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4th Adventure: Getting a Familiar to betray the group
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<blockquote data-quote="Salicus" data-source="post: 8214267" data-attributes="member: 7024834"><p>Hello People, its me again <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>I have a question again, this time about some input on how to let a familiar betray his owner.</p><p>The following happened: The group was arrested in Bresk. After that they escaped the prison with some interesting ideas and when they got out, the Ranger said, that he still needs to save his Animal Companion. He uses the new Subclass from the Players Guide and therefor can't dismiss the familiar.</p><p>After a discussion between the PCs he pretty much made clear not to run to gallo without his familiar. Later he told me in a private message, that it just would be better if his familiar would be killed. And he is actually right, for going on with the story it would be easier for them and I understand why he asks that, since it pretty much removes his Subclass from him. I don't want to tell him, that they might get there later again. So I thought about a way to give them the familiar back but give Madness some kind of advantage because of that. I thought about something like always knowing where they are. Maybe if they do something like trying to break into the castle again later, they will actually have some kind of trap waiting for them there.</p><p>Is there any other thing that any of you could think of as a means to give them the familiar back at a cost? </p><p></p><p>Thanks for any input in advance =)</p></blockquote><p></p>
[QUOTE="Salicus, post: 8214267, member: 7024834"] Hello People, its me again :D I have a question again, this time about some input on how to let a familiar betray his owner. The following happened: The group was arrested in Bresk. After that they escaped the prison with some interesting ideas and when they got out, the Ranger said, that he still needs to save his Animal Companion. He uses the new Subclass from the Players Guide and therefor can't dismiss the familiar. After a discussion between the PCs he pretty much made clear not to run to gallo without his familiar. Later he told me in a private message, that it just would be better if his familiar would be killed. And he is actually right, for going on with the story it would be easier for them and I understand why he asks that, since it pretty much removes his Subclass from him. I don't want to tell him, that they might get there later again. So I thought about a way to give them the familiar back but give Madness some kind of advantage because of that. I thought about something like always knowing where they are. Maybe if they do something like trying to break into the castle again later, they will actually have some kind of trap waiting for them there. Is there any other thing that any of you could think of as a means to give them the familiar back at a cost? Thanks for any input in advance =) [/QUOTE]
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