Tests of Heros

ThorneMD said:
This is measuring the amount of greed the players have. The small amount of gp that they can get easily, a map that will lead to treasure but with conflict on the way, or a gem that is priceless (only to a race that is long since dead making it completely worthless). Basically it can show the characters that greed is not always the best thing.

(emphasis mine)
The problem I see with this is that your intent with this is not to test them in something as the other things do, but to show them/teach them. If I was the player in this I would feel quite annoyed by it. My first instinct would be to choose nothing, if forced though I'd probably do eeny meeny miney moe - there is no good answer. It seems like the whole thing is set up (espescially with the "priceless gem" being priceless to some long extinct people I know nothing about) to trick me into making the "wrong" choice and punishing me for it. As a player I really don't like that. If you want to test the character great! It makes for great story, but make it a test not stacked in your favor - that will make me feel like you set it up just to show off your moral superiority to the players. I had a DM do that once and I know I really disliked it.


ThorneMD said:
2. The Greater Good (Test of Guilt)

In an otherwise empty room, they players are confronted with a figure (can be anything you want). They are given three options and must choose one; To completely eradicate a race on your world (like elves for instance), to let the figure choose, or to let the choice fall randomly.

Do the players take the responsibility in their own hands, let fate decide, or let someone else take the control.

I should have said this before. In my world, there isn't a set alignment for races (ie there are good orcs and evil gold dragons). In this room, the players must choose between killing off a random race and take the blame themselves, let the figure choose a race (still a bad karma area, but better then killing a race themselves), or let fate decide (a quick type of evolution). This is basically a test of guilt and I should rename it that way.

My problem with this is similar to the problem with the first one - there is absolutely no chance I have to make a choice that doesn't result in genocide. Maybe it would work better in conjunction with the test of courage - give the characters the chance to willingly offer their own lives to prevent the genocide. All I know is I don't want to play the Kobayashi Maru - or if I do I want a chance to play it like Kirk does.
 

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Well, here are some suggestions which I think clear the muddied waters in your tests.

My personal edit
1. A measure of Greed

The party comes to a large rock, with an arm-shaped hole in it. One of the players must put their arm inside of it. As they do, they hear the following poem:

1.
A gem of legend ye shall find
If to this rock your fate ye bind!
This rock, sought long by knights before
You found yourself at peril’s door
Endure ye now this test of greed
Let will surpass, and sin recede

If they go for it, they get Con damage that only goes away with an atonement spell. If they do go for it, give them the map later. If they don't, then give it to them then. Simplifies the question down to "Are you greedy or not?

2. The Greater Good (Test of Loyalty)

In an otherwise empty room, they players are confronted with a figure (I would use an angel with blood-soaked eyes and wings). It tells them that if they truly wish to continue to the end of their quest, then they must kill one of their party members or return the way they came. This unfortunately only works if you have a plot hook working to keep them in the dungeon. If they hesitate, the figure offers to tell them which one they can survive without (DM's preference, paladins optimal) They have to chain him to an altar. The correct answer is to return the way they came. By doing this, they show not only loyalty to each other but also concern for the greater good, as all the heroes will be needed to survive any true test.

Do the players take the responsibility in their own hands, let fate decide, or let someone else take the control? That is the test of character.

3. Test of Wisdom

You enter a room, as a metal sheet slides down to block the door behind you. No way out! There is a 10' bridge spanning a chasm. Immediately, any spellcaster knows that magic does not work here, due to an Anti-Magic effect. I would let magic work here, but have it fizzle when it hits the bridge. Have the knight ignore it the first time it happens.



4. Test of Mercy

You enter a empty room except for a lone figure. He attacks the party, seemingly impervious to damage (EDIT: Let them roll to hit but then pass them over as far as damage goes. That'll freak em out), but bearing a shining gold medallion. He continues to attack the party until either he sends a character to 0 HP or a party member rips off the medallion. If the former, than his medallion flickers and dies, and he begs for mercy. If the latter, he still begs. Fudge the rolls until he gets a chance to beg. If granted, than the test is passed.

5. Test of Courage

You enter a room containing a 50' chasm. There is no bridge, no magic works here, and when the door closes behind you, lava slowly begins to spill out (1ft per round). There is a wind that does not allow arrows to be affected (for a rope) but does not affect the characters.

Solution: Take the jump of faith and walk across the chasm on a invisible bridge.

Intellect before Brawn:

The party comes to what seems to be a mirror with a door behind it, but the door is not there in reality. Any attempts to shatter the mirror crack it and than it reheals. An inscription above the door states "those most willing to observe the world will find that they can always change it" The only way to pass it is to get in the path of the door and move your hand backward (while still watching the mirror) until your hand is on the doorknob. Then, you open it, and the door appears, and everyone can walk in the small space between the mirror and the (now apparant) door.

Test of Skill
I dunno. My brain is kinda busted. that's what iambs do to me, I guess. Oh well, back to learning middle english Chaucer. Thanks for the enjoyable read. Hope your problems are solved.
 
Last edited:

Great suggestions!!!

Kisanji Arael said:
Well, here are some suggestions which I think clear the muddied waters in your tests.

My personal edit
1. A measure of Greed

The party comes to a large rock, with an arm-shaped hole in it. One of the players must put their arm inside of it. As they do, they hear the following poem:

1.
A gem of legend ye shall find
If to this rock your fate ye bind!
This rock, sought long by knights before
You found yourself at peril’s door
Endure ye now this test of greed
Let will surpass, and sin recede

If they go for it, they get Con damage that only goes away with an atonement spell. If they do go for it, give them the map later. If they don't, then give it to them then. Simplifies the question down to "Are you greedy or not?

