Estri |
1 person marked this as a favorite. |
My party of six stayed faithful to dear Grandmother until the end.
Two members of my party became riders (one the Black right away, one the White after 100 years of service to his people), one decided to stay in Russia with Anastasia to take it over, one was adopted by Zorka, one get a mini-version of the hut, and the final became a Venture Captain of the Pathfinder Society. She passed her boon onto the Decemverate. (Which is rather terrifying when you think about it.)
They also finagled getting Nadya's daughter returned to life.
Estri |
1 person marked this as a favorite. |
The one who got adopted by Zorka had been looking for someone to be her mother throughout the entire game. So once they got the hut, she spent time interacting with Zorka, helping her out, and bringing her treats. She started calling Zorka "Mom" and Zorka accepted. So her boon was for Zorka to her real mother essentially.
I like the one who stayed with Anastasia's thinking too. She's the only witch in the new world--she's going to change the course of Earth history.
remoh |
I like the one who stayed with Anastasia's thinking too. She's the only witch in the new world--she's going to change the course of Earth history.
Sounds like the start of an interesting campaign. Either helping or opposing the Witch
Black_Cat |
One got a mini-hut, they agreed that grandmother wouldn't come back to Irrisen and Anastasia was made a temporary queen so that the people could have democratic elections when the realm had settled.
Nadya was turned into an elf to be with one of the PCs and Greta could change between human and wolf at will, also to be with another PC.