Hostile Negotiations
A combat encounter has begun, or is about to begin, between the PCs and monsters that the PCs can communicate with. The PCs must defuse the combat encounter, earn the creatures' trust or respect, then negotiate an end to the creatures' hostile actions.
Level: PC Level +0 (or as needed)
Complexity: 5 (requires 12 successes before 3 failures).
Primary Skills: Bluff, Diplomacy, Heal, Intimidate. The use of each skill depends upon the stage of the encounter.
Stages: This challenge has three distinct stages. Progressing from one stage to another is determined by the number of successes achieved. The number of total successes required to progress to the next stage is listed in parenthesis after the name of the current stage. DMs, feel free to vary the number of successes required depending on their party's style of play or the personality of the party's foes.
Defusing Combat (2 successes)
Diplomacy (Moderate DC): The PCs persuade their foes that talking could be more beneficial than fighting. This can only be attempted by PCs who have not dealt any damage to their foes. A failed check angers the PCs foes, granting them a +2 damage bonus (per tier) for the next full round. A successful check averts or stops the fight.
Intimidate (Moderate DC): The PCs menace their foes, making them think they've bitten off more than they can chew. A PC that has struck a critical hit or has done maximum damage with an attack gets a +2 bonus to their check. A failed check renders the foes unafraid of the PCs, making them immune to fear effects for the rest of the encounter. A successful check averts or stops the fight.
Earning Trust (7 successes)
Sheathing Weapons: If the PCs sheathe their weapons they get an automatic success. If they do not sheathe their weapons the next failure restarts the fight.
Eating Together: The PCs break bread with their foes, treating them with respect and equality. The PCs gain an automatic success if they also eat the food they're sharing with their foes. If they do not also eat the same food they offer their foes the PCs get an automatic failure (see Diplomacy & Bluff below).
Drinking Together: The PCs bond with their foes over drinks, usually alcoholic beverages. The PCs gain an automatic success if they also drink what they're sharing with their foes. If they do not also drink the same beverages they offer their foes the PCs get an automatic failure (see Diplomacy & Bluff below).
Perform a Task: Actions speak louder than words. The party's foes request that the PCs undergo a test or otherwise perform some task for them before they agree to trust the party. Each task counts as one minor quest. A successful quest earns one success for the party while a failed quest results in a failure for the party. These failures cannot be negated with Bluff or Diplomacy (see below).
Diplomacy (Moderate DC): The PCs make themselves seem sympathetic to, or otherwise endear themselves to, their foes. This skill is good for one success in this stage of the challenge. This skill can also be used to negate one failure from an improper gesture during this stage of the challenge.
Bluff (Moderate DC): This skill can also be used to fast-talk the party's way out of a failure from an improper gesture during this stage of the challenge.
Heal (Moderate DC): If the party's foes were injured by the party before combat was defused, mending their wounds will help build their trust for the party. This check is good for only one success during this stage, and it can only be attempted after one success has already been earned during this stage.
Intimidate: Attempting an Intimidate check will result in an automatic failure during this stage of the challenge.
Negotiations (final stage)
Diplomacy (Moderate DC): Persuading the party's foes that continuing hostile actions offers more risk than reward.
Bluff (Moderate DC): The PCs trick the foes into believing the level of risk will increase (more guards in the area, etc.) or the level of reward will decrease (goods sent via a different route).
Concessions: The PCs must agree to concessions to get their foes to stop their hostile actions. This works just like the “Performing a Task” option in stage two.
Intimidate: Attempting an Intimidate check will result in an automatic failure during this stage of the challenge.