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The Complexities of War

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    The Complexities of WarBefore we get into usable 4th Edition skill challenges for war-time campaigns a few points should beraised. The more I think about this series the more I think it could be very easy to make these skillchallenges very complicated; especially if you think about how each skill challenge contributes to somegreater war effort. So, in order to limit our scope somewhat, lets agree that _how_ the success or failureof an individual skill challenge affects the greater war effort is beyond the scope of this series.

    For example, modifiers could be determined for if you greatly outnumber the enemy, if they outnumberyou, if you are defending your homeland or attacking theirs, if you have superior force strength (levels) orare attacking more powerful opponents, the number of days you have been 'active' on the battlefield, theinspiration of your leaders, etc, etc. The list could go on and on. We could take time making such a longlist that might apply to each of the skill challenges we are going to develop; or we could squash them allinto a much shorter table. The key to these and most any skill challenge is that they need to be playable,simple to run, and you do not want to introduce a new mechanic to the game unless you absolutely must.Thus, what we will do is create a simple table that will apply to all the Skill Challenges of War that you willsee as part of the upcoming posts in this series.

    Skill Challenges of War (war modifiers)

    This is a bit like the p.42 DM's Best Friend (+/-2 bonus rule) in the DMG, but the main difference is thatthese bonuses could stack. The DM might ask the players "What kind of advantages and disadvantages do

    you think you have?", then merge those to his or her own list and come up with a final net bonus orpenalty. For example, you could have a skill challenge such as "capture an enemy commander" whichmight require six successes before three failures. The enemy might be attacking your hometown, but youmight be greatly outnumbered so your commanders have decided to make a tactical withdrawal with,hopefully, an enemy leader as a hostage. You could imagine a fairly large number of debatable bonuses orpenalties to such a situation - but as the DM, you would sum them up into one modifier to use throughoutthe skill challenge. We will call it the war modifier, and it could apply to any or even all of the individualskill checks that are made as part of the overall skill challenge.

    Diplomatic Mission ReconnaissanceYou have been sent on a diplomatic mission to secure assurances against aid to your enemy and

    possibly forge a treaty in alliance between your nations [1]. However, your superiors do not trust thisnation to keep its word and you have been given spec ial instructions to gather additional information.

    The PCs must discover the true intentions of the nation they are visiting under the guise of diplomats.This will include uncovering troop movements, assignments, and intercepting any communication

    between this nation and your enemy. This skill challenge is left fairly open so that the Dungeon Mastercan dictate where the nations interests lie.

    Setup:You must uncover as much information about your hosts true intentions before you arediscovered.

    Level: Equal to the level of the party.

    Complexity: 1 (requires 4 successes before 3 failures).

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    Primary Skills: Bluff, History, Stealth, Thievery.

    Bluff (Moderate DCs): You use your charm and diplomat status to open up the lips of a few officialsrevealing recent visitors of state as well as current troop locations.

    History (Easy DCs):You brushed up on this nations history before the mission and you are aware of that

    this nation needs to import several key natural resources. You can easily check the source of thesematerials at the market to see if your enemy is currently trading with this nation.

    Stealth (Moderate DCs): You sneak into the courts at night to discover if anyone is having clandestinemeetings with enemy officials and to eavesdrop on important members of state.

    Thievery (Hard DCs): You break into the military headquarters to find documents that may inform youabout training, movements, and future operations. Failing this approach ends the skill challenge and thenation becomes hostile if it was not already so.

    Success: The PCs have uncovered enough information to ascertain the general intentions of the nation;they receive a major advantage in the next skill challenge that involves this nation and the war effort.

    Failure:The PCs failed to gather enough information to determine the nations intentions.

    Rally the Troops!The troops hang their heads low and shuffle about the bivouac. The low murmur of muttered complaintsand the dejected talk of defeat and worse resonate through the camp. You must reinvigorate the moraleof your troops if anyone hopes to survive the next battle.The unit attached to the PCs is suffering from low morale due to [insert reason appropriate to yourcampaign here: poor food, defeat/retreat, weather, time, etc.]. The players need to rally their troops if theyhope to be successful during the impending [insert event appropriate to your campaign here: assault,siege, march, charge, etc.].

