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<blockquote data-quote="Oofta" data-source="post: 8134107" data-attributes="member: 6801845"><p>When it comes to illusions, it's quite dependent on situation. A guard who has walked past a door a thousand times knows what the hallway looks like, no intelligence check needed. In some cases, they may be so bored as to not notice but that's a different issue; if I thought the guard might not notice something out of place I'd make it a perception check not an intelligence check.</p><p></p><p>If the guards are not familiar with the area, there may still be something out of place to let them know to do an investigation check as an action. So there is no one answer even in my own game.</p><p></p><p>Contacts and what-not are part of certain background and potentially a patron. It depends on what risk level you're looking at IMHO. Keep in mind that real world gold value doesn't necessarily match game world gold value. As mentioned above I'd consider them hirelings.</p><p></p><p>I don't allow poison in my games, it's just not worth the hassle. However there is a new feat in Tasha's Cauldron of Everything:</p><p style="margin-left: 20px">You can prepare and deliver deadly poisons, granting you the following benefits:</p> <ul> <li data-xf-list-type="ul"><p style="margin-left: 20px">When you make a damage roll that deals poison damage, it ignores resistance to poison damage.</p> </li> <li data-xf-list-type="ul"><p style="margin-left: 20px">You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.</p> </li> <li data-xf-list-type="ul"><p style="margin-left: 20px">You gain proficiency with the <a href="https://www.dndbeyond.com/equipment/poisoners-kit" target="_blank">Poisoner's Kit</a> if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned" target="_blank">poisoned</a> until the end of your next turn.</p> </li> </ul></blockquote><p></p>
[QUOTE="Oofta, post: 8134107, member: 6801845"] When it comes to illusions, it's quite dependent on situation. A guard who has walked past a door a thousand times knows what the hallway looks like, no intelligence check needed. In some cases, they may be so bored as to not notice but that's a different issue; if I thought the guard might not notice something out of place I'd make it a perception check not an intelligence check. If the guards are not familiar with the area, there may still be something out of place to let them know to do an investigation check as an action. So there is no one answer even in my own game. Contacts and what-not are part of certain background and potentially a patron. It depends on what risk level you're looking at IMHO. Keep in mind that real world gold value doesn't necessarily match game world gold value. As mentioned above I'd consider them hirelings. I don't allow poison in my games, it's just not worth the hassle. However there is a new feat in Tasha's Cauldron of Everything: [INDENT]You can prepare and deliver deadly poisons, granting you the following benefits:[/INDENT] [LIST] [*][INDENT]When you make a damage roll that deals poison damage, it ignores resistance to poison damage.[/INDENT] [*][INDENT]You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.[/INDENT] [*][INDENT]You gain proficiency with the [URL='https://www.dndbeyond.com/equipment/poisoners-kit']Poisoner's Kit[/URL] if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned']poisoned[/URL] until the end of your next turn.[/INDENT] [/LIST] [/QUOTE]
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