Re: Leaving the hero plane

From: Jeff <jeff.kyer_at_...>
Date: Fri, 23 Mar 2001 16:34:43 -0000

You have to overcome that 10w3 (or whatever) that you undertook when you went in.... That's why weakened parties are often trapped in the Otherworld after a gruelling quest.

Remember, though, that the celebrant's Mythology is still augmented by the ceremony, ritual, etc that he took to get IN.

> I cannot find it now but I seem to remember a post aong the lines
> of 'What happens to all those people stuck on the hero plane who
> never manage to return to the Inner World' with the answer being
> that 'this does not happen at the completion of the quest, you
> return to the Inner World without needing to run a contest'.

Never heard that... sorry. You got to get back out. At least, I think you do -- its one of the things that makes HQ's so dangerous.  

> My assumption then being that rolling to exit the quest is only
> needed if you try to terminate the quest at an abnormal point
> (i.e.things are going really badly, unexpected enemies turn up, and
> you want to bail).

Getting out is a specific stage -- being KICKED out is much worse. You could find yourself stuck in Pent or Ralios or worse.  

> If not, how have narrators handled players who fail to break out -
> are you subsumed by your god (your individuality lost), do you exit
> but in the wrong place, spent the rest of your days wassailing in
> Orlanth's hall, etc.
>

You are trapped and you either can't stop feasting in the Hall or you're MIA. Either way, going to get you is another, harder heroquest. There's many a hero languishing in some hell who was unable to escape from his quest. These quests are extremely dangerous and not to be trifled with. I find that with the advent of HW, such quests are being treated in a more cavalier fashion. A pity, really.  Hopefully, we'll see some better guidelines for HQ's in a future suplement... =(

Jeff

Powered by hypermail