Originally Posted by mithril
Table top players realize a single die roll can change a good/bad situation instantly. When a DM has multiple rolls it being used to create tension like the Nettie situation. If the tension isn't there, multiple rolls are being used because a DM wanted a different outcome but the player either rolled too good or too poorly. Never let something really important be decided by the dice alone. Meaning, a DM shouldn't let something occur in which only the dice can get a player out of. The player needs to make several mistakes on their own and perhaps that one last die roll determines their fate.


Here's how I would design the encounter for a tabletop game:

Introduction
Medicine check succes: Hm, this druid can't even heal a bird fully. This is probably a waste of time.
Option to leave.

Walking towards backroom
Insight check succes: Her mood has darkened considerably and she doesn't meet our eyes. Something's afoot.
Option to leave.

When entering backroom
Nature check succes: That vial she picked up was wyvern venom.

Nettie speaks again
1+ succes on previous checks: Call Nettie out. Persuasion check to pinky swear to poison self, or murder hobo option
0 previous succeses: Get poisoned. Deception/Intimidate/Persuasion/murder hobo to get antidote.

This I feel will give several character builds a non-lethal way out while building tension, and it won't serve four match points against you.