2. The Greater Good (Test of Loyalty)

In an otherwise empty room, they players are confronted with a figure (I would use an angel with blood-soaked eyes and wings). It tells them that if they truly wish to continue to the end of their quest, then they must kill one of their party members or return the way they came. This unfortunately only works if you have a plot hook working to keep them in the dungeon. If they hesitate, the figure offers to tell them which one they can survive without (DM's preference, paladins optimal) They have to chain him to an altar. The correct answer is to return the way they came. By doing this, they show not only loyalty to each other but also concern for the greater good, as all the heroes will be needed to survive any true test.

Do the players take the responsibility in their own hands, let fate decide, or let someone else take the control? That is the test of character.

3. Test of Wisdom

You enter a room, as a metal sheet slides down to block the door behind you. No way out! There is a 10' bridge spanning a chasm. Immediately, any spellcaster knows that magic does not work here, due to an Anti-Magic effect. I would let magic work here, but have it fizzle when it hits the bridge. Have the knight ignore it the first time it happens.



4. Test of Mercy

You enter a empty room except for a lone figure. He attacks the party, seemingly impervious to damage (EDIT: Let them roll to hit but then pass them over as far as damage goes. That'll freak em out), but bearing a shining gold medallion. He continues to attack the party until either he sends a character to 0 HP or a party member rips off the medallion. If the former, than his medallion flickers and dies, and he begs for mercy. If the latter, he still begs. Fudge the rolls until he gets a chance to beg. If granted, than the test is passed.

5. Test of Courage

You enter a room containing a 50' chasm. There is no bridge, no magic works here, and when the door closes behind you, lava slowly begins to spill out (1ft per round). There is a wind that does not allow arrows to be affected (for a rope) but does not affect the characters.

Solution: Take the jump of faith and walk across the chasm on a invisible bridge.

Intellect before Brawn:

The party comes to what seems to be a mirror with a door behind it, but the door is not there in reality. Any attempts to shatter the mirror crack it and than it reheals. An inscription above the door states "those most willing to observe the world will find that they can always change it" The only way to pass it is to get in the path of the door and move your hand backward (while still watching the mirror) until your hand is on the doorknob. Then, you open it, and the door appears, and everyone can walk in the small space between the mirror and the (now apparant) door.

Test of Skill
I dunno. My brain is kinda busted. that's what iambs do to me, I guess. Oh well, back to learning middle english Chaucer. Thanks for the enjoyable read. Hope your problems are solved.
 

Tests of Skill

Obviously, this is going to have to depend upon what skill(s) the Rogue/Bard actually has. The exit hidden by a secret door, back in the first room (with the guardian on the bridge, Test of Wisdom) still works, IMHO, as only Bards, Rangers, and Rogues (perhaps Monks) are likely to have it at very high levels. Adjust the DC for level (I am assuming first level, so DC:20 is high enough).

Another good one might be a room with a drawbride (up) on the other side, and an obvious lever to lower it. The only ways to get to it, however, are to either climb the walls, or balance on a narrow ledge, less than a foot wide, which runs along one wall... Only Bards, Monks, and Rogues are likely to have high ranks in both skills (although a Fighter might be good at climb, if he removed his armor).

The bad thing about this test, though, is what to do with PCs who fall? Do they die? Disappear, and reappear elsewhere? Hence, I think the first test is better.
 

Level/Killing PCs?

What level is this adventure, anyway? Is it supposed to be lethal, or non-lethal? (The Test of Mercy can certainly kill some PCs, making it impossible - or at least more difficult - for their former team mates to complete the quest!)

I have assumed low-level. If you want to make things less lethal, replace the Test of Wisdom's Guardian's terrible sword with six Saps, instead. That way, foolish adventurers who attack can be rendered unconscious.

I'm not sure what to do, in order to prevent the Test of Mercy from killing a PC... If the NPC is of equal level to the average PC level, then no one SHOULD die, but these things have a way of not working out, right... :p
 

Steverooo - The adventure level is low to mid level and is hopefully disigned to be mostly non-letal, but that stuff happens.

Kisanji Arael - I like your ideas for the Test of Intellect befor Brawn and for The Greater Good test. I am most likely going to use those. Thanks.

I understand the problem with the Test of Greed that most of you have, but the way the adventure is set up it works. The party is going through the dungeon to find a ancient treasure related to the campaign. This test is a way to measure if the characters are doing this for money or can they control their greed and not misuse the power of the treasure. My players are fine with the idea of a situation like this. I would not have done it otherwise.

The Test of Skill is the only test I still don't know about. Also, if anyone has another idea for a test instead of the test of skill, feel free to mention it.
 


What might help in the adventure creation process is to ask: Where is this dungeon? Why is it here? Who set up all these uber-powerful tests, and to what end?

Answering these questions might let you make the dungeon more rational and could give it more cohesion and "theme." Maybe its a pyramid-tomb of an ancient god-king who was wealthy, powerful, and eccentric enough to command the building of such an odd dungeon? Maybe the "dungeon" is not really on the Prime Material at all but on a different plane or perhaps entirely in a dream world.

I guess I'm just looking for some reason behind the rhyme, which might inspire the "tests" to be better fleshed out.

ironregime
 


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