I'm currently the DM of a group consisting of 4; a bard, a sorcerer, a druid and a warlock. Recently, they've been exploring the Feywild in the search of the warlock's archfey patron, Titania, who suddenly disappeared. After a while, they discovered that she had been severely wounded, and to save her life, she had split her life essence into to halves, that now fight each other (as they have no memory of ever being the same person once).
The party is now burdened with the glorious purpose of fighting and sealing the two halves, and afterwards fusing them and bringing back Titania again.
I've been thinking hard and long about how to make the fusing interesting and so that it involves everyone in the party - and honestly? I'm all out of ideas... The only thing I've decided on, is that they need the help of another archfey (which they have already allied with), and that he is the only one who is strong enough to complete the ritual - with the party's help, of course.
So my my question is, how would you make this fusing mechanically (and storytelling-wise) interesting? How do I create the suspense needed, so that it doesn't just become a series of dice rolls? What would you do, if you were in my place?
Perhaps your characters can create or find some type of object that needs to be attached to each half of your split Patron. This could lead to either quest to find the object or created also either a battle or a social situation in order to get the items attached each half person. Only once these items have been attached can then the other archfey cast the ritual. Or maybe there are material components that are needed for the ritual or you're half people need to be tricked or coerced into a certain area where the ritual must be cast.
I like the idea of some kind of needed material components or likewise! But I was also wondering... once the ritual has begun, how would you run it? Would it just be a series of dice rolls? How would you incorporate a narrative element?
I would go the route of gathering fragments of Titania's life, and jogging the memory, and then convincing the two halves to rejoin... if they want to. Clones have rights too!
Without knowing what type of players you have it's hard to judge what kind of final battle you want. If you have players that are more into combat you can have the two halves of your archfey have different types of Minions that need to be defeated in order to maneuver each half into a different area or to place a different item on each archfey. Or if you're players are more into Storytelling you can have a series of social situations in which they need to convince or control each half into placing an item on, or coming into an area or trusting the party in general. Or a combination of both. Or there could be aspects of the ritual that need maybe a skill challenge to complete. Maybe something requires strength to hold up maybe something requires an Arcane Focus to complete there are lots of different ways to make a situation and interesting thing and still roll dice.
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Hello fellow DMs!
I'm currently the DM of a group consisting of 4; a bard, a sorcerer, a druid and a warlock. Recently, they've been exploring the Feywild in the search of the warlock's archfey patron, Titania, who suddenly disappeared. After a while, they discovered that she had been severely wounded, and to save her life, she had split her life essence into to halves, that now fight each other (as they have no memory of ever being the same person once).
The party is now burdened with the glorious purpose of fighting and sealing the two halves, and afterwards fusing them and bringing back Titania again.
I've been thinking hard and long about how to make the fusing interesting and so that it involves everyone in the party - and honestly? I'm all out of ideas...
The only thing I've decided on, is that they need the help of another archfey (which they have already allied with), and that he is the only one who is strong enough to complete the ritual - with the party's help, of course.
So my my question is, how would you make this fusing mechanically (and storytelling-wise) interesting? How do I create the suspense needed, so that it doesn't just become a series of dice rolls? What would you do, if you were in my place?
I'm open for all ideas, no matter how crazy! :))
Perhaps your characters can create or find some type of object that needs to be attached to each half of your split Patron. This could lead to either quest to find the object or created also either a battle or a social situation in order to get the items attached each half person. Only once these items have been attached can then the other archfey cast the ritual. Or maybe there are material components that are needed for the ritual or you're half people need to be tricked or coerced into a certain area where the ritual must be cast.
I like the idea of some kind of needed material components or likewise! But I was also wondering... once the ritual has begun, how would you run it? Would it just be a series of dice rolls? How would you incorporate a narrative element?
I would go the route of gathering fragments of Titania's life, and jogging the memory, and then convincing the two halves to rejoin... if they want to. Clones have rights too!
Without knowing what type of players you have it's hard to judge what kind of final battle you want. If you have players that are more into combat you can have the two halves of your archfey have different types of Minions that need to be defeated in order to maneuver each half into a different area or to place a different item on each archfey. Or if you're players are more into Storytelling you can have a series of social situations in which they need to convince or control each half into placing an item on, or coming into an area or trusting the party in general. Or a combination of both. Or there could be aspects of the ritual that need maybe a skill challenge to complete. Maybe something requires strength to hold up maybe something requires an Arcane Focus to complete there are lots of different ways to make a situation and interesting thing and still roll dice.