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<blockquote data-quote="Asisreo" data-source="post: 8133973" data-attributes="member: 7019027"><p>Alright, here we go!</p><p></p><p>There's no official rules for this since illusion spells tend to be more freeform. Casting the spell itself might give him away due to the verbal component so casting it beforehand or getting him to briefly not mind the rogue may work. Once that's done, it comes down to the guard not seeing the door. If its in his peripheral, I think he's safe but if its in his focus, he'll likely investigate and catch the rogue. </p><p></p><p>I'd make it a contest. Thieves' Tools vs. Passive Perception. If he succeeds, the rogue opens the door before the guard notices. If he fails, the guard notices a bit before the rogue can finish. </p><p></p><p></p><p>Skilled Hirelings can fulfill this need. They cost 2gp/day. Doesn't seem like alot until he has 5 of them and he has been gone or doing downtime for a month. Suddenly its 300gp for that time. The informants can use the "Researching" downtime activity. The hirelings themselves make the check and for each hireling that succeeds, you can give the characters new information about whatever the player thinks he's likely to hear. </p><p></p><p>Crafting means you can make whatever mundane gear. You actually pay nothing in gp, but the materials you use must be worth half the value. You can make as many items as you need, up to a maximum value of 5gp. </p><p></p><p>Poisons are usually either extracted or concocted. In the case of concoction, use the crafting rules. Concocting poison is extremely expensive and time consuming. It should only really be done during downtime. It takes 20 days and 50gp worth of materials that the DM decides to make a vial of poison. Its not very efficient, but adds up if your players have a couple months of downtime. </p><p></p><p>Extracting (harvesting) poisons are much quicker and more likely mid-adventure. The DMG has rules for this. The creature that you're extracting from must be incapacitated or dead. It takes 1d6 minutes to extract and the extractor must succeed a DC 20 Intelligence(Nature) check or Poisoner's Kit check. The type of poison depends on the creature extracted from. Not all monsters that do poisons are on this list, however, the poisons on the list are carbon copies of the type of effect from the creature that has them. You can use this as a guide. </p><p></p><p>For example, if you're extracting Guardian Naga poison, it should be a DC 15 Con save that does 45 (10d8) poison damage.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8133973, member: 7019027"] Alright, here we go! There's no official rules for this since illusion spells tend to be more freeform. Casting the spell itself might give him away due to the verbal component so casting it beforehand or getting him to briefly not mind the rogue may work. Once that's done, it comes down to the guard not seeing the door. If its in his peripheral, I think he's safe but if its in his focus, he'll likely investigate and catch the rogue. I'd make it a contest. Thieves' Tools vs. Passive Perception. If he succeeds, the rogue opens the door before the guard notices. If he fails, the guard notices a bit before the rogue can finish. Skilled Hirelings can fulfill this need. They cost 2gp/day. Doesn't seem like alot until he has 5 of them and he has been gone or doing downtime for a month. Suddenly its 300gp for that time. The informants can use the "Researching" downtime activity. The hirelings themselves make the check and for each hireling that succeeds, you can give the characters new information about whatever the player thinks he's likely to hear. Crafting means you can make whatever mundane gear. You actually pay nothing in gp, but the materials you use must be worth half the value. You can make as many items as you need, up to a maximum value of 5gp. Poisons are usually either extracted or concocted. In the case of concoction, use the crafting rules. Concocting poison is extremely expensive and time consuming. It should only really be done during downtime. It takes 20 days and 50gp worth of materials that the DM decides to make a vial of poison. Its not very efficient, but adds up if your players have a couple months of downtime. Extracting (harvesting) poisons are much quicker and more likely mid-adventure. The DMG has rules for this. The creature that you're extracting from must be incapacitated or dead. It takes 1d6 minutes to extract and the extractor must succeed a DC 20 Intelligence(Nature) check or Poisoner's Kit check. The type of poison depends on the creature extracted from. Not all monsters that do poisons are on this list, however, the poisons on the list are carbon copies of the type of effect from the creature that has them. You can use this as a guide. For example, if you're extracting Guardian Naga poison, it should be a DC 15 Con save that does 45 (10d8) poison damage. [/QUOTE]
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