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xedrick
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82 Posts

Posted - 11 Apr 2012 :  09:40:23  Show Profile Send xedrick a Private Message  Reply with Quote  Delete Topic
Hello again folks! I'm working on an insertable plot hook, in which the characters come across what appears to be *gasp* a magic lamp (thanks kilvan)! Unfortunately, the creator didn't bind the Genie properly...but I doubt that they'll bother to inspect it at all before popping the cork. It's essentially a cursed item which will change some mechanics of the game for one player and create several quests for the group as a whole. Here are the details thus far (work in progress):


------------------
First, a little info on Al-Huzzak, the Efreeti:
Al-Huzzak was recently trapped in a magical bottle by a human wizard named [EDIT]. [EDIT], a ranking member of the Westgate Mages Guild, was hired to fill a black-market commission for one of Calimport’s Pashas. He summoned Al-Huzzak to his laboratory, and after a 12-hour long battle of wills which nearly killed the wizard, he barely managed to imprison the Efreeti in the bottle.
The bottle was then set in motion to Calimport. Almost immediately, a member of one of the caravans entrusted to transport the crate discovered the bottle and opened it. Al-Huzzak easily tricked to feeble-minded man into wasting his wish, leading to his own grisly death and providing the efreeti with a Rod of Binding, an item that is able to bind another soul to the bottle's prison in his stead. Al-Huzzak now awaits his next 'master' within the lamp, prepared to make his escape.
Once released, Al-Huzzak's first priority is to return to the City of Brass to retrieve his prized great falchion, FlameReaver. He then immediately heads to Westgate for revenge on [EDIT], the rest of the Mage’s Guild, and anyone unlucky enough to be caught in his path...
------------------
AL-HUZZAK’S BOTTLE
Aura: Strong; (DC 22) conjuration, enchantment
Weight: 8lb
This tall bottle, narrow at the opening and flaring out towards the base, is made of gleaming polished brass and set with an alternating pattern of one large black onyx and two small rubies. Though the opening is sealed with an ornate onyx cork, a thin stream of smoke wisps out of it on occasion.
When the bottle is opened, Al-Huzzak is released in an enormous gout of flame, dealing 3d4 damage to everyone within a 10-ft radius of the bottle and catching combustible materials on fire (Ref DC 14). Al-Huzzak, enraged, immediately attempts to grapple the possessor of the bottle and use his Plane Shift ability to return to the tiny pocket plane within the lamp, freeing himself from his binding. He deposited back on the material plane in a random space within 10 ft of the bottle, where he promptly assumes gaseous form and retreats.
The trapped character’s wrists are clasped with manacles, which bind him to the lamp’s pocket plane. This plane consists merely of a stone cell, 15x15x30, with a single barred window 20 ft above the ground. The light source shines through the window at a 45 degree angle at all times. It is completely silent and otherwise featureless.
------------------

So, what I need to do is this: Find a way to keep the player's character involved in the game while the group goes about destroying the Efreeti that they've just released and find a way to release their team mate (not to mention dealing with lackeys sent after them by the pasha who comissioned the item, oblivious to its curse). I want to have him still be able to play his character, through being summoned from the bottle, but I need some ideas as to what restrictions and advantages he might receive for being bound to the bottle.

-I'm thinking that, while on the prime material plane, he would need to stay within 20 ft of the bottle at all times. (if it is thrown or dropped, he is pulled along with it)
-Maybe a limit on the number of hours per day that he can be around. If I did that, though, it would have to be between 10 and 12 hours because I don't want him left out of the game. Perhaps he can be around for the whole day, but has to return to the bottle while the party rests, causing them to have to pick up extra shifts to keep watch. I'd imagine it's hard to sleep in a place like I've described, too.
-An advantage could be a semi-gaseous form, allowing the character to move freely over rough terrain?
-Character type changed to outsider, and upon death he is banished to the pocket plane for one month? (this would be secret until pertinent)
-Does the character's armor and gear travel into the bottle with him?


Anyone mind sharing your thoughts with me?

