So I am introducing the concept of Insanity, and Insanity scores in my new Eldritch Horror Campaign using an amalgm of Thread and Call of Cthuhlu rules with House tweaks. These Insanities will impose Conditions (akin to those on the wonderful Condition Cards) when the PC is faced with the trigger for the Insanity.
Outside of the GameMastery Guide, can anyone refer me to good material or informative threads on the subject? Any experiences or practical advice is welcome as well.
I am almost afraid of using a Derro Antipaladin, they are so sick effective. There will be Derro Oracles of the Dark Tapestry (Eldritch Horror!).
However the Gnome disguise idea is great, and I am going to use it! Gnomes in my game already have a nasty rep, and my PCs will be ready to believe Gnomes are capable of such atrocities. The reveal could be used to even lead more Insanity for my PCs!
I am, for the first time, introducing Insanity scores to my game (Eldritch Horror). I think I will start another thread about that.
Thanks again for the Gnome idea!
In reference to being mean, do not forget the potence of Insult on top of Injury. I once designed a complicated, multi-stage death trap in the Grimtooth style. Then I drew cartoons, with each PC noted by some signifigant detail, of what would happen to the party as each stage played out (ala Grimtooth). The mixed refrain of laughter and gasps of horror was music to my DM ears.
To wit: Mike Stackpole Rules!!!
Thread title may be redundant, but what the heck.
First OP BTW.
I am planning to use Derro extensively in the next arc of an UnderUrban game involving an overall Eldritch Horror campaign. They will be doing plenty of bodysnatching for the glory of their overall plan (which I do not wish to reveal in case any of my PCs are on the boards), the byproduct of which will be ectoplasmic undead.
The Horrors Revisited Companion inspired part of this plan, and I will be using the blue Cytellish(sp?) mold as part of both their origin and their plan.
My question to you, my esteemed fellow gamers, is do you have any special insights or surprises I may spring upon my veteran group that would involve the Derro. The group is currenty 4th level, and is comprised of three Holy Rollers (LG Cleric, LG Inquisitor, LG Paladin/Sorcerer), a Stargazer (StarSoul Sorcerer), and a Gith Magus (Gith are a unique race in my game that share similair stats as Githyanki, but a different origin).
They are a savvy bunch, and have gotten used to my tricks in the last 5 years. I am hoping some outside ideas will help me get them out of their comfort zone (it is Eldritch Horror after all), and I hope you wise folks can help me out.
If you have a CHA bonus of +1 or better, there are Oracle Mysteries that can be dipped into for Revelations that provide armor bonuses, Bone and Dark Tapestry come to mind but there may be others. A 1 level dip would limit the duration to 1 hour (I think), but it gives you a +4 armor bonus. Of course you would be saddled with an Oracle's curse as well.
I have run into the same problem as RD with ships in my campaigns. This is despite the fact they have had several uneventful sea voyages. It seems like the uneventful trips are quickly forgotten, while the dangerous ones linger in the groups collective memory. Hopefully a long, deep, dungeon delve will help clear their memory banks!
If my Baddie has a pre-set trap that requires a pressure plate to activate it, will it require an action to activate that pressure plate or is merely placing enough weight on it while passing by in a move action be enough (the creature is heavy enough) to activate it? If so, what kind of action? My Baddie took a move action to move on the surface of the floor (though it did have a Fly spell up), thus setting of the Trap. It then used a standerd action to Teleport away. Good tactics? Cheap? Cheat?
So, if I have both of the above will each round of A. Luck work for two additional rounds if I do not reactivate it the next round? Can I then activate it again after those three rounds, spend one round worth, and get two more on top of it again. An Archaeologist with a 16 charisma would normally get seven rounds of luck, but could turn it into 21 rounds with Lingering Performance. By adding the Extra Performance feat this effective number of rounds would be 39. That's alot of luck!