My players messed around with a deck of many things....


Advice


And got a party member Imprisoned as per the highest version of the ritual.

What is a good place to put them on golarion and a good story how this character got out?

More info:

The character is a fully trained assassin type rogue who had 1 thing going for her: the same deck gave her the answer and solution to any problem or question.

Oh...also...her Assassins guild is looking for her.

Where is she and how did she get out before she starved?

Creative ideas?


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Well they're pretty screwed given the stipulations of the ritual. They can't leave unless an external force destroys the prison. So they'd need to be able to convince a (probably high level) something to go through the act of destroying the prison for them. There is otherwise no escape for the target. What level is the party?

Edit: Also, honestly I'd let them starve. You don't screw with a deck of many things unless you can face the consequences. :P Otherwise, what's the point of having bad stuff in the deck.


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The assassin's dagger turns into a fiendish snake. It was actually a raktavarna rakshasa, and someone has been using it in order to observe the party.

where you go with that seed is up to you.

Alyran wrote:
Edit: Also, honestly I'd let them starve. You don't screw with a deck of many things unless you can face the consequences. :P Otherwise, what's the point of having bad stuff in the deck.

Yeah... my first thought when reading the thread title was "...that that is why the campaign ended in a TPK".


lemeres wrote:


Alyran wrote:
Edit: Also, honestly I'd let them starve. You don't screw with a deck of many things unless you can face the consequences. :P Otherwise, what's the point of having bad stuff in the deck.
Yeah... my first thought when reading the thread title was "...that that is why the campaign ended in a TPK".

You could always have the player roll a new character that the party recruits (as an agent of said powerful force that will break the prison) and sent them on a campaign focused on either breaking said prison or gaining the favor of said force in order to break free the old character.

Liberty's Edge

They a new character who is tasked with trying to save the original party member from their self-imposed plight, make it a 2 act adventure resulting in the destruction of the prison at which point they locate the long-dead corpses of the former party at which point you can give the players an opportunity to decide if they want to invest in resurrecting them or continuing to play their new character.

There is a reason PCs shouldn't lightly play around with powerful and dangerous artifacts. They totally deserve the TPK IMO.

EDIT: Got ninja'd while I was writing it, nice!


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I don't advise a TPK.

But I do want to let Valiant know - if he hasn't figured this out already - that the deck of many things is in the wrong chapter. It should be in Hazards, not Magic Items. Those little imaginary cards have been shattering campaigns, and sometimes breaking up gaming groups, for 40 years now.

Referring to the 10th level version of the ritual (CRB 413), I note that the character is in suspended animation, far beneath the surface of the ground, 'out of tune with reality', and invisible to divination. The character can't act, so the ordinarily-super-awesome "know any answer" ability sadly can't help. The only forms of rescue are (1) finding a way to do the freedom ritual as a 10th-level spell, probably by doing a favor for a high level NPC, or (2) direct divine intervention - I hate even having to recommend it, but owing a huge debt to a deity is not as miserable as having the character indefinitely out of play.

Besmara: I bet I'm not the goddess you expected to save you, eh? I hear twelve is the usual number for divinely ordained labors - shall we get started?


I wouldn't advise TPK either. I am just saying that the unpredictible nature of the deck of many things tends to throw such a monkey wrench that a GM might not even be able to plausibly avoid one at times- that is a risk you accept when you take a dicey item designed to be a game changer either way. So getting off with one assassin trapped under a glass cup isn't too bad.

But, looking at it, the version of imprison used by the deck could be lenient. The victim cannot damage the prison on their own, but they can escape if an external force destroys the prison- without the use of a 10th level ritual that would be the subject of an entire campaign (usually to stop the ritual and release of some powerful fiend).

Given the fact that this is a randomly created magical effect, it doesn't have to make logical design sense. No one planned this, so it doesn't have to be a GOOD prison.

Technically, the assassin might be stuck in a monkey cage on a ship halfway around the world. And they might be released if the deckhands accidentally drop and break the cage when unloading it.

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