Edited by - xedrick on 05 May 2012 00:15:26

Artemas Entreri
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Posted - 11 Apr 2012 :  14:18:23  Show Profile Send Artemas Entreri a Private Message  Reply with Quote
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Lord Karsus
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Posted - 11 Apr 2012 :  16:27:10  Show Profile Send Lord Karsus a Private Message  Reply with Quote
-Really like the concept.

-Splitting the party and focusing on one group of people while others sit there and twiddle their thumbs is a bad idea in my experience. Having the character "transformed", but still around is a real good idea. It 'punishes' the character that opened the bottle without punishing the player with X amount of game time where he/she sits there and does nothing.

-Staying within 20 feet of the bottle, makes sense. A limited amount of time spent outside of the bottle, also. It might tax the party with having to do extra sleeping shifts, but oh well, them's the ropes. Genies can't exist outside their lamps indefinitely.

-Being semi-gaseous makes sense. I might couple that with some other powers or abilities. He is a pesudo-Genie, after all. The character's armor and weapons and stuff should go with him.

(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)

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Kilvan
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Canada
894 Posts

Posted - 11 Apr 2012 :  17:23:20  Show Profile Send Kilvan a Private Message  Reply with Quote
Hey

I just responded to the PM before reading to this scoll, so I won't repeat it here. I really dig the Genie's background, and this is definitely an interesting plot hook.

I agree with LK to be cautious on splitting the party, or to force one of them into taking actions he wouldn't do for a long period of time. The cool-factor of this curse, and the special abilities coming along, will probably make up for the inconvenience of the lamp though.

I would probably involve the wizard Dolan in some way. Maybe the PCs could have the objective of finding him before the Efreeti do. They probably don't want the wizard to destroy the Efreeti, because the PCs stuck in the lamp could die if the Genie linked to it is no more. Maybe Dolan is a jerk, who will only help the PCs if a certain task is performed (I know, can't make it more cliché).

Good stuff.
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xedrick
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82 Posts

Posted - 11 Apr 2012 :  20:05:08  Show Profile Send xedrick a Private Message  Reply with Quote
First off, thank you all for your kind words, it's good to have a group of people separate from my gaming group who I can talk about these things and get a sort of approval before I just toss them into a game.
[EDIT:] I had a nice physical description of Al-Huzzak, but it looks like I copy/pasted over it in my DM notes. Son of an orc-kissin harlot!


@Entreri3478: Genuflect, shom some respect; Down on one knee!

@Lord Karsus: I don't plan to split the party or focus on one group any more than the other. I'm trying very hard to work in some game mechanics that will allow the player to continue to play just as he did before, with some advantages and disadvantages that his character did not previously have. While this is technically a "curse," I don't intend to make its effects wholly negative for anyone (aside from maybe Dolan). The real trick here is coming up with a way to make this INTERESTING, REAL, and most importantly, FUN for everyone involved. I did not mean to imply that I would 'punish' a character for doing something illegal (perpaps I used the wrong word before), only that this plot twist may be perceived as a negative, or punishment, before all of its elements play out before the group and they realize that it's actually a story element. Any of that make sense?

@Kilvan: I never force my players into doing anything. Every now and then, though, my table needs a prod in the right direction. That being said, this whole thing is not meant to be leverage over my players (we're all there to have fun, it is my job to create a game that is fun for everyone), and only in the most rare instance would something like this be an overt type of 'mind control'. I didn't even mean the gaes (mentioned earlier, completely irrelevant now) as a type of mind control, but as a nagging insistence that the group now had to deal with somehow.
I most definitely intend to have Dolan in my game, that is if my players decide to destroy this thing that they've released (which I'm sure they will; they're looking for a new quest at the moment anyway, lol). I hadn't considered the link between the Efreeti's life and the trapped character's, though, I think this has some merit. Maybe Dolan is the only one who can lift the spell, and they have to find him before the Efreeti does, and THEN he demands protection!
In reference to a portion of your PM, I've already advanced Al-Huzzad's stats to 15hd, CR10 so they can't just stomp him into the ground immediately (they want to kill everything...video game poisoning...). There will, however, be other caravan guards around them at the time that they find it (both friendly and hostile) so an impulsive bottle opening could lead to an extremely interesting battle which they've got a glimmer of hope of winning. So there is potential for the characters to kill the efreeti before it ever makes an escape, but then they still have to convince Dolan to help them out, esp since they stole the shipment and destroyed his hard work. Not to mention assassins, etc that we've previously mentioned.

