---
title: "Chapter 11: Challenges"
description: "Any obstacle, problem, or enemy the characters face during an [Encounter](https://openadventurerpg.com/glossary/encounter/) is called a **[Challenge](https://openadventurerpg.com/glossary/challenge/)**. Challenges take many forms, from deadly traps to hungry monsters to mind boggling puzzles. Some Challenges are devised by the Adventure Guide, while others are…"
url: "https://openadventurerpg.com/coc/challenges/"
updated: "2025-12-31"
category: Core Rules
---

# Chapter 11: Challenges

Any obstacle, problem, or enemy the characters face during an [Encounter](https://openadventurerpg.com/glossary/encounter/) is called a **[Challenge](https://openadventurerpg.com/glossary/challenge/)**. Challenges take many forms, from deadly traps to hungry monsters to mind boggling puzzles. Some Challenges are devised by the Adventure Guide, while others are born of the choices the players make during the Adventure. Whatever the nature or origin of the [Challenge](https://openadventurerpg.com/glossary/challenge/), all Challenges are resolved using the same set of rules.

## **The First Rule**

The first rule of Challenges is, “Not every [Challenge](https://openadventurerpg.com/glossary/challenge/) requires these rules.” Some Challenges are better handled by a bit of creative roleplaying between the Adventure Guide and the players. 

Examples of when Adventure Guide might want to just roleplay a [Challenge](https://openadventurerpg.com/glossary/challenge/) rather than rolling dice include:

- There is no serious consequence for failure.
- The characters have plenty of time and all the right skills and tools.
- Nothing is trying to stop the characters from succeeding.
- Using the rules will not make the game more fun or the story more dramatic.
- The idea the players came up with is so clever it should just work.

## **[Challenge](https://openadventurerpg.com/glossary/challenge/) Attributes**

Challenges are defined by these attributes:

- **[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: A number that represents the size and scope of the [Challenge](https://openadventurerpg.com/glossary/challenge/).
- **[Protection](https://openadventurerpg.com/glossary/protection/)**: Qualities that make it more difficult to overcome this [Challenge](https://openadventurerpg.com/glossary/challenge/) with certain Actions, tools, and Effects. Types of [Protection](https://openadventurerpg.com/glossary/protection/) include Armor, [Resistance](https://openadventurerpg.com/glossary/resistance/), and Immunity.
- **Traits**: Special traits that change, complicate, or add new dimensions to the [Challenge](https://openadventurerpg.com/glossary/challenge/). The traits covered in this chapter are [Timed](https://openadventurerpg.com/glossary/timed/), Race, [Escalating](https://openadventurerpg.com/glossary/escalating/), Opposed, [Solo](https://openadventurerpg.com/glossary/solo/), [One-Shot](https://openadventurerpg.com/glossary/one-shot/), and [Linked](https://openadventurerpg.com/glossary/linked/).
- **Triggers**: Events that alter the nature, scope, or complexity of a [Challenge](https://openadventurerpg.com/glossary/challenge/).
- **Rewards and Consequences**: A description of the rewards earned for overcoming the [Challenge](https://openadventurerpg.com/glossary/challenge/) and the consequences of failing.

This chapter includes detailed descriptions and rules for each of these attributes. For a list of sample Challenges, see ***Appendix C: [Challenge](https://openadventurerpg.com/glossary/challenge/) Library***.

## **[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**

The magnitude of a [Challenge](https://openadventurerpg.com/glossary/challenge/) is represented by its **[Challenge](https://openadventurerpg.com/glossary/challenge/) Points ([CP](https://openadventurerpg.com/glossary/cp/)).** The greater the power, complexity, and scale of a [Challenge](https://openadventurerpg.com/glossary/challenge/), the more [Challenge](https://openadventurerpg.com/glossary/challenge/) Points it has. Each successful [Action](https://openadventurerpg.com/glossary/action/) the characters perform to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) reduces its [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. When the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points are reduced to zero, the characters have overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/).

