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There is a Dwarf using an energy shield on page 9 of the core rulebook.

I was thinking about making a Solarian who's energy armor comes out as an energy shield. Would work about the same.


Yea I've seen that as being a potential problem, but as I said I'm planning on getting rid of most of the combat. I see maybe one encounter total with the Heroes in actual combat, and its put there merely to emphasize how over-powered the Heroes are to the PCs. Most of the game where the Heroes are involved is going to be mostly Roleplay, I'm going to hide the rolls and none of it is going to be resolved using rolls. The Lich is going to utterly destroy the Heroes once he arrives, not really even going to be a combat. But other than that, I plan on the Heroes being on mostly equal grounds as the PCs, maybe even less so since they heads are going to be so big with the attitude "We are so awesome, we don't even NEED to pay attention" such as how I'm going to have them arguing about how "I KNEW coming here was a waste of time Kendra! Why did you...blah blah blah." Its going to be the PCs who notice the secret way into the dungeon. I think if I really play up how big and badass the Heroes are, its going to come as quite a shock to the PCs when they are vaporized by the Lich haha.


I think I've got a pretty good idea for an adventure. I'm writing it up right now, and would like to get some opinions on it please. Sorry if I'm posting this in the wrong area, but I think I've got it right.

So I'm going to be making the PCs with NPC classes, and I plan to have 2 PCs. One wants to be a wizard, so hes getting the adept, and the other a rogue, so hes just going to get the expert or warrior class.

The PCs are going to be languishing about their boring lives and how they dream of one day becoming adventurers themselves. As luck (or not) would have it, they happen to be in a tavern one day when 2 members of an adventuring party decide to split the group, and the group needs to quickly replace their ranks. They decide to take what they can get, and voila! the PCs are now adventurers! The heroes allow the PCs to purchase basic equipment with some of their gold, and detail to them their next planned adventure.

The plan is to raid the recently uncovered lair of a long dead necromancer. The ruins were only recently discovered and the party want to immediately head to head off any other groups looking to loot the den. The party sets off immediately the next morning for the lair.

During the trip, have the party run into an area inhabited by Giant Bee’s. Have the PCs at first encounter small, regular bees and have a sting or two occur, then send in a few large bees to taste. Have the Heroes easily dispatch these bees, or have the party decide to just move along and avoid the bees all together. They party needs to eventually reach the Lair within a days time.

The lair is a large dome. Originally its owner, Odwin Gloryfire was a human wizard intent on learning as many magical secrets as he could. Eventually though he became obsessed with his own mortality and decided to seek Lich-dom. It is told he died in his search for this power, but the truth is he managed it. A group of heroes long ago invaded his realm and, unable to find his Phlectory, trapped him within a magical ward, a single golden orb that rests upon a pedestal within his lair.

The door to the dome is locked and magically sealed with a Arcane Lock (DC 20 to unlock). The inside of the dome is a full on library, consisting of many magical tomes and a laboratory for conducting magical research. In the center of the Dome is a huge statue of an angel holding a torch in one hand, with its other outstretched hand pointing across the room. There is nothing of real value or interest to the party within the room, and our Heroes soon begin to grumble and moan about the waste of time this has been. Across the room where the angel is pointing however, on the wall there is an empty torch sconce. If a torch is placed within the sconce, the sconce becomes a switch that opens a secret trap door in the room, with stairs leading down into the depths of the dome.

Once below the main level, the area opens into a dungeon most vile. Many corridors run through the area, and many traps are awaiting any would be rescuers of the Lich. The party comes in from the west stairwell. Room two is a room set up with many necromantic vessals containing body parts and strange chemicals. If any of these jars are opened, a terrible smell is emitted and the party needs to make fort saves to keep from becoming sickened. Room 1 is where the Orb containing Odwin sits on a pedestal . The portal to the south is opened with a switch located in the room. If anyone disturbs the orb, the magical energies keeping Odwin imprisoned are released and Odwin materializes within the room. The door to the north Odwin will immediately seal using his magic and will seal the fates of all of the occupants of the room. Make sure everyone is inside before one of the Heroes disturbs the orb. The point of this encounter is to kill off the Heroes leaving only the PCs completely unable to deal with this situation, which they shouldn’t try to. Have the PCs operate the switch in the room, opening the portal to the south. Once inside, there is another switch that they can operate to seal the door again. They can then damage the switch, restricting the ability to reopen the door from the other side, stopping Odwin from reaching them from this area. The only way left is down.

Have the PCs secure another torch from a sconce in the area so that they have some lighting. The rest of the dungeon and basically a romp through many puzzles that they PCs will need to figure out to continue forward. Some basic ideas.

Find a hidden switch
Locate a hidden panel with a missing gear they need to replace.
Place a few objects into their proper places to open a door.
Figure out a pattern problem to open another door.
Locate a key to open a portculous.

The PCs will be very weak against any monsters they may find inside, so maybe throw just a kobold or two their way to keep them on their toes. Also have a few traps they need to traverse to safety.

The basic idea is to remove combat from most of the game, and make it more about exploring and surviving the dungeon. I plan to have Odwin, using his divination, toy with the PCs as they explore the lower levels. Eventually though, they do start to become a worry as they begin to discover and close in on the location of the Phylactery. I would like to PCs to actually end up destroying Odwin, through the Phylactery, possibly even on accident. This lets them become the heroes after all. I also intend for this to be a one shot. Short enough to be completed in an evening.

I've only begun work on it but I do have concerns that maybe there are things like how actually under powered the PCs would be using NPC classes, or anything else I may be overlooking. Any suggestions, tips or things to be wary of would be very appreciated. Thanks.


So one of my players, two of his characters died in pretty rapid succession, and he hit the internet and found an amazing Paladin build. Problem is, ever since hes made the character, the combats have literally been him just one-shoting everything that I've thrown at the group. On top of that, hes able to cure every disease and anything else that I can throw at them, and its become rather problematic. I don't really know how to deal with the situation, because I don't think he means to break the game, but he has.

Any suggestion with how I should deal with this situation?