Sunday, October 8, 2017

Paranoia in Table Top Role Playing.

In real life, if a group of people find a discarded doll in a forest, they'll, maybe comment that's weird. Maybe take a picture. Move on. But, if a high-level adventuring party finds a doll in the woods, things are not that simple.

Upon perceiving the doll, most likely through magically assisted scrying, familiars or animal companions, the party Rogue will shadow dance, stealth or proceed to close the distance with the doll through magical or supernatural means. Once there, the Rogue will search for traps, possibly employing charges from a magical item to ensure there are no magical wards or traps.

After finding nothing, the party will then act as though the doll is still trapped, poking it with 15-20 foot poles, using mage hand to move it, and finally sending the fighter in with his shield up. The Fighter will then gingerly pick up the doll, awaiting calamity. Once satisfied that all the traps have been circumvented or defeated, the Fighter will call over the casters to begin the true forensic analysis of the "creepy doll."

The party Rogue and Bard will do an initial Insight and Bardic Lore check about the doll. Coming up with nothing, they will then cede the ground to the party druid to continue the investigation. The party Druid will animate the near by trees to find out more about the doll, including interrogating the various animals that frequent the area. While the Druid is doing this, the Wizard will use Arcana checks and ritually cast Detect Magic to scan the doll to see if there is a soul trapped in the doll or if there are any other charms involved.

During this time, the party Fighter will be creating barricades around the doll, and working with the Rogue to create a defensive perimeter in case something comes looking for the doll. The Ranger will attempt to find tracks leading to and from the doll, and, when unable to do so, will be convinced something magicked the doll here, until someone suggests that something may have dropped it while flying. The Ranger will then try to track the sky.

Once the Druid has finished interrogating the trees, nature spirits and local animals, and shapeshifting into a termite to see if any magical bugs have infested the doll, and coming up empty, the Druid will cede the investigation to the Cleric. The Cleric will cast Augury, and then work with the party for several hours wondering exactly how to ask their deity about the doll. When the deity doesn't respond, the Cleric will be convinced that the doll houses some secret about some dark god that has managed to cloud the Cleric's own god's knowledge.

Failing on the divine end, the party Wizard will open a gate and summon and bind a fiend, to ask about the doll's history. After being told that it is just an ordinary doll, the party will then use Insight rolls, Zones of Truth and various other magical and mundane means to see if the fiend is telling them the truth.

After that, someone will note that they didn't subject the forest to similar interrogatory precautions, and the Druid will burn more spell slots to again question the trees, animals and nature spirits while subjecting them to magical interrogation. Ultimately, reaching the same conclusion. This is just an ordinary doll.

In the end, the party will put the doll in a bag of holding and ask every NPC they meet for the rest of their adventuring days about the doll.

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