#### **Reducing [Challenge](https://openadventurerpg.com/glossary/challenge/) Points**

Each time a character successfully performs an [Action](https://openadventurerpg.com/glossary/action/) to overcome a [Challenge](https://openadventurerpg.com/glossary/challenge/), the [Challenge](https://openadventurerpg.com/glossary/challenge/)’s [Challenge](https://openadventurerpg.com/glossary/challenge/) Points are reduced by the [Action](https://openadventurerpg.com/glossary/action/)’s [Effect](https://openadventurerpg.com/glossary/effect/). The characters continue to take Actions until they reduce the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points to zero. When the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points [Reach](https://openadventurerpg.com/glossary/reach/) zero, the Adventure Guide describes the outcome of the character’s efforts.

> ### **Group Effort**
>
>
>
> Most Challenges are a group effort, meaning all the player characters in the party work together to overcome the Challenges they face. They assist one another along the way, collaborate to solve problems, make up for their friends’ areas of weakness with their strengths, and cover for their allies’ mistakes. Even Challenges like climbing a cliff or sneaking up on the castle guards are tackled [AS](https://openadventurerpg.com/glossary/as/) a group. The [Challenge](https://openadventurerpg.com/glossary/challenge/) Points the Adventure Guide assigns to these Challenges represents the amount of work needed for the entire group to succeed, not one individual. Every character’s Actions help to reduce the same set of [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. 

#### **Setting [Challenge](https://openadventurerpg.com/glossary/challenge/) Points**

The **[Challenge](https://openadventurerpg.com/glossary/challenge/) Point Table** provides the Gamemaster with guidance for assigning [Challenge](https://openadventurerpg.com/glossary/challenge/) Points to a [Challenge](https://openadventurerpg.com/glossary/challenge/). The **[Challenge](https://openadventurerpg.com/glossary/challenge/) Size** column describes the size of the [Challenge](https://openadventurerpg.com/glossary/challenge/), the **Rounds** column shows the number of Rounds it typically takes a group of four characters to overcome a [Challenge](https://openadventurerpg.com/glossary/challenge/) of this size, and the **[CP](https://openadventurerpg.com/glossary/cp/)** column shows the suggested number of [Challenge](https://openadventurerpg.com/glossary/challenge/) Points to assign the [Challenge](https://openadventurerpg.com/glossary/challenge/).

| **[Challenge](https://openadventurerpg.com/glossary/challenge/) POINT TABLE** |  |  |
| --- | --- | --- |
| **[Challenge](https://openadventurerpg.com/glossary/challenge/) Size** | **Rounds** | **[CP](https://openadventurerpg.com/glossary/cp/)** |
| Tiny | 1 | 0 to 4 |
| Small | 1 to 2 | 5 to 9 |
| Medium | 3 to 4 | 10 to 24 |
| Large | 5 to 9 | 25 to 49 |
| Enormous | 10+ | 50+ |

The Rounds column assumes the characters have the necessary skills and abilities to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/). In game terms, this means their [Action](https://openadventurerpg.com/glossary/action/) Scores roughly match the [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Scores of the Actions they are performing. If their [Action](https://openadventurerpg.com/glossary/action/) Scores are generally lower than the [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Scores, the [Challenge](https://openadventurerpg.com/glossary/challenge/) may take additional Rounds to overcome. On the other hand, if their [Action](https://openadventurerpg.com/glossary/action/) Scores are generally higher than the [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Scores, they will probably overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) in fewer Rounds.

The [Challenge](https://openadventurerpg.com/glossary/challenge/) Point Table also assumes the characters are facing a few normal [Drawbacks](https://openadventurerpg.com/glossary/drawbacks/) (poor footing, bad [Light](https://openadventurerpg.com/glossary/light/), partial cover) on the Difficulty Scores for their Actions, or the Challenges have some amount of [Protection](https://openadventurerpg.com/glossary/protection/) (see ***[Protection](https://openadventurerpg.com/glossary/protection/)***). If conditions are truly ideal, an unusual situation when adventuring, expect the task to finish faster.

