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<blockquote data-quote="Quickleaf" data-source="post: 7112098" data-attributes="member: 20323"><p>[GM]OK [MENTION=4936]Shayuri[/MENTION], you can make a DC 16 Wisdom (Insight) check now to determine Van Djik's <em>motives</em> in wanting to postpone his death. Or you can wait for the next part of his story and let the DC drop to 14. Up to you.</p><p></p><p>On a success, you determine his motives in wanting to postpone his death.</p><p></p><p>On a success by 5+, you determine his motives & can choose one of the following:</p><ul> <li data-xf-list-type="ul">See a brief haunting image in your mind's eye (or even projected onto a reflective surface in the room with a cantrip like <em>minor illusion</em> or something) of one part of Van Djik's story, such as seeing a mentioned NPC's face.</li> <li data-xf-list-type="ul">Deduce the general nature of his life-preserving charms as well as their origin/who made them.</li> <li data-xf-list-type="ul">Something else? Work it out with me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></li> </ul><p></p><p>On a failure, you can't decipher his motives because he's such a conflicted old dwarf.</p><p></p><p>On a failure by 5+, you must choose one of the following:</p><ul> <li data-xf-list-type="ul">You become so sucked into his ghost story that you can't speak and begin hallucinating with effects similar to the <em>phantasmal killer</em> spell. </li> <li data-xf-list-type="ul">You completely misread his motives, perhaps clouded by anger at hearing/imagining his involvement in slavery.</li> <li data-xf-list-type="ul">Withering under your steely gaze, Van Djik suffers a coughing fit and cannot continue the story until he receives magical healing or bed rest (i.e. a long rest).</li> <li data-xf-list-type="ul">The djab Yellow Jack (aka Xekik) subtly influences the ghost story, scrying upon the drawing room, gaining information on you and your party members, and causing the oil lamp to go out.</li> </ul><p>[/GM]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7112098, member: 20323"] [GM]OK [MENTION=4936]Shayuri[/MENTION], you can make a DC 16 Wisdom (Insight) check now to determine Van Djik's [I]motives[/I] in wanting to postpone his death. Or you can wait for the next part of his story and let the DC drop to 14. Up to you. On a success, you determine his motives in wanting to postpone his death. On a success by 5+, you determine his motives & can choose one of the following: [list][*]See a brief haunting image in your mind's eye (or even projected onto a reflective surface in the room with a cantrip like [I]minor illusion[/I] or something) of one part of Van Djik's story, such as seeing a mentioned NPC's face. [*]Deduce the general nature of his life-preserving charms as well as their origin/who made them. [*]Something else? Work it out with me. :)[/list] On a failure, you can't decipher his motives because he's such a conflicted old dwarf. On a failure by 5+, you must choose one of the following: [list][*]You become so sucked into his ghost story that you can't speak and begin hallucinating with effects similar to the [I]phantasmal killer[/I] spell. [*]You completely misread his motives, perhaps clouded by anger at hearing/imagining his involvement in slavery. [*]Withering under your steely gaze, Van Djik suffers a coughing fit and cannot continue the story until he receives magical healing or bed rest (i.e. a long rest). [*]The djab Yellow Jack (aka Xekik) subtly influences the ghost story, scrying upon the drawing room, gaining information on you and your party members, and causing the oil lamp to go out.[/list] [/GM] [/QUOTE]
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