doc the grey |
Thanks for the purchase, Doc!
Np man I've got a gravewalker witch in my friends carrion crown game and I'm itching to find more hexes that fit the theme I'm going for.
One note I want to make though. Though I like the humor that floats through everything thus far I feel like it kind of gets in the way of the crunch sometimes, with it kind of taking away some of the authoritative tone that crunch kind of needs in some places and while in others leaves some dangerous room for RAW abuse by GM's in one place.
That being said I would love to see you guys channel that into some material on artifacts, races, or some really interesting adventures. It's always annoying to me to see modules that are just aimed at being serious and don't know how to use comedy to enhance their narrative and draw the players in.
doc the grey |
No worries there, mate. I'm presently working on a one-shot adventure module that focuses on beer as the primary motivator.
Where's the abusible bit, by the by?
I believe it was a bit of text incorporated into the whole ghostly patron hex. The way it reads right now it makes it seem like the player basically has to wait for this patron spirit to approve of it's use which makes it seem like your patron (aka the gm) will have more say over this ability then the actual player. Now this doesn't bother me so much with magic items, artifacts, and other stuff I as a GM give to my player but in a class ability I feel like the wording leaves too much room for a gm to use it as leverage to force a player to do what they want.
Also interested in the module, have any idea on the lvl range? Also will it be in the golarion setting, setting neutral, or a setting crafted by the interjection team?
Interjection Games |
The GM abuse is precisely as-intended, though I don't expect a GM to hit it nearly as hard as one would a paladin. Insert brain here, I suppose, though I admit that has a possibility of breaking down. Look at your witch-like characters in film who dealt with the spirits. Dr. Facilier had a lot of leeway.
My first adventure module is 3rd level, setting neutral, and designed to be a one-shot. Entitled "The Eternal Innkeeper of Dun Karaz", it involves the exploration of an abandoned dwarven outpost following the murder of the only two dwarves in the world who knew how to make a brew called "Urist's Stout". The brewmasters of the present day can't quite replicate the stuff, so the only thing that remains is to track down the creator himself.
The creator of the brew, Urist, was both humble and revered. Though he could have had any position he wanted in the dwarven hierarchy barring the two or three top jobs, he decided to stay the brewmaster and innkeeper of a small dwarven outpost just to get away from things. This went over very well with the military. When Urist died, the people of Dun Karaz really couldn't imagine their bar without him; as such, they pooled together a bunch of the military's money and commissioned a stone golem in Urist's likeness with Urist's personality and memories. This golem served faithfully for years as if nothing had ever happened.
When Dun Karaz was finally shuttered for budgetary reasons, Urist's programming caused him to desire to stay. Out of respect for their brewmaster, they let him. Urist has been alone in Dun Karaz for upwards of a century at this point, constantly keeping his bar clean and ready for the next batch of customers. Still, the fact that the teams the dwarven homelands have sent to Dun Karaz to make contact with Urist have not reported back (The dwarven homelands somewhat expects a successful team to take a vacation there and drink a few kegs of Stout.) suggests that he did indeed find some customers, after all. What's more, they certainly aren't friendly.