Post by kaizahpinguin on Apr 10, 2019 7:58:39 GMT
Hey everyone,
I run a 5e Planescape campaign where one of the PCs was born in the Feywild and wants to go back there at some point. As the adventure that ensues, I plan to use the Feywild property of making people occasionally forget everything about their stay when they leave the plane to create a Hangover story, inspired by the movies but with a twist.
The PCs will find a portal to the Feywild, enter it and from their perspective come back out of the portal immediately, stepping into the street or room they just came from. Time has passed, which can be seen by the time of day which suddenly changed. All magical items and other valuables will be gone from their pockets. What happened and how do we get our stuff back???
What actually happened is that an Archfey decided to take their stuff and send them back through the portal they used to get to the Feywild, making sure that none of them remember anything. The Archfey just wants them to come back and play a game to get their stuff back. It was never planned to keep anything and for playing interestingly the PCs will get a small reward and free one-time transportation on the plane, skipping them right to the childhood home. This explains why all the resources did not get them away from the Archfey, but without them the PCs can win: since the Archfey is basically a god/power, what could the PCs possibly have done to decline taking part in the game?
Problems:
In my opinion, this still breaks the social contract: I am not allowed as the DM to decide what a PC did during the first visit. I can never say that they let themselves be captured, robbed and manipulated because they might very well have found a way out of the situation. Even against a god. Am I too harsh with this?
What way is there to remove the first visit alltogether?
I have a draft where the PCs never entered the Feywild, but got knocked out by a manipulated portal, so that a rogue in the city of origin could take their stuff. When they then enter the portal "again", there is just no clue to their stuff. Since this is not an adventure, I would need to sprinkle rumours about some people waking up near portals with their stuff stolen all over the city. The catch is that those portals had different destinations, so the Feywild can not be a part of the solution. Attach more clues, structure in the rogue's organisation and motivation, and done. I did not decide anything the PCs did because they were just knocked out.
I run a 5e Planescape campaign where one of the PCs was born in the Feywild and wants to go back there at some point. As the adventure that ensues, I plan to use the Feywild property of making people occasionally forget everything about their stay when they leave the plane to create a Hangover story, inspired by the movies but with a twist.
The PCs will find a portal to the Feywild, enter it and from their perspective come back out of the portal immediately, stepping into the street or room they just came from. Time has passed, which can be seen by the time of day which suddenly changed. All magical items and other valuables will be gone from their pockets. What happened and how do we get our stuff back???
What actually happened is that an Archfey decided to take their stuff and send them back through the portal they used to get to the Feywild, making sure that none of them remember anything. The Archfey just wants them to come back and play a game to get their stuff back. It was never planned to keep anything and for playing interestingly the PCs will get a small reward and free one-time transportation on the plane, skipping them right to the childhood home. This explains why all the resources did not get them away from the Archfey, but without them the PCs can win: since the Archfey is basically a god/power, what could the PCs possibly have done to decline taking part in the game?
Problems:
In my opinion, this still breaks the social contract: I am not allowed as the DM to decide what a PC did during the first visit. I can never say that they let themselves be captured, robbed and manipulated because they might very well have found a way out of the situation. Even against a god. Am I too harsh with this?
What way is there to remove the first visit alltogether?
I have a draft where the PCs never entered the Feywild, but got knocked out by a manipulated portal, so that a rogue in the city of origin could take their stuff. When they then enter the portal "again", there is just no clue to their stuff. Since this is not an adventure, I would need to sprinkle rumours about some people waking up near portals with their stuff stolen all over the city. The catch is that those portals had different destinations, so the Feywild can not be a part of the solution. Attach more clues, structure in the rogue's organisation and motivation, and done. I did not decide anything the PCs did because they were just knocked out.
The trap could just be multiple Glyphs of Warding with the Sleep spell stored to be cast on portal activation within 5 ft. This means that the PCs could have more hp than could be put to sleep, so that one of them stays awake, making this an interesting combat encounter when the rogues immediately storm the room to take that last PC down. This plan requires that the rogues know they will get more loot value than the 1000gp cost per Glyph of Warding used. If they know that, why don't they know how tough the PCs are and add one more Glyph to make sure they fall asleep?