So thus far I've got limited distance from bottle, 10 hours limited daily, equipment stays with the character, and able to move across difficult terrain at regular speed.
What if he were able to take on a gaseous form for a few rounds everyday?
What other sort of abilities would a 'pseudo-genie' have?

Edited by - xedrick on 11 Apr 2012 20:07:14
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xedrick
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Posted - 11 Apr 2012 :  20:24:09  Show Profile Send xedrick a Private Message  Reply with Quote
Another note: At the end of this whole thing, I want the experience to make the player say, "Wow. That was fun, but I don't ever want to be trapped in an efreeti bottle again." They're also planning to join an organization that requires each member donate a trophy to represent him or her in the guild's archive halls (a homebrew mix of headhunters [phb2] and the league of boot and trail [song and silence]), and that character could even use the bottle as his trophy.
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Lord Karsus
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USA
3746 Posts

Posted - 11 Apr 2012 :  23:33:13  Show Profile Send Lord Karsus a Private Message  Reply with Quote
quote:
Originally posted by xedrick

@Lord Karsus: I don't plan to split the party or focus on one group any more than the other. I'm trying very hard to work in some game mechanics that will allow the player to continue to play just as he did before, with some advantages and disadvantages that his character did not previously have. While this is technically a "curse," I don't intend to make its effects wholly negative for anyone (aside from maybe Dolan). The real trick here is coming up with a way to make this INTERESTING, REAL, and most importantly, FUN for everyone involved. I did not mean to imply that I would 'punish' a character for doing something illegal (perpaps I used the wrong word before), only that this plot twist may be perceived as a negative, or punishment, before all of its elements play out before the group and they realize that it's actually a story element. Any of that make sense?

-No, I got that. I was just commenting that you don't want to ignore either the player stuck in the bottle while the other PCs do stuff, or ignore everyone else while you have the guy in the bottle figure out what the hell he's doing.

(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)

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xedrick
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Posted - 11 Apr 2012 :  23:50:28  Show Profile Send xedrick a Private Message  Reply with Quote
We are definitely in agreement, Karsus, I apologize if I came off abrasively earlier.

I've been thinking, maybe by the end of this, the character should in a way lament the loss of what was initially assumed a horrible curse?

I'm going to work with my game rulings a little more and post them sometime tonight for critique.
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xedrick
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82 Posts

Posted - 12 Apr 2012 :  04:21:26  Show Profile Send xedrick a Private Message  Reply with Quote
anyone care to critique this for me? I feel like the spell-like abilities could use some refining. Basically what I did is used the MM2 "Tauric Creature" template and figured out what I would be adding if I used a watered-down version of a Janni as the base creature (as one of my characters will be the base humanoid). Im also thinking of implementing a low Will Save to avoid 3/day Suggestion from the holder of the bottle?

Pseudo-Genie Template
Type is changed to Outsider (Native)
Movement: The character gains Fly 10 (hover)
AC: +1 natural
Special Abilities: Change Size, Free Movement, Spell-Like Ablities
Special Qualities: Darkvision 30, Elemental Endurance, resistance to fire 5, Bottle Bound, Evil Influence, Bound Servitude, Gaseous Retreat
Bonus Feats: Lesser Mobility (+2 to AC vs attacks of opportunity for movement)

