barsoomcore
Unattainable Ideal
Last night, Session #103 of Barsoom ran. The PCs have penetrated the lair of a recently-deceased very bad sorcerer, seeking the secret weapon that will allow them to destroy a vampire (vampires on Barsoom are notoriously hard to kill). They find it, along with a whole bunch of vampire creation/destruction/research gear etc, grab what they need and head out.
They have seven days to reach a point on Barsoom roughly 3,000 miles away, where a very determined vampire is about to unleash a horrible evil from yesteryear (Barsoom is fairly crawling with horrible evil from yesteryear). The sorcerer's lair prevents shadow walking (Barsoom's idiosyncratic alternative to teleport) so they have to stomp out into the snowy mountains for a day before the party's sorcerer can attempt the spell.
Magic on Barsoom is somewhat erratic and dangerous. And the sorcerer blows his roll. Big time. Sorcerer takes 14 points of Constitution damage and drops dead.
So now our heroes are kind of hosed. No transport, six days to get across the continent, and a dead comrade. I have no idea what to do with them at this point.
Fortunately, they do. They pick up his body and march right back into the sorcerer's lair and...
turn him into a vampire.
There's some moral dilemma hand-wringing about this, a little intra-party conflict, but in the end one PC sums it up:
"I've spent more time in the company of vampires than I like to admit, but I've never been killed by one yet."
So they hook him up to the Insta-Vampire-Creato-Thingie, and hey presto! Out pops an undead PC.
...
So, You Know Your Game Is Twisted When... Your players consider turning their friends into vampires a "good" result.
More submissions to You Know Your Game Is Twisted When? Come on, I can't be the only one! Can I?
They have seven days to reach a point on Barsoom roughly 3,000 miles away, where a very determined vampire is about to unleash a horrible evil from yesteryear (Barsoom is fairly crawling with horrible evil from yesteryear). The sorcerer's lair prevents shadow walking (Barsoom's idiosyncratic alternative to teleport) so they have to stomp out into the snowy mountains for a day before the party's sorcerer can attempt the spell.
Magic on Barsoom is somewhat erratic and dangerous. And the sorcerer blows his roll. Big time. Sorcerer takes 14 points of Constitution damage and drops dead.
So now our heroes are kind of hosed. No transport, six days to get across the continent, and a dead comrade. I have no idea what to do with them at this point.
Fortunately, they do. They pick up his body and march right back into the sorcerer's lair and...
turn him into a vampire.
There's some moral dilemma hand-wringing about this, a little intra-party conflict, but in the end one PC sums it up:
"I've spent more time in the company of vampires than I like to admit, but I've never been killed by one yet."
So they hook him up to the Insta-Vampire-Creato-Thingie, and hey presto! Out pops an undead PC.
...
So, You Know Your Game Is Twisted When... Your players consider turning their friends into vampires a "good" result.
More submissions to You Know Your Game Is Twisted When? Come on, I can't be the only one! Can I?