the run? Perhaps your pursuers are close at hand?

  • Streetwise (Moderate DC)
    This here caravan belongs to the guy who runs all the operations 'round here - someone I'm on good terms with. Are you looking to start a turf war?
    • +2 in urban setting, -2 in rural setting
Brilliant Success (no failures before 6 successes) - The bandits back down and leave the caravan in peace (Prices lower by 10%, +2 Diplomacy and Bluff checks vs. caravan)

Success
- The bandits agree to let the caravan pass for 10% (rounding up) of the total amount of money the PC's carry

Failure
- Immediate combat encounter (PC level +1), risk injury to caravan

Critical Failure (PC's initiate combat OR no successes before 3 failures)
- Immediate combat encounter (PC level +1), risk injury to caravan; caravan is highly annoyed w/PC's (Prices increase by 10%, -2 Diplomacy and Bluff checks vs. caravan)

Notes: Critical Failure increases chance of facing Earn Your Keep by 10%, 30% if an NPC is injured and 50% if someone in the caravan is killed - Prices for goods and services provided by the caravan will increase by the same amount. Stack a -2 penalty to Diplomacy and Bluffing for each injured NPC and an additional -2 for each NPC death on the initial penalty for a Critical Failure.

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