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Elemental Challenges - Help!
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<blockquote data-quote="RangerWickett" data-source="post: 280409" data-attributes="member: 63"><p>My party in my game is currently at a elemental-themed Druid grove. They had a few 'tests,' so let me give you a few ideas. Instead of having them fight elements, maybe they have to show that they can use elemental power.</p><p></p><p>There was a sort of steam vent in the ground, out of which a thin lick of flame wafted up, about 6 feet tall. The area around it was permeated with magic, and with a successful spellcraft check (DC 15), they can fire bursts of flame at a range of 50 feet, dealing 1d6 damage. For every 3 points they beat DC 15, they deal an extra 1d6.</p><p></p><p>For water, there is a river that leads to a waterfall, but right before the waterfall is a hollow stone spire. The only way into the spire is a hole in it's bottom, so you have to jump in the river, ride the current, then pop up in the bottom of the spire before the current sweeps you away. Have some sort of special object that they need inside.</p><p></p><p>For air, there is a high mountain peak (you could just use a hillside, or a forested grove) filled with stone pillars, kinda like stonehenge. All the pillars have narrow holes in them, so when the wind blows, different notes play. The party has to play an octave scale to summon an air wraith, which provides them with guidance/information.</p><p></p><p>Stone was a bit of a geology exam. It started off with fragments of four different types of stone, sitting on a plaque. The plaque says that they must move four stone pillars into the proper position, without scratching the ground. The floor is a sorta patchwork of the different types of stones, tiled with interesting patterns. The types of stone of the pillars is the same as the types of stone of the fragments. So, the party has to experiment with the small fragments to see which stone scratches which, and then they have to move the huge pillars into position, sending them across the 'gameboard.'</p><p></p><p></p><p>Also, you might want to make sure that the players realize that they need to wish to go home. And what if all the PCs except one wish for immortality, and then the last PC wishes for them all to go home? Be wary of wishes.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 280409, member: 63"] My party in my game is currently at a elemental-themed Druid grove. They had a few 'tests,' so let me give you a few ideas. Instead of having them fight elements, maybe they have to show that they can use elemental power. There was a sort of steam vent in the ground, out of which a thin lick of flame wafted up, about 6 feet tall. The area around it was permeated with magic, and with a successful spellcraft check (DC 15), they can fire bursts of flame at a range of 50 feet, dealing 1d6 damage. For every 3 points they beat DC 15, they deal an extra 1d6. For water, there is a river that leads to a waterfall, but right before the waterfall is a hollow stone spire. The only way into the spire is a hole in it's bottom, so you have to jump in the river, ride the current, then pop up in the bottom of the spire before the current sweeps you away. Have some sort of special object that they need inside. For air, there is a high mountain peak (you could just use a hillside, or a forested grove) filled with stone pillars, kinda like stonehenge. All the pillars have narrow holes in them, so when the wind blows, different notes play. The party has to play an octave scale to summon an air wraith, which provides them with guidance/information. Stone was a bit of a geology exam. It started off with fragments of four different types of stone, sitting on a plaque. The plaque says that they must move four stone pillars into the proper position, without scratching the ground. The floor is a sorta patchwork of the different types of stones, tiled with interesting patterns. The types of stone of the pillars is the same as the types of stone of the fragments. So, the party has to experiment with the small fragments to see which stone scratches which, and then they have to move the huge pillars into position, sending them across the 'gameboard.' Also, you might want to make sure that the players realize that they need to wish to go home. And what if all the PCs except one wish for immortality, and then the last PC wishes for them all to go home? Be wary of wishes. [/QUOTE]
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