    Setup: You must squash the fear and depression that have overcome the troops by inspiring them withhope and confidence.

    Level:The PCs level +1.

    Complexity: 2 (requires 6 success before 3 failures).

    Primary Skills: Bluff, Diplomacy, Insight, Religion.

    Bluff (Hard DCs): You try to relieve the troops of their concerns by obscuring the truth about the size,skill, and tactics of the opposing forces and embellishing your own strengths. While lying about the truthof the matter may jumpstart the troops spirits, you also risk demoralizing them even more if they seethrough your scheming. A failure closes off this approach and increases the DCs of other checks to hardfor the duration of the challenge.

    Diplomacy (Moderate DCs): You make an inspiring speech about how your cause, emphasizing yourtroops strengths, remarking on past heroic deeds, and giving hope. You speak about unity and

    brotherhood and try to get the troops motivated.

    Insight (Moderate DCs): You try to discover what worries your troops the most, the biggest dissenters(and silence them), and what will be the best motivation for your forces. This approach may only beattempted once. A success on this approach not only counts as a success but also confers a +2 bonus to thenext check. A failure on this approach not only counts as a failure but also confers a -2 penalty to the nextcheck.

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    Religion (Moderate DCs): You have the chaplain perform a ceremony to bless the troops on their futureendeavors. The troops either take heart the gods are with them or on a failure, are convinced that the godshave turned their backs on them.

    Success: The PCs have managed to boost the spirits of their troops and they are much more motivated to

    take on the next event in the war/battle. This success will mean the PCs have a minor advantage in thenext skill challenge that includes these troops.

    Failure: The PCs have failed to rally the troops so they are not motivated to continue. This means thePCs will have a minor disadvantage in the next skill challenge that involves these troops.

    The Body will DieThe enemy commander is in sight. If you can get to him, you can slay the enemy by taking its heart. Theonly thing that stands in your way are his troops and his elite bodyguards. It is an ancient doctrine ofwar that if you kill the head...

    Complexity 5 (10 successes before three failures)

    Encounter Level: PC Level+4

    Goal: Reach the Enemy Commander before three failures are acquired.

    Powers of WarPlayers can expend powers to get bonuses to a skill check. When expending powers, have the playersdescribe how the power is being used. For each type of power used, the following bonuses are gained:

    At-Will: +0 to skill checkEncounter/Utility: +3 to skill check.Daily: +5 to skill check.

    Skills Used: Endurance, Diplomacy, Intimidate, Bluff, Perception, History.

    Endurance (hard DC, maximum of one success ): Hard fought battles are won by those still standing.You will not be the first to fall.

    Diplomacy(hard DC, maximum of two successes ): You inspire your own troops so that they will fightwith increased fervor.

    Intimidate (hard DC, maximum of one success ): As the battle rages, you make your challenge known tothe commander. You also make it known that you have no time for his minions.

    Bluff(hard DC, maximum one success): You use clever battlefield trickery to put the enemy in difficultpositions. +2 to your next skill check.

    Perception (hard DC, maximum one success ): You survey the field and adjust to new realities on theever-unfolding field of battle.

    History(moderate DC, maximum one success ): Your knowledge of tactics can be put to use right now.

    Full-On Assault (Basic melee attack vs (troop AC+2)): You and your troops fight valiantly to pushforward. If you fail this check, your party loses two healing surges.

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    Clever Tactics (Intelligence+4 versus (troop will+4): Your troops fight with bravery and wit, flankingand countering your foe's every move. If you fail this check, everyone in your party loses two healingsurge.

    Success: You reach the enemy commander and prepare to do battle with him.

    Failure:The party is still stuck in the thick of battle. The enemy commander continues to wreak havocon the battlefields with his strategies and abilities.

    Flush Out a SpyNo matter what sly, clever, or inventive tactics and strategies you employ, the enemy seems to knowevery move. You are convinced that one of your officers is a spy for the enemy and you need to flush himout before you plan your next offensive.

