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![]() This came up on our Slumbering Tsar campaign. Here's the lowdown. During a fight in a large barrow mound three characters got affected by insanity. One of the three characters fell into a deep chasm immediately after being affected and is dead and unrecoverable by the party. The two that survived are being restrained by the others as they seek a cure. Problem is, insanity is rather hard to cure. No one has the ability to cure them. So they discover there is a being that dwells at the crossroads of Tsar that grants wishes, but has a tendency to twist them to the detriment of the wisher. So they visit this being and make the following wish to heal their friends and get their lost companion back. "We wish for the full restoration and return to us of our companions X, Y, and Z with all of their possessions and gear with them, completely healed and restored to their normal minds and spirits unfettered by curse, magic, or wound." As you can see, they tried to be pretty thorough. How would you twist this wish? ![]()
![]() DEWN MOU'TAIN wrote: How do you think the wheel of time is going to end? what do you think the epilogue will contain? My own personal theory for some time has been that Rand will balefire the Dark One using so much power that his thread is burned away a few years into the past. The final chapter will go back to the beginning of the story with Rand and Tam walking through the woods. Rand looks over his shoulder and instead of seeing the Myrddraal, he sees.....nothing. Roll credits. ![]()
![]() Trying to conduct an actual Harrowing by using randomly shuffled cards has a tendency to bring the game to a halt while the GM looks up card meanings, matches, and tries to come up with a convincing interpretation that matches the card meanings. My advice is to choose the cards you want for your reading and stack the deck. This allows you to pick visually symbolic cards and meanings that are relevant to the adventure and lets you conduct your Harrowing without any long pauses that break the atmosphere. My players caught on to this eventually, so I stopped stacking the deck and just started preparing the interpretation. I simply laid out the cards and no matter what cards they were I gave them a Harrowing that described doom and gloom, enemies everywhere, path filled with peril, etc. ![]()
![]() Hey all, I'm going to be running CotCT sometime in the future and I can't help but wonder... Spoiler: has anyone had Gaedren Lamm survive first contact with the PC's?
To me it seems a bit of a waste to provide a tragic background for each character as a means to introduce a bunch of complete strangers to one another, only to have it all resolved within the first session. After that, there seems to be little holding the group together besides a little metagaming. I'm thinking that keeping Lamm around as a possible reoccurring bad guy will let me stir the passion of the PC's when I need to keep my players focused on the game. Otherwise I can see my players asking themselves "why is my character not fleeing the city like any rational person would?" when the crap hits the fan in Korvosa. So how about it? Has anyone had Lamm play a more prominent role in the Adventure Path besides getting squished like a bug in the first couple sessions? |