Yealek-Vor

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Goblin Squad Member. Organized Play Member. 145 posts. No reviews. No lists. No wishlists.


Liberty's Edge

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I wiped most of the party in book 1 .. Sarcophagus was a killer even when they disabled the trap. The traps in the book are very good, Currently running with the replacement party but as I have 6 players I am changing the creatures somewhat.

I play with rolled stats (4d6 drop lowest) 6 players and I am still killing off characters.

On the Temple in the first book and I foresee more deaths in the future.

But on the plus side the players have told me they are loving it, best AP they have played apparently.

Regards

Sic

Liberty's Edge

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I was expecting the DIV to be a problem with my party …. However first strike was a critical with an Adamantine Flail and knocked it unconscious … (using the crit deck)

Little anti climatic but the DIV had already had the surprise round and on its go it managed to curse the flail wielder so it made its presence known. The party was very wary about the temple afterwards …

My players are loving this adventure btw.

Regards

Sic

Liberty's Edge

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I use the “Olde Magik Shoppe” called The Gorgon Zola’s which is a random magical shop which travels around and appears in every town and city. The trick is finding it. It is ran by three women a young pretty girl, an adult motherly sort and an old woman … no-one knows if they are all the same person or not but them. Time works differently in the shoppe; one of the players sweet talked the young maiden into a tryst as a partial payment and the next time they visiting the matronly aspect was large with child, the time afterwards the door was opened by a young child.

The Shoppe appears in a random location and the players need to find it each time they want to go visiting. The door is always solidly locked and curtains drawn; hammering on the door for several minutes will usually provide a response as the door creaks open to a dusty shop front with a glass topped counter and a bead curtain leading to the rear. Anything bought there is usually 10-20% higher than normal price but it is the only play that you can reliably get magic items. There is a flat 50% chance they have what you want in stock, with another 20% chance they have something similar. There is also a chance you can get something cheap … but it has … oddities.

Their “special” customers get a medallion that allows them to find the shop easier and even call it to them for a special price; however this medallion allows the shop owners to scry upon the person wearing it and devours a little bit of their souls each day. This results in a slower XP advancement as some is siphoned off to the shop owners … what they use it for is anyone’s guess …

Special items are usually interesting, too good a deal to be true and tend to have “interesting” side effects. Each shopping trip is a roleplay adventure and I have characters who refuse to go shopping for magical items because of it. … (he just does not trust them and insists they store all their medallions in a bag of holding) The party once traded the body of their gnome Druid and sundry other items for an item they could use. The shoppe got a new assistant that day … Don’t think they ever thought of the rag wrapped help they found the next time they went as anything other than another oddity of the Shoppe.

If they are going for a +1 sword they go elsewhere … if they are looking for something more exotic then they come here and experience the strangeness of the shoppe.

The truth behind the Shoppe is up to you. But this is what I use and my players enjoy it.

Regards

Sic

Liberty's Edge

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Truth; Just the trapper rolling the die while everyone else looks on is not very entertaining for the party. Although I find not dying a blast so I’m willing to sit out while the trapper does it.

As discussed previously or in another thread a dungeon filled with traps is just a whole load of die rolls away from being done; but then that’s any character really. A Minotaur is just a whole load of dice rolls from being dead for the fighter, wizard etc. …

As for the comparison; it got sidetracks as it always does with rogue haters and lovers having a “discussion” Pistols at dawn style.

I though it was a well thought out original post with some valid points; many people disliked comparing sneak to feats and some of those had some valid points too. Would it make me want to play one or stop me considering playing one in the future. No. But then I would not want to play a fighter either.

I would play an Alchemist, Bard, Ranger etc with a rogue flavor. Rogue is a good class but you have to take it as it is. Which is a class with nothing unique to it whereby you will find yourself overshadowed by other classes unless you find yourself in the right situation or group.

It’s combat skills are average, full BAB classes are better obviously, even clerics are better if they have a round or two to buff themselves and have better armour options. Skills a little above average, Bards do it better with less investment and Rangers are close on their heels and with the right traits can gain the social skills; all in all nothing is golden with the rogue.

In the right group they can shine; in the right adventure likewise but they tend to be the poorer cousins of adventurers which is a shame as they are one of the most versatile of the classes. They seem to have been relegated to the Bards status in 3.5 and that’s the party’s 5th wheel. Let into the party but the wizard is laughing up his voluminous sleeves while the rogue sneaks off followed by the invisible party.

As stated previously I like the rogue; but it’s compared to liking the runt of the litter because it’s cute. I would love for the class to be cool and effective but it’s just not the case. It’s small and dies way too easy which is a shame as it had great potential.

Regards

Sic

Liberty's Edge

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Well to let you know this went pretty much like this.

