
Tymythy-son-of-Stywyrt |

No worries, I'll just post reactions to it when I have a moment - time might move in strange ways in dreamscape like that anyway so he might have a while of subjective time even if the others acted immediately in actual time.

GM Corey Homebrew |
3 people marked this as a favorite. |

One note outside of spoilers... you are one mad genius for cooking something seemingly unrelated to anything two years ago only for it to bear fruit now ;^)
I am so very, very pleased you think so.
One of the things I've learned about roleplaying since 1985 ... yup, 39 1/2 years of roleplaying (with a big dry spell in the middle) is that dramatic moments need to be bought and paid for. The more you have to go through to get to a great moment the more powerful it becomes, the more meaningful.
It's a simple lesson but one that I've had confirmed from friends who've led games, and from certain soap-operatic pop-culture series. Critical Role has been a great source of this also (and probably why I didn't like their third series as much).
The down side is that I will plant story lines with long term pay-offs that never happen.
Keeping them a secret from the players is hard and there is an egotistical issue I am often faced with. A player may come very close to figuring out a 'secret' before I want it to happen, mostly because I think the payoff will be weak. Do I steer them away from it? That doesn't seem fair. Smart players deserve to have their gameplay rewarded.
It's touch-and-go at these moments. Reveal for the best payoff I can get at that moment - or - give them a partial reveal - or - steer them away. I admit that I have sometimes choosen to steer people away. It feels like a weak decision and makes the eventual reveal staged and pretentious.
What I love most are the moments when someone leads the story towards a secret when: a) I didn't expect it; and, b) it feels like a great payoff for that secret. Dounia discovering in alHufra that Cyra locked her in the pantry at the beginning of the game was a good example of that. It broke my heart the way that came out. You decided to go to alHufra earlier than I expected. Dounia decided that the sisters had a sign language. It made the moment so much more powerful!
Conditions were right. Payoff was good. Player gave the moment gravity. Time to pull the trigger.
Again, thanks.

GM Corey Homebrew |
1 person marked this as a favorite. |

You failed your first save. This means that, for a moment, you truly lost yourself in the vision of the mirror. Although you've escaped the vision you will always carry a bit of King Ku'bara'sigi inside you. You may decide how far to take this. A second voice in your head? A forgetful slip into remembering things you shouldn't? A feeling of personal growth, of gained wisdom having been him? A memory? A longing? Something I haven't thought of.
The in-game effect is that you now seem to be able to speak/read/write Valaduth (old human) but don't gain any linguistics ranks
You failed several saves. This means that, for a moment, you truly lost yourself in the vision of the mirror. Although you've escaped the vision you will always carry a bit of Cyra inside you. You may decide how far to take this. The advising voice in your head gets stronger? A forgetful slip into remembering things you shouldn't as someone you aren't? A feeling of personal growth, of gained wisdom having been her? Something I haven't thought of.
Cyra was always a better talker than you.
The in-game effect is that your gain her rogue talent Coax Information
You succeeded your first save. This means you were never really in danger of truly loosing your sense of self. You still were touch by some insight into the thinking of your father and that insight will always be with you.
FYou gain a little of Faheem's knowledge of who to talk to
The in-game effect is that you gain an extra rank of knowledge local

GM Corey Homebrew |

I think everyone is kind of wondering where my head was at with this one. Some insight into the way I designed the maze:
I wanted four vision areas that progressed in danger level and insight.
First vision: if you looked you saw something that gave you gave information and anything that happened in the reflection could hurt you. Then a save vs trauma.
Second vision: you could provide commands to the reflection. Then a save vs trauma.
Third vision: you had your own mind but were inside the reflection as the object of that reflection. Then a save vs trauma.
Fourth vision: your mind was gone and you believed you were the object of the reflection and needed a will save to get free as it drained your wisdom. I was prepared to drain you entirely. It would, however, provide a final revelation.
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I decided that the two secret prizes were inside your third visions. I made a dice roll that determined the key would be in Tymythy's and the magic haversack would be in Cairee's. If they didn't look at that mirror, if they didn't notice and take them they wouldn't have them in the real world.
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Having a maze in a PbP game is difficult. Much of what we're seeing is described through text so I simplified it.
Each vision would happen in larger sections of the maze that couldn't be avoided.
In between them there would be a simple three choice maze of tunnels:
- choice one would bring you back to the last large room
- choice two would double onto itself
- choice three would lead to the next big room.
The time it would take to get from one room to the next were meant to time out any spell casting.
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Most importantly, you got to choose between looking or closing your eyes (of course as players you chose option 3 - not looking directly). If you closed your eyes you were safe and learned nothing. If you looked you learned something but were in danger. Option 3 meant you had a chance to learn some mumbled information and had an excellent save bonus against the psychic damage.
My apologies. My writing wasn't equal for all of you. Some were more dramatic revelations than others.