    The PCs must employ counter intelligence, extract information from prisoners, and use their instincts touncover the spy in their midst to ensure their next battle does not meet with failure.

    Setup: You must ferret out a spy in your ranks that is leaking intelligence to the enemy before you devise

    your next move.

    Level:The PCs level +1.

    Complexity: 3 (requires 8 successes before 3 failures).

    Primary Skills: Bluff, Insight, Intimidate, Streetwise.

    Bluff (Hard DCs): You set up a Canary Trap by feeding different versions of sensitive information to yourofficers to see which version is leaked to the enemy. A failure on this approach earns a cumulative -5penalty on future attempts of this approach as the spy becomes more wary of your methods.

    Insight (Hard DCs): You converse with your officers and troops to discover who may have something thatmay be used as leverage over them (friends, family, or possessions), who may not believe in the cause, andother general indications of reasons for spying.

    Intimidate (Moderate DCs): Your forces managed to capture an enemy courier crossing the frontlines.You use some persuasion techniques to extract details about your spy. This approach may only beattempted once.

    Streetwise (Moderate DCs):You ask sympathetic criminal organizations if they have acquired anyinformation about who the spy may be. Each attempt at this approach yields a cumulative -2 penalty ascontact with such organizations becomes more difficult.

    Success: The PCs have found the operative and have secured a minor advantage for the next battle. If the

    PCs were successful using the canary trap (Bluff), then instead they have a major advantage.

    Failure: The PCs still do not know who the spy is or how they are getting their information. The PCs havea major disadvantage in their next battle against the enemy.

    Break the Siege!The enemy sits beyond the walls of the city, slowly choking it to death by denying supplies. Soon diseasewill take root, rotting the city from within. The task falls upon your shoulders to break the siege and

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    obtain fresh supplies before hunger and plague weakens your forces, leaving the city defenseless againstthe inevitable assault.

    The PCs must secure a supply line into the besieged city before hunger, plague, and fear wreaks havocsupon it. If the PCs fail in their task, the enemy may not even need to fight to take the city and the PCs maynot be in any condition to prevent it.

    Setup: You must use all your resources to break the siege and obtain supplies before famine andpestilence take their toll.

    Level:The PCs level +2.

    Complexity: 5 (requires 12 successes before 4 failures).

    Primary Skills: Arcana, Dungeoneering, Heal, Nature, Stealth, Streetwise.

    Arcana (Hard DCs): You meet with the clerics, sorcerers, and wizards of the city to discuss methods ofprocuring supplies via arcane device. Possibilities conjuration, teleportation, polymorphing, and perhapseven summon extra-planar entities. Each attempt at this approach needs to look at a different arcane

    method and accrues a cumulative -1 penalty as ideas get harder to come by.

    Dungeoneering (Hard DCs): You look to subterranean pathways to re-establish the supply trains. Afailure means you cannot attempt this approach again because you have encountered something worsethan the conventional enemy outside your walls and must secure any entrances leading to the sewers orthe underdark.

    Heal (Moderate DCs): You keep an eye out for citizens infected with disease to quarantine and treat them.This approach is mandatory and must be attempted three times. The PCs could attempt to persuade(using Diplomacy or Intimidate) local religious orders to perform these checks as well.

    Nature (Moderate DCs): You look into growing and gathering fruits, vegetables, and nuts in or from thecity parks, palace courtyards, and private gardens. The PCs may only attempt this approach once.

    Stealth (Hard DCs): You attempt to sneak supplies into the city under the cover of darkness, inclementweather, or by posing as the enemy. A failure with this approach means the PCs were discovered and lose1 healing surge worth of hit points in the resulting combat.

    Streetwise (Moderate DCs): You canvas the city looking for surplus from citizens, businesses, andorganizations (criminal or otherwise). Each attempt at this approach results in a cumulative -3 penalty asit surplus becomes scarcer and even more difficult to ferret out.