Change Size (Sp): Once per day, the character can magically change a creature’s size. This works just like an enlarge person or reduce person spell, except that the ability can work on the character. A DC 13 Fortitude save negates the effect.
Free Movement (Ex): The character is unaffected by difficult terrain.
Elemental Endurance (Ex): The chracter can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 24 hours. Failure to return to the Material Plane before that time expires causes the character to take 2 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material plane.
Gaseous Retreat (Su): Once per day, the character is able to call himself back into the bottle. Over the course of 1 round, the character’s body evaporates into smoke and channels back into the bottle, replacing the cork. Once this ability has been used, the character is unable to be summoned from the lamp until the following day.
Spell-Like Abilities (CL=1/2 HD): 1/day Invisilibity (self only), Create Food and Water
2/day Speak with Animals
Bottle Bound: The character’s essence is trapped within an ornate magical bottle. The character can be summoned forth from his bottle with the use of a standard action for a total of 10 hours daily (these hours do not have to be consecutive). While on the Prime Material Plane, the character must stay within a 20-ft radius of its bottle at all times and finds himself completely unable to touch or affect the item in any way. If the bottle is thrown or dropped, the character goes along for the ride. When the 10 hours are up, the character is transported back into the bottle, in the form of smoke, over the course of one round. All of a character’s possessions are transported with him. In the event of a character’s death on the Prime Material Plane, his soul is banished to the bottle for one month. If the bottle is destroyed while the curse is active, the character, his equipment, and the pocket plane are all destroyed utterly.
Evil Influence: Each week, the bound character is subjected to a DC 12 Will save. This DC increases to 16 if the character is not released from the bottle regularly. Failure indicates that his morality score is automatically reduced by 1d6+2 due to the influence of evil energies on the pocket plane contained within the lamp.
Draining Servitude: Upon being bound to the bottle, the character is instantly bestowed one negative level, which cannot be removed in any way as long as the curse is active. This is attributed to the dreary conditions within the bottle as well as the stress involved in the binding process. Once the curse is lifted, the negative level is removed.

Edited by - xedrick on 12 Apr 2012 04:23:54
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xaviera
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Canada
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Posted - 12 Apr 2012 :  05:28:13  Show Profile  Visit xaviera's Homepage Send xaviera a Private Message  Reply with Quote
I had an idea once where a character would open a magic bottle and everyone within a certain radius (i.e. the entire party) would get sucked into a 'pocket world' - basically containing an island with perhaps a few small villages of people on it who had no idea they were actually inside a bottle - and the characters would have to figure out how to get out. It presents them with a challenge as well as keeping the party together and perhaps would provide several sessions of adventure to boot. If you want to involve a djinn, he could be the party's adversary - perhaps the ruler of the island who must have the party slain in order to be freed from the bottle (and vice versa)? The players (and the djinn) might have certain special powers by virtue of being from outside the bottled world, which they may or may not know about.

Writings on Sharess: Thoughts & Prayers by Xaviera ~ High Priestess of Sharess

Edited by - xaviera on 12 Apr 2012 05:29:00
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Kilvan
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Canada
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Posted - 12 Apr 2012 :  18:56:28  Show Profile Send Kilvan a Private Message  Reply with Quote
The template looks solid. It looks more like a curse than a gift, the inconvenient outweigh the advantages by a bit, and I think it is ok like that. You probably want the player to wish to get rid of it, not to be happy with it completely.
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xedrick
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Posted - 12 Apr 2012 :  19:14:04  Show Profile Send xedrick a Private Message  Reply with Quote
Exactly, Kilvan. It has to be inconvenient enough to drive them to be rid of it, but advantageous enough to not make one of my players upset! lol
I like that idea, Xaviera. Thing is, the DM before me ran a sort of alternate-world-through-an-item thing, and it's too soon to do that again.
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Lord Karsus
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Posted - 12 Apr 2012 :  21:51:16  Show Profile Send Lord Karsus a Private Message  Reply with Quote
-I'd maybe add that whoever is holding the bottle, when the character who is trapped in the bottle comes out, he/she has to roll a Will save or something to disobey them, if they tell the character to do something? Reinforces the bondage and servitude notion.

(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)

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sleyvas
Skilled Spell Strategist

USA
12020 Posts

Posted - 13 Apr 2012 :  14:50:22  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Lord Karsus

-I'd maybe add that whoever is holding the bottle, when the character who is trapped in the bottle comes out, he/she has to roll a Will save or something to disobey them, if they tell the character to do something? Reinforces the bondage and servitude notion.