Zahra al Asmar |

I know it’s not eloquent but I just wanted to say, nicely done! I enjoyed that, even if Zahra didn’t :)

Zahra al Asmar |

I'm good with doing it in-character but Zahra won't be as willing to immediately share her experience as she did in previous challenges.

Dounia Mehar Mehek Ghali |

I'm happy to do either/both.
The mirror maze wasn't at all what I was expecting, and it raises so many questions. How much is true? If true, where did that information come from? Just how scary is this djinn? He seems god-like. We have a lot to unpack!

Tymythy-son-of-Stywyrt |

*Groan*
Will be busy for a few days - they are renovating all the piping in my apartment house this coming summer, and I'm moving to family farm to escape. So I'm up to my shoulders in packing all my stuff for the movers.
It's funny how much stuff accumulates over years of living in one place... I liked to think I don't really have that many physical things, but over 300kg of books alone seems to disagree... and I have been trashing a recycling armloads of stuff that I really had no reason to have around for years...
Anyway, assuming things work out, I should be reunited with all my stuff this coming Thursday and back to usual schedule. Until then, a lot of my free time is going to be spent packing.

Tymythy-son-of-Stywyrt |

Thank you - move completed successfully, computer survived. Finally I can breath again ;^) And then start dreading for the move back in the autumn once the renovations are done...

Cairee Featherfriend |

I'll leave it up to everyone where Zahra meets up with the team. Is it out in the arena or in your suite? She'll have to RP her way through the conversation with Ourmeela first. Running the two segments simultaneously will be difficult if you are info sharing.
Shall we wait until Zahra is done her conversation and then meet up in our rooms?

Zahra al Asmar |

Sahara will go back to their suite when she’s finished. Regardless of what she learns, she won’t be in the right headspace for crowds until she can process in solitude

Tymythy-son-of-Stywyrt |

We also have the escuchened door, which we don't know much about, otherthan it killed one of the sisters of the silicone scroll. That's the one we need the multi-part key for.
Much appreciated. Now... the sisters went there last round, yes? So they had fewer key parts than we do now and still managed to enter it... wonder if it will get easier the more complete your key is?

GM Corey Homebrew |

A reminder of how the silver key works (I've put in some additions and I've edited some of the difficulty):
The Escutcheoned Door lock has a DC40 (trained only)
If you have one piece of the key you get +2 on your attempt
2 pieces: +5
3 pieces: +9
4 pieces: +14
5 pieces: +20
You can substitute thieve's tools for any missing key part at a -2
If the tools are MW then no penalty
No key parts and no thieves tools -20 (for a DC60)
- if you have 4 key pieces and a set of masterwork thieves tools you function as if you had 5 key parts, or a final DC20
- if you have 3 key parts and regular thieves tools for (+14-2) +12, or final DC28
Or …
Try something else. Give me something to work with and I'll change the DC according to how smart cool it is.
I'm going to add …
Beware of 'natty 1s' and know that it may not be a single roll.
Also …
When the Sisters of the Silken Scroll attempted the escutcheoned door on day 2 Zahra was watching them. She had a particularly good perception roll and could see they had a 'complex' (but not full) key. I'd say she could guess at them having three or possibly four key parts (despite only having had the chance to find one).
You were also told it took the Sisters nearly an hour to get through.