    Success: The PCs managed to fend off disease, hunger, and the enemy until reinforcement arrived andtogether routed the enemy. This skill challenge could very well be used as an end game for the war or asa pre-curser to the final, epic confrontation. If the latter is true, success on this skill challenge represents a

    major advantage for the next battle.

    Failure: The PCs failed to obtain enough resources to survive the siege. Starvation has set in and thevictims of disease can be found burning in great piles about the city. Fires, either deliberately set or spreadfrom funeral pyres, continue to burn in several districts. The PCs lose half their maximum number ofhealing surges in damage as they starve or suffer from disease (leaving them with at least 1 hit point and 0healing surges). They also have a major disadvantage in the next skill challenge of the war.

    Holding The Line

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    The position you and your company hold has significant strategic importance. You must hold yourposition while facing overwhelming odds until additional reinforcements arrive.The PCs are responsible for holding the line or maintaining control of a specific location on an active

    battlefield. Although they may be in command of a small company of soldiers, they are likely to besignificantly outnumbered by the enemy and have decided to hunker down to defend their location, ifneed be, with their lives. In addition, the players are encouraged to use the supplemental skillsPowers ofWar andBlood from Stone to mitigate the skill challenge.

    Powers of WarPlayers can expend powers to get bonuses to a skill check. When expending powers, have the playersdescribe how the power is being used. For each type of power used, the following bonuses are gained: At-Will: +0 to skill check Encounter: +1 to skill check. Daily: +3 to skill check.

    Blood from StoneFacing overwhelming odds, the players gamble with their lives hold back the tide of enemy forces. Theparty can elect for each member of the group to take damage equal to their healing surge value inexchange for a +2 bonus on an individual skill check. This action can be taken more than once for thesame skill check, and can occur after the die is cast but before the skill check is resolved.

    SETUP:You must defend your position long enough for reinforcements to arrive.

    LEVEL: The PCs level +1.

    COMPLEXITY: 3 (8 successes before 3 failures).

    PRIMARY SKILLS: Athletic, Bluff, Endurance, Heal, Intimidate, Perception.

    Athletics (Hard DC): The hurry yourself and the defending company into ideal defensive positions beforethe enemy makes their first attempt at breaking the line. Success provides a +2 bonus on the next skillcheck and serves as a success for the overall skill challenge. The enemy cannot, however, be fooled this

    way more than once.

    Bluff (Hard DC):You feign defeat and bait the enemy to advance carelessly on your position. Once theymove in, you spring the trap and your company launches a well executed surprise counterattack thatdrives the enemy out from your location and hampers their future efforts. A success counts as twosuccesses for the overall skill challenge. A failure counts towards the overall skill challenge and costs eachplayer a healing surge in addition.

    Endurance (Moderate DC): Overcoming exhaustion, you press back against the surging enemy forces andstand your ground. You cannot use this skill in this way more than once for this skill challenge.

    Heal (Moderate DC):You manage to heal the wounded in your company during an unexpected lull in thebattle. A success restores one healing surge to each member of the party and counts towards the overall

    skill challenge. A failure counts towards the overall skill challenge and prevents its use again as the enemysees that you are down and vulnerable.

    Intimidate (Hard DC):You rally your spirits and put on a strong show of force. Even while facingoverwhelming odds, you manage to strike fear into the hearts of the enemy. They retreat for a time, whilethey regroup and prepare for the next attack. A failure prevents this skill from being used in this wayagain.

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    Perception (Moderate DC):Your keen senses find way to best use your terrain and environment fordefense. Using this skill does not count as a success or failure for the challenge, but instead provides a +2

    bonus or 2 penalty to the next characters skill check.

    Defensive Stations (Basic melee attack vs Moderate DC):You and your troops fight valiantly and holdtheir ground.

    Success: Reinforcements arrive or you have successfully driven back the enemy. The location you weredefending is now secure and does not run any immediate risk of falling into enemy hands.

    Failure: The enemy has overrun you and your company. You fail to hold your defensive position andmust retreat to a safer location.