> ### **Guidance for Guides: [Challenge](https://openadventurerpg.com/glossary/challenge/) Points**
>
>
>
> [Challenge](https://openadventurerpg.com/glossary/challenge/) Points give the players an idea of a [Challenge](https://openadventurerpg.com/glossary/challenge/)’s scope within the context of the Adventure. They are not intended to serve [AS](https://openadventurerpg.com/glossary/as/) a simulation or precise measurement of the work required. Challenges with high [Challenge](https://openadventurerpg.com/glossary/challenge/) Points represent important moments in the story and epic trials for the characters to overcome. Challenges with low [Challenge](https://openadventurerpg.com/glossary/challenge/) points are just a bump in the road the characters must navigate to [Reach](https://openadventurerpg.com/glossary/reach/) the main antagonist. When setting [Challenge](https://openadventurerpg.com/glossary/challenge/) Points, select a number that reflects the [Challenge](https://openadventurerpg.com/glossary/challenge/)’s dramatic importance within the context of the story. 

#### **[Protection](https://openadventurerpg.com/glossary/protection/)**

Some Challenges have [Protection](https://openadventurerpg.com/glossary/protection/) against certain types of Actions, tools, and Effects. This [Protection](https://openadventurerpg.com/glossary/protection/) reduces or eliminates the Effects of successful [Action](https://openadventurerpg.com/glossary/action/) Checks, making it more difficult to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/). There are three kinds of [Protection](https://openadventurerpg.com/glossary/protection/): **Armor**, **[Resistance](https://openadventurerpg.com/glossary/resistance/)**, or **Immunity**.

##### **Armor**

**Armor** reduces the [Effect](https://openadventurerpg.com/glossary/effect/) of a successful [Action](https://openadventurerpg.com/glossary/action/) Check. Reduce the [Effect](https://openadventurerpg.com/glossary/effect/) by the Armor score before subtracting the result from the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points.

##### **[Resistance](https://openadventurerpg.com/glossary/resistance/)**

**[Resistance](https://openadventurerpg.com/glossary/resistance/)** halves the [Effect](https://openadventurerpg.com/glossary/effect/) of a successful [Action](https://openadventurerpg.com/glossary/action/) Check. Halve the [Effect](https://openadventurerpg.com/glossary/effect/) (rounding up) before subtracting the result from the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. If a [Challenge](https://openadventurerpg.com/glossary/challenge/) has both Armor and [Resistance](https://openadventurerpg.com/glossary/resistance/), subtract the Armor from the [Effect](https://openadventurerpg.com/glossary/effect/) first and then halve the remaining [Effect](https://openadventurerpg.com/glossary/effect/).

##### **Immunity**

**Immunity** means the [Challenge](https://openadventurerpg.com/glossary/challenge/) is immune to the Effects of some Actions. When a [Challenge](https://openadventurerpg.com/glossary/challenge/) has Immunity, a successful [Action](https://openadventurerpg.com/glossary/action/) Check does not reduce the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points.

##### **[Protection](https://openadventurerpg.com/glossary/protection/) Types**

[Protection](https://openadventurerpg.com/glossary/protection/) is typically limited to a particular [Action](https://openadventurerpg.com/glossary/action/), tool, or [Effect](https://openadventurerpg.com/glossary/effect/). When a [Challenge](https://openadventurerpg.com/glossary/challenge/) has [Protection](https://openadventurerpg.com/glossary/protection/), limits to the [Protection](https://openadventurerpg.com/glossary/protection/) are listed in parentheses after the [Protection](https://openadventurerpg.com/glossary/protection/) name. For instance, the Adventure Guide might present the characters with a stone wall that blocks their path. Since the wall is made of stone, the [Challenge](https://openadventurerpg.com/glossary/challenge/) of “Get Past the Wall” might have [Protection](https://openadventurerpg.com/glossary/protection/) against Actions using fire to reduce the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. After all, the characters can’t really burn down a stone wall. This is notated in the rules [AS](https://openadventurerpg.com/glossary/as/):

**Immunity** (Fire)

When a [Challenge](https://openadventurerpg.com/glossary/challenge/) has Armor, the rules will indicate both a type and a number. This number is the amount the [Effect](https://openadventurerpg.com/glossary/effect/) is reduced for Actions and Effects of the indicated type. For instance, a monster with a thick hide might have [Protection](https://openadventurerpg.com/glossary/protection/) against [Attack](https://openadventurerpg.com/glossary/attack/) Actions designed to cause physical injury. This is indicated in the rules [AS](https://openadventurerpg.com/glossary/as/):

**Armor** (Body) 3

This tells the Adventure Guide to reduce the [Effect](https://openadventurerpg.com/glossary/effect/) of any physical [Attack](https://openadventurerpg.com/glossary/attack/) Actions or outcomes by 3.

