Greenfield
Adventurer
This is a sort of rant (if a mild one) and sort of a stream of consciousness thing. Not sure where it's going, or what kind of response I expect.
Some of you may be aware that our group is playing in a Grecco/Roman campaign. I think I've mentioned a deal a player made with a Devil. Long story short, one PC made a deal to save the life of a man tempted into trying to steal from the Devil. His mission was to recover the Dagger of Helios and give it to the Devil. Succeed, and debt is paid. Fail, and he owns the PC's soul. I'd come up with this as a simple dungeon crawl, a toss in plot hook for anyone who wanted to take a swing at it.
They recovered the dagger, but the thing blossomed into the major driving sub plot of the game. It was expected of me that I'd DM the final resolution to that, the payoff.
Well, the current DM is planning on bringing the story to a close, ending the campaign. That leaves the resolution to the deal hanging. Since the DM reached a break point 45 minutes or so before our normal quitting time, I suggested that I go ahead and run the epilogue scene.
This was to take place after the campaign ends, so it's a flash-forward in the time line. I walked around the table, player to player, saying that they'd had time and opportunity to make preparations for this encounter, and asking them if they had anything they wanted/needed to do, acquire or arrange. Some had preparations, many did not.
Then we began. They arrived at the magical Isle of Lesbos days ahead of time, so they could prepare. The Cleric spent a day casting Holy Ground around the Inn where they have to meet the Devil. He added a Dimensional Lock effect to it, so the Devil couldn't easily escape. They planned to kill him, rather than surrender either their friend's soul, or a holy Relic.
The party Wizard spent that same day scribing a huge protection circle, burying silver wire at the perimeter, mixing powdered iron into the soil as he coved it, then capping it with Wall of Stone as a thin layer on top, with the symbols inscribed separately in each layer. Yeah, I know, Circle of Protection is a 10 ft thing, not an entire building, but you have to give him points for style. It makes good story, so we went with it.
Come the day, they try to call the Devil in early. He uses his Telepathy ability to talk to the PC, declining to walk into such an obvious trap. He admits that he's already in the building and has been there for days, watching them prep the place.
The party immediately starts to search the place. Detect Evil can scan through wooden doors, so they pretty much did a TSA on the whole place. Second floor, end of the hall, the Cleric spots the Evil (with a capital E) behind the door, and blasts it open.
Short battle shorter, they dog pile on the Devil. The Cleric casts Anti-Magic to block any magic or supernatural attacks, and they grapple, shoot, and beat the guy to death.
One PC figures that this is way too easy. Surprisingly, the Devil doesn't seem to be afraid of dying, either, which puzzles them.
The smart PC figured that this was a decoy, a second, lesser Chain Devil (closer to standard, rather than the elite one they'd been prepping for), and decided to check the attic. Bingo, the real deal is up there waiting for him.
Short fight (the Devil had had time to stock the place with chains he could control), and the Devil departs. Seems that Dimensional Lock allows SR, and the Cleric didn't roll quite hot enough.
It was frustrating for them, but also for me. They'd spent sessions of time in game researching how to deliver true death to a Devil. Not easy at all. And when it came time to do the dirty, nobody had a thing prepared. As soon as the Devil in the fight felt the Anti-Magic go up, he knew they didn't have the means to give final death. It takes magic, and they were making sure there was none.
A life stealing weapon would do the job. The right ritual on the right altar (followed by a sacrifice) could do it. Dragging him to Hell and killing him there would work. I would have allowed a Sphere of Annihilation or a Voidstone to do it. I would have allowed for creative solutions, if they sounded good enough.
Also, adding injury to insult, the players knew the oddity about this island in the game. When I was looking on line for ancient maps of the "known world" around the year 500, I'd come across an oddity. Lesbos (or Lesvos, depending on the map) appeared on some maps of the day, but not on others. Since that was just too good to leave unexploited, in our game world this island is magical. Sometimes it's there and sometimes it's not.
The Innkeeper had advised them that they were welcome to bless his place (what Innkeeper would turn down an offer like that?). He advised them, though, that they had to be gone before the next New Moon, which was the night after their appointed meeting. They missed the clue.
So, the epilogue to the Epilogue was that, the night after they left, the island vanished away in that odd manner it had. All except a certain bar, which was magically blocked from any form of dimensional travel, thanks to a Dimensional Lock spell linked to the Holy Ground. The island left, the bar stayed, and promptly dropped into the sea. The player of the Cleric is more upset about this than he is about his friend losing his soul. He's trying to get me to say that someone remembered or noticed so he could take down the effect.
