| Falinth |
I'm possibly going to be running the SCAP for my group soon and I have a couple of questions regarding the Child of Jzadirune trait.
1. I was wondering on whether I should allow any race other then gnome take the trait. Jzadirune as far as I understand only had gnome inhabitants, with maybe the odd visitor from another race coming down once in a while. Anyone else have any thoughts on this?
2. If one of my players does take the trait, what if any information should they have about the Vanishing? It says in the roleplaying ideas for it that the characters parents told them stories about it. Would they know that magic items hold the infection, or just that the city is cursed in someway?
| Malitia Invictus |
I'm possibly going to be running the SCAP for my group soon and I have a couple of questions regarding the Child of Jzadirune trait.
1. I was wondering on whether I should allow any race other then gnome take the trait. Jzadirune as far as I understand only had gnome inhabitants, with maybe the odd visitor from another race coming down once in a while. Anyone else have any thoughts on this?
2. If one of my players does take the trait, what if any information should they have about the Vanishing? It says in the roleplaying ideas for it that the characters parents told them stories about it. Would they know that magic items hold the infection, or just that the city is cursed in someway?
1. I would allow a race other than gnome to take the trait as long as the player came up with a compelling back story to explain it. Perhaps their ancestors were liaisons between the gnomes of Jzadirune and their own race or some organization in the city. The mages of Bluecrater would certainly have had an interest in the magic items created in Jzadirune and might have had a permanent diplomat living among the gnomes. The dwarves of the Malachite Fortress would also have cause to stay on good terms with the gnomes.
2. Base their information on their characters skills. Did they put ranks in Knowledge (history) or Knowledge (arcana)? If so, let them know a good deal of accurate information about the Vanishing. If they're completely uneducated then fill their heads with a variety of myths and legends about the event then give them a few kernels of useful info, and leave it them to figure out what is true and what is exaggeration.
In the end you want to tell a compelling story and have a happy player with an interesting PC. So do what's going to do that for your campaign.
| section8 |
Falinth wrote:2. Base their information on their characters skills. Did they put ranks in Knowledge (history) or Knowledge (arcana)? If so, let them know a good deal of accurate information about the Vanishing. If they're completely uneducated then fill their heads with a variety of myths and legends about the event then give them a few kernels of useful info, and leave it them to figure out what is true and what is exaggeration.
2. If one of my players does take the trait, what if any information should they have about the Vanishing? It says in the roleplaying ideas for it that the characters parents told them stories about it. Would they know that magic items hold the infection, or just that the city is cursed in someway?
This question can quickly become philosophical in nature. The gnomes cleared out because Jzadirune was cursed. If they had realized the origin of the Vanishing, they would have returned, armed with spells to defeat the disease. Therefore, the gnomes took a more "religious" view that they were not meant to be there.
If someone else had figured out what the Vanishing was, they would have been able to cure the gnomes and allow them to return. This didn't happen. People may have guesses, but no one knows what caused the Vanishing for sure. Game mechanics aside, the people should react in fear and anxiety when the "Vanishing" becomes apparent. Skie should be very anxious handling any items from Jzadirune, as she should be aware of the curse. I feel that she may not even wish to touch them, scared that the "curse" may be on them.
Based on this reasoning, in my campaign, no one knows how the Vanishing works. I had everyone roll Fortitude saves at the end of the night as they left the dungeon if anybody had a chance of contracting the disease. This keeps the players on edge, as they don't know what is causing the disease either. I have already had one person infected (the wizard of our group). After some research by the Bluecrater Academy (and many spells cast), they found that Remove Curse worked. Divination spells may be able to ultimately determine where the disease originates, though this would be up to you as the DM.
In a round-about way, I guess I would answer your question by saying that I would hand out rumours about the Vanishing , providing the player with a role-playing opportunity for fear. The mechanics of the curse would be unknown. As a "bonus" to the player that takes the trait, I would hand them the map of Jzadirune as an heirloom instead of getting it from Keygan. This would make the character quite important in the first adventure.
Of course, how you wish to run it is up to you. I heartily agree with Invictus that the enjoyment of your players is important.