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Questions adventurers would ask an ancient mage

JPizzle

First Post
I need a little help guys; I have a group of people in a world in which fantasty and the 21st century meet and they are about to meet a mage with severe overpower burn (big time psychosis). I'd like to prescript about ten questions that a party might ask him in an effort to figure out to use THIS mages apparatus to go home (a tower, set of specifically cut gems and focusing rod). Would you guys be wqilling to haZard some guesses at the questions they might ask?
 

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It might help to have more context. Are the characters supposedly from the 21st century? I presume 'home' is 21st century Earth. How much do they know about getting home already? Is there a little bald guy following them around giving out riddles?

As a PC, I always try to ascertain the following about NPC's:

1) Who are you?
2) What do you want?

In this particular case, I'd also want to know:

3) Will you help?
4) Have you tested this before, or in other words, how are we to know that it works and is safe?
5) Do you have an instruction manual we can look at?
6) Is that a white Hare?
 

Going by my group of players:
1) "How many XP do we get for killing you?"
2) "Are you sure it's really such a bad idea to kill you?"
3) "So now we've killed you, where do we go from here?"
 

Going by my group of players:
1) "How many XP do we get for killing you?"

This is implied by, "Will you help?" Since the answer to the XP question is positive, it doesn't give you any really valuable information. NPC's that aren't helpful, are always worth killing.

2) "Are you sure it's really such a bad idea to kill you?"

This is implied by "Have you tested this before, or in other words, how are we to know that it works and is safe?"

If it turns out that his willingness to help is not the same as his ability to help, probably need to kill him anyway.

3) "So now we've killed you, where do we go from here?"

This is why you ask about the instruction manual first. If there is an instruction manual, once you get a hold of it, then you probably don't need the NPC anyway.
 


Hey thanks for responding guys. The group is from the 21st century just outside of Seattle, Wa. They really have immediately concerned themselves with the intrigue of the world instead of even the prospect of going home actually, in fact they stumbled on this part of the campaign on accident! Incidentally, this is how you end the campaign, well one of the many, anyhow... There is no bald guy handing out riddles, all the info they've accumulated has come from their own investigation and brainstorming and finally they are about to meet someone that will tell them about this ancient mage guy. In an effort to generate more dialogue I am going to answer the above questions as if he didn't have 'mage burn'.

1) Who are you?
I am Stephan Karlag

2) What do you want?
I would like very much to get back to my research.

3) Will you help?
As long as it doesn't delay my research too much, or perhaps you can help me in return? (Insert retrieval of obscure magical artifact side quest)

4) Have you tested this before, or in other words, how are we to know that it works and is safe?
Of course! I use it every time I need to travel the planes. Is it safe? Well as with all magic the key is in how you use it.

5) Do you have an instruction manual we can look at?
Yes, my journal that I have forgotten in my tower would be an excellent supplement to its use. (Actually the party jumped timeline and discovered this place WAAAY before they were supposed to, they are currently in possession of the journal although using it IS dangerous and a pain in the arse.)

6) Is that a white Hare?
OOC - Unfortunately I do not know what that term means.

1) "How many XP do we get for killing you?"
Oh, lots.

2) "Are you sure it's really such a bad idea to kill you?"
Oh my, are you sure I cant offer you some tea? Or a magical potion of some sort? (No combat spells memorized)

3) "So now we've killed you, where do we go from here?"
Use the journal, get the gems and the rod (from his dead body) and activate the device. OR wander aimlessly around the forest like a pack of ninnies since GMing this group is like herding cats sometimes.

I appreciate your help fellers!

-JP
 

MY question, with the added bit of context, if the party isn't "supposed" to have found this guy yet...Why are they encountering him?

If he's uber-mage who doesn't want to be disturbed, [and as DM, you don't really need/want them encountering him as it could lead to "the end" of the campaign] why is he where he is right now? Why isn't he or his tower invisible? Behind an illusion? Shifting himself and all of his possessions to a different plane until the party passes by/goes away?

I am also confused why/how you are "prescripting" questions for your players to ask? Aren't the PCs capable of speaking for themselves?

EDIT to add the questions actually requested: THe only question that comes to mind, or would be necessary, given my understanding of this odd situation would be, "How do we work this thing to get us home?"

Uber-mage gives answer. Everyone goes home.

Game over? Next campaign?
 



What do you mean, an African or a European swallow?

I know questions I'D ask an all-powerful artificer:
  • Seen any cool stuff? Can we also see said cool stuff? Where is it?
  • Cool tower, what's it do?
  • Can we use this tower to go to OTHER worlds?
  • Would you like an apprentice?
  • What do you do when you're not, you know, making world-spanning appartus... apparatusses, apparatusi... what's the plural on that?
 

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