Purple Worm

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From SRD:
Efficient Quiver
This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 1,800 gp;Weight 2 lb.

Now, game background:
My PC is a Ranger/fighter, trip monkey with a pole arm (guisarme) backed up by sword and board 2 weapon fighter skills. We (the adventuring guild) are in Rappan Athuk. We've secured and set up base on levels 1 and 2 and are about to go into level 3. We have hirelings backed by cohort/followers combo to offer us support (they stay above while we delve below).

I got one of the above mentioned quivers. Obviously, I can load it with arrows, javelins, short spears, 10ft. poles, another pole arm and such.

I'm looking to fill it with other handy things:
a portable ram?
some 5 foot long 2"x4" planks with nails in it already to brace up a door incase we need to escape?

Not looking to break rules here but looking to make this thing as handy as possible. any ideas out there?

Just imagine having the quiver and a handy haversack! Just don't put the quiver in the haversack.


I kinda' liked this guy and enjoyed some of his shows. Steve Irwin, The Crocodile Hunter, is killed by a stingray.

http://www.nytimes.com/2006/09/04/world/asia/04wire-irwin.html?ex=131502240 0&en=f131a6db0de9cde1&ei=5088&partner=rssnyt&emc=rss

If you search around, you can find plenty more articles about this.


Every adventurer needs one. The coolest things since, well... choppy things that make orcs be dead and treasure come out. Frikkin everburning torches. Even if you have them cool racial "abilities" to see in the dark nd such, you just gotta get one of these things for the low price of 110gp.

So, the description says:
Everburning Torch
This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.

Now, does it have to be a torch with the continual flame spell cast on it? I've always allowed (and taken the liberty to take) things other than torches with continual flame cast on them. For example:

My favorite - 3 ft. piece of rope with a metal ring spliced onto the end. Spell is cast on the end of the rope w/o the ring. You can hang it, loop or tie it around things, wear it "bolo tie" around your neck, et al.

I've had players just cast it into a bullseye lantern. Of course, cost of spell and cost of bullseye lantern. I had another player fit a polished piece of silver and glass into the back of a slim tube and had cont. flame cast inside to make a "slim lantern" (flash light). I gave it the illumination qualities of a bullseye but lighter and easier to carry.

I even had a player rig up his helmet (with a gnome helper of course) to have a little shutter attachment added with cont. flame cast inside of the little opening. In battle, he'd use a movement action to flip up the shutter, unleashing a flame on his head! The baddies all aimed at him obviously - the player loved it.

Can any of you guys come up with other really good uses? I'm thinking of having a specialty merchant NPC sell these things.

Oh, and a tip: good lantern bearers are monks in the party. They can hold a lantern or torch and still be fully combat effective (unarmed at least).


In relation to the thread about "bringing them together" -

Your group is all 5th level, all of them members of a long-lived mercenary company totaling in the 100s of soldiers(the company is the focus of the campaign). During the last little fight, the wizard bites it by the enemy wizard.

As per campaign tradition, player creates new character while battle finishes out. Me (the DM) has always said: "backstory does not need to be fully realized - what is important is the background you cereate while playing the character. Please have something though - a reason why your new guy will be there."

Now, I have smart, experienced and good players. My only real pet-peeve is this whole background thing.

They always seem to have these elements in the new character background:

1) Absolutely NO connection to current events connected to the current game. They don't pull from the hundreds of guys already in the mercenary company.
2) A long and complicated backstory. Why they use arrows, what the boots are made of, the tattered cloak, always an orphan raised by X (X = something that is not standard).
3) Again, no connection to current storylines whatsoever.

I wish I could just say: "Hey, when you make your new character, make it a member of the mercenary company - OK". I won't though because I don't want them thinking they are being railroaded - though this is kinda' dumb on my part. They can even keep their long and involved back ground but just add: "...and joined The Company 6 months ago."

They never do it.

It's important to me because it is just easier to integrate the new PC into the game. Focus on the game at hand and not add a whole lot new dimensions on 'how the new guy gets in'.

I have also had a player lose interest in a character after a year of playing it and remark: "I have no reason for my character to be with the group." and when I asked him why he said, "you never gave me a good storyline why he's withthe group."....

... I just kinda' was silent for a bit, but then said, "Dude, it's you character. That's your job."

My Questions:

Should I just say what I suggested above? (Be in the company already).

How much responsibility is it the DM's to 'glue' the group tpgether?

Any suggestions, after of course recognizing what is coming, on how to move this along without railroading?

How do you make your players smarter????? :)