Hello,
two of my players have failed a horror save and are now suffering with nightmares. Since the moderate effect lasts for two weeks, and since they have no one casting Sleep in the party, they soon got the -4 modifiers. They've bought sleep potions, and drank it, but since they lost that day due to oversleep, they're back at -1.
The campaign setting says there are numerous spells that can overcome this effect, but I don't think Remove Fear applies, and they have no one with Modify Memory (Bar4... too high!).
Are there any other spells that can help them sleep? What other techniques can they try? I suggested a hipnotist could help them, even obliterate the nightmares completely, but they were not willing to risk being 'suggestioned' by one.
They are becomeing really desperate, with still more 8 days (and they don't know this) before the second check (which I'll probably let them pass automatically. This was the first Horror Check in the campaign, and it had an illustrative purpose).
Thank you all.
Ail
Help with Nightmares Horror Effect
Help with Nightmares Horror Effect
Zumba d'Oxossi (A Stitch in Souragne)
Brother Eustace (The Devil's Dreams)
Robert de Moureaux (A New Barovia)
Brother Eustace (The Devil's Dreams)
Robert de Moureaux (A New Barovia)
- Joël of the FoS
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Hypnotist, as you suggested, or a mental health clinic such as Dr Illhousen.
Or a vistani brewed potion.
Or some kind of herbal by an herborist or druid.
This could lead to many adventure hooks
Joël
Or a vistani brewed potion.
Or some kind of herbal by an herborist or druid.
This could lead to many adventure hooks
Joël
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
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Why not Heinfroth? Send them to Dominia, have Heinfroth cure them. Then, send them back again and run "Whom Fortune Would Destroy."Joël of the Fraternity wrote:Hypnotist, as you suggested, or a mental health clinic such as Dr Illhousen.
Or a vistani brewed potion.
Or some kind of herbal by an herborist or druid.
This could lead to many adventure hooks
Joël
It's what I plan to do, make them think Heinfroth is a force for good then pull the curtain back.
"Blood once flowed, a choice was made
Travel by night the smallest one bade" The Ballad of the Taverners.
The Galen Saga: 2000-2005
Travel by night the smallest one bade" The Ballad of the Taverners.
The Galen Saga: 2000-2005
- Joël of the FoS
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- Drinnik Shoehorn
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I plan to send them there in 760, then they're getting sent back in time to try and prevent the Requiem. It's then that they're going to play Bleak House.Joël of the Fraternity wrote:Of course, fun idea, especially if you plan to use Bleak House
Joël
"Blood once flowed, a choice was made
Travel by night the smallest one bade" The Ballad of the Taverners.
The Galen Saga: 2000-2005
Travel by night the smallest one bade" The Ballad of the Taverners.
The Galen Saga: 2000-2005
- Joël of the FoS
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You have read my campaign, so you know I also like to introduce NPCs long before they are active in the current adventure the PCs are in. It's a great way to introduce NPC so the PCs can learn to trust them, for good or for bad.
Joël
Joël
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
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If they're in one of the Renaissance domains, they might encounter one of the d'Honaire physicians in their search for relief. Depending on if you want to mess with them or not, you could have this be a genuinely good doctor, not a "power-mad psychiatrist"-type: plenty of the d'Honaires take after Germaine, not Dominic.
"Who [u]cares[/u] what the Dark Powers are? They're [i]bastards![/i] That's all I need to know of them." -- Crow
