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Choose the starting attitude of a creature the adventurers are interacting with: friendly, indifferent, or hostile.


A friendly creature wants to help the adventurers and wishes for them to succeed. For tasks or actions that require no particular risk, effort, or cost, friendly creatures usually help without question. If an element of personal risk is involved, a successful Charisma check might be required to convince a friendly creature to take that risk.


An indifferent creature might help or hinder the party, depending on what the creature sees as most beneficial. A creature’s indifference doesn’t necessarily make it standoffish or disinterested. Indifferent creatures might be polite and genial, surly and irritable, or anything in between. A successful Charisma check is necessary when the adventurers try to persuade an indifferent creature to do something.


A hostile creature opposes the adventurers and their goals but doesn’t necessarily attack them on sight. For example, a condescending noble might wish to see a group of upstart adventurers fail so as to keep them from becoming rivals for the king’s attention, thwarting them with slander and scheming rather than direct threats and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill-disposed toward the party that no Charisma check can improve its attitude, in which case any attempt to sway it through diplomacy fails automatically.

Attributi

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DC
Friendly Creature's Reaction
The creature does as asked without taking risks or making sacrifices.
The creature does as asked without taking risks or making sacrifices.
10
The creature accepts a minor risk or sacrifice to do as asked.
20
The creature accepts a significant risk or sacrifice to do as asked.
DC
Indifferent Creature's Reaction
The creature offers no help but does no harm.
The creature offers no help but does no harm.
10
The creature does as asked as long as no risks or sacrifices are involved.
20
The creature accepts a minor risk or sacrifice to do as asked.
DC
Hostile Creature's Reaction
The creature opposes the adventurers’ actions and might take risks to do so.
The creature opposes the adventurers’ actions and might take risks to do so.
10
The creature offers no help but does no harm.
20
The creature does as asked as long as no risks or sacrifices are involved.