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The Horn

The Horn published on 5 Comments on The Horn

Hey, a comic on a Monday! Woo! We’re getting back to the Hoard of the Dragon Queen next week. For now, have an entry into the less-than-canon Thieves Can’t Strip series, though we’re sticking with the new designs going forward.

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This is loosely based on reality. I am DMing for some of the KU Math Grads. There is an evil army marching on the lands, and as the story has progressed, our tiefling warlock, Reverie, found The Horn of Gabriel, which she knows will summon her patron (she’s one of those goody-two-shoes warlocks from Xanathar’s). It will also release a horrifying villain, and she is mostly aware of the extent of this, so this isn’t a normal case of player characters ignoring their consumables.

They’ve been on the cusp of 3 TPKs. No horn. They were fighting a dragon that caught them trying to sabotage a bridge that the evil army needed to use — no horn. The rogue was on his last death saving throw, melting in dragon acid, and everyone at the table was sort of bullying her into blowing the horn, but she held firm.

I have no idea what it will take for her to blow the horn, but I have some theories, one of which is presented here via Candor.

5 Comments

Reverie has discipline that few i’ve played with seems to be aware exists. I have even played with a few players that would have blown at the first hint of a possible TPK because “This is obviously a situation where we need it, so the GM must want me to use it to further the plot”.

Knowing that blowing the horn would release a villain, I don’t think I’d ever blow the horn unless it would save at least 100 innocents in immediate peril. The karmic cost just doesn’t seem justifiable otherwise. That’s also assuming I’m not playing an evil or chaotic character.

This is why I’m lukewarm on puzzles… unless carefully handled, they so often come down to some crucial detail that the players missed, or something the DM considers obvious that the players don’t, or players off on a tangent that has nothing to do with how the puzzle actually works, or players paranoid about the consequences of trying it and getting it wrong, or…

In Changling: the Lost, there is a horn that when blown, will force a True Fey to complete a task for the one who blew it. This comes with costly caveats, though:
1. Given the system, the True Fey are the villains and notoriously selfish and aloof to the point of fulfilling any task the way they want it done.
2. for the next 4 hours, four children will disappear from their homes and be whisked away to the True Fey’s domain where they will live out the rest of their lives mutated and in slavery.
3. once finished, the horn will teleport to the next group of changelings, who are given the same caveats for using it.

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