Oops. Meant to ask this here.
Originally shared by Asbjørn H Flø
How do I decide what happens if the cultist finish the bloodritual without the correct ingredients?
On tuesday, my players are making a bid to root out a horrible cult who have collected halfling souls to complete a ritual to open a portal to void between the stars to release the horrible Mother of All Dragons, Margul. Margul is the living embodiment of the Ur-Power of the Black Night.
The players are interested in restoring those souls to their rightful owners, who are now just listless pod-halflings.
Halflings sprang from the blood of the Black Jotun, Eir, when she battled Margul, and so their soul and blood carry lot of power.
Problem is, the cult is a couple of halflings short. Namely, the halfing thief Thalda and their halfling hireling. Having failed to kidnap the halflings, the cultleader, a horrible “vampire”, wants to substitute humans for halflings. He recons a rate of 6 humans to one halfling will at least call forth a messenger of the Black Night, that will herald it’s eventual release.
I have no idea if he’s right. He’s ancient and clever, but who knows when it comes to Ur-powers. It could fizzle, it could turn them all into vampires, it could just suck them into the void between the stars. Either way, it will probably collapse the entire dungeon underneath the rich part of town. What happens to the halflings without souls then? No idea.
I’m looking for input on how to decide this. Options I can think of:
– put up a couple of options, and roll a die of fate if it happens.
– Ask the players to describe one horrible thing each, either before or when it occurs
– Hope to god the players succed in stopping them.