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Aging, unaging, and "...you still die when your time is up"
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<blockquote data-quote="kiznit" data-source="post: 953925" data-attributes="member: 3994"><p>In my old campaign, when the players were making their way through the ghostly-pirate caves of Black Dog Bones searching for the secret entrance to the sunken tower of Vecna that had cursed them all (the pirates, that is)...</p><p></p><p>They stumbled across a sunken ship that had become a sort of undead lingering shrine to Olidammara (whom the pirates worshipped, of course) where the skeletons sat around playing poker. The players were given the option to sit down and play a hand (the 12 hands of Fate), with the usual curse-or-blessing potential outcome.</p><p></p><p>The thief managed to cheat death by counting the cards, but the half-orc barbarian picked the "Hand of Time", thus aging 1d10x10 years (he failed his Fort save that would've made it just 1d10). Alas 60 years is fatal to a half-orc, according to *the rules*, and he ended up pulling the "he chose... poorly" sudden aging affect from Indy's Last Crusade, turning into one of the undead skeletons (and subsequently a permanent member of the poker game). The cleric freaked out at that point and toasted 'em all with a heinously-rolled turning.</p><p></p><p>Good times. You gotta love the home-brewed fate stuff. I think I had been inspired from Baron Munchausen, when they're in that bloody great whale.</p><p></p><p>Then there was the time my buddy Jason rolled up an 800-year old "venerable" elf to run through Rappan Athuck (deadly dungeon - so everybody had to bring at least 3 characters to the table) and hook up the int stat bonuses. His back story was that he had been cursed by Orcus to live backwards or something, and he hobbled around on a walker made of magic missile wands. Things got pretty silly in that particular campaign.</p></blockquote><p></p>
[QUOTE="kiznit, post: 953925, member: 3994"] In my old campaign, when the players were making their way through the ghostly-pirate caves of Black Dog Bones searching for the secret entrance to the sunken tower of Vecna that had cursed them all (the pirates, that is)... They stumbled across a sunken ship that had become a sort of undead lingering shrine to Olidammara (whom the pirates worshipped, of course) where the skeletons sat around playing poker. The players were given the option to sit down and play a hand (the 12 hands of Fate), with the usual curse-or-blessing potential outcome. The thief managed to cheat death by counting the cards, but the half-orc barbarian picked the "Hand of Time", thus aging 1d10x10 years (he failed his Fort save that would've made it just 1d10). Alas 60 years is fatal to a half-orc, according to *the rules*, and he ended up pulling the "he chose... poorly" sudden aging affect from Indy's Last Crusade, turning into one of the undead skeletons (and subsequently a permanent member of the poker game). The cleric freaked out at that point and toasted 'em all with a heinously-rolled turning. Good times. You gotta love the home-brewed fate stuff. I think I had been inspired from Baron Munchausen, when they're in that bloody great whale. Then there was the time my buddy Jason rolled up an 800-year old "venerable" elf to run through Rappan Athuck (deadly dungeon - so everybody had to bring at least 3 characters to the table) and hook up the int stat bonuses. His back story was that he had been cursed by Orcus to live backwards or something, and he hobbled around on a walker made of magic missile wands. Things got pretty silly in that particular campaign. [/QUOTE]
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