> ### **Guidance for Guides: [Protection](https://openadventurerpg.com/glossary/protection/)**
>
>
>
> It isn’t necessary or possible to list everything a [Challenge](https://openadventurerpg.com/glossary/challenge/) might have [Protection](https://openadventurerpg.com/glossary/protection/) against. Using the Rule of Common Sense, the Adventure Guide can apply [Protection](https://openadventurerpg.com/glossary/protection/) on the fly when appropriate. For instance, listing **Immunity** (Fire) for a stone wall, [AS](https://openadventurerpg.com/glossary/as/) in the example above, *probably* isn’t needed. On the other hand, a scarecrow coated with an alchemical substance that makes it immune to fire should include a description of the [Protection](https://openadventurerpg.com/glossary/protection/).
>
>
>
> In general, list [Protection](https://openadventurerpg.com/glossary/protection/) if it is unusual for the [Challenge](https://openadventurerpg.com/glossary/challenge/) (such [AS](https://openadventurerpg.com/glossary/as/) the scarecrow example above), or if it has [Protection](https://openadventurerpg.com/glossary/protection/) against Actions, tools, or Effects the characters are likely to employ to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) (such [AS](https://openadventurerpg.com/glossary/as/) an [Adversary](https://openadventurerpg.com/glossary/adversary/)’s Armor).

In most cases, it is easy for the Adventure Guide to determine when and how to apply [Protection](https://openadventurerpg.com/glossary/protection/). For instance, **Immunity** (Fire) is clear. The [Challenge](https://openadventurerpg.com/glossary/challenge/) is immune to any Actions using fire to reduce its [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. Other times, the Adventure Guide may need to rule on whether the [Challenge](https://openadventurerpg.com/glossary/challenge/) has [Protection](https://openadventurerpg.com/glossary/protection/) against the specific [Action](https://openadventurerpg.com/glossary/action/) the player described. For instance, **Immunity** (Deception) could include immunity to Deception Checks, lies, disguises, illusions, or even sleight of hand. It is up to the Adventure Guide to make the final determination based on the nature of the [Encounter](https://openadventurerpg.com/glossary/encounter/), the [Challenge](https://openadventurerpg.com/glossary/challenge/), and the [Action](https://openadventurerpg.com/glossary/action/) the player described.

> ### **[Challenge](https://openadventurerpg.com/glossary/challenge/) Points vs. [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/)**
>
>
>
> [Challenge](https://openadventurerpg.com/glossary/challenge/) Points define the scope of the [Challenge](https://openadventurerpg.com/glossary/challenge/), whereas Difficulty Scores indicate the difficulty of the [Action](https://openadventurerpg.com/glossary/action/) described by the player. For instance, if the [Challenge](https://openadventurerpg.com/glossary/challenge/) is “Move a Pile of Sand,” the size of the pile determines the number of [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. The bigger the pile, the more [Challenge](https://openadventurerpg.com/glossary/challenge/) Points assigned to the [Challenge](https://openadventurerpg.com/glossary/challenge/). The [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) for moving sand, however, is based on how the characters go about it. For example, a character moving sand with a shovel will have a much lower [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) than a character moving sand with a pitchfork.

#### **[Challenge](https://openadventurerpg.com/glossary/challenge/) Traits**

To make the Challenges more interesting, exciting, or dramatic, the Adventure Guide may choose to assign the [Challenge](https://openadventurerpg.com/glossary/challenge/) one or more traits. Each trait introduces rules that alter the nature of the [Challenge](https://openadventurerpg.com/glossary/challenge/) or add additional complications. The traits described in this chapter are: **[Timed](https://openadventurerpg.com/glossary/timed/)**, **Race**, **[Escalating](https://openadventurerpg.com/glossary/escalating/)**, **Opposed**, **[Solo](https://openadventurerpg.com/glossary/solo/)**, **[One-Shot](https://openadventurerpg.com/glossary/one-shot/)**, and **[Linked](https://openadventurerpg.com/glossary/linked/)**.