Had them make Perception checks to notice people watching them; they are the heroes of Sandpoint of course people are watching them (not all of them were watching for the reasons they assumed). Had the guards at the gate laying bets on who would walk back in or who would be carried back in (Taking note of times they left and when they likely returned). The rogue even joined in and made a profit from betting on his own hirelings not coming back; he made quite a profit but didn’t think the amounts they were willing to bet was unusual; At least not at the time. (They got well paid for the information and were only too willing to get some extra for getting more information)

On returning valiant and successful from the raid on Thistletop (took several attempts setting up a pattern that was easy to anticipate) they came across some bandits blocking a bridge and demanding “tribute” to use their well maintained and bandit free crossing. Hidden in the nearby trees was the true enemy which they all failed to see due to his exceptional stealth, cover and preparation. The party were all for turning around and going into Sandpoint from another direction when two arrows sprouted from the chest of the rogue; two failed fortitude saves later his Dex is impacted with Giant Wasp venom. They quickly retreat down the road with the rogue hemorrhaging his dexterity and finding somewhere safe they notice a piece of paper wrapped tightly round one of the arrows. The rogue opening it and reading finds a short poem.

“Eye for an Eye, Tooth for a Tooth, like playing with fire?, some poison for your use”

Reading also sets off the spell trap causing it to explode in his face and consume the slip of paper (destroying the evidence). This knocked the rogue out and the rest of the party have to heal him up and approach Sandpoint from the south avoiding the bandits. (Some party of heroes)

Having been healed up They all head back to the Rusty Dragon where understandably they have rooms; The rogue heads into his room after having something to eat and a lot to drink and notices the rug before his bed is slightly rumpled this sets him on guard as he notices that his window is not quite as closed as it should be. Looking out of the window he spies two people on the roof opposite watching his room while he also hears a slight hissing sound like acid eating its way through pottery then the collection of alchemical bombs under his bed goes off blowing him out of his room and he crumples (having failed his reflex save… Dex damage is painful); his last conscious thought was why was the man on the roof smiling and waving like that …

Companions hear the explosion and run to his room, using create water to put out the fire and some healing to wake him up. Seems he still does not get the hint and now wants revenge. Seems some people don’t accept that there are consequences for your actions.

His Mother (Ameiko) is annoyed obviously at the damage to her establishment and ripped into her son telling him what a disappointment he was and he will never be as good as his father; why can’t he be more like his other brothers and more responsible instead of off gallivanting round and causing havoc and annoying people. All of this is expressed with a soup ladle waving in his face and splattering his clothes with mostly cooked tasty soup. He had better go and apologize to the nice Alchemist who he has obviously driven to this drastic action by his idiotic behavior.

I had some fun with this … Takes the campaign a little off topic but it makes Sandpoint come more alive having a nemesis that close. One that is to all outward appearances an upstanding member of the community, pays taxes, has lunch with nobles and guards, visits the bakery for his bread every morning, always goes out of his way to stop and talk to passerby’s and makes toys for the local kids visiting his store.

Laid the nice guy on a little thick but hey; I’m having fun.

Sic

Liberty's Edge

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GM given wishes are always problematical; many go out for what will improve their character not thinking what their character would do.

I had a ranger/rogue of Meileki (Forgotten Realms) who found a ring of three wishes early in his career with only one wish remiaing; kept it for the longest time. During an adventure we found a pair of Unicorn skeletons in an evil temple; took the horns and finding a nice natural glade I wished for their resurrection. Not within the realms of the spell but the DM liked it as it was in line with the characters goals in life.

Was not looking to improve myself but I was granted a magical tattoo that cast cure light wounds once a day in the shape of a unicorn from the goddess.

In other words the GM is much more likely to give you something good if you don’t wish for something for yourself. Most GM’s (this one included) love to twist wishes to their own ends and I think this was the first time he had actually granted the wish as it was intended.

Depends very much on the power granting the wish; If it is an imprisoned outsider in the item or card granting the wish it is likely to pervert it. DoMT’s are items instilled with the embodiment of Chaos so perverting it in this case is within the realms of the wish. If it is yourself casting the spell then it should go off without a hitch unless someone is messing with you.

Anyway; just my thoughts and experiences on the matter.

Have fun

Sic

Liberty's Edge

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You may want to try making them an Oracle with the Dark Tapestry Mystery.

Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

I would say that would prevent you from turning to dust if you stay within your cloak of Shadows and depending upon your level it could last all day.

Would still look a bit strange though ...

Sic

Liberty's Edge

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There are two ways to deal with this, in game and out of game.

