Three_Haligonians
First Post
It has been mentioned before, but it is not the "what" and the "why" that is so important, but the "how".
You need to come up with a way to let the Beholder enforce the PC's into holding up their end of the bargain other than holding onto the petrified character. Otherwise that player is just going to sit there and listen the whole session.
Personally, I wouldn't bank on any Lawful characters keeping their word just for the sake of keeping their word - that could easily dissolve into an argument about alignment, character choice and DM railroading and other such things:
"You can't just walk away, you said you would do it!"
"Sure I can, we got Virgal back and I'm certainly not going to honour any agreement I made with a Beholder - they are evil/I was under duress/he didn't specify when etc.."
"Well fine, then you'd better change your alignment over to Chaotic then"
"Oh come on! one out of character act doesn't require an immediate alignment change"
And so forth.. besides, since Beholder's are usually ridiculously paranoid, and distrustful of anything "not them" it doesn't really make sense to have one accept a deal on the merit of someone else's word.
So to bind the characters, you have a few options. Someone already mentioned geas/quest, the Complete Arcane has a magic item called a Contract of Nepthas which kind of does the same thing - only to either party who breaks the deal.
Perhaps the Beholder forces the party (or at least one of the party) to accept one of these before it restores the petrified member.
The Book of Vile Darkness has a set of magic rings called the Master Ring and Slave Ring; the wearer of the former able to deal damage to anyone wearing the latter. Best of all, the latter cannot take the ring off without the permission of the designated "Master" so maybe when the party gets their friend back - they'll have some new jewelry.
At any rate, my suggestion for the actual task is that somewhere in the nearby area, a group of fanatical cultists exists - people who are devoted to the beholder and worship the.. uh.. "ground it walks on" like some kind of god. The beholder, in its typical xenophobic arrogance, finds the cultists absolutely abhorrent and wants them exterminated.
Anyway - this sounds like a cool little side adventure that just spontaneously jumped into your lap. The best thing you can do is enjoy it and make it memorable
J from Three Haligonians
You need to come up with a way to let the Beholder enforce the PC's into holding up their end of the bargain other than holding onto the petrified character. Otherwise that player is just going to sit there and listen the whole session.
Personally, I wouldn't bank on any Lawful characters keeping their word just for the sake of keeping their word - that could easily dissolve into an argument about alignment, character choice and DM railroading and other such things:
"You can't just walk away, you said you would do it!"
"Sure I can, we got Virgal back and I'm certainly not going to honour any agreement I made with a Beholder - they are evil/I was under duress/he didn't specify when etc.."
"Well fine, then you'd better change your alignment over to Chaotic then"
"Oh come on! one out of character act doesn't require an immediate alignment change"
And so forth.. besides, since Beholder's are usually ridiculously paranoid, and distrustful of anything "not them" it doesn't really make sense to have one accept a deal on the merit of someone else's word.
So to bind the characters, you have a few options. Someone already mentioned geas/quest, the Complete Arcane has a magic item called a Contract of Nepthas which kind of does the same thing - only to either party who breaks the deal.
Perhaps the Beholder forces the party (or at least one of the party) to accept one of these before it restores the petrified member.
The Book of Vile Darkness has a set of magic rings called the Master Ring and Slave Ring; the wearer of the former able to deal damage to anyone wearing the latter. Best of all, the latter cannot take the ring off without the permission of the designated "Master" so maybe when the party gets their friend back - they'll have some new jewelry.
At any rate, my suggestion for the actual task is that somewhere in the nearby area, a group of fanatical cultists exists - people who are devoted to the beholder and worship the.. uh.. "ground it walks on" like some kind of god. The beholder, in its typical xenophobic arrogance, finds the cultists absolutely abhorrent and wants them exterminated.
Anyway - this sounds like a cool little side adventure that just spontaneously jumped into your lap. The best thing you can do is enjoy it and make it memorable
J from Three Haligonians