I like this idea. I'd also add something else to make it more inconvenient so as to encourage the party to free their friend. Maybe they can release their friend from the bottle, but only in hour long increments. Thus, right in the middle of some fight, the "genie" disappears and the player holding the bottle has to resummon him out, and he has to get back into position where he's needed, etc.... You could also possibly use this as a "fudge" to protect the character if he looks to be in trouble (i.e. "oh, you're at 10 hit points.... yeah, hour's up, he pops back into the bottle"). Allowing him to be released multiple times per day would work with this (say up to 12 hours a day).

An interesting twist might also be that he can only be released within the presence of a certain element that's hard to capture. For instance, only in the presence of sunlight / moonlight / a strong wind (and yes, I can see a player holding the bottle by his butt and releasing... maybe releasing via noxious wind has some drawbacks).

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
12020 Posts

Posted - 13 Apr 2012 :  20:04:46  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

quote:
Originally posted by Lord Karsus

-I'd maybe add that whoever is holding the bottle, when the character who is trapped in the bottle comes out, he/she has to roll a Will save or something to disobey them, if they tell the character to do something? Reinforces the bondage and servitude notion.



I like this idea. I'd also add something else to make it more inconvenient so as to encourage the party to free their friend. Maybe they can release their friend from the bottle, but only in hour long increments. Thus, right in the middle of some fight, the "genie" disappears and the player holding the bottle has to resummon him out, and he has to get back into position where he's needed, etc.... You could also possibly use this as a "fudge" to protect the character if he looks to be in trouble (i.e. "oh, you're at 10 hit points.... yeah, hour's up, he pops back into the bottle"). Allowing him to be released multiple times per day would work with this (say up to 12 hours a day).

An interesting twist might also be that he can only be released within the presence of a certain element that's hard to capture. For instance, only in the presence of sunlight / moonlight / a strong wind (and yes, I can see a player holding the bottle by his butt and releasing... maybe releasing via noxious wind has some drawbacks).



One idea just came to mind, related to the "certain element". If it was an efreeti captured, maybe to release him they have to hit the lamp with a minor flame (something not required with an efreeti in it, since they are flame incarnate). Shouldn't be hard to produce (i.e. cantrip), but annoying enough again that the party would want to be rid of the hindrance.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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xedrick
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Posted - 13 Apr 2012 :  21:02:34  Show Profile Send xedrick a Private Message  Reply with Quote
I like your idea, Sleyvas, I really do.

My only issue with it is that I don't want to set the group up to not be able to release their teammate in the future. My biggest concern with all of this is that I'll have a player at my table who is bored. I simply can't have this.

I like the idea of using cantrips, their mage is always wasting prestidigitation on his lunch and dinner, so maybe that's the way of going about it. Poor wizard has to eat bland food now to save his spells to release his friend. LOL
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Rhewtani
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USA
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Posted - 13 Apr 2012 :  21:16:16  Show Profile Send Rhewtani a Private Message  Reply with Quote
I want to throw out the following ...

First, you never see an injured genie coming out of a bottle, so - I'd go for something like, once he goes into the bottle he must remain there for 1 hour. However, the prison does heal him very quickly (even from death). He is unable to sleep or rest at all outside of the bottle, though. I like that he must always be within 20 feet of the bottle. I would not give him a save to disobey the bottle-master or make it crazy difficult. The genies don't get saves.

So, unkillable and quickly healing in exchange for limits on freedom and movement with the risk that someone steals the bottle. Further, since this will come up, if the bottle bearer moves, he first gets stretched to his 20 foot tether and then gets pulled along. Any time that he gets pulled along more than 5 feet, he only gets a standard action the next turn.





He is technically doubly bound. Until he figures out how to grant wishes, no one can do the whole "I wish that you were free" trick on him.
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xedrick
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Posted - 14 Apr 2012 :  00:17:49  Show Profile Send xedrick a Private Message  Reply with Quote
Thank you for your input, Rhewtani!
The fast healing inside the bottle is a good idea... Maybe once he pulls back into the extradimensional space, he is trapped there for 12 hours, during which time all of his wounds heal. However, if he dies outside of the bottle, he is banished to the bottle for one month (which will give the player the choice of creating a new character, or playing an NPC, but still leaves the door open to re-playing that character once he is un-banished.
I'm going to give the posessor of the bottle the ability to cast suggestion at will [or once per day, what do you think?] (on the bottle-bound only) as a 12-th level wizard, Will DC 18 to resist. He isn't a full genie by any means, and I haven't decided if it's even possible for him to become one yet. Maybe, at the end of the quest(s), the character inside of the bottle will be given the choice to stay bound forever (gaining more abilities) or be free of his prison.
I LOVE the tether idea, and that's how I have been planning to handle it. I hadn't, however, considered the meta-game possibilities of getting a move action on a turn after being pulled. Good thinking!

