20 - Enter
“Enter, stranger.”
Knightmare
Do you take the opportunity to make a dramatic entrance or exit?
It doesn’t fit every character but if presented I almost certainly will.
“Who are you?”
“We are justice!”
And it’s good to have the stats to back that up as it tends to make the antagonists attack you in particular.
Monsters from beyond trying to find ways to enter our world is a go-to plot I’ve used really rather often. It gives the villains a clear goal and ways to stop it along the way, and a partial success on their part gives you a boss fight in a contained space.
The PCs traditionally arrive just in time. Best to include some riders about closing the portal if you don’t want the world to actually end if the PCs are a bit late, but you could certainly make the final battle easier or harder depending on their preparation and promptness.
And one of the funniest episodes of The Watch House was the result of me letting the PCs discover an attempt to summon ancient evil a couple of days early, giving them time to sabotage the site and grab the cultists while the resident werewolf PC distracted them by pretending to be the demon.
It’s all about timing.
20a - 1, 5, 5
Who, Confident, Accessory
An accessory that allows you to enter confidently and the word Who? Doctor Who lets the Doctor open just about any door with the sonic screwdriver and bypass plenty of questions about why they’re there by faking credentials with psychic paper. What kind of trouble could your PCs get into with shortcuts like that in their pockets?
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