Werewolf

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Kiaburra wrote:

That encounter went weird. The party face went in alone, waving the rest back to camp...

** spoiler omitted **

My group did something pretty crazy, too...

Spoiler:
The group sneaked up to the ziggurat where a bunch of deg. serpent folk were worshiping an empty throne, but the bard spoke the language they were chanting in and figured out they were worshiping "the great crocodile". He then decided to create an illusion of their crocodile god to get them to let the group pass. I asked him to describe the illusion and he freaking made a crocodile-headed rakshasa. Seriously. Of course the rakshasa caught wind of this and tried to infiltrate the group, but they owned his face without the serpent folk finding out, so they still do anything the group asks. I did not see that coming. Who thinks of a rakshasa?


Mortagon wrote:


As for the question asked by the OP, there are plenty of opportunities of getting items later on. In part two you get to visit two major cities and later on you can rely on a large base camp with regular caravans bringing new supplies every now and then.

Mortagon,

Thanks for the info on later on in the campaign! That was what I was most concerned about. I wasn't hugely concerned with the first 4 levels on the island because you wouldn't expect your whole party to have magic weapons or armor by this point. You can drop masterwork studded leather armor and your rogue is happy, a masterwork longsword and your fighter is thrilled. After that, though, people have character concepts that random magic items don't always fit. I was afraid that once the PCs went off into the jungle, there was no buying or selling ever again. That would seriously inhibit my players' styles. But since there is a base camp later on, that alleviates some of my fears. Thanks!

~Daelyn


Thanks for your feedback, guys! I appreciate it. In our current campaign, the DM is limiting the gear because we're in a city pretty much constantly, and he thought it would lead to TOO much gear being available. This is making a few of the guys a little upset because they feel like stuff is being withheld "just cuz".

However, I can definitely see your point about players feeling like they earned everything. Since there is a really obvious reason in this campaign that gear is not readily available, it may be a lot easier for them to handle. If it gets to be too much for them, I can always change it up. :)

Thanks!

~Daelyn


I am preparing to run this adventure for my gaming group, but I am a little concerned about lack of availability of magic items/wondrous items and gear in general.

Reading the player's guide, I saw that one of the reasons Alchemists would be useful is that they can craft potions that would otherwise be incredibly scarce so far from civilization. It also encouraged players not to build their characters around a single piece of gear, like with weapon focus.

Have any of you guys running this campaign had problems with the lack of gear availability? Or have you come up with other solutions?

I don't really want to make items very rare because the current campaign we are running does that, and it's causing some of the players grief. Another campaign right afterward that does the same thing seems a bit unfair for player who are used to getting gear pretty often.

I could just ask people for lists of what they want and have it drop from the next mini-boss or boss, but that seems like it would take away from the immersion of role-playing. Also, one of the characters stopping in the middle of the Mwangi jungle to spend 15 days crafting an item with the crafting feats seems rather impractical.

Any thoughts are appreciated.

~Daelyn

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