In game: given a few levels the DR/magic will only affect a few creatures that don’t have some form of magic weapon. 3rd level is not that high. There should be plenty of things later on which could squash this without any issues. It should not be all that powerful a spelcaster just tougher than normal.

Out of game: Talk to the player; they seem to understand balance and that it is powerful but explain it is overshadowing the other players. They may already be aware of the issue and looking to resolve it somehow.

:
Alternatively, there is an event in the 2nd book which replaces the characters race. Would be perfect for this character to ‘accidentally’ have this happen to them. It is a more powerful than normal race so it may or may not appeal to them.

Sic

Liberty's Edge

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There is no reason your witch could not become one through your father’s encouragement. I am sure he is aware of what she is and is very aware of the most likely course her studies will take.

I would play the supportive and loving father figure who dotes on his exotic daughter and teaches her to be as good a witch as he is a wizard. Of course he could be evil and likes the power and unexpected powers of the witch to throw off his enemies.

What father does not want the best for his child, I could imagine them sitting down to breakfast round the table littered with books on various patrons and animals. You being about the age of six and him looking over the books to find a suitable animal companion and patron which would appeal to a six year old; you living the moment and wanting something cute and cuddly and him with a longer view looking for something with staying power and growth for your future. Discussing options around mouthfuls of bacon and sausages.

The pride in his voice as he talks of your growing power with his peers, the jealousy of his competitors as you take part in various trials displaying your budding power. The eventual betrayal which leads to his untimely death at the hands of his enemies or their manipulation of yourself and your changeling blood which allows them access to you father to kill him.

Your years of anguish and guilt over his death believing that it was al your fault that you fell to the seductions of a smooth talking assassin.

I could go on but writing up a back story is a lot of fun once you get the groundwork done.

Have fun

Sic

Liberty's Edge

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Unfortunately there is no right or good answer to this quandary and nor do I think there ever will be.

You could have two Paladins of the same god and they could argue this point till the babies died of starvation and they would still not reach a solution which would make everyone happy. Apart from the goblin hater who would be happy they died one way or another.

Save them, kill them, leave them? Each is good from someone’s perspective and each is also evil from another’s.

The true evil is in what each character is willing to do to supposedly ‘do good’ As this causes party conflict and possibly inter party conflict.

So in summery, there is no right path. Do or do not; there is not try. And only the Sith deal in Absolutes … Even Yoda would have difficulty with this one.

Sic

Liberty's Edge

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How much does an oil massage monkey go for these days?

It would be amusing to have the monkey riding on his should telling the fighter what to do as it's more intelligent than he is ... It's like another character to play.

I like the idea personally; takes away from just another boring big guy who hits things really hard.

Sic

Liberty's Edge

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I would advise core classes and races and no evil for a starting DM.

Core Classes and Races for the reasons stated above; you have a finite amount of time on your hands to get to know the system and everything else. You can always open it up afterwards but taking away something you already gave causes more friction. It’s easier to concentrate on being a good DM when you’re not searching through your 3rd book to clarify some odd ruling.

No evil for the pretty basic reason you’re new to this. You want to make the first game as easy as possible to run. I never allow a new player to my group to play an evil character (regardless of their experience outside of the group). You just never know if they will play stupid evil or actual interesting and constructive to the storyline evil until you have a grip on their roleplaying technique.

Here are the basic rules I have posted at my table.

10 Basic Rules of Roleplay

1. You’re here to play, no phones mp3 players or other distractions unless you’re on call or waiting on an important message.

2. This is supposed to be fun; if you’re not having fun your doing it wrong … (PS talk to me after game and we will discuss)

3. If something is happening away from your character then you don’t know its happening. Just because you can hear it’s happening at the table does not mean your character does. Suspiciously moving to where the action/treasure is without knowing its happening/there is not acceptable.

4. You say what you say; you are your character. If you say something inappropriate then the people around your character hear you and may act accordingly.

5. Play your character no-one else’s. There is no right or wrong way to play a character. Other people have different idea’s on how to play a fighter / cleric / rogue / wizard. Respect this.

6. Dice are rolled in full view of the DM and players unless specifically asked otherwise. (the DM is exempt from this but playing with a significant other all DM rolls are in the open too as no favorites)

7. If you die then it’s the dice’s fault or your tactics; the DM is only the storyteller. There is always a way out of every situation just because you don’t see it; it’s still there. (Meeting the Tarrassque aside)

8. Drinking is allowed however if you die while drunk the DM is not responsible.

9. If you fail to attend a game session your character is likely to wake up with a dodgy tattoo or sexually transmitted disease in the morning. (Courtesy of the other players; DM is not involved)

10. Life is not fair and nor is Roleplay. Live with it.

Rules are there to help you not to hinder.

Hope this helps

Sic