Malkari Durant
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In my group i have a wizard with the mark of passage. And he choose Dimension Leap as his Dragonmark power so im worried that they can bypass the whole Flinge storyline all together and therefore The Age of Worms :( Any ideas?
Well, the easiest way is to say there is also a barrier there that prevents the movement. Anything that blocks astral travel also blocks teleportation. The ghost doesn't go through the door, he goes under it. And the surrounding rock is 31 feet thick (if they want to try and tunnel through the rock, go through the pain to track the strength of the weapons and let them know when their weapon break.
| Cintra Bristol |
Or establish the door trigger as a "secret word" that Alastor Land knows, but won't share with them until they help him. (Dimension Leap won't let the PC take others with him, will it? If it does, then you'll need to completely block the movement as the prior poster said.)
| BladeSmith |
Since he can only port himself, let him go inside. If I recall there are some creeps inside that would love to welcome a low level caster by running him through. Let them come at him, beat him within an inch of his life, and allow him to 'just' escape. Go into the full wonderful and awe inspiring description of the chamber and its wonders. He will really want to go into the chamber, but will have to go through the Filge story arc in order to bring support. Make it obvious that unless they all go in together, they won't stand a chance. This will alleviate any scheming like "I stuff the Halfling into my Heward’s Handy Haversack" and the like.
"As you appear in the room, the room's magic activates, bringing about an ambient glow. The chamber is circular and domed, with walkway around the outer edge, and a large pit in the center. The pit is quartered by 4 walkways leading to a central platform with another hole in its center. Out of the hole blows a gale of wind causing the air about you to swirl playfully. You see detailed murals all about that immediately capture you attention. You don't have the time to truly take in all that you see. The illumination of the room also awakened the guardians of the chamber. Two empty suits of armor with banners flapping in the wind and very sharp looking swords in each mailed fist float toward you with alarming speed. Allaster pokes his head through the door and sees the wind warriors bearing down on you. “You should have listened to me when I told you that I was the only way into the chamber. At least now I’ll have some company in the afterlife.” He says with a grin. Roll initiative."
If that doesn’t send your wizard running for his life, let him take a few hits. If he insists on searching for the lever and refuses to leave, kill him. The party then has even more motivation for helping Allaster and trying to get into the chamber. You can only protect the PC’s from their own stupidity for so long before they must suffer the consequences of porting into an unopened, heavily guarded tomb all alone without a meat shield for protection.
--BS
James Jacobs
Creative Director
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Agreed. Let his dimension leap work as it should. You can certainly still introduce Filge to get the Age of Worms plot going though. A few days after the PCs finish off the Whispering Cairn, just have one of Filge's undead "get loose" and run into town. The PCs can then track it back to the old observatory. Alternately, you can have the PCs learn about how Kullen and the others dug up some "old bones for that weirdo on the hill" and in investigating them, they'll learn about Filge's graverobbing. The PCs might even be hired by a local church to investigate why several graves at the Land houshoulud have been dug up.
| Goth Guru |
The mark of passage may only work once a day.
You could have the Wind Warriors subdue him,
then throw him back through the door.
They can open and shut the door.
The guy is violating the rules, and they are lawful.
You might even have them carve the Aurian word for fool
on their forehead.
That's just a couple points of real damage.
| Nighthunter |
Have the Land ghost give plenty of warning, to any player that wants to try entering the chamber through his taunts.
If the player refuses to listen, then he can stick his head through the door with "Nice knowin' ya," and tell the other PCs. "Your friend may die in there, you sure you don't want to help a lost soul out?"
Now there's a timer on the Filge mission, as the players race about hoping to save their comrade trapped in a tomb somewhere.
| Red Skull |
Last night after comming back from the first Icelandic RPG Con in a long time i was talking to a player i know that has just moved into town (reykjavik) and i offered him a seat at the game. He decided to make a Warforged Paladin. I think that the Wizard porting into the true tomb and finding a Vaati Warforged is really nice. I was even thinking that one of the motivations for them was to get him out and study him. So im thinking of letting him into the tomb just to scare him and bring backup. Maybe he gets inside but the lock is complex and he whould need houres to crack it (someting Alastor has done, smart kid)
Any thoughts?
| Shade325 |
I had this exact same fear in my group. But here's how it worked.
Party enters the ball room. They start dealing with the ball trap and this voice starts giggling at them. Then someone falls into the balls and the grick shows up. Now the voice is taunting them and offering bad advice and laughting. By the time the grick is dealt with the party is seriously interested in the damn voice. Alastor appears tells his story and they were hooked... never even though of the teleport.
Shade325