    A Forceful SeizureThis skill challenge requires the PCs to acquire something vital from the enemy camp. There are optionsto go stealth, or to go in full brute force, or to mix approaches.

    The players have been tasked to capture an item of great significance for the war effort. The onlyproblem is that it's in the enemy camp.

    Complexity:2 (6 successes before 3 failures)

    Encounter Level:PC Level+1Goal:Capture the item by infiltrating the enemy camp before accumulating three failures.

    Skills used:

    History(moderate DC, maximum of 1 success):Your knowledge of the area allows your plans to be moreeffective.

    Athletics(hard DC, maximum of 2 successes):You must move as quickly as you can to capture the item.Endurance(hard DC, maximum of 2 successes):Sometimes you must outlast your foe. Patience will give

    you the opportunity you need.+2 to your next Stealth check.Stealth(hard DC+4,counts as two successes):Like ghosts, you slip past your enemy towards your goal.Ifyou fail this check, a Full-On Assault check must be made immediately after.

    Intimidate(hard DC, maximum one success, counts as two successes):'Do you know who we are? Youwould do best to let us pass.'+2 to your next Bluff check.

    Bluff(moderate DC, maximum two successes):You create a distraction to get the enemy looking forsomething else, somewhere else.+2 to your next Outmaneuver check.

    Arcana(moderate DC, maximum of one success):You can sense the item's presence, and direct yourcompanions to it.

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    Insight(moderate DC, does not count towards successes or failures maximum of two rolls):The troopsare most likely distracted by other matters, and you plan to use that to your advantage. +2 to your nextBluff or Stealth check

    Perception(moderate DC, does not count towards successes or failures, maximum of two rolls):You takea moment to survey the area before taking your next move.+2 to your next Athletics or Full-On Assaultcheck.

    Full-On Assault(Basic melee attack vs (troop AC+2), counts as two successes)You decide to take theenemy full on, charging in.If you fail this check, everyone in the party loses two healing surges.Outmaneuver(Intelligence+4 vs (troop will), counts as two successes):You move past the enemy beforethey can regroup.If you fail this check, the entire party loses two healing surges.

    Success:You find the item and escape.

    Failure:You are unable to procure the item, and are captured by the enemy.

    "Quick, Before They Report To The Enemy!"In this skill challenges, the PC's forces have just found enemy scouts. If the scouts are not caught, they willreport back to the enemy with dire consequences. The scouts must be stopped at all costs. While there aremultiple scouts in the skill challenge, you can easily break the challenge up a long the length of a

    campaign or use more or less scouts in one challenge.

    You are aware of enemy scouts around you base. You must find and capture them before they report tothe enemy.

    Complexity:open (success will depend on successful scout searches before acquiring three failures)

    Encounter Level:PC level (+1 for each scout above three)

    Goal:Capture as many scouts as you can before acquiring three failures.

    PursuitThere are three scouts for the players to capture. Each Pursuit consists of two stages, "The Search" and"The Chase". The Search succeeds as long as the players make at least one successful check, but The Chasefails if there are any failures. When the players reach three total failures, the skill challenge ends -- theplayers have gotten so out of sorts that the scouts easily can escape.The GM can extend or shorten this counter by having more or less scouts to be found. You can also runthe skill challenge across multiple encounters, having the PCs hunt scouts at different parts of theadventure.

    The SearchThe enemy scouts are cunning, but you are resolute as you stalk carefully.

    Goal:Gain at least one success out of two skill checks. If no successes are gained, this scout has gottenaway before you find him. If only one success is gained, the party suffers a -2 to skill checks during "TheChase".

    Skills Used:

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    Perception(moderate DC):Your sharp eyes miss nothing as you scan the surrounding environ for thescout.

    Nature(moderate DC):Your knowledge of the terrain will be a key factor in finding the scout.Bluff(moderate DC):You feign cluelessness to appeal to the scout's arrogance, so that he may revealhimself.

    Stealth(moderate DC):As sly as the scout is, you are even sneakier.Athletics(hard DC):You move quickly from place to place, hoping to outpace the scout and force himto make an error.