##### **[Timed](https://openadventurerpg.com/glossary/timed/)**

In a [Challenge](https://openadventurerpg.com/glossary/challenge/) with the **[Timed](https://openadventurerpg.com/glossary/timed/)** trait, the characters are in a race against the clock. The players must figure out how to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) in a limited number of Rounds. If they do not reduce the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points to 0 before time runs out, they fail to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) and suffer the listed consequences.

[Timed](https://openadventurerpg.com/glossary/timed/) Challenges are indicated by listing the [Timed](https://openadventurerpg.com/glossary/timed/) trait followed by the time limit in parentheses. For example:

**[Timed](https://openadventurerpg.com/glossary/timed/)** (2 Rounds)

This indicates the characters only have 2 Rounds to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) once the [Challenge](https://openadventurerpg.com/glossary/challenge/) is revealed.

##### **Race**

In a [Challenge](https://openadventurerpg.com/glossary/challenge/) with the **Race** trait, two or more parties are in a race to overcome separate Challenges. The first party to overcome their [Challenge](https://openadventurerpg.com/glossary/challenge/) is the victor. The Race trait may represent an actual Race, where the first party to [Reach](https://openadventurerpg.com/glossary/reach/) the finish [Line](https://openadventurerpg.com/glossary/line/) wins. In a case like this, both sides face their own copy of the same [Challenge](https://openadventurerpg.com/glossary/challenge/). Alternatively, a Race could involve two different Challenges, where the outcome is determined by whoever finishes their [Challenge](https://openadventurerpg.com/glossary/challenge/) first.

```
A villainous saboteur has locked themselves in the hold of the characters’ ship. The saboteur is trying to sink the vessel by drilling a hole in the hull. The characters must get through the locked door and stop the saboteur before they finish drilling the hole. If the characters reduce their “Get Through the Door” Challenge to 0 first, they burst into the room and put a stop to the villain’s evil plan. If, on the other hand, the villain reduces their “Drill a Hole in the Hull” Challenge to 0 first, the characters are too late and the ship begins to sink, presenting the characters with a new Challenge.
```

##### **[Escalating](https://openadventurerpg.com/glossary/escalating/)**

In a [Challenge](https://openadventurerpg.com/glossary/challenge/) with the **[Escalating](https://openadventurerpg.com/glossary/escalating/)** trait, the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points increase at the end of each [Round](https://openadventurerpg.com/glossary/round/). This represents situations such [AS](https://openadventurerpg.com/glossary/as/) water seeping into a sinking ship, the slow approach of a powerful army, or any situation where the longer the players take, the more [Dangerous](https://openadventurerpg.com/glossary/dangerous/) the situation becomes, and the harder the [Challenge](https://openadventurerpg.com/glossary/challenge/) is to overcome. At the end of the [Round](https://openadventurerpg.com/glossary/round/), if the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points have not been reduced to 0, increase the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points by the amount described for the [Challenge](https://openadventurerpg.com/glossary/challenge/).

[Escalating](https://openadventurerpg.com/glossary/escalating/) Challenges are indicated by listing the [Escalating](https://openadventurerpg.com/glossary/escalating/) trait followed by the escalation amount in parentheses. For example:

**[Escalating](https://openadventurerpg.com/glossary/escalating/)** (2)

In this example, the Adventure Guide should add 2 to the [Challenge](https://openadventurerpg.com/glossary/challenge/)’s [Challenge](https://openadventurerpg.com/glossary/challenge/) Points at the end of each [Round](https://openadventurerpg.com/glossary/round/). The [Escalating](https://openadventurerpg.com/glossary/escalating/) trait is often paired with the [Timed](https://openadventurerpg.com/glossary/timed/) trait or Triggers.

##### **Opposed**

In a [Challenge](https://openadventurerpg.com/glossary/challenge/) with the **Opposed** trait, one side’s Actions reduce the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points while another side’s Actions increase the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. For the party trying to reduce the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points, the [Effect](https://openadventurerpg.com/glossary/effect/) of their Actions reduce the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points normally, but for the party trying to increase the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points, the [Effect](https://openadventurerpg.com/glossary/effect/) of their Actions are added to the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. The Opposed trait is often paired with a Trigger where the [Challenge](https://openadventurerpg.com/glossary/challenge/) ends when it reaches a certain number of [Challenge](https://openadventurerpg.com/glossary/challenge/) Points.

