Long story short: our party’s paladin is inspired by green lantern (arcane green lantern from infinite crisis, to be…

Long story short: our party’s paladin is inspired by green lantern (arcane green lantern from infinite crisis, to be…

Long story short: our party’s paladin is inspired by green lantern (arcane green lantern from infinite crisis, to be precise). But he’s blue, member of the Guardians of the Infinity and the only protector of the material plane (they come one per plane; when a guardian dies, he reincarnates in a newborn of his own plane). Next quest treasure:

the Infinity Lantern

Holy Symbol, 1-Handed

A magic lantern shaped like the infinity symbol, with glowing light sources in both holes. Comes with a chain to be wielded.

While you’re wielding the Infinity Lantern, you and friendly creatures nearby take +1 armor.

When you raise the lantern to light the way, roll+WIS.

On a 10+, the lantern indicates you the safest route.

On a 7-9, choose one:

– it will also need you to prove worthy once again

– the safest route is the slowest and most distant

– someone notices the lantern’s light

8 thoughts on “Long story short: our party’s paladin is inspired by green lantern (arcane green lantern from infinite crisis, to be…”

  1. usually the options are positive, the downside being implied if you don’t choose it. e.g.  on a 10+ choose all threeOn a 7-9, choose two:

    – the lantern doesn’t fade or flicker out (prove you’re worthy to light it again)

    – the safest route is the fastest

    – nobody notice the lantern’s light

  2. it depends on the move. Moves like cast a spell are better expressed with “negative” options. Moves like bend bars, lift gates are the opposite.

    Lantern turning off is a Big Deal: only specific, pure of heart individuals in the setting can turn it on again, so that’s for a 6-. The paladin’s starting quest is “discover the truth about who can reactivate my lantern”.

  3. Claudio Salvalaggio most times its more clear if they choose the negative outcome. Nowhere in the move does it really say the negative thing needs to happen. Also you tell the GM “okay, this and this does not happen”

    GM: “i don’t know the move by heart, what are the negative things that happen again?” 

    If you let them choose their own problem instead the conversation becomes clearer. 

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