<strong>Hunter's Vision</strong><br/><br/>"Come on, come on, test your courage and slay the great beast within the dreadful dungeon! Only three coppers for you magic word and the adventure of your life!" the owner yelled, gathering more people for the tent. Hunter stepped in line and when eventually it as her turn, she got a wooden toy sword for her coin and got to explore the badly decorated interior of the everyman's labyrinth. There were a few performers wearing masks posing as monsters on the way, and a few rooms, or rather tents had loot to plunder if she could guess the monster's riddle, or best it in combat, which came down to touching them with the stick she was given. The treasure of course was usually a mug of cheap, warm ale or some candy for children...<br/>Every step she took made the vision more and more dream-like and less solid. Soon enough, it was more like a jumble of images and memories... she'd explore the child-friendly dungeon adventure in one moment, then join the performers and travel with them in the next. She'd never have to take real risks or deal with the war seriously, but there wouldn't be any real thrills or rewards either. Life would be one big act, a show or a game to entertain and keep herself distracted from the suffering that was going on around her. She'd learn from the other members of the troupe and eventually fall in love with the magician over the years, live with the band until they're ambushed during a trip to Yranur by a beastman raid party. Hunter would watch her friends massacred before the savages would do unspeakable things to her, the owner's wife and daughter, then simple tear them to shreds and leave their remains for the scavengers to eat or the patrols to find...<br/><br/><hr/><br/><strong>Hall of Reflection</strong><br/><br/>Hunter woke in shock from the disturbing imagery of her violent gangrape and eventual bloody demise. As she was shivering in cold sweat she felt something like a current running through every inch her body as a still breeze whispered in her ear: "Attaining one's dream takes a stern will and unfailing determination. Run from yourself if you will, but to escape what you are is to become nothing."<br/>Somehow the swashbuckler knew she could pass through the spell protected passage now, and she found herself more wary of all the dangers around them, as well as taking risks that seemed unnecessary...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hunter's Trial</div><div class="spoiler_body">Hunter is shaken (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken) for the rest of the day, witnessing her own gruesome end in an alternate life where she didn't become an adventurer. She permanently gains a +1 bonus on checks made for detecting and avoiding threats, such as finding traps, spotting enemies, discerning lies that put her at risk, or sneaking past hostile creatures. However, because this caution causes her to avoid taking risks, whenever she takes 20 on a task, she must collect herself (make a DC 15 will save) or treat the end result as if she took 10 instead, even though she spent the time and effort required to take 20 - no risk, no reward.</div></div>