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Questions from a DM that's kinda new 5E
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<blockquote data-quote="Shiroiken" data-source="post: 8134216" data-attributes="member: 6775477"><p>If I'm understanding you correctly, he's setting up the following: door, rogue, image, guard. In this case it depends on the layout of the area. If the illusion can cover the area involved, then the rogue should be good. If you want to make it possible for the rogue to be seen, you can have the guard make a passive Investigation check against the spell DC to let him know "something" isn't right, then require him to make another Int/Investigation check as per the spell. I honestly recommend against this, as the PC is spending a resource (or at least was smart using a cantrip in a small area). Even if annoying to your plans, you should encourage and reward smart play from the players.</p><p></p><p>Information peddlers are likely to be common in most settings. I'd require some downtime (one work week) and spend about 5 gp to meet with them. When they return to town, they can make a Cha check to find them again to see if they have any information. You should decide if they have any information, and have the NPC offer various bits of information in moderately vague terms (e.g. "I know what the mayor's been up to") and base the cost of the information on the value of it. In my mayor example:</p><p></p><p>5 gp - Mayor's trying to ally with a local guild to consolidate power</p><p>25 gp - Mayor's having an affair</p><p>50 gp - Mayor's skimming from the treasury</p><p>100 gp - Mayor's doing something relevant to your plot</p><p>500 gp - Mayor's a demon worshiper that's planning to sacrifice townsfolk until he gives enough souls to set it free</p><p></p><p>Obviously you should adjust these prices based on how much treasure you give out.</p><p></p><p></p><p>If you have it, the crafting rules from Xanthar's Guide to Everything are workable. If not, assuming he's proficienct, I'd simply allow him to make a potion of poison each day of downtime by spending half the cost. There are more poisons in the DMG if you want to allow him to be creative.</p><p></p><p>For harvesting poisons, I'd require a Int/Nature check to harvest 1 vial/use from a creature slain in the last minute. The DC should be based on how powerful you think the poison is compared to the base poison in the PHB. In addition, I'd have the poison lose it's potency over time (a week grants advantage, 2 ruins it). The PCs pays for materials to stabilize it, and the cost should also be relative to the cost of the basic poison from PHB.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8134216, member: 6775477"] If I'm understanding you correctly, he's setting up the following: door, rogue, image, guard. In this case it depends on the layout of the area. If the illusion can cover the area involved, then the rogue should be good. If you want to make it possible for the rogue to be seen, you can have the guard make a passive Investigation check against the spell DC to let him know "something" isn't right, then require him to make another Int/Investigation check as per the spell. I honestly recommend against this, as the PC is spending a resource (or at least was smart using a cantrip in a small area). Even if annoying to your plans, you should encourage and reward smart play from the players. Information peddlers are likely to be common in most settings. I'd require some downtime (one work week) and spend about 5 gp to meet with them. When they return to town, they can make a Cha check to find them again to see if they have any information. You should decide if they have any information, and have the NPC offer various bits of information in moderately vague terms (e.g. "I know what the mayor's been up to") and base the cost of the information on the value of it. In my mayor example: 5 gp - Mayor's trying to ally with a local guild to consolidate power 25 gp - Mayor's having an affair 50 gp - Mayor's skimming from the treasury 100 gp - Mayor's doing something relevant to your plot 500 gp - Mayor's a demon worshiper that's planning to sacrifice townsfolk until he gives enough souls to set it free Obviously you should adjust these prices based on how much treasure you give out. If you have it, the crafting rules from Xanthar's Guide to Everything are workable. If not, assuming he's proficienct, I'd simply allow him to make a potion of poison each day of downtime by spending half the cost. There are more poisons in the DMG if you want to allow him to be creative. For harvesting poisons, I'd require a Int/Nature check to harvest 1 vial/use from a creature slain in the last minute. The DC should be based on how powerful you think the poison is compared to the base poison in the PHB. In addition, I'd have the poison lose it's potency over time (a week grants advantage, 2 ruins it). The PCs pays for materials to stabilize it, and the cost should also be relative to the cost of the basic poison from PHB. [/QUOTE]
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