##### **[Solo](https://openadventurerpg.com/glossary/solo/)**

Most Challenges are Group Challenges, but for a [Challenge](https://openadventurerpg.com/glossary/challenge/) with the **[Solo](https://openadventurerpg.com/glossary/solo/)** trait, each character must overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) independently. Each character faces the same [Challenge](https://openadventurerpg.com/glossary/challenge/) with the same number of [Challenge](https://openadventurerpg.com/glossary/challenge/) points, and each character takes Actions to reduce their personal [Challenge](https://openadventurerpg.com/glossary/challenge/) to 0 [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. For more information on using [Solo](https://openadventurerpg.com/glossary/solo/) Challenges in the game, see ***Chapter 15: Guidance for Guides***.

##### **[One-Shot](https://openadventurerpg.com/glossary/one-shot/)**

A [Challenge](https://openadventurerpg.com/glossary/challenge/) with the **[One-Shot](https://openadventurerpg.com/glossary/one-shot/)** trait is only overcome if a character reduces the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points to 0 in a single [Action](https://openadventurerpg.com/glossary/action/) Check. Any [Action](https://openadventurerpg.com/glossary/action/) Checks that fail to reduce the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points to 0 fails, regardless of the [Effect](https://openadventurerpg.com/glossary/effect/). A common example of a [Challenge](https://openadventurerpg.com/glossary/challenge/) with the [One-Shot](https://openadventurerpg.com/glossary/one-shot/) trait is leaping over a pit. The character either makes it to the other side or they don’t.

##### **[Linked](https://openadventurerpg.com/glossary/linked/)**

In a [Challenge](https://openadventurerpg.com/glossary/challenge/) with the **[Linked](https://openadventurerpg.com/glossary/linked/)** trait, anyone may attempt to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/), but the [Challenge](https://openadventurerpg.com/glossary/challenge/) includes effects that only impact the target it is [Linked](https://openadventurerpg.com/glossary/linked/) to. A common example is a disease. Anyone may attempt to cure the disease, but only the afflicted character suffers the [Challenge](https://openadventurerpg.com/glossary/challenge/)’s negative effects. The [Linked](https://openadventurerpg.com/glossary/linked/) trait is often paired with the [Timed](https://openadventurerpg.com/glossary/timed/) trait or Triggers.

##### **Triggers**

Triggers cause game effects or change the nature of a [Challenge](https://openadventurerpg.com/glossary/challenge/). Triggers may include:

- **Time**: The passage of a certain number of Rounds or a set amount of time.
- **[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: Reducing or increasing the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points to a particular number.
- **Events**: After a specific Actions is performed or a particular event occurs.

When a Trigger occurs, it initiates a game [Effect](https://openadventurerpg.com/glossary/effect/). Game effects could include complicating factors that make the [Challenge](https://openadventurerpg.com/glossary/challenge/) more difficult for the rest of the [Encounter](https://openadventurerpg.com/glossary/encounter/), increasing or reducing the [Challenge](https://openadventurerpg.com/glossary/challenge/)’s [Challenge](https://openadventurerpg.com/glossary/challenge/) Points, or introducing additional Challenges.

```
Example 1: A poisoned character facing an Escalating (2) Challenge loses 2 Body Points at 4 CP, 8 CP, and 10 CP.
```

```
Example 2: Enemy reinforcements join the fight, adding additional Challenges to the Encounter, if the current opponents are not overcome by the end of Round 3.
```

```
Example 3: If the crawling slime is reduced to 0 Challenge Points, it splits, and the characters now face two slimes with 5 Challenge Points each.
```

```
Example 4: On Round 3, rain begins to fall. Actions complicated by rain suffer a Drawback to their Difficulty Scores.
```

#### **Rewards and Consequences**

Most Challenges include a description of the reward for success and the consequence of failure. Rewards and consequences may include:

- **Wealth**: Gaining something of value, such [AS](https://openadventurerpg.com/glossary/as/) treasure or a new contact.
- **Story Direction**: Success or failure moves the story in a particular direction.
- **Captured** **or Killed**: The characters or their opponents are captured or killed.
- **[Story Points](https://openadventurerpg.com/glossary/story-points/)**: A Story Point award. (See ***Chapter 16: Advancement***).
- **[Encounter](https://openadventurerpg.com/glossary/encounter/)**: The outcome of the character’s effort to overcome a [Challenge](https://openadventurerpg.com/glossary/challenge/) could cause an [Encounter](https://openadventurerpg.com/glossary/encounter/) to end in success or failure (See ***Chapter 12: Encounters***).

#### **Adversaries**

**Adversaries** are a special type of [Challenge](https://openadventurerpg.com/glossary/challenge/). They are NPCs (non-player characters) who stand in the way of the characters accomplishing their goals. They might present a direct [Challenge](https://openadventurerpg.com/glossary/challenge/) (a giant lizard wants to eat the characters), or complicate another [Challenge](https://openadventurerpg.com/glossary/challenge/) (a group of thugs holds a door shut that the characters must get through).

When an [Adversary](https://openadventurerpg.com/glossary/adversary/) presents a direct [Challenge](https://openadventurerpg.com/glossary/challenge/), characters take Actions against the [Adversary](https://openadventurerpg.com/glossary/adversary/), and on a success, the [Effect](https://openadventurerpg.com/glossary/effect/) of those Actions reduces the [Adversary](https://openadventurerpg.com/glossary/adversary/)’s [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. When the [Adversary](https://openadventurerpg.com/glossary/adversary/)’s [Challenge](https://openadventurerpg.com/glossary/challenge/) Points are reduced to 0, the [Adversary](https://openadventurerpg.com/glossary/adversary/) is Defeated. A direct confrontation could be violent, such [AS](https://openadventurerpg.com/glossary/as/) a bloody battle against a pack of hungry wolves, or non-violent, such [AS](https://openadventurerpg.com/glossary/as/) a high-stakes social confrontation against a conniving noble where the loser is thrown out of the king’s court. In both situations, however, the [Adversary](https://openadventurerpg.com/glossary/adversary/) *is* the [Challenge](https://openadventurerpg.com/glossary/challenge/).

In other cases, the [Adversary](https://openadventurerpg.com/glossary/adversary/)’s attributes, abilities, and Actions are used to make another [Challenge](https://openadventurerpg.com/glossary/challenge/) more difficult, interesting, or exciting. In the example provided earlier, where a saboteur is attempting to sink the ship, the characters do not confront the [Adversary](https://openadventurerpg.com/glossary/adversary/) directly. Rather, the saboteur’s Actions create tension and excitement for the “Get Through the Door” [Challenge](https://openadventurerpg.com/glossary/challenge/). Once the characters get through the door, however, the saboteur might [Turn](https://openadventurerpg.com/glossary/turn/) into a direct [Challenge](https://openadventurerpg.com/glossary/challenge/) when the characters confront him with swords drawn.

##### **[Adversary](https://openadventurerpg.com/glossary/adversary/) [Challenge](https://openadventurerpg.com/glossary/challenge/) Points**

Like all Challenges, Adversaries are assigned [Challenge](https://openadventurerpg.com/glossary/challenge/) Points, and during a direct confrontation, the players may use any [Action](https://openadventurerpg.com/glossary/action/) they like to reduce the [Adversary](https://openadventurerpg.com/glossary/adversary/)’s [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. This includes obvious Actions, like drawing a weapon and smacking the enemy with it repeatedly, but it also includes creative approaches, such [AS](https://openadventurerpg.com/glossary/as/) intimidating the foe, tricking them, or sneaking past them. Each successful [Action](https://openadventurerpg.com/glossary/action/) Check, regardless of the nature of the [Action](https://openadventurerpg.com/glossary/action/), reduces the [Adversary](https://openadventurerpg.com/glossary/adversary/)’s [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. When their [Challenge](https://openadventurerpg.com/glossary/challenge/) Points are reduced to 0, they are Defeated.

###### **Defeated Adversaries**

**Defeated** means different things depending on the Actions the characters used to overcome the [Adversary](https://openadventurerpg.com/glossary/adversary/). If they reduced the [Adversary](https://openadventurerpg.com/glossary/adversary/)’s [Challenge](https://openadventurerpg.com/glossary/challenge/) Points through intimidation, Defeated might mean the [Adversary](https://openadventurerpg.com/glossary/adversary/) flees the battlefield. If they primarily used their weapons to [Attack](https://openadventurerpg.com/glossary/attack/) the [Adversary](https://openadventurerpg.com/glossary/adversary/), Defeat might mean the [Adversary](https://openadventurerpg.com/glossary/adversary/) is killed. It is up to the Adventure Guide to select an appropriate outcome.

The reason such varied approaches work to defeat Adversaries is that an [Adversary](https://openadventurerpg.com/glossary/adversary/)’s [Challenge](https://openadventurerpg.com/glossary/challenge/) Points represent more than just their physical health. Their [Challenge](https://openadventurerpg.com/glossary/challenge/) Points also represent their:

- Morale
- Mental stability
- Endurance
- Strategy
- Determination
- Spirit
- Experience

This means there are all sorts of ways to defeat an opponent beyond harming them physically. Players are encouraged to get creative, leverage their character’s strengths, and most importantly, make it fun!

###### **[Protection](https://openadventurerpg.com/glossary/protection/)**

Like other Challenges, an [Adversary](https://openadventurerpg.com/glossary/adversary/) can have [Protection](https://openadventurerpg.com/glossary/protection/). The most common type of [Protection](https://openadventurerpg.com/glossary/protection/) for an [Adversary](https://openadventurerpg.com/glossary/adversary/) is physical Armor. This includes things like chainmail, shields, and thick hide, all of which protect the [Adversary](https://openadventurerpg.com/glossary/adversary/) from the [Effect](https://openadventurerpg.com/glossary/effect/) of physical [Attack](https://openadventurerpg.com/glossary/attack/) Actions.

Adversaries may also have [Resistance](https://openadventurerpg.com/glossary/resistance/) and Immunity. The ghost described in ***Appendix E: NPCs and Adversaries***, for example, has **Immunity** (Physical Attacks). This makes it impossible to reduce the ghost’s [Challenge](https://openadventurerpg.com/glossary/challenge/) Points with physical weapons. The animated skeleton, on the other hand, has **[Resistance](https://openadventurerpg.com/glossary/resistance/)** (Stabbing). Stabbing attacks may go right between the skeleton’s bones, so the [Effect](https://openadventurerpg.com/glossary/effect/) of a successful [Attack](https://openadventurerpg.com/glossary/attack/) Check with a stabbing weapon is halved.

##### **Adversaries and Actions**

One thing that sets Adversaries apart from other Challenges is that Adversaries can take Actions and make [Action](https://openadventurerpg.com/glossary/action/) Checks. These might be direct Actions, like attacking one of the characters, or indirect Actions, like making a Sabotage Check to drill a hole in the characters’ ship. In a sense, Adversaries are the Adventure Guide’s characters, and the Challenges the Adversaries are trying to overcome are the players’ characters.

**[Action](https://openadventurerpg.com/glossary/action/) Choices**

Adversaries can perform any of the Actions available to characters. This means they may attempt any of the Actions described in ***Appendix B: [Action](https://openadventurerpg.com/glossary/action/) Library*** or any other [Action](https://openadventurerpg.com/glossary/action/) the Adventure Guide dreams up. Pre-built Adversaries, like those found in ***Appendix E: NPCs and Adversaries***, typically include a list of the [Adversary](https://openadventurerpg.com/glossary/adversary/)’s most common Actions, complete with a pre-calculated [Action](https://openadventurerpg.com/glossary/action/) Score and a description the [Effect](https://openadventurerpg.com/glossary/effect/) on a successful [Action](https://openadventurerpg.com/glossary/action/) Check. 

**[Action](https://openadventurerpg.com/glossary/action/) Checks**

When the Adventure Guide wants an [Adversary](https://openadventurerpg.com/glossary/adversary/) to take an [Action](https://openadventurerpg.com/glossary/action/), they use the same rules [AS](https://openadventurerpg.com/glossary/as/) the players (described in ***Chapter 10: Actions***).

> ### **More on Adversaries**
>
>
>
> To learn more about Adversaries and their abilities see ***Appendix E: NPCs and Adversaries***. It includes detailed information about [Adversary](https://openadventurerpg.com/glossary/adversary/) abilities and a collection of ready-made Adversaries the Adventure Guide can use in the game.
