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I've been considering trying something that I've not really had much interest in previously: Running an actual dungeon crawl, at least in part involving an artifact bottle. The current situation for the bottle will be that the group has "awoken" in an abandoned encampment, and the bottle seems to be pulling towards a near-by fortress. There will be notes in the encampment that will give further details as to what's going on. In addition, this will be run as a sort of "Hard Mode" deal. Also, will be looking at using Skype for this, possibly a virtual tabletop as well, if I can get a decent one working with map capabilities that I like. As for the Skype, voice maskers are fine, if you want. Provided that they don't get annoying, and that I can tell people apart. (And MapTools is out, my Java seems to be blocking it for some reason.)
Further information below. What I will need from interested parties is times available, and an idea of how hard you want, using the following scale:
Hard. ((Relatively normal CRs, minimal adjustments to things.))
Insane. ((Higher than normal CRs, adjustments will be made.))
Yeah, right. ((Mostly custom-tailored monsters and traps, possibly doing the worst that the dice will let me.))
Starting level: 4
Stats: Point Buy, 20 points.
XP progression: Slow
HD Rule: Max per level
Starting gold: 6,000 gp
Allowed books: Core (Feeblemind spell restricted), Advanced Player's Guide, Advanced Race Guide (Chapter 4 is barred.), Ultimate Combat, Ultimate Magic.
Notable Artifacts: Dimensional Bottle.
The Dimensional Bottle appears to be a sealed bottle that periodically binds an adventurer to it, often doing so by unstopping itself and absorbing them in with a flash of light, sealing back up immediