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<blockquote data-quote="Kisanji Arael" data-source="post: 2680927" data-attributes="member: 20056"><p>Well, here are some suggestions which I think clear the muddied waters in your tests.</p><p></p><p>My personal edit</p><p>1. A measure of Greed</p><p></p><p>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:</p><p></p><p>1. </p><p>A gem of legend ye shall find</p><p>If to this rock your fate ye bind!</p><p>This rock, sought long by knights before</p><p>You found yourself at peril’s door</p><p>Endure ye now this test of greed</p><p>Let will surpass, and sin recede</p><p></p><p>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?</p><p></p><p>2. The Greater Good <em>(<span style="color: DarkSlateBlue">Test of Loyalty</span>)</em></p><p></p><p>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. <em>This unfortunately only works if you have a plot hook working to keep them in the dungeon.</em> 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.</p><p></p><p>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.</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. <em> 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. </em></p><p></p><p></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, 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. </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>Intellect before Brawn:</p><p></p><p>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.</p><p></p><p>Test of Skill</p><p>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.</p></blockquote><p></p>
[QUOTE="Kisanji Arael, post: 2680927, member: 20056"] 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 [I]([COLOR=DarkSlateBlue]Test of Loyalty[/COLOR])[/I] 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. [I]This unfortunately only works if you have a plot hook working to keep them in the dungeon.[/I] 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] 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. [/I] 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. [/QUOTE]
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