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How would you make "finding out how to break the spell" interesting?
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<blockquote data-quote="TaranTheWanderer" data-source="post: 9645100" data-attributes="member: 15882"><p>Is there any time constraints? Is there a reason why Dispel Magic won't work?</p><p></p><p>The latter question is important because that should be part of the research. Is there an item or a source of power that's preventing them from just using regular magic to break it?</p><p></p><p>Research Ideas:</p><p></p><p>Start with typical search checks: History, Nature and Arcana.</p><p></p><p>History to find legends and locations</p><p>Arcana to know how things go together or how to deal with entities</p><p>Nature to know how and where to locate the information.</p><p>Persuasion or Investigation to find a guy/gal</p><p></p><p>These are just to point them in a direction. It could be from a library or just from their own expertise. It will reward them for high proficiency and high rolls. There is no failure for these checks - just degrees of success. The higher the roll they get in the initial checks, the more hints they get for how to deal with whatever place or creature is hiding the information - whether it's advantage on a future roll or just information on what an entity might like for barter. Then, to throw a couple examples:</p><p></p><p>-The Library where some of the information is hidden could be a maze that they have to navigate. Maybe a library of infinite shelves. It can be the equivalent of a maze spell or it could be an extended contest where success brings them closer to the book they need and failure gets them more lost. I feel there should be some kind of problem solving and decision making that gets them more or less lost. Failure can mean encounters, or psychic damage or just time....like, they could be lost in there for years....</p><p></p><p>Maybe, once they have the book, they still have to decode it (as was suggested above)</p><p></p><p>-They have to barter with an Evil or Good or Unknowable Entity to get the info. What they have to do to get that information can have unforeseen consequences. Or maybe there's some kind of price to be paid. Contact Other Plane but, role-played out.</p><p></p><p>- A nature spirit - a dryad, a Unicorn or a Green Dragon has the information.</p><p></p><p>-A famous wizard or Hermit or Gangster in town has the information or knows where to find it. This is for the more street savvy characters. Maybe they have an item that "answers one question" or whatever and you have to persuade them to let you use it.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 9645100, member: 15882"] Is there any time constraints? Is there a reason why Dispel Magic won't work? The latter question is important because that should be part of the research. Is there an item or a source of power that's preventing them from just using regular magic to break it? Research Ideas: Start with typical search checks: History, Nature and Arcana. History to find legends and locations Arcana to know how things go together or how to deal with entities Nature to know how and where to locate the information. Persuasion or Investigation to find a guy/gal These are just to point them in a direction. It could be from a library or just from their own expertise. It will reward them for high proficiency and high rolls. There is no failure for these checks - just degrees of success. The higher the roll they get in the initial checks, the more hints they get for how to deal with whatever place or creature is hiding the information - whether it's advantage on a future roll or just information on what an entity might like for barter. Then, to throw a couple examples: -The Library where some of the information is hidden could be a maze that they have to navigate. Maybe a library of infinite shelves. It can be the equivalent of a maze spell or it could be an extended contest where success brings them closer to the book they need and failure gets them more lost. I feel there should be some kind of problem solving and decision making that gets them more or less lost. Failure can mean encounters, or psychic damage or just time....like, they could be lost in there for years.... Maybe, once they have the book, they still have to decode it (as was suggested above) -They have to barter with an Evil or Good or Unknowable Entity to get the info. What they have to do to get that information can have unforeseen consequences. Or maybe there's some kind of price to be paid. Contact Other Plane but, role-played out. - A nature spirit - a dryad, a Unicorn or a Green Dragon has the information. -A famous wizard or Hermit or Gangster in town has the information or knows where to find it. This is for the more street savvy characters. Maybe they have an item that "answers one question" or whatever and you have to persuade them to let you use it. [/QUOTE]
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How would you make "finding out how to break the spell" interesting?
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