| hanexs |
Towards the end of the adventure in KoR Alastor Land shows up, its a really cool scene and it helps tie the campaign together. Problem is, effectively he says, you can open the door without my help. Cheesy, I suspect there was another idea here that got cut out. So anyone got any better ideas?
Maybe Alastor helps them open the door some way?
Maybe he gives them a riddle to solve. Maybe it has something to do with the Whispering Cairn?
I have decided to swap out Alastor and use a fallen comrade instead. So anything non-alastor specific would be great.
Any ideas?
| James Keegan |
Maybe there needs to be someone in the ethereal plane (like a ghost) enacting a similar ritual while the PCs all focus on opening the door in the material plane. Let the PCs try to open it a few times, with strange memories coming back, almost opening and then not quite. Then have the ghost comrade pop in, explain the situation and help them get it open.
| hanexs |
Yeah, that sounds good, I was also thinking I might get rid of the fablers, and use the ghost in place of the fabler. I thought the backstabbing idea was bad , and my players never really talked much to the bard anyways. So I'll probably have him meet the ghost early on in the adventure to give advice ect ("no don't try and fight the dragons, theres too many of them! Run, this way, this way!".