So, I've been considering leaving a scroll of Wish in the next location my player characters will be exploring. Given that the adventure they're on is pretty dangerous and sometimes the players really do play into their characters and take inadvisable actions. My intention as a GM here is that if they get hold of a scroll of wish they've got the opportunity to undo a single choice that a character made.
As an example last session against the player's better judgement a character did something that all the warnings and foreshadowing suggested they shouldn't. They touched an artefact that turned unwitting people into an undead thrall of the location they were exploring. There was even a clear sign above the artefact - but said artefact was shiny and attractive to the character who had been left on their own. So in theory wish would be able to undo the decision to touch the artefact and thus would allow for a character that was others done to return to the group.
In this particular case, said use of wish would be implausible as no other character witnessed the now undead character touching the stone and thus there's no-one who has knowledge of the decision made. It just serves as a good example within a particularly dangerous campaign of how I'm intending Wish to be used. It's to provide a good solid safety net. To be clear, at my tables Wish can only be used according to the basic five options in the description of the spell along with the ability to alter one very specific choice. My players are of course aware of this interpretation of the spell so that's not an issue.
So with all that said, and context given have any other DMs had experience with such loot being left around the place? Did it go well or unexpectedly?
I haven't given a Spell Scroll of Wish, or other powerful expendables like that, but I think that giving that kind of magic to your players could go powerfully awry. Wish can break any game, even with the restrictions you've placed upon it. I think it would be okay, but don't randomly put it in a chest in some sunken dungeon. Make it something they have to work for, as a side quest or some other way where it is difficult to obtain.
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He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
Wish has a potential for utter chaos - think divine intervention, but bigger.
They may wish that the party member was freed from whatever curse, which is fine. But, they might instead wish for the power to remove all curses from anyone of their choosing. Or they might wish that the artifact never had such power.
There is honestly no way of knowing how they will use it, except that there is an almost 100% chance that they don't use it the way you're planning!
If you want to give them a macguffin which frees them from the curse, I would make it specific, and also leave them consequence - why have an artifact which turns people to undead thralls if you're not expecting it to affect the party, after all?
Perhaps a bracelet which offers the protection of the sun god, provided that they awaken before dawn and worship the sun rising. The bracelet has a handy bit of magic which wakes you up every. single. day. to perform this ritual. If you fail to perform the ritual, then the undead curse creeps back. Do it from solstice to solstice and the curse is broken.
So, I've been considering leaving a scroll of Wish in the next location my player characters will be exploring. Given that the adventure they're on is pretty dangerous and sometimes the players really do play into their characters and take inadvisable actions. My intention as a GM here is that if they get hold of a scroll of wish they've got the opportunity to undo a single choice that a character made.
As an example last session against the player's better judgement a character did something that all the warnings and foreshadowing suggested they shouldn't. They touched an artefact that turned unwitting people into an undead thrall of the location they were exploring. There was even a clear sign above the artefact - but said artefact was shiny and attractive to the character who had been left on their own. So in theory wish would be able to undo the decision to touch the artefact and thus would allow for a character that was others done to return to the group.
In this particular case, said use of wish would be implausible as no other character witnessed the now undead character touching the stone and thus there's no-one who has knowledge of the decision made. It just serves as a good example within a particularly dangerous campaign of how I'm intending Wish to be used. It's to provide a good solid safety net. To be clear, at my tables Wish can only be used according to the basic five options in the description of the spell along with the ability to alter one very specific choice. My players are of course aware of this interpretation of the spell so that's not an issue.
So with all that said, and context given have any other DMs had experience with such loot being left around the place? Did it go well or unexpectedly?
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I haven't given a Spell Scroll of Wish, or other powerful expendables like that, but I think that giving that kind of magic to your players could go powerfully awry. Wish can break any game, even with the restrictions you've placed upon it. I think it would be okay, but don't randomly put it in a chest in some sunken dungeon. Make it something they have to work for, as a side quest or some other way where it is difficult to obtain.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
Wish has a potential for utter chaos - think divine intervention, but bigger.
They may wish that the party member was freed from whatever curse, which is fine. But, they might instead wish for the power to remove all curses from anyone of their choosing. Or they might wish that the artifact never had such power.
There is honestly no way of knowing how they will use it, except that there is an almost 100% chance that they don't use it the way you're planning!
If you want to give them a macguffin which frees them from the curse, I would make it specific, and also leave them consequence - why have an artifact which turns people to undead thralls if you're not expecting it to affect the party, after all?
Perhaps a bracelet which offers the protection of the sun god, provided that they awaken before dawn and worship the sun rising. The bracelet has a handy bit of magic which wakes you up every. single. day. to perform this ritual. If you fail to perform the ritual, then the undead curse creeps back. Do it from solstice to solstice and the curse is broken.
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