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Also remember that Ike's Death TOuch is 13d6, not 7d6 which is listed in the appendix. Muuhaha.


Great ideas everyone. I particularly like the use of the Flood Festival as an opportunity for the PCs to enchant their stuff. I also like the use of the Temple of Wee Jas as a place to get most magic items... that's where my players are going to go for wands and some wonderous items. I think I will have the head cleric of Kord (Asfelkir?) be an arms and armor guys since it seems to fit the Kord profile. Again, the issue isn't buying new magic gear but rather having gear upgraded...

For magic items that they can't find in town, Skie can order things through a source in Sasserine but it takes several days for the items to be delvivered to her shop.

Thanks again for the great idea everyone!


How have folks dealt with PCs wanting to enchant their arms and armor? Have you added an NPC, made Gurnezarn a caster with the EA&A feat, told the PC "tough luck", or what? I know Skie has some weapons for sell at different points in time throughout the SCAP, but some of my players want to turn the weapons that they already have (masterwork of course, and some of them from Gurny) into magic weapons.

Thanks for the input.

Mr. Peepers


Hiya,

Does anyone know if the iron keys shaped like demons from Kazmojen's hoard come back in to play later in the AP? The cleric in my group is obsessed with finding out what they are good for, and if they don't serve a purpose I want to either make something up for them or just tell him that they are trash.

Thanks!


First blood least night at the end of Life's Bazaar. My players are all experienced and work well together as a team, so they pulled off the entire first chapter without a hitch.

Just a Vhalantru shows up for Terrem, the gang is battling Kaz and his pup and Pyllrat has turned invisible to bounce back to the Underdark (as written, he's not really into sticking around for the fight). The dwarf wizard has a See Invisibility on so he watches Pyl attempting to leave and follows him out into the hall leading to his room. The wizard begins taunting Pyl in Undercommon and shoots off a crossbow bolt at him (more xp! don't let him go!). Well, that was enough to send Pyllrat back to give the wizard a taste of his unholy blight. Dead wizard.

The funny thing is, he never got a chance to tell his crew that 1) there was a floating lady next to the beholder or 2) the kid Terrem had a big strange birthmark on his face. Now the player wants to roll a new PC because he is attached to being a dwarf and his posse won't pay for a Raise for a 3rd level PC, so the rest of the guys may not learn what the wizard took to his death!


Playing in Greyhawk in the Sea Princes region. Two sessions in to Life's Bazaar; the whole gang just leveled after their first good romp through Jzaridune.

Halfling Rogue 2 (with Nobility trait)
Human Cleric of Boccob 2
Human Paladin of Freedom 2 (CG, worships Kord)
Human Bard 2 (Scion of Surabar, but doesn't know it yet)
Dwarf Wizard 2 (Diviner)

This group is very chaotic and heavily neutral. Only the Pali cares about the kids; everyone else just wants Jenya's gold!


I am thinking about equipping Lord Vhalantu with a Ring of Mind Shielding in order to protect his alignment from my party's dwarf diviner and human paladin. My reasoning is that if he is passing himself off as a "good guy" after having bought his way into the Cauldron nobility, there must be some way he hides his alignment when he is making speeches, out drinking at the Flood Festival, etc.

I have been reading the thread on the Paladin vs. Wee Jas and this is certainly a similar situation. Is the Ring of MS too nerfy? Should I just let Lord V be a bad guy from the get go?

Thanks for the input.


Do you intend to upload the maps onto the SCAP Resource page? If not, how do we obtain them from you?


You could use the Sea Princes region for PCs from Cauldron or it's environs.

Now I have a question regarding the use of these feats:

When (if) people use these feats, do you let your players select a feat from the appropriate list as a "free" feat, or do you let your players select from the appropriate list *in place of* the standard first level feat that all PCs receive?

I am considering assigning a regional or human sub-racial feat to each character based on the background story they provide me at the start of the campaign. Does this seem reasonable?

Thanks!


Thanks for the feedback. I ended up just handing over a list of the LH traits to my players and said, "If you decide you are from Cauldron, pick a trait that makes sense for the character you want to play."

The dwarf wizard will be a Cauldron native (possibly with ties to Zenith) and he is taking the Scion trait. Apparently Surabar had widely varied tastes. This wizard plans to specialize in Divination, he is one of two Good aligned PC's, and he is the oldest PC by far (everyone else is like 21-25yrs) so he will likely be a focal point for getting some of Cauldron's history and current state of affairs across to the other players.

The halfling rogue is also a native to the region--not the city itself--and she is taking Nobility... The idea being that her family is very well to do, but somehow her grandma got mixed up with a thieves' guild (possibly Last Laugh). Mom doesn't know anything about grandma's seedy history, and now the rogue PC is slowly learning the trade from her grandma during visits to her textile shop. The player came up with the idea of a high-class thief/spy and I like it...it's very Crouching Tiger, Hidden Dragon.

The rest of the PCs have journeyed to Cauldron for various reasons to be determined.


I can't seem to find Surabar's race. Is there any reason that multiple PCs could not take this local trait even if they are different races? I mean, hehe, such a powerful wizard could have certainly changed his form.

I have a human and a dwarf that both want the trait.


WooHoo! I'm getting together with my players tonight to roll up their SCAP PCs. I am wondering if people have chosen to use the Local Hero traits for any PC designating the Cauldron region as his or her place of origin.

If you did use the traits, did you roll them randomly for a PC or did you let them decide? If you let them decide, how much info did you give them?

I am considering letting my local PCs decide on their traits with full knowledge of the benefits and drawbacks (without telling them about the secret effects, of course). Is this too generous?

Thanks!


Thanks guys. I had indeed overlooked the feat taht allows Ike to flip the polarity on negative/postive energy for himself.

What about the Death Touch? Does anyone know why Ike's DT would max out at 7d6? I can't find anything that in the RAW that limits the DT other than the cleric's level.

Thanks!


I didn't want to post this in the errors thread because it is quite possible that I am missing something here...

Ike's Death domain power Death Touch seems to max out at 7d6, but shouldn't he get 13d6 when he uses this power? (pg 363)

Also in the tactics section it says that Ike saves his Inflict spells to use on himself and his undead lackies...but why would inflict spells heal him if he is not undead? (pg. 211)

Thanks All.


Greetings and Salutations everyone. I was given the SCAP by a couple friends who want me to run them through it. I have been DMing for a couple years now, and I am looking forward to taking on the SCAP...especially now that I know there is a place for me to work out ideas and questions!

So my first question is: How many PCs do people have in your various campaigns? The book says that the adventures are written with a party of 6 in mind, but that seems awfully cumbersome. However, I am also gleaning from the posts that I have read that the encounters are pretty tough throughout the SCAP.

Has anyone had trouble leveling up their PCs when they ran the campaign with 6 PCs?

Has anyone significantly modified the material as written to accommodate a party of 4?

Thanks All!