| Dinosaur Alexander |
Hi dudes,
I'm writing a homebrew campaign for three of my friends and I'm putting above average effort into it, but I'm kind of stuck as for the ending of this session.
It kind of plays out like this: the players are kind of in a sandbox, with me giving them the plot points at the places they go to, instead of predetermined places (a mysterious stranger can show up wherever I want him to, essentially).
So, that in mind, the players reach a statue that is written in ancient runes that only one player can translate, but the runes are archaic and smudged. It's an all day kind of thing at minimum to translate. When he does translate it, it's supposed to read something to the effect of "This shrine is dedicated to the three heroes who gave their lives in defense of ours." Essentially, hinting that these three adventurers, 3,000 years ago, fought a monster and died for the people. And time travel is awesome.
My questions is, if you've read this far, how do I make this into a cool moment to end a session on? I'm not set in stone about the whole "three dudes died here a long time ago" plot point, so if you guys have cool suggestions that fit better, I will add that in in a heartbeat. Better yet, what kind of statue type plot ideas have you guys gone with?
Sorry for the wall. :(
| Megwayn |
How about that one player who can translate the inscription knows the "language" because it is something like a legacy code for his family or region, this will show him that there is a connection between him and the statue, and perhaps it was a message left by himself TO himself before he died (or became lost in time?) thousands of years ago, so that he may do better and avert a far greater evil.
So, when he reads it loud, it could display himself, through an illusion, far older than his current age, explaining him that must descend down into the base of the statue and find something hidden for millenia?
| RedEric |
That's a really tough one. I find my players get a bit antsy towards the end of the night, and when they see the end of the adventure coming. I find that springing twists right at the end leads to quiet 'huh' reactions as they start to pack up rather than dramatic cliffhangers.
Of course, it could also be that we just run a bit late and play on weeknights, or maybe I'm worse at dramatic tension than I thought.
In any case, I like the idea of ending on a cool moment like that.
My advice is to spring it a bit earlier than usual quitting time so it's unexpected and they have energy left. They can spend the rest of the time discussing it before the game is over.
A simple 1d20+linguistics check wouldn't really build up enough tension, so you should try to find a puzzle for the players to solve, ideally something all of them will be involved with. If it's a language puzzle, a riddle would be thematic. Perhaps the clues could be part of each character's backstory, if they have one, which would tie right back into the time travel angle.
Not all players like player puzzles though; personally, I prefer puzzles my character solves, not me, even if I have to help. It's nice to put knowledge skills to work to get hints, feels like my character is doing the work.
Also, try to find out if your players have any time travel plot pet peeves or something. I've seen a game end up crashing and burning when the GM pulled a railroady divine intervention on us. In Shadowrun, it fit very poorly. If your players have a mad on for time travel, it might end the same way.
If not time travel, it could be a prophecy.
Pathfinder campaign setting has had prophecy fail because of long story, but you said you're playing a homebrew anyway, so no biggie :)
Being a ham when the plot requires it is part of GMing, and this sounds somewhat hammy, so don't be afraid to add a big Dun Dun Dun!!! and ham it up a bit after the big dramatic reveal at the end. Good times.
| Dinosaur Alexander |
Everyone,
thanks for the responses and cool ideas. After mulling it over last night and some today, it probably isn't a good idea to let two players just hang out while a third is doing something plot significant. I like the idea of a puzzle, but I'm not sure how it would play out in game. The PCs are: Alchemist, Druid and ranger. They pretty have everything covered and then some. I did like the idea about the backstory specific puzzle clues, makes it more personalized.
I was considering making the statue into a massive one (like LotR style) and having the players be able to explore a little bit inside of it, even if it's pretty small. Maybe have a sphinx or something guard? Blargh. Wrote myself into a corner.
thanks again
Lincoln Hills
|
I like the broad concept, actually. But you might want to use a Hollywood approach - a bas-relief or massive mural - something carven across a hundred feet of ancient cave wall, or painted with faded pigments on a huge vaulted echoing ceiling. You can describe a big battle scene - with 'age' having destroyed parts of the sculpture/painting that might give away too much - and finish up with, "You recognize the three figures that seem to be the center of the entire display, although you don't remember seeing haloes of fire over your heads last time you looked in a mirror."
For even better pacing, you can milk the moment a bit longer by having the PCs battle some monsters - however minor - in the chamber, and only notice the artwork when they get around to searching the place. Think "big reveal at the end of Planet of the Apes."
| RedEric |
I like the giant statue interior idea. There's some of those in Rise of the Runelords if you want to steal a layout. The chapel in the thistletop ruins/giant statue head would make a good spot for the puzzle/mural/prophecy whatever.
Also, the planet of the apes reveal idea got me chuckling, especially when paired with the time travel. "We blew it all up!"