Umagro

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Organized Play Member. 2 posts. 1 review. No lists. No wishlists. 4 Organized Play characters.


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Silver Crusade

I ran into the same discovery. I ended up house ruling by having the Acid linger for one extra round at half damage. Rolling 1d4 the second round and adding it to the first - in other words they may take 8 acid damage the first round (no effect to metal weapon) but the second round take up to 4 more - TOTAL of 12 Acid damage. This is enough for the slime to bypass the hardness of 10
With this rule, the Protective Slime ability some chance of working, and making it at least a threat, but at the same time making it very unlikely the player will have a ruined weapon.

According to the rules a BROKEN weapon is -2 to hit and has a diminished crit / 75% value / and a few other stuff. This does not make it useless - and it can be mended by spells.

I based this off of the real world fact that acids dissolve metal. In contrast maybe we could have a creature covered in a Protective Base Slime that cleans up the players weapon real nicely!

Silver Crusade

DM Pendin Fust wrote:
James, just curious...do you have any expanded backstory on Millorn floating around?

I ended up keeping Millorn as well. The PCs subdued him so why not reward that rare behavior.

I kind of recreated him as a Dwarf alchemist that was exploring the caverns underneath Kenabres looking for rare alchemical ingredients - he stumbled across a patch of toxic mushrooms deep in the caves and began to hallucinate and could not find his way out. As he ate more and more of the mushrooms and other cave plants to survive he developed into a mad hermit that continued to have vivid hallucinations causing him to be paranoid and attack the PCs. Once my PCs subdued him, they took him to Neathholm and there Millorn was cured of his affliction by Seer Opoli. The mongrelmen were well aware of that particular fungus toxin and have treated many of their kind in the past. After Millorn recovered I kept him as a slightly odd almost mute character (a permanent effect from the mushroom toxin) that would tag along with the players. He would pretty much keep out of combat but could make potions using his alchemy skills to help the PCs when they were a little beaten up.