He wants some degree of a happy ending. But there is no end. There's just the point where the story teller stops talking.
Some of you may be aware that our group is playing in a Grecco/Roman campaign. I think I've mentioned a deal a player made with a Devil. Long story short, one PC made a deal to save the life of a man tempted into trying to steal from the Devil. His mission was to recover the Dagger of Helios and give it to the Devil. Succeed, and debt is paid. Fail, and he owns the PC's soul. I'd come up with this as a simple dungeon crawl, a toss in plot hook for anyone who wanted to take a swing at it.
They recovered the dagger, but the thing blossomed into the major driving sub plot of the game. It was expected of me that I'd DM the final resolution to that, the payoff.
Well, the current DM is planning on bringing the story to a close, ending the campaign. That leaves the resolution to the deal hanging. Since the DM reached a break point 45 minutes or so before our normal quitting time, I suggested that I go ahead and run the epilogue scene.
This was to take place after the campaign ends, so it's a flash-forward in the time line. I walked around the table, player to player, saying that they'd had time and opportunity to make preparations for this encounter, and asking them if they had anything they wanted/needed to do, acquire or arrange. Some had preparations, many did not.
Then we began. They arrived at the magical Isle of Lesbos days ahead of time, so they could prepare. The Cleric spent a day casting Holy Ground around the Inn where they have to meet the Devil. He added a Dimensional Lock effect to it, so the Devil couldn't easily escape. They planned to kill him, rather than surrender either their friend's soul, or a holy Relic.
The party Wizard spent that same day scribing a huge protection circle, burying silver wire at the perimeter, mixing powdered iron into the soil as he coved it, then capping it with Wall of Stone as a thin layer on top, with the symbols inscribed separately in each layer. Yeah, I know, Circle of Protection is a 10 ft thing, not an entire building, but you have to give him points for style. It makes good story, so we went with it.
Come the day, they try to call the Devil in early. He uses his Telepathy ability to talk to the PC, declining to walk into such an obvious trap. He admits that he's already in the building and has been there for days, watching them prep the place.
The party immediately starts to search the place. Detect Evil can scan through wooden doors, so they pretty much did a TSA on the whole place. Second floor, end of the hall, the Cleric spots the Evil (with a capital E) behind the door, and blasts it open.
Short battle shorter, they dog pile on the Devil. The Cleric casts Anti-Magic to block any magic or supernatural attacks, and they grapple, shoot, and beat the guy to death.
One PC figures that this is way too easy. Surprisingly, the Devil doesn't seem to be afraid of dying, either, which puzzles them.
The smart PC figured that this was a decoy, a second, lesser Chain Devil (closer to standard, rather than the elite one they'd been prepping for), and decided to check the attic. Bingo, the real deal is up there waiting for him.
Short fight (the Devil had had time to stock the place with chains he could control), and the Devil departs. Seems that Dimensional Lock allows SR, and the Cleric didn't roll quite hot enough.
It was frustrating for them, but also for me. They'd spent sessions of time in game researching how to deliver true death to a Devil. Not easy at all. And when it came time to do the dirty, nobody had a thing prepared. As soon as the Devil in the fight felt the Anti-Magic go up, he knew they didn't have the means to give final death. It takes magic, and they were making sure there was none.
A life stealing weapon would do the job. The right ritual on the right altar (followed by a sacrifice) could do it. Dragging him to Hell and killing him there would work. I would have allowed a Sphere of Annihilation or a Voidstone to do it. I would have allowed for creative solutions, if they sounded good enough.
Also, adding injury to insult, the players knew the oddity about this island in the game. When I was looking on line for ancient maps of the "known world" around the year 500, I'd come across an oddity. Lesbos (or Lesvos, depending on the map) appeared on some maps of the day, but not on others. Since that was just too good to leave unexploited, in our game world this island is magical. Sometimes it's there and sometimes it's not.
The Innkeeper had advised them that they were welcome to bless his place (what Innkeeper would turn down an offer like that?). He advised them, though, that they had to be gone before the next New Moon, which was the night after their appointed meeting. They missed the clue.
So, the epilogue to the Epilogue was that, the night after they left, the island vanished away in that odd manner it had. All except a certain bar, which was magically blocked from any form of dimensional travel, thanks to a Dimensional Lock spell linked to the Holy Ground. The island left, the bar stayed, and promptly dropped into the sea. The player of the Cleric is more upset about this than he is about his friend losing his soul. He's trying to get me to say that someone remembered or noticed so he could take down the effect.
He wants some degree of a happy ending. But there is no end. There's just the point where the story teller stops talking.