    Insight(hard DC):Where would you hide if you were the enemy? Over behind that rock, probably.

    The ChaseNow that you have spotted the enemy, you must capture him.

    Goal:Acquire two success before one failure. The first failure allows the enemy scout to get away.Skills Used:

    Athletics(moderate DC):With determination and fervor, you run after the enemy.

    Acrobatics(moderate DC):You gain ground quickly as you tumble through areas the scout can or willnot.

    Endurance(moderate DC):The scout can't run forever, but you can. You'll be right on him when heslows.

    Perception(hard DC):You can tell from here the path that the scout will take, and will attempt to cuthim off.

    Intimidate(moderate DC):you shout a bold threat that gives the scout pause.

    Partial Success:You have caught some of the scouts, but others have returned safely to their home.You're not sure what it is the enemy now knows.

    Success:All scouts have been caught, so your force's secrets are safe, for now.Failure:The enemy has all the information it needs to dismantle your forces. It is time to come up withnew plans and to prepare for the worst.

    FIND AND AMBUSH THE SUPPLY TRAINA major offensive is expected in the morning. Your commander has ordered you to find, and possiblyambush, the supply caravan for the enemy forces before nightfall. You assemble your company and getto work immediately.

    The PCs, and an assumed company of soldiers under their command, have been tasked with finding andhopefully destroying an important supply route for the enemy army. They have less than one-day tocomplete this task, and can not expect reinforcements to arrive to assist them. Once found, a subsequent

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    Skill Challenge of War or a combat encounter may follow to determine if the supply train is destroyed,captured, or if it reaches the enemy forces.

    SETUP:You must find the enemy supply train before night falls and the supplies reach the main body ofthe enemy army.

    LEVEL:The PCs level +1.

    COMPLEXITY:2 (6 successes before 3 failures).

    PRIMARY SKILLS:Diplomacy, History, Insight, Perception, Nature, Stealth.

    Diplomacy (Hard DC):Seeking information from local war refugees, you manage to get lucky and findone that knows the location of the enemy supply caravans previous overnight camp. This informationaids you and your company in finding the caravan. A success provides a +2 bonus on any Perception orInsight check made to find caravans current location as it moves towards its destination, in addition to

    being counted as a success for the challenge. If this is attempted more than once, word spreads to enemyspies who feed the PCs misinformation and it counts as a automatic failure.

    History (Hard DC):You look to your previous experience fighting this enemy, or seek advice fromseasoned members of your company. A success indicates you can reasonably predict a few limited routesthat the enemy might take through the region, giving their training and outfitting.

    Insight (Moderate DC):Your keen knowledge of the enemy mind gives you a solid hunch on how thesupply train would make its approach to the enemy armys main body.

    Perception (Moderate DC):Mounted scouts from your company (or possibly the PCs) are sent out tosearch for the caravan. If the caravan has already been found, then this skill could be used to find anappropriate location ahead of its path to lay an ambush.

    Nature (Hard DC):You believe your knowledge of the terrain of this region may provide an advantage instopping the supply train from succeeding. A success provides a +2 bonus to your next skill check; while afailure proves detrimental with -2 penalty. This use of Nature can only be attempted once for thischallenge.

    Stealth (Hard DC):Once the supply caravan is found, you decide to lay a trap ahead of its currentposition and lay in waiting for it to arrive. A success is counted twice for the overall skill challenge,

    whereas a failure indicates the supply trains forward scouts discovered your trap and change course. Itthus counts as a failure, and you receive a -2 penalty on your next skill check to lay an ambush.

    SUCCESS:The PCs managed to locate the supply train in time to set up an appropriate ambush. TheSkill Challenge should be followed by a level +1 combat encounter. If no failures occurred during this

    challenge, then the PCs should be given a +3 bonus to their initiative rolls and the enemy should beconsidered completely surprised for one full round at the start of combat.

    FAILURE:The PCs were either not able find the supply train, and the enemy was reinforced prior to themajor offensive the following day. The DM may decide on a war modifier penalty for future SkillChallenges of War that depended on the success of this challenge.

