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Requesting Help in Strahd's Domain
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<blockquote data-quote="Mirror" data-source="post: 7922127" data-attributes="member: 6681211"><p>First off, Hello again EN. Its been some time. Life got a hold of me.</p><p> Second, I hope I posted this in the correct section.</p><p></p><p> Right now, I'm running a homebrew variant of Curse of Strahd, and currently is faced with a dilemma. The game started after the Starter Set was ran: specifically the Rick and Morty adventure. The players kept their characters, and dove into the portal with Rick into Barovia. After many.... trials, the gang did meet up with Rick again (I simply removed Mordy for Rick, easy change) but I did NOT want Rick to steal the show like he did in his adventure against the dragon, so I ripped his spellbook and component pouch from him, and had the Dark Powers mark him with the creatively homebrewed curse of every spell he casts from a party member's spellbook, that member loses that spell permanently, with no recompense. The desired effect was had, and they simply turn to him for... intellectual counselling instead. Moving forward some more and I was curious if I overlooked a way to completely write him out without being obvious, but the real question is what suitable mons did I overlook adding in to the adventure? They already fought some Oblex(s), and I was planning on adding in an Alhoon, since the Sanity mechanic is in place and I certainly want to get some mileage out of that. I always welcome your input guys. Oh, and I homebrewed up the Living Wall for 5e, keeping it with all its glory, and was going to toss it on the players on the pass to Castle Strahd.</p></blockquote><p></p>
[QUOTE="Mirror, post: 7922127, member: 6681211"] First off, Hello again EN. Its been some time. Life got a hold of me. Second, I hope I posted this in the correct section. Right now, I'm running a homebrew variant of Curse of Strahd, and currently is faced with a dilemma. The game started after the Starter Set was ran: specifically the Rick and Morty adventure. The players kept their characters, and dove into the portal with Rick into Barovia. After many.... trials, the gang did meet up with Rick again (I simply removed Mordy for Rick, easy change) but I did NOT want Rick to steal the show like he did in his adventure against the dragon, so I ripped his spellbook and component pouch from him, and had the Dark Powers mark him with the creatively homebrewed curse of every spell he casts from a party member's spellbook, that member loses that spell permanently, with no recompense. The desired effect was had, and they simply turn to him for... intellectual counselling instead. Moving forward some more and I was curious if I overlooked a way to completely write him out without being obvious, but the real question is what suitable mons did I overlook adding in to the adventure? They already fought some Oblex(s), and I was planning on adding in an Alhoon, since the Sanity mechanic is in place and I certainly want to get some mileage out of that. I always welcome your input guys. Oh, and I homebrewed up the Living Wall for 5e, keeping it with all its glory, and was going to toss it on the players on the pass to Castle Strahd. [/QUOTE]
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