Mutiny/Coup
The PCs incite a group to rebel against an authority figure. This figure can be a military commander, a ship captain, a superior in an organization, or even a ruler. The skill challenge assumes the PCs are at a gathering with those they wish to incite, but it works equally well if they are meeting clandestinely with potential conspirators. If the PCs recruit any active conspirators one of the conspirators will likely become the leader after the revolt.
Level: PC Level +0 (or as needed)
Complexity: 5 (requires 12 successes before 3 failures).
Primary Skills: Diplomacy, Heal, History, Insight, Intimidate, Streetwise, Thievery.
Conspirators: The PCs have persuaded a respected or influential NPC to join the mutiny. Recruiting a conspirator is a complexity one skill challenge (four successes before 3 failures) that uses the same skills as the mutiny/coup skill challenge. Each conspirator the PCs recruit adds two successes to the challenge and grants a +2 bonus (via Aid Another) to the PCs' skill checks. The PCs can recruit no more than two conspirators during the challenge. Failing the minor challenge to recruit a conspirator results in creating an informant (see below).
DM note: If you don't want to use a skill challenge for the recruiting of a conspirator, you may reduce it to a single Diplomacy check with a Difficult DC. The Aid Another option should be disallowed or restricted to a maximum of one PC aiding another for this check only.
Diplomacy (Moderate DC): The PC attempts to sway the crowd's thoughts toward mutiny by extolling the potential virtues of a new leader.
Heal (Moderate DC): The PC doses the informant with something that makes him terribly ill but won't kill him. This check removes the informant's presence for the next three checks.
History (Moderate DC): The PC dredges up things the ruler/commander has done to alienate or anger the crowd to turn their sentiments against the NPC.
Informant: The PC's failure to recruit a conspirator has created an informant for the leader they wish to overthrow. An informant will not only tell the leader what is going on but will actively work to oppose the PCs' influence on the crowd, imposing a -2 penalty to the PCs' skill checks. If the PCs are successful at the challenge despite the presence of an informant, the leader who is deposed may target the PCs for revenge.
Insight (Moderate DC): The PC spots those who are already disgruntled with their leader and are thus more inclined to revolt. The use of this check does not grant a success or failure. A successful check grants a +2 bonus to the next check in the challenge.
Insight (Moderate DC): The PC becomes aware of an informant among the crowd. This doesn't negate the penalties of the informant's presence, only disposing of the informant will do that.
Intimidate (Moderate DC): The PC intimidates a member of the crowd who is wavering or holding out on their commitment to the mutiny. This can only be attempted after seven successes have been accrued, symbolizing that the tide has turned in favor of revolt.
Streetwise (Moderate DC): The PC becomes aware of rumors about the leader that can be exploited to make him seem corrupt, unstable, or otherwise undesirable to the crowd.
Thievery (Moderate DC): The PC doses the informant with something that makes him terribly ill but won't kill him. This check removes the informant's presence for the next three checks.