And the voices. “Billy…”

“You fucked the whole thing up.”

“Billy, your time is up.”

“Your time… is up.”

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Joined 10 months ago
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Cake day: January 9th, 2024

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  • Like I said:

    Let your players still have their agency; don’t just declare that it doesn’t work (unless you all wanna agree to house rule that it just doesn’t exist or something).

    Like I said, I agree with you about not just cancelling it entirely unless there’s an OOC discussion about making a house rule about it.

    You can’t let the players ruin your fun (and, likewise, their own, because it turns a challenging situation into some stupid anticlimax and basically removes curses from the game as a mechanic). Likewise you can’t ruin your players’ fun and just unilaterally say this curse is removal-proof. Fortunately, there are multiple middle ground third options available, that preserve the fun for all parties involved.


  • You gotta have your game plan for why the curse isn’t solvable

    Maybe it’s a disease, not a curse. Maybe it’s an evil magical sword, but it’s not cursed per se, it’s just an asshole. Maybe the magic that operates the McGuffin is set to detonate like a bomb if you make an attempt to disable it. You can feel the balance of energies, such that a slight slip will release an incredible conflagration. Do you really want to continue? You’ll have to do a wisdom check with a pretty high DC. If you’re down for that though, you might be able to remove the curse.

    Yeah I know that’s not what it says in the books. This amulet isn’t from the books. Do you want to keep going with remove curse? Or try to find another way?

    There are always solutions. Remove Curse is bullshit; IDK what they were thinking with it. But yeah you just gotta plan ahead a little bit. Let your players still have their agency; don’t just declare that it doesn’t work (unless you all wanna agree to house rule that it just doesn’t exist or something). Just plan your way around it. Best case is something like your players looking for some way to buff their wisdom enough so they feel confident taking on the Remove Curse, and then you all get to find out what transpires.





  • Yeah. The inscription was instructions for how to use this room as a place of safety from them, because you can always see behind you in one or another of the mirrors. Now, when the players encounter them a very short time later, they’ll have nowhere to go where they’re not vulnerable.

    I love it. Have fun guys! You may have difficulty in this dungeon starting soon.


  • Eh. I dislike the “dungeon only works the way I want it to” solution, like the mirrors are unbreakable because that’s not what I wanted you to do with them.

    In the other hand, having the players suddenly finding themselves in a boss fight with what was imprisoned in the mirror prison as soon as there’s an existing mirror isn’t facing another intact mirror? And then if they start winning or run away and get back to town, they get a surprise as soon as they go near a mirror? Until they figure out what was the special property that kept the beast in place in the chamber, how it was tricked into it in the first place and how to repeat the process? Fuckin a man. I had planned that you have to have one party member watching in the mirror guiding someone else to find the alcove in the opposite wall that can only be seen through one of the mirrors, but I like this way better; let’s rock.