Sometimes situations arise where your players want to know if they can buy magic items at the beginning or end of an adventure. And sometimes, you just don’t want to roleplay out the “shopping” part and the players hate when they are screwed by being in a town too small to have what they really need.
This skill challenge enables the players to use their social and knowledge skills in procuring the exact items they want, no matter what size town it is. As with all Skill Challenges, role-play helps, so if during any step of this the players are role-playing the “how” of the skill use, then assign a bonus of +1 to +5 to their eventual roll.
Skill Challenge: Buying a Magic Item
You are between adventures, and are looking to procure a specific magic item, buying it at normal price. (This Skill Challenge can also be used to buy Rituals)
Complexity: Varies
|
Item Level |
Successes |
Failures |
|
Under APL* |
4 |
3 |
|
Equal to APL* |
6 |
3 |
|
+1 over APL |
8 |
3 |
|
+2 over APL |
10 |
3 |
|
+3 or more over APL |
12 |
3 |
APL = Average Party Level, rounded down
*NOTE: These are included for parties who are buying rituals, do not have access to the Enchant Item ritual, or wish to speed up the process.
Time Taken:
|
Skill Check Difficulty Class |
|||
|
Party Level |
Easy |
Moderate |
Hard |
|
1st – 3rd |
5 |
10 |
15 |
|
4th – 6th |
7 |
12 |
17 |
|
7th – 9th |
8 |
14 |
19 |
|
10th – 12th |
10 |
16 |
21 |
|
13th – 15th |
11 |
18 |
23 |
|
16th – 18th |
13 |
20 |
25 |
|
19th – 21st |
14 |
22 |
27 |
|
22nd – 24th |
16 |
24 |
29 |
|
25th – 27th |
17 |
26 |
31 |
|
28th – 30th |
19 |
28 |
33 |
1 Day
Skills Used:
Arcana – Easy for first attempt, Moderate for subsequent, gives +5 to next Bluff, Diplomacy, or Streetwise roll. If procuring Arcane rituals, non-healing potions, alchemy, or arcane implements, gives 2 successes instead of a bonus.
Bluff – Moderate, failure gives 2 failures
Diplomacy – Moderate
Insight – Moderate, gives +5 to next Bluff, Diplomacy, Intimidate, or Streetwise roll.
Intimidate – Hard, gives 4 successes, failure gives 2 failures
Religion – Easy for first attempt, Moderate for subsequent, gives +5 to next Bluff, Diplomacy, or Streetwise roll. If procuring Divine rituals, healing potions, or holy implements, gives 2 successes instead of a bonus.
Streetwise – Easy to give a +2 bonus on the next roll. Moderate for a success.
Thievery – Hard, gives 2 successes
Other Conditions:
Village – Number of Successes needed are +2
Town – No Adjustment
City – Start with 4 Successes
Metropolis (Sigil, Waterdeep, City of Brass, etc) – Start with 6 Successes
Disposable Items (Potions, alchemy, etc): One rank easier
Bazaar/Market Day currently underway: Start with 2 successes.
On major caravan or trade route: +1 success
Consequences:
Full Fail – 3 failures before 75% successes: Magic Item not available
Partial Fail – 3 failures after75% successes: Magic Item available, but procured after next adventure (may choose not to purchase it, but if purchased must be paid for immediately, no refunds!)
Success – Magic Item available at book price
Quick Chart:
Metropolis: Anything APL-1, Disposables at APL, are automatic
City: Anything APL-2 or more, Disposables at APL-1, are automatic
Entries (RSS)
I like it!
You should really look into that whole game design thing.
stop playing lolzy rp games and go fix pvp.
you already made my vg quit.
what else do you want?
hm. hope to see same more info. Can we speake about it?