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What happens when you fail?
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<blockquote data-quote="Quickleaf" data-source="post: 8795408" data-attributes="member: 20323"><p>Examples from actual play at my table or in online games...</p><p></p><p></p><p>Rogue failed by 5 or more, and I said "one of your lockpicks breaks off in the lock, jamming it and preventing further lockpicking attempts."</p><p></p><p>They had to find another way to open the door, and they went down from 10 lockpicks (house rule that thieves' tools have 10 lockpicks) to 9 lockpicks. In this case, it was also relevant because they were trying to "leave no trace."</p><p></p><p></p><p>Bard attempted to seduce a fey lord, a character who appeared lightly in their PC's backstory, knowing that this fey lord was incredibly fickle and had a mean streak. Failed Deception check to lie that they had lingering affections for the fey lord, and offended fey lord refused to let them access the healing pools of their domain.</p><p></p><p></p><p>Can't recall an example of mountain travel from recent years, but I do have many examples of failing jungle navigation checks during Tomb of Annihilation.</p><p></p><p>Failed navigation check... got a little lost and entered unintended hex, encountering dangerous monsters they otherwise wouldn't have encountered, and costing resources & days off the ticking clock of the Death Curse.</p><p></p><p>Failed navigation check... and presented with a difficult choice between two routes: the steep physically demanding ascent (check vs. exhaustion & risk of fall damage) vs. the misty lowland valley descent with strange lights (save vs enchantment effect).</p><p></p><p>Failed navigation check... and NPC secretly tracking them was able to catch up and cut them off in the next settlement.</p><p></p><p>Failed navigation check... and they weren't able to reach a suitable campsite before the storm caught up with them.</p><p></p><p></p><p>The two cultists were recently raised from the dead – so each day removed one -1 from the raise dead penalty that started at -4, and gave them time to restore their spells & reactivate magic defenses of their secret lair. PCs were aware that the cultists were recently resurrected.</p><p></p><p>In this case, party long-rested in a tomb they'd just cleared out before delving into the secret lair. This allowed cultists time to reactivate both of the flesh golem guardians, which otherwise wouldn't be activated.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8795408, member: 20323"] Examples from actual play at my table or in online games... Rogue failed by 5 or more, and I said "one of your lockpicks breaks off in the lock, jamming it and preventing further lockpicking attempts." They had to find another way to open the door, and they went down from 10 lockpicks (house rule that thieves' tools have 10 lockpicks) to 9 lockpicks. In this case, it was also relevant because they were trying to "leave no trace." Bard attempted to seduce a fey lord, a character who appeared lightly in their PC's backstory, knowing that this fey lord was incredibly fickle and had a mean streak. Failed Deception check to lie that they had lingering affections for the fey lord, and offended fey lord refused to let them access the healing pools of their domain. Can't recall an example of mountain travel from recent years, but I do have many examples of failing jungle navigation checks during Tomb of Annihilation. Failed navigation check... got a little lost and entered unintended hex, encountering dangerous monsters they otherwise wouldn't have encountered, and costing resources & days off the ticking clock of the Death Curse. Failed navigation check... and presented with a difficult choice between two routes: the steep physically demanding ascent (check vs. exhaustion & risk of fall damage) vs. the misty lowland valley descent with strange lights (save vs enchantment effect). Failed navigation check... and NPC secretly tracking them was able to catch up and cut them off in the next settlement. Failed navigation check... and they weren't able to reach a suitable campsite before the storm caught up with them. The two cultists were recently raised from the dead – so each day removed one -1 from the raise dead penalty that started at -4, and gave them time to restore their spells & reactivate magic defenses of their secret lair. PCs were aware that the cultists were recently resurrected. In this case, party long-rested in a tomb they'd just cleared out before delving into the secret lair. This allowed cultists time to reactivate both of the flesh golem guardians, which otherwise wouldn't be activated. [/QUOTE]
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