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> Those Who Tarry No Longer: Spoiler Warning, Question for Loremasters
Beckett
Posted: Feb 23 2013, 09:57 AM
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In the Final Challenge, one player is called to make a test that will essentially determine the outcome of the adventure, the success or failure of the mission to protect Irime and see her safely over the High Pass.

There is no guidance given as to who the Loremaster should choose to make this test. Also, I don't like how this excludes the other players from participating in the climatic moment of the story. Do any Loremasters out there have any suggestions on how to adjust this so everyone participates?

Maybe even Gareth himself can give me a suggestion?
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Mytholder
Posted: Feb 23 2013, 10:34 AM
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It's a special test - it's not dependent on any one character (ok, the highest Heart in the group does factor in). You could equally have the Loremaster roll the Feat dice, and have each non-dead, non-Miserable player roll a success dice.


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Beckett
Posted: Feb 23 2013, 10:55 AM
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QUOTE (Mytholder @ Feb 23 2013, 02:34 PM)
It's a special test - it's not dependent on any one character (ok, the highest Heart in the group does factor in). You could equally have the Loremaster roll the Feat dice, and have each non-dead, non-Miserable player roll a success dice.

Thank you, Mytholder! I understand it's a special test but it does determine how the adventure ends and I didn't want any of my players to feel left out from the outcome. Players love to roll dice and influence events. And it does say, One player is called to make the test but it doesn't say how to determine who that player is --- Anyway, I like your solution of having each non-dead, non-miserable player roll a success die.

Thank you for the great adventure, and the advice! I'm running this adventure tonight with my group.
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Rocmistro
Posted: Feb 23 2013, 12:07 PM
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We just got to exactly this point on Thursday night, and I did the exact same thing. One person rolled the feat die, and each player rolled their own success die.

For us, the player who would ultimately add the Fellowship Point bonus (and thus, who had the highest heart attribute bonus) was the one to roll the feat die.

The only other question I had was, was this roll bound by weariness? All my players were weary (as the adventure text says on the road to Dul Guldur that all heroes are weary, and I didn't really see anybody healing their endurance while trapped in the pit. As such, I ruled that the roll was made as per Weary. My players had a final Corruption Test TN of 16, and they just barely made it, having rolled a 10 and adding a +6 heart attribute rating.
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