You could also look at the other side of the coin, and have the fey be especially grateful. A town allied with the fey doesn't sound half bad. helpful gremlins everywhere, crops grow really well. As long as they honor the pact. you could use the fey as a messenger for what the other posters are suggesting.
So my group has arrived at one of the biggest cities in my setting just before the local arena is about to host a big 5 day combat event. I've set it up so that there will be separate tournaments for spellcasting and non-spellcasting participants, as well as a multi-team maze-run/capture-the-flag combat event. The players are pretty excited, but it's a lot of work to make as many NPC's as I might need, and using the NPC Codex will get stale for everyone after just a couple battles. I need flashy, interesting combatants to keep up interest, and I'm wondering if any forumites would like to offer up they're creations for my tournament? I've already told my group of this idea and it was taken well (I think they're taking it as a challenge). There are some rules:
No 3pp content Up to 25 point buy Core and Common races are highly preferred Levels 4-6, to match up against the PC's current level. wealth/items appropriate for said level I need the relevant combat stats, as well as a short description of their combat tactics, and optionally a short and generic backstory.
I figure I need at max 8 solo non-casters, 6 solo spellcasters, and 4 well rounded parties (groups of 4) for the FFA/CTF. Next session is in 2 weeks (IRL), but realistically there's maybe a month before the start of the Tournament, because everything I have planned for the group in the city will take up some session time.
This is fun. My friend loves running homebrew campaigns with very little planning ahead. One of the party (a cleric I believe, I think a gnome) picked up a shiny rapier from an enemy early on, like session 2. This is what I can remember of the swords abilities/description. Cast gust of wind/whirlwind once per day. Cast Quickened Dimension door 3 times per day. Greater Teleport 3 times per day. Oh and it also was the only weapon capable of killing slenderman, and he automatically knows the location of its wielder and is actively hunting for him/her/it.
As a player, I hold that to say "30 days later you arrive" is a cop out. As a GM, I would never, because it defeats the purpose of the teleportation spells at later levels, and players should feel like they earned their destination. Some suggestions I can give: 1. Inclement Weather: Always an option. Anything from thunderstorms to just nonstop drizzle causing the party to get bogged down. wagons could literally get stuck in mud, requiring effort to remove. they could be forced to take a detour to find water due to a serious drought in the area. 2. I recommend you not let the party go by themselves. NPC's should be around for a majority of the journey, such as a caravan, ships crew, or something. This allows non-combat encounters to be more available to you, and helps add flavor to the world. 3. Let them relax: maybe the caravan is doing all the traveling for them. They could spend the time in downtime, crafting, earning a wage, or getting to know that key NPC you need them to be friends with. Or heck, even each other (but so few take this option... sigh). 4. If your campaign allows for it, make the mode of travel fantastic! AIRSHIPS! TRAINS! why simply trod through the world when you can go in style. Thats all I can offer you in my 30 minute lunch break. gotta head back to work. XD
Umbral Reaver wrote: Now I'm not sure what the capsize ability actually does. I agree, it's very confusing. The ability tells you how to perform a "capsize" but is completely moot on what happens to the ship if it actually gets capsized. Could the rules governing this be in a splat book I'm missing?
I came across a spacefaring monster known as the Oma (Bestiary 4, pg. 209) who possesses the special ability capsize. It's wording was fairly standard, but it's very vague. Bestiary 4 wrote: Capsize (Ex) An oma can attempt to capsize a ship or other vehicle by ramming it as a charge attack and attempting a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the oma, the oma takes a cumulative –10 penalty on this combat maneuver check. I'm genuinely curious how this ability is supposed to function in space, a place where up and down have little meaning. Are there rules governing what it means for a ship to be capsized? If so I'd love to know if they still mechanically work in space, where death is down, up, and all around you? Consumed with Curiosity,
I've talked with the player in question, and have worked out a solution that I think works for my campaign. I'm popping in now because I don't want to leave the thread hanging without some kind of reply to everyone, since you were kind enough to give your advice. The solution we agreed on was to take all 5 of the universal magic spells (Prestidigitation on up to Wish) along with his Reality Ripple, and rework them into rituals like the ones outlined in 'Occult Adventures'. There are several mechanical benefits to this, I think.
Thanks again to everyone who popped in to comment and give recommendations, they have all been very helpful. I read each one and gave them equal weight when making my decision. Wish me luck with my campaign, and I hope you all have a great day!
509. The Storm Kings Castle
508. The Rain of the Red Planet
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