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<blockquote data-quote="Frostmarrow" data-source="post: 4166884" data-attributes="member: 1122"><p>SKILL CHALLENGE</p><p></p><p><span style="font-size: 10px"><strong>Alchemist's Apparatus [DC 20:6/3] 200XP</strong></span></p><p></p><p><em>You shouldn't have accepted the drink from the King's Spymaster. Now you are locked in a room and the sleeping agent coursing through your veins is making you all too drowsy. To add insult to injury the spymaster is now slipping lies into the ear of the king, making you out to be the threat of the realm. Luckily, the spymaster locked you up in a laboratory of sorts. There is an alchemist's apparatus here with dozens of tinctures, tonics, and potions. Along with all manners of strange and exotic ingredients. If only you could concoct an antidote...</em></p><p></p><p><strong>Suggestions:</strong> Endurance can be used to be able to consume any of the foul liquids the characters care to make. Arcana and Nature are important skills when it comes to identifying the contents of beakers and Heal might be used to make a recipe that will fight of the effects of the sleeping agent.</p><p></p><p><strong>Development:</strong> Failure to mix an antidote will result in all doped characters fall asleep for 24 hours. They wake up jailed and charged with high treason.</p><p></p><p><strong>Victory:</strong> At 6 successes the characters find themselves wide awake and no longer under the effect of the sleeping agent.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 4166884, member: 1122"] SKILL CHALLENGE [SIZE=2][B]Alchemist's Apparatus [DC 20:6/3] 200XP[/B][/SIZE] [I]You shouldn't have accepted the drink from the King's Spymaster. Now you are locked in a room and the sleeping agent coursing through your veins is making you all too drowsy. To add insult to injury the spymaster is now slipping lies into the ear of the king, making you out to be the threat of the realm. Luckily, the spymaster locked you up in a laboratory of sorts. There is an alchemist's apparatus here with dozens of tinctures, tonics, and potions. Along with all manners of strange and exotic ingredients. If only you could concoct an antidote...[/I] [B]Suggestions:[/B] Endurance can be used to be able to consume any of the foul liquids the characters care to make. Arcana and Nature are important skills when it comes to identifying the contents of beakers and Heal might be used to make a recipe that will fight of the effects of the sleeping agent. [B]Development:[/B] Failure to mix an antidote will result in all doped characters fall asleep for 24 hours. They wake up jailed and charged with high treason. [B]Victory:[/B] At 6 successes the characters find themselves wide awake and no longer under the effect of the sleeping agent. [/QUOTE]
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