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So, I started running Doom comes to Dustpawn. Right out of the gate I hit a snag. One of my players has Detect Magic up at all times. He was able to detect that the water had magic stuff in it (the poison), and the party tracked the poison to the lake. So far, no big deal. The next thing that they did was cast Remove Curse on Dalviss Crenn and Nalan Hossler.

In the Dream Crystal Toxin breakout on page 18 it says:

Dream Crystal Toxin wrote:
In any event, dream crystal toxin counts as both a poison and a curse for determining what can negate its effects.

So that's pretty straight forward. Remove Curse nullifies the effects. Nalan and Dalviss both feel better until they start drinking the water again. The party tells them the lake is cursed and to draw water from the stream instead.

The problem is that in part five Nalan is supposed to turn into a huge rampaging monster. And then shortly after that Dalviss is supposed to turn into an id mutant and attack them. Now neither of these things will happen.

I'm pretty okay with this. It wasn't a totally cheap trick. One of the PCs is paranoid (Detect Magic all the time), and one of them has good intuition (Remove Curse on Dalviss, Nalan and the lake). They should be rewarded for being good adventurers, right? It just throws the whole feeling of the final act off. The module blatantly assumes that these things wont happen. Any ideas? I'm considering having another random townsperson mutate into the penultimate encounter. It feels like I'm robbing them of the experience (not just the XP) if I don't. On the other hand, not having to fight anything means that they can go into the final encounter with nearly full resources (HP, spell slots, SLAs, etc.).

Any thoughts? Remove the encounter? Run it anyway? Something else I haven't thought of? Any advice is appreciated.


I'll try to be brief and hope I didn't miss something relevant when I was searching.

I'm building a dragon disciple for a game, and I'd like to be able to use the claws more. I was thinking of building a magical item that would grant additional uses, figuring that since it's a spell-like ability I should be able to use that as a spell for crafting pre-reqs. Then I realized that I was wrong, it's a supernatural ability. So, that in mind I ended up with two questions.

If I have a spell-like ability class feature, can I build a magic item to house that ability and grant me more uses? i.e. Elemental Ray is a first level SLA. Can I create a wand of Elemental Ray: Spell Level 1 x Caster Level 1 x 750?

If I have a supernatural class ability... basically the same question. i.e. Claws from Draconic bloodline. Ability level 1 x Caster Level 1 x 2000?

I'm pretty sure that RAW doesn't allow for supernatural abilities to be used in this way (though it might allow SLA to be). My GM might let me get away with it on GM fiat, but I'd be curious to know if there's something more official about sticking class features into magic items like this.


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...and you should feel bad.

Having only discovered the Daily Deal today, I am quite bitter and your "incentive" has had the opposite of its intended effect.

Of course, if in the next two days there was a new add-on that let me pick up the items I had missed for some fee, then you would probably get all my money.

-N