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Tests of Heros
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<blockquote data-quote="ThorneMD" data-source="post: 2679071" data-attributes="member: 4752"><p><strong>Updated Test of Heros</strong></p><p></p><p><u><strong>So far:</strong></u></p><p>1. A measure of Greed</p><p></p><p>The characters walk into a room and are presented with a table that has three treasures on it. They may choose only one and each has a small description written underneath it.</p><p></p><p>1. Receive a gem that can be priceless in value</p><p>2. Receive 5,000 GP each now</p><p>3. Receive a map to a great treasure</p><p></p><p><em><span style="color: DarkSlateBlue">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</span>.</em></p><p></p><p></p><p>2. The Greater Good <em>(<span style="color: DarkSlateBlue">Test of Guilt</span>)</em></p><p></p><p>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. </p><p></p><p>Do the players take the responsibility in their own hands, let fate decide, or let someone else take the control.</p><p></p><p><em><span style="color: DarkSlateBlue">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</span>.</em></p><p></p><p>3. Test of Wisdom</p><p></p><p>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.</p><p></p><p>On the bridge stands a massive, towering behemoth with six arms, clad in black armor, with a terrible-looking sword. It's eyes glow red as it darkly announces: </p><p></p><p>"Not by magic, might, nor stealth may I be passed!"</p><p></p><p>The creature is CR 20.</p><p></p><p>The solutions: There are many. Ask :Will you let me pass?", Sheathe your weapon and embrace the guardian, Shake his hand, Anything like that. If done so, the guardian nods, steps aside, and intones:</p><p></p><p>"Only Wisdom teaches that there are challenges where magic, might, and stealth will not win through. An Adventurer must often rely upon his own internal resources."</p><p></p><p>4. Test of Mercy</p><p></p><p>You enter a empty room except for a lone figure. He attacks the party as soon as the door behind then closes until one of them is killed/dropped into negatives/he drops into negatives. Upon that he snaps out of a geas and explains his situation to the party and asks for forgiveness. Does the party do it, or kill him as an eye for an eye.</p><p></p><p>5. Test of Courage</p><p></p><p>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. </p><p></p><p>Solution: Take the jump of faith and walk across the chasm on a invisible bridge.</p><p></p><p>6. Test of Leadership</p><p></p><p>Upon entering this room, you see a table with a map rolled out on it. There are four men argueing by it. When questioned they tell you that they must find a way to sneak into the center of a well fortified city full of hostile guards. They must find an captured friend, sneak out, and do so without being noticed at all. The men come from two rivaling families and this causes a lot of tension between the four men. You must unite the men, find a way for the task to be done, and convince them to work together for the good of the cause.</p><p></p><p><u><strong>What I still need:</strong></u></p><p>7. Intellect before Brawn</p><p>I see what you guys are saying and now would like a better option for this. Optimally this would allow the wizard of the party to shine, but without too much magic (or none at all).</p><p></p><p>8. Test of Skill (<em><span style="color: DarkSlateBlue">Test of Versility</span></em>)</p><p>This can be a situation where skills are what will get you through. This would be the test where the rogue or the bard of the group would excel in. Anything from the challenge in the D&D movie to pick a lock, answer this oscure question, and find a secret door.</p><p></p><p>Thanks for the great ideas guys. Two more to go. This is truely why ENWorld is so great.</p></blockquote><p></p>
[QUOTE="ThorneMD, post: 2679071, member: 4752"] [b]Updated Test of Heros[/b] [U][B]So far:[/B][/U] 1. A measure of Greed The characters walk into a room and are presented with a table that has three treasures on it. They may choose only one and each has a small description written underneath it. 1. Receive a gem that can be priceless in value 2. Receive 5,000 GP each now 3. Receive a map to a great treasure [I][COLOR=DarkSlateBlue]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[/COLOR].[/I] 2. The Greater Good [I]([COLOR=DarkSlateBlue]Test of Guilt[/COLOR])[/I] 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][COLOR=DarkSlateBlue]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[/COLOR].[/I] 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. On the bridge stands a massive, towering behemoth with six arms, clad in black armor, with a terrible-looking sword. It's eyes glow red as it darkly announces: "Not by magic, might, nor stealth may I be passed!" The creature is CR 20. The solutions: There are many. Ask :Will you let me pass?", Sheathe your weapon and embrace the guardian, Shake his hand, Anything like that. If done so, the guardian nods, steps aside, and intones: "Only Wisdom teaches that there are challenges where magic, might, and stealth will not win through. An Adventurer must often rely upon his own internal resources." 4. Test of Mercy You enter a empty room except for a lone figure. He attacks the party as soon as the door behind then closes until one of them is killed/dropped into negatives/he drops into negatives. Upon that he snaps out of a geas and explains his situation to the party and asks for forgiveness. Does the party do it, or kill him as an eye for an eye. 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. 6. Test of Leadership Upon entering this room, you see a table with a map rolled out on it. There are four men argueing by it. When questioned they tell you that they must find a way to sneak into the center of a well fortified city full of hostile guards. They must find an captured friend, sneak out, and do so without being noticed at all. The men come from two rivaling families and this causes a lot of tension between the four men. You must unite the men, find a way for the task to be done, and convince them to work together for the good of the cause. [U][B]What I still need:[/B][/U] 7. Intellect before Brawn I see what you guys are saying and now would like a better option for this. Optimally this would allow the wizard of the party to shine, but without too much magic (or none at all). 8. Test of Skill ([I][COLOR=DarkSlateBlue]Test of Versility[/COLOR][/I]) This can be a situation where skills are what will get you through. This would be the test where the rogue or the bard of the group would excel in. Anything from the challenge in the D&D movie to pick a lock, answer this oscure question, and find a secret door. Thanks for the great ideas guys. Two more to go. This is truely why ENWorld is so great. [/QUOTE]
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