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Array v 4d6: Punishment? Or overlooked data
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<blockquote data-quote="LostSoul" data-source="post: 6415019" data-attributes="member: 386"><p>Yup. To me, "tricks" are strange and interesting features of the setting that can offer a boon if you figure it out, and a bane if you don't. </p><p></p><p>For example: I made a pool that turned anything that touched it into gold. The transformation was "contagious"; if you dipped your 10' pole into the pool the pole would turn to gold and anything that touched it (like your hands). It would only become inert if it touched gold. The clue to this was the floor made of gold and on it a severed golden hand.</p><p></p><p>Once you figure it out you can get as much gold as you want, but it's pretty dangerous if you don't. (That, and the Elder Brain would try to compel you to dip your hand into the pool - save resists).</p><p></p><p>[sblock=some tricks]Here's one from my dungeon notes. The room was a museum where all the pieces on display were of moon-elves in various scenes within the dungeon. (The Mystagogue was an evil/insane NPC.)</p><p></p><p>Trick: Signs and symbols of Sehanine are all over this place. The information in the museum can only be accessed through meditation on love. This is what is holding up the Mystagogue. She is making no progress (progress check: 11). Without thinking of an act of love the silver etchings that make up the museum offer little information; with them, they act as moving pictures. They are triggered by touching the sign of Sehanine, the cresent moon, the goddess of love. If this is done without thinking of an act of love the character must save or be pulled into the etching, which becomes a cursed, warped landscape full of dangers. The only way out is to perform or meditate on an act of love.</p><p></p><p>The boon is the information that they give - they explain the dungeon and how to negotiate its traps and where the treasure rooms are.</p><p></p><p>Here's another one:</p><p></p><p>Trick: The pool of hidden reflections. A pool hidden within the tangled gardens. No reflections are cast into it. Drinking an ounce or less gives a serene feeling. Drinking a cup (8 oz) gives a peaceful feeling, like all bad thoughts and emotions are safely cut off from the psyche. This grants resistance vs psychic damage 20 (lasts for 5 minutes, triggered the next time psychic damage is taken) and a natural 20 on their next saving throw against psychic or mental effects. Drinking any more than a pint (16 oz) in a single day causes the character to lose memories - and a level, if applicable.</p><p></p><p>This was in the dungeon that held the elder brain, so it was pretty relevant.[/sblock]</p><p></p><p>None of these examples raise or lower stats. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> I always forget to use that when I make up these things.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6415019, member: 386"] Yup. To me, "tricks" are strange and interesting features of the setting that can offer a boon if you figure it out, and a bane if you don't. For example: I made a pool that turned anything that touched it into gold. The transformation was "contagious"; if you dipped your 10' pole into the pool the pole would turn to gold and anything that touched it (like your hands). It would only become inert if it touched gold. The clue to this was the floor made of gold and on it a severed golden hand. Once you figure it out you can get as much gold as you want, but it's pretty dangerous if you don't. (That, and the Elder Brain would try to compel you to dip your hand into the pool - save resists). [sblock=some tricks]Here's one from my dungeon notes. The room was a museum where all the pieces on display were of moon-elves in various scenes within the dungeon. (The Mystagogue was an evil/insane NPC.) Trick: Signs and symbols of Sehanine are all over this place. The information in the museum can only be accessed through meditation on love. This is what is holding up the Mystagogue. She is making no progress (progress check: 11). Without thinking of an act of love the silver etchings that make up the museum offer little information; with them, they act as moving pictures. They are triggered by touching the sign of Sehanine, the cresent moon, the goddess of love. If this is done without thinking of an act of love the character must save or be pulled into the etching, which becomes a cursed, warped landscape full of dangers. The only way out is to perform or meditate on an act of love. The boon is the information that they give - they explain the dungeon and how to negotiate its traps and where the treasure rooms are. Here's another one: Trick: The pool of hidden reflections. A pool hidden within the tangled gardens. No reflections are cast into it. Drinking an ounce or less gives a serene feeling. Drinking a cup (8 oz) gives a peaceful feeling, like all bad thoughts and emotions are safely cut off from the psyche. This grants resistance vs psychic damage 20 (lasts for 5 minutes, triggered the next time psychic damage is taken) and a natural 20 on their next saving throw against psychic or mental effects. Drinking any more than a pint (16 oz) in a single day causes the character to lose memories - and a level, if applicable. This was in the dungeon that held the elder brain, so it was pretty relevant.[/sblock] None of these examples raise or lower stats. :( I always forget to use that when I make up these things. [/QUOTE]
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