Shadowy Lurker

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hi to all!!
i recently read about a DM who has problems dealign with a too smart player. a difficult issue. i have a similar problem. I thik one of my players read the adventures in advance. As long as it goes, it's only a suspicion, but i've asked our last DM (who now plays savage tide with him, and were Age of worms Ap DM)) and he said he is near sure that this player readed age of worms in advance. I can't have evidences of dirty play, but what happend until now is this:

[/spoiler]
he is runnig a rogue
in first encounter, aboard the blue nixie, he wants to set the hold on fire "trapping the pirates in ". Luckily, other players convinced him that the mission was recover the ship, not destroying it.
the he figured the vanderboren's vault combination at the very first moment of finding the ring. Another player readed the handout aloud, and he inmediatly states "looks like a combination. could be tied to the number of eyes".

he buyed 4 vials of antitoxin (with lavinia's payment) before entering the vault. (of course, opening the vault was 30 secs of roleplaying)

he insisted in exploring parrot's island, even before lavinia ask them to find vanthus (i not allow them to find nothing until the informant revealed) and then he said that " must leave some guards on the entrance, or find another acces, maybe underwater". inside, P4 was the one and only room in all dungeon he cares to search for secret doors.

He was the first and only player to say "looks like an illusion" whe Roblach animated his animals.

Now, they just enterd the Lotus drangons guild, but i guess things will stay the same.

i don't know what to do. If i kill his character (diabolic laugh here)he will simply roll a new one and leave me with the problem. if posible, i'd like to keep him in the group (we've been playing for 15 years, from second edition, and also are close friends). i don't know why he does it, but is ruining fun for me and some other players (specially the other DM, who helps me a lot pulling him again into the story)
so, that's the question. I eternally thanks any advice you can give me.


Hi! I've recived last Savage Tide adventure, and after revising the whole campaign path, i think it needs a new setting for my games. It's namely "low magic", but i think the word is "low magic avaliability". Those are the changes i pretend to do, i will thank some comments about it. I try to made it simple, rather than balanced, and i'm afraid some quirks escape me and ruin the game.
It's mostly a "pirates of the caribbean" setting, while magic exist, its not common. I plan to do this:

-use Defense bonus from unearthed arcana.
-Firearms exist (using rules from Dragon magazine #321)they are Simple, touch attack weapons.
-Remove most permanent magic items (except those needed for the storyline, and some scarce ones)
-Cut treasure 20% down (after all, don't need armor nor magic items)
-Expendable magic items exist (wands, potions & scrolls) but cost double. I aslo been thinking about reducing avaliability.
-Magic is exhausting. Every spell causes 1 point of subdual damage per spell level. spelcasters can cast one spell per spellcaster level ignoring this damage.
-Rangers has no spellcasting. Instead they have d10 hit points and a bonus feat at levels 5, 10, 15, 20.

For balancing purposes, I adapted character creations as follows:

-Use action points from unearthed arcana(they could be equivalent to magic items in some way)
-They gain a bonus feat every 2 levels, instead of every three.
-They gain an atribute increment to all atributes at level 6, and every four levels (6, 10, 14, 18) in adition to the normal increments.
-a feat, Armor Compatibility, allows to stack half your defense bonus with your armor bonus.

So long, that's all. I'll thank your advice and comments.


Hi! I've recived last Savage Tide adventure, and after revising the whole campaign path, i think it needs a new setting for my games. It's namely "low magic", but i think the word is "low magic avaliability". Those are the changes i pretend to do, i will thank some comments about it. I try to made it simple, rather than balanced, and i'm afraid some quirks escape me and ruin the game.
It's mostly a "pirates of the caribbean" setting, while magic exist, its not common. I plan to do this:

-use Defense bonus from unearthed arcana.
-Firearms exist (using rules from Dragon magazine #321)they are Simple, touch attack weapons.
-Remove most permanent magic items (except those needed for the storyline, and some scarce ones)
-Cut treasure 20% down (after all, don't need armor nor magic items)
-Expendable magic items exist (wands, potions & scrolls) but cost double. I aslo been thinking about reducing avaliability.
-Magic is exhausting. Every spell causes 1 point of subdual damage per spell level. spelcasters can cast one spell per spellcaster level ignoring this damage.
-Rangers has no spellcasting. Instead they have d10 hit points and a bonus feat at levels 5, 10, 15, 20.

For balancing purposes, I adapted character creations as follows:

-Use action points from unearthed arcana(they could be equivalent to magic items in some way)
-They gain a bonus feat every 2 levels, instead of every three.
-They gain an atribute increment to all atributes at level 6, and every four levels (6, 10, 14, 18) in adition to the normal increments.
-a feat, Armor Compatibility, allows to stack half your defense bonus with your armor bonus.

So long, that's all. I'll thank your advice and comments.