Edited by - xedrick on 14 Apr 2012 00:20:55
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Rhewtani
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Posted - 14 Apr 2012 :  20:39:22  Show Profile Send Rhewtani a Private Message  Reply with Quote
Well, more ... losing the move action, 'cause of all the yanking around.

I would hesitate to use such long "regeneration" times. Maybe more like 8 hours (normal rest) to heal all the way and a full day to come back to life. Or he loses corporeal status for a week or month, but can still exist. You might also throw out there that if he's in the bottle, but the cork is out, he can still hear/talk.
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xedrick
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Posted - 14 Apr 2012 :  21:10:44  Show Profile Send xedrick a Private Message  Reply with Quote
LOL @ disembodied voice echoing up from brass bottle.
"...it really sucks in here, guys."
Bwahahahahahaha!

What I meant by meta game possibilities is, knowing my players, eventually they would start dragging the genie around, with him charging, so he could get extra distance on his movement, compounding it with the movement of the bottle holder.

Maybe you're right about the regeneration times, I'll give that some more thought as we go farther into it...
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Markustay
Realms Explorer extraordinaire

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Posted - 17 Apr 2012 :  20:01:38  Show Profile Send Markustay a Private Message  Reply with Quote
I'd use the rules normally associated with a figurine of wonderous power.

Not sure what the actual rules were (never used 'em, and it been many years since I read them), but I know Drizzt used to be able to pull his cat back-and-forth a lot, and if he kept her in the material world for too long, she 'got sickly' (took damage, I assume).

The reason why I'd go with that is that the PC is not a genie, and therefor those rules wouldn't really apply, and the figurines (thanks mostly to the Drizzt/Guenhwyvar lore) are material creatures bound into an item (although it is possible the creatures come from other planes/spheres, I suppose). Plus, it's easier then creating rules from scratch.

EDIT: Just checked the SRD - seems like the rules are a bit different depending on type, so that may not help you much - sorry.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 17 Apr 2012 20:06:13
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xedrick
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82 Posts

Posted - 17 Apr 2012 :  21:48:54  Show Profile Send xedrick a Private Message  Reply with Quote
Thanks for your input, Markustay, that's something that I'll definately look into.
I did make the rules from scratch, but a few days later I found a half-janni template that pretty well matches up to what I'd designed. I think it will work for now but I will deifnately look into the figurines for further inspiration.


As a sidenote, this weekend's game was a game of many firsts. First off, the party encountered its first enemy who would kill a character with a single unlucky die roll (in the form of a basilisk). The first time it used the gaze attack, the rogue got stoned. the rest of the party was lucky enough and killed it, and then used a stone to flesh scroll to turn him back. Not two days later they ran into a giant banded lizard, which made a full attack against the same rogue, scoring a critical bite and two claws, and reducing him to -17 in a single attack.
They had already taken the bait and found the bottle at this point, so the morning after Hajit's death, they popped the cork oping to wish him back to life. But when Baddynock (the group's wizard) got sucked into the bottle, the group was down to two. You should've SEEN the unanimous 'O' looks on their faces!
Beautiful.
End result, they made it to calimport, sold the goods they stole from the passing caravan, and had just enough money to raise their buddy with only a level lost. Now they're on a side-mission for a local NPC who is researching the wizard's mark on the bottle, as well as planning to hunt down and destroy the Efreeti. And what they haven't yet considered (with all the carnage) is that SOMEONE in Calimport will be VERY unhappy about what they've done.

Good times.

Edited by - xedrick on 17 Apr 2012 21:50:36
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