This will require some set up. and it's technically 2 lines DM: Me 3.5 Forgotten Realms Home campaign (CSI Waterdeep) PC's were on a remote island miles south of Chult, trying to track down a lost group of wild dwarves. The PC's stumble into the lair of an awakened evil T-Rex Wizard. They know he was a wizard by his conical hat and a wand in his tiny hand.
So this exchange ensues: Fighter: Can he fit on our boat, even, he's got to be many tons. Cleric: can we shrink him maybe? Sorceror: I don't know if we'll even have enough food. Cleric: I can create water, but I don't know if I can create enough food. Bard: We'll maybe he can swim behind the boat and hunt whales or something. Barbarian: Are they going to allow him in Waterdeep? Then the rogue (who later on, actively betrays the party and assists in the destruction of the Dragon mythal, and helping to build a planar gate that brought invading armies of dragon-like aliens, in exchange for gold.) says: "I can't believe I have to be the moral compass for this party. NO, WE WILL NOT take an evil T-Rex Wizard back to Waterdeep."
My college roommate put me through this in first edition: Deep underground, You come around a corner, the tunnel you are in continues another 10 feet and stops at a 5' wide chasm that drops 80 feet or more . Across the chasm the tunnel continues for another 15' and turns right. Perception check (DC 10) to notice a shadowy humanoid figure peak its head around the corner and start to run as soon as it sees you. roll initiative. The far tunnel and the shadowy figure are illusions. and all that is across the chasm is a solid rock face. For some reason, the shadowy figure running away makes players throw all caution to the wind and jump into far wall.
95. A mob of farmers and peasants following the PCs at a safe distance They are waiting for them to kill something, hoping to pick up a discarded shield or a backpack and "strike it rich". 96. Ship captains that refuse to give adventurers passage because their ships only get attacked when adventurers are on-board.
One other thought,
as it is now..
so I have to drop the dex & con & int spirits if they are doing something that is based on a dice roll/ skill check / maneuver check be cause the stat bonus is not there. The other option is to crack out my charisma & just resign myself to the fact that I don't get spells until 4th & i'm going to be "bear" with a low strength.
I don't think it would be too outrageous to have a power that let you substitute the Medium's charisma score or (charisma score -2) for either their dex, st, int or con based on the primary spirit's type. As long as it applied only when using the Medium's powers. |
