What sort of situations or traps and devices have you lot come up with? Any situations where you call for a combination of skills and proficiencies where your players stopped and went 'huh... yeah, ok'?
A couple of thoughts.
Tumbler Mite A small creature bred to take up residence inside an otherwise mundane lock, similar in appearance to a stick insect, but squatter in shape. Employed by creative druids to keep out thieves. - DC 25 - Dexterity + Thieves Tools. Try to out maneuver and out-pace the tumbler mite as it re-locks sections of the mechanism behind you. - DC 15 - Charisma + Thieves Tools. Try to coax, bully or trick the mite into unlocking the mechanism for you.
Stubborn Tome Contains secrets relevant to your campaign, encoded with relatively simple arcane theory. It is however, enchanted to remain shut without a specific pass-phrase, it must be wrestled with to read it successfully. - DC 20 - Strength + Arcana. Wrestle with the physicality of the book while also wrestling with the encoding. - DC 20 - Intelligence + Athletics. Try to pin down the specifics of the code while you pin down the pages.
I have done intelligence plus athletics to plot the best course through a obstacle course, with a success giving them advantage on their strength athletics test to do the course.
Strenght plus persuasion for a "look at my body" style seduction once.
I do constitution plus persuasion sometimes when a lot of alcohol is involved. Also constitution with athletics for long distance running and the like.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
What sort of situations or traps and devices have you lot come up with? Any situations where you call for a combination of skills and proficiencies where your players stopped and went 'huh... yeah, ok'?
A couple of thoughts.
Tumbler Mite
A small creature bred to take up residence inside an otherwise mundane lock, similar in appearance to a stick insect, but squatter in shape. Employed by creative druids to keep out thieves.
- DC 25 - Dexterity + Thieves Tools. Try to out maneuver and out-pace the tumbler mite as it re-locks sections of the mechanism behind you.
- DC 15 - Charisma + Thieves Tools. Try to coax, bully or trick the mite into unlocking the mechanism for you.
Stubborn Tome
Contains secrets relevant to your campaign, encoded with relatively simple arcane theory. It is however, enchanted to remain shut without a specific pass-phrase, it must be wrestled with to read it successfully.
- DC 20 - Strength + Arcana. Wrestle with the physicality of the book while also wrestling with the encoding.
- DC 20 - Intelligence + Athletics. Try to pin down the specifics of the code while you pin down the pages.
My DM's Guild Content - Mostly quick rules and guides.
Sword of Whim
Weapon (any sword), uncommon
A sword with an attitude.
Attack rolls get a -3 penalty (sword's CHA modifier), but you add your Charisma modifier to attack rolls.
EDIT: sorry, I didn't quite get the question
"Now that you mention it..." - One of my DMs
I have done intelligence plus athletics to plot the best course through a obstacle course, with a success giving them advantage on their strength athletics test to do the course.
Strenght plus persuasion for a "look at my body" style seduction once.
I do constitution plus persuasion sometimes when a lot of alcohol is involved. Also constitution with athletics for long distance running and the like.