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Celestial Raiding Party

rd tier (
Challenge
DC
Region
Area
(less than 1 hour)

A celestial leads a host of mismatched heroes and warriors, and their jubilance is obvious as they prepare for a sortie against the fiends of other planes. If they can’t recruit you to their number, they at least will seek out donations from you.

Certain Obligations. Adventurers that follow deities that are aligned with those of the celestial have disadvantage on checks to overcome this challenge. Donating as listed below removes this disadvantage.

Signing Up. An adventurer that agrees to join the celestial on their mission triggers an automatic success for the group. What this mission entails is up to the Narrator’s discretion.

Tithe. If the group provides support equivalent to 1,000 gold in magic items or equipment, all critical failures become failures and failures become successes. If the adventurers give 2,000 gold worth, all critical failures and failures become successes and successes become critical successes. 

Possible Solutions

Each adventurer must make their case for why they can’t join the celestial. This may involve Deception, Intimidation, Persuasion, or Religion check, depending on their argument.

Critical Failure. The adventurers stand condemned for their refusal to aid a holy cause. Each adventurer suffers two levels of strife and has disadvantage on Deception, Intimidation, and Persuasion checks against celestials as long as they are in the Upper Planes or until they perform a truly heroic act.

Failure. The celestial’s disappointment is palatable. Each adventurer suffers one level of strife and each adventurer that failed suffers the Distraught short-term mental stress effect for 1d6 days.

Success. The adventurers ways with the celestial on neutral terms.

Critical Success. The celestial believes that one good turn deserves another and offer a blessing. Roll twice on the Boons and Discoveries table