Wormcaller

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Jeremy Mac Donald wrote:
JovialJuggler wrote:
Invent some kind of supernatural curse or somesuch that lowers each character's primary stat and maybe con by 4 points, have them contract it in some appropriate place. Make destroying Kyuss the only way of getting rid of it. When they find out what it is they will personally feel the power of returnig god.
They'll also slash the DMs tires. This sort of mechanic will tend to really piss your players off. I don't recommend it. Nerfing players after the fact is usually a pretty heavy handed and likely to be very unpopular.

Normally I'd totally agree with you but it seems that in this particular campaign the player's characters are out off hand. Once players get too much power they are very diffucult to manage and campaign easily becomes boring (=end of story) when nothing is even remotely a challenge.

You could of course adjust the monsters but that is gargantuan sized chunk of work when applied in large scale. Telling the player's off-game that you were too generous with stat generation and they need to be nerfed a bit might also work (as mentioned above). Perhaps explain the situation off-game and make the thing happen in-game with cursefoo(TM), that might provide a satisfactory result.

In our campaigns we use 28 point buy (including AoWAP I,m currently DMing), makes perfectly capable characters :)


Invent some kind of supernatural curse or somesuch that lowers each character's primary stat and maybe con by 4 points, have them contract it in some appropriate place. Make destroying Kyuss the only way of getting rid of it. When they find out what it is they will personally feel the power of returnig god.

Optimize Darl a bit just because he is so badass evil guy :) Give him the divine magician alternative class feature (complete mage) so he gets access to some sweet sor/wiz spells, especially Ironguard. Furthermore make him cleric3/warlock1/eldritch disciple10/cleric5 and take Eldritch Glaive invocation and memorize atleast 5 Knigh't Moves into 2nd level slots. Swap ring of mind shielding into ring of counterspells holding greater dispel magic. Ditch the shield and mace, our new & cooler Darl doesn't need physical weapon's, maybe give something to replace them.

Darl starts the fight with the buffs mentioned in the adventure plus ironguard and divine power online. Those combined make him almost impossible to harm and the ring ain't going to make things any easier for the players. Darl's underlings move around and create flank situations for Darl to knight's move into (swift action). Then Darl forms a dark spear from the essence of magic itself (glaive invocation)and brings about the retribution of GMs in whose game the priest has fallen too easily. Cast spell as necessary and plane shift away if things start to go badly.