    FORCING A SURRENDER

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    You vastly outnumber the enemy, but they have managed to build an effective defensive perimeter andare not going to surrender easily. Your choices are to completely annihilate them at a potential greatcost to your own soldiers lives, or force them to a surrender through by other means.

    The PCs and their company have managed to corner the enemy, although the final stretch of victoryescapes their grasp. The enemy has holed up in defensive location that has proved nearly impossible to

    force them out of. The PCs must decide to either make one last and bloody push towards victory, orsuddenly change tactics and possibly get the enemy to lay down their arms.

    SETUP:You must get the enemy to abdicate their position either by destroying them or forcing asurrender.

    LEVEL:The PCs level +1.COMPLEXITY:2 (6 successes before 3 failures).

    PRIMARY SKILLS:Bluff, Diplomacy, Insight, Intimidate, Stealth.Bluff (Hard DC):The PCs and their forces feign a withdraw from the area in the hopes of drawing theenemy out into the open. A success indicates the enemy sends a scouting party out to assess the situation.If the PCs choose to continue baiting them, then this opens up a Stealth check to remain undetected andpossibly bring forth the entire enemy force from their positions. Alternatively, if the scouting party isattacked and destroyed, this counts as a second automatic success for the challenge and provides a +2

    bonus to the next next skill check. A failed Bluff check indicates the enemy senses your ruse and continuesto defend their position. A failure also places a -2 penalty on any future attempts at using Bluff in this way.

    Diplomacy (Moderate DC):After heavy losses on both sides, the PCs decide to parlay with the enemy toattempt a reasonable discourse. A failure using this method indicates the enemy is either willing to fight tothe death, or that they do not trust the PCs enough to lay down their arms. A success not only countstowards the challenge, but also opens up Insight to be used for additional successes.

    Insight (Moderate DC):The PCs skill with negotiations proves an advantage and they manage to gainsome key insight into the enemies motivations or goals. A success does not count towards the challenge,

    but allows the next use of Diplomacy to count as either two successes or no failures (on a failed Diplomacycheck).

    Intimidate (Hard DC):The PCs and their company make a terrifying show of force just beyond thereaches of the enemies most skilled archers. Knowing the end is coming, his weakens the hearts of theenemy and forces some to desert their positions. A success indicates that some of the enemy soldiersdesert their positions and flee the area (to be later captured by the allied forces). A failed attempt onlyhardens their hearts pushes them to fight to the death.

    Stealth (Hard DC):The PCs send in an assassin to kill the commanders of the enemy troops. A successindicates the mission was a success and one of the mid-level commanders has been killed. A failureindicates that the assassin was found and captured, placing a -2 penalty on further attempts to use Stealthand prevents any further effective use of intimidation to get them to surrender.

    SUCCESS:The PCs are victorious and either force or negotiate a surrender of the enemy forces, whichare all taken into custody.

    FAILURE:The PCs fail to get the enemy to lay down their arms and must destroy them throughattrition. Their overwhelming forces guarantee a victory, but at great cost. Each PC will use all their daily

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    powers and encounter powers during the battle, and the next Skill Challenge of War will suffer from a -2penalty on any skill check that relies on force strength for successes.

    ROUTING THE ENEMYYour forces match those of the enemy. The two forces stand ready, facing the other and waiting for theircommanders to give the order. The cost of lives must come, but only by standing together and scattering

    the enemy forces will you be victorious.

    The PCs and their company face an enemy force of equal size and an immediate battle is unavoidable. Thecosts of a prolonged battle will be very high to both sides, thus hampering future war efforts win or lose.Thus, the strategy that must be undertaken is one where the PCs lead their company into the fray andstrike at the hearts of the enemy. Only a killing blow to their morale will deliver the fear they need to drivethem away in fear. Failure to do so results in a stalemate, with heavy losses on both sides of the conflict.

