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General Tabletop Discussion
*Pathfinder & Starfinder
Encounter: Fixing a Magic Item
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<blockquote data-quote="Theo R Cwithin" data-source="post: 5027437" data-attributes="member: 75712"><p>If they haven't already, the first part of the challenge could be just figuring out what the problem is-- part RP, part Gather Info, Knowledge, etc checks, maybe a short investigation adventure.</p><p></p><p>They need to determine <em>how</em> to fix it-- again, part RP, part skill checks. Maybe a minor adventure/dungeon crawl to recover a ritual, device or missing part that will fix it.</p><p></p><p>Then they actually have to fix it:</p><p>- A little research might be in order here: Knowledge checks to discern the minor ingredients in the laboratory, maybe sidetrek (combat or RP) to get a missing bit. </p><p>- Do they have to disable it before they can fix? Depending upon what it is, that could work like a trap (weird magic effects make area difficult to work in; straight damage; etc) or a combat (vs a construct, animated objects, summoned beasties-- possibly have to limit PCs to subdual damage so they don't destroy it!). </p><p>- Then the actual repair job: a Craft check (not necessarily magical), or series of checks to accommodate more than one character, to do the physical repair; maybe followed up by Spellcraft or something to perform a ritual that "reboots" it or something.</p><p></p><p>You can just set RP and skill check DCs to whatever you think is appropriate for the level, and flavor it as you need. With a handful of level-appropriate combats, and a couple RP encounters, you've got a full story arc! </p><p></p><p>If you're looking for more specific suggestions, maybe give a few more details? I'm sure someone will have an idea or two.</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 5027437, member: 75712"] If they haven't already, the first part of the challenge could be just figuring out what the problem is-- part RP, part Gather Info, Knowledge, etc checks, maybe a short investigation adventure. They need to determine [I]how[/I] to fix it-- again, part RP, part skill checks. Maybe a minor adventure/dungeon crawl to recover a ritual, device or missing part that will fix it. Then they actually have to fix it: - A little research might be in order here: Knowledge checks to discern the minor ingredients in the laboratory, maybe sidetrek (combat or RP) to get a missing bit. - Do they have to disable it before they can fix? Depending upon what it is, that could work like a trap (weird magic effects make area difficult to work in; straight damage; etc) or a combat (vs a construct, animated objects, summoned beasties-- possibly have to limit PCs to subdual damage so they don't destroy it!). - Then the actual repair job: a Craft check (not necessarily magical), or series of checks to accommodate more than one character, to do the physical repair; maybe followed up by Spellcraft or something to perform a ritual that "reboots" it or something. You can just set RP and skill check DCs to whatever you think is appropriate for the level, and flavor it as you need. With a handful of level-appropriate combats, and a couple RP encounters, you've got a full story arc! If you're looking for more specific suggestions, maybe give a few more details? I'm sure someone will have an idea or two. [/QUOTE]
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Encounter: Fixing a Magic Item
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