Scenario: The party has been put together before a large gathering of townsfolk. An ancient enemy lurks on the borders of the town, but it can be fought if the people have the will to do it. The PCs’ job is to help them find that will to confront evil and not give in.
Complexity: 3 (Eight successes before three failures)
Encounter Level: PC level
Goal: Convince the townspeople to stay and fight rather than run away from the enemy.
The Power of Words
Give the players a few minutes to work on a speech. Then have the party’s designated speaker deliver it. The very first roll will be a Diplomacy (moderate DC) check which all PCs can use Aid Another to help the speaker on. Modify the check according to the players words. After the speech, voices from the crowd will speak out and the PCs will have to address the crowd’s concerns.
Perception (moderate DC, maximum of two successes): You sight someone in the crowd who is on the fence. you speak to them and convert them to your way of thinking and influence others as well. Make a Diplomacy (moderate DC) check. If this succeeds, you gain an extra success.
Diplomacy (moderate DC): You answer the crowd with stirring oration.
Insight (moderate DC, does not count towards success or failure): You read the mood of the crowd and react accordingly. +2 to your next Diplomacy or Bluff roll.
Bluff (hard DC,success counts as two successes, failure counts as two failures): ‘We are invincible I say! We can win this fight without a single life lost!’
Intimidate (moderate DC. Maximum one success. Second attempt is an auto-failure): ‘What are you, cowards? Fight the enemy or I’ll fight you!’
History (moderate DC, maximum of four successes): You stir the hearts of the crowd by re-creating scenes from history.
Arcana/Nature/Dungeoneering/Religion (moderate DC, maximum of three successes): ‘I know how our enemies think! We can use this knowledge for a definitive advantage.’
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