    Powers of WarPlayers can expend powers to get bonuses to a skill check. When expending powers, have the playersdescribe how the power is being used. For each type of power used, the following bonuses are gained: At-Will: +0 to skill check Encounter: +1 to skill check.

    Daily: +3 to skill check.

    Blood from StoneFacing overwhelming odds, the players gamble with their lives hold back the tide of enemy forces. Theparty can elect for a member of the group to take damage equal to their healing surge value in exchangefor a +2 bonus on an individual skill check by any other member of the group. This action can be takenmore than once for the same skill check, and can occur after the die is cast but before the skill check isresolved.

    SETUP:You must force an equally match enemy force to flee before you suffer too many loses to yourown company.

    LEVEL:The PCs level +1.COMPLEXITY:3 (8 successes before 3 failures).

    PRIMARY SKILLS:Athletics, Bluff, Diplomacy, Endurance, Insight, Intimidate, Perception.Athletics (Hard DC):You and your company surge forward and meet the enemy before they have time tofully prepare for your charge. As your troops clash with the enemy, you order a quick withdraw, only torepeat the charge a moment later. This harrying by your forces confuses and weakens the enemy ranks,

    while suffer only minor loses. Using Athletics in this way cannot be attempted until it is opened upthrough the use of Diplomacy or Intimidate to motivate your troops. A success indicates the enemy is onestep closer to fleeing the battlefield, as they cannot keep up with your rapidly changing tactics. A failure

    indicates the enemy has matched yourbadgeringbyconsolidatingtheir forces and digging to defendthemselves.

    Bluff (Hard DC):Just before surging into combat, you company splits up and baits the enemy intothinking you are fleeing the battlefield. Once baited to follow, you turn back on your heels and chargestraight into their charge. A success indicates the enemy believes you are fleeing the battlefield, followsand falls right into your trap. A failure indicates that either your soldiers were not able to fool the otherside or they caught you before you were able to organize a counterstrike.

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    Diplomacy (Moderate DC):You trumpet the virtue of yourcauseand invigorate your forces to mount ablow that strikes at the heart of the enemy. Success does not count towards the overall success of the

    challenge, but does open up the use ofAthleticsand Endurance as well as provide a +2 bonus to the nextskill check for this challenge. The use of Diplomacy can only be used once in this way during the skillchallenge.

    Endurance (Hard DC):You lead your company forward like an iron juggernaut able to handle whateverthe enemy throws at you. Your company forms a pointed phalanx, with the PCs at the lead as you trampledown the front lines of the enemy forces. A success indicates that the PCs and their company have brokenand scattered the first lines of enemy forces, opening up their second string warriors and rangedcombatants for battle. A failure indicates the enemy has stopped your phalanx in its tracks and forces youinto a grisly clash of sword and shield that leaves many wounded or dead.

    Insight (Moderate DC):Your keen senses reveal that the enemy is readying for a quick assault on yourposition, hoping to strike before you have time to fully ready yourselves. A success proves to drive backthe enemy into the open, and weakens their spirits. A failure forces you to abandon your positiontemporarily while you regroup and find a new angle of attack.

    Intimidate (Hard DC):You command your entire company to lay down their lives in the name of yourcause, and remind them that to die by the sword is better than to die by the arrow. You lead the charge

    into battle, and your soldiers follow suite. This does not count towards the overall success or failure of thechallenge, but a success serves to open up the use of Athletics or Endurance for a daring attack on theenemy.

    Perception (Hard DC):You notice the enemy command unit has positioned themselves in a weaklydefended position. You command your forces to assault this location immediately. A success drives theenemy commanders further back from the front lines, weakening their influence over their troops. Afailure indicates that the opposing force stops you short from your strike, and the enemy commandersmove to a better defended location on the battlefield.

    SUCCESS:After driving the enemy back several times, weakening their forces, and possibly theircommanders, they eventually leave their positions and flee the battlefield. You suffer minor loses, but youforces benefit from a large boost in their morale.

    FAILURE:After several attempts to drive the enemy out; you ultimately fail and both sides suffer heavyloses in the process. Another approach is going to have to be taken for success. -END---------------------------