Ever since the two episodes in lost where late in season 2, the guy that's leader of the Others (Linus? They don't realise they've captured the fucking leader - they think he's just some low-ranker) agrees at gun-point to lead them to his encampment, and takes them through an open field that looks perfectly safe to everyone but the 1 ex-military guy (who fought for the Iraqi side - yes, this was when the show was still decent), until they realise that 'open field' is a really bad place to be when they start getting hit with blow-darts from the long grass at the edges and don't have a clue wheree the enemy is; and then a couple of seasons later (show gone downhill, but still the occasional good scene like this one), they illustrate how the survivors have become battle-hardened and tactically adept through their extended war with 'the Others' by pulling the exact same trap on the mercenaries who have come to capture Linus and kill everyon else - I've wanted to see that done as an intelligence dialogue check in a crpg.
Make it so that if you have good fighting skills but crap intellect (your typical fighter 'int as dump stat'), you walk straight into it and get pelted without even knowing the directions (after a few rounds you realise the enemy has spread and is firing from several locations), good fighting skills and non-shit intelligence mean you start out following your 'hostage' not knowing anything is up, but can react once you're a 1/4 of the way into the field, defensively retreat back to cover using formation to minimalise casualties (enemies using sleep darts, utterly ineffective against shields if you know where they're coming from, but you stand no chance if you walk fulll-on into the centre as you pass out in a couple of rounds after getting hit (most likely your entire party goes down before you know what the fuck happened) - fortunately it's a 'you're captured, permanently lose a chunk of your gold, and start from a seriously disadvantaged position in the 'invade the mooks camp' because your gear is actually EQUIPPED by a min-boss group of mooks ages into the fortress (and they'll have no qualms about chugging all your potions), until which you need to survive with the gear you've taken off poorly equipped guards.
If you have good fighting skills and above average intelligence, you stop at the edge of the clearing and immediately recognise you're being led into a trap - you can kill the guy immediately, or decide he's more useful as a living hostage, but choose a different way around, knowing with either a good shield formation or just one single stealthy character that can also fight a bit (equivalent of a thief with a few levels in fighter), you can easily slaughter all the blow-dart guys by not entering the clearing.
If you're not an experienced warrior (i.e. subpar fighting skills, then you need good intelligence to pick the trap when you're 1/4 in (and have a decent shot of surviving), and excellent intelligence to pick it before you enter the clearing.
Absolute top-notch speech AND intelligence (running with the idea that you've captured the leader unknowlingly, and that the guy is clever as fuck) allows you to pick that he's got a trap in mind before you even leave camp (he strikes you as reacting with 'normal' fear, which most would find convincing, but you pick as odd given that the guy has been playing mindgames with your party ever since you caught him, has no fear of torture other than not wanting the obvious pain (i.e. he's not an idiot, but he knows he's going to get tortured regardless, and that you can't trust anything he says under torture regardless given that he might be saying anything you want to hear just to make it stop, so he shrugs and gets on with it), etc, and that tips you off that he's planning a trap. A second check, requiring even higher charisma and intelligence lets you surmise that you've actually caught the enemy leader. A 3rd check, requiring high charisma and the highest intellect possible by that stage of the game lets you work out who in your group he's 'turned' and is using to pass messages to his allies.
Don't know why it caught my attention like that. Just seemed like a good opportunity to use non-combat skills in a way that didn't amount to skipping content, and gave a sensible advantage instead of an 'I win' option.