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<blockquote data-quote="Frostmarrow" data-source="post: 6045287" data-attributes="member: 1122"><p>More examples (I'm in love with this idea):</p><p></p><p>Find the entrance to the thieves' guild secret tunnels (20pp):</p><p>1. Secretly add 10 to guild awareness in the next challenge (infiltrating the tunnels).</p><p>2. Suffer insults from locals. "Hey, you don't belong here! Adventurers go home!"</p><p></p><p>Adam: Brings nothing to the table. Covers ground. 1d4.</p><p>Bertil: Knows how to persuade people but is dressed all wrong. 1d6+Cha (+2).</p><p>Caesar: Looks like a fish out of water. 1d4.</p><p>David: Can track. 1d6+Int (+3).</p><p></p><p>17.</p><p></p><p>The characters look around and talk to people looking for odd tracks. The locals become aware of their nosy presence and silently alerts the guild. They throw insults at the investigators in a passive aggressive manner. DM role-playing opportunity.</p><p></p><p>***</p><p></p><p>Opening an autumn twilight portal to Gloomwrought. (60pp).</p><p>1. Lose one spell slot per party. Highest slot is lost first. Arcane slots are lost before Divine if tied.</p><p>2. Each participant takes 1d4 temporary damage the first round, 1d6 damage the second round, and so on increasing every following round. Temporary damage is automatically healed when the portal is opened.</p><p></p><p>Adam: Shouts encouraging words. 1d4.</p><p>Bertil: Knows how to channel divinity. 1d6+Wis (+4).</p><p>Caesar: Is trained in ritual magic and carries moonstones. 1d12+Int (+3).</p><p>David: Knows a secret druidic language chiseled onto the dolmen. 1d8+Int (+0).</p><p></p><p>24.</p><p></p><p>After approximately 3 rounds the party has lost two spell slots (One from Caesar and one from Bertil). They have also taken 6 points of temporary damage. The damage is fully healed by the power of the portal but the spells are lost for the day.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 6045287, member: 1122"] More examples (I'm in love with this idea): Find the entrance to the thieves' guild secret tunnels (20pp): 1. Secretly add 10 to guild awareness in the next challenge (infiltrating the tunnels). 2. Suffer insults from locals. "Hey, you don't belong here! Adventurers go home!" Adam: Brings nothing to the table. Covers ground. 1d4. Bertil: Knows how to persuade people but is dressed all wrong. 1d6+Cha (+2). Caesar: Looks like a fish out of water. 1d4. David: Can track. 1d6+Int (+3). 17. The characters look around and talk to people looking for odd tracks. The locals become aware of their nosy presence and silently alerts the guild. They throw insults at the investigators in a passive aggressive manner. DM role-playing opportunity. *** Opening an autumn twilight portal to Gloomwrought. (60pp). 1. Lose one spell slot per party. Highest slot is lost first. Arcane slots are lost before Divine if tied. 2. Each participant takes 1d4 temporary damage the first round, 1d6 damage the second round, and so on increasing every following round. Temporary damage is automatically healed when the portal is opened. Adam: Shouts encouraging words. 1d4. Bertil: Knows how to channel divinity. 1d6+Wis (+4). Caesar: Is trained in ritual magic and carries moonstones. 1d12+Int (+3). David: Knows a secret druidic language chiseled onto the dolmen. 1d8+Int (+0). 24. After approximately 3 rounds the party has lost two spell slots (One from Caesar and one from Bertil). They have also taken 6 points of temporary damage. The damage is fully healed by the power of the portal but the spells are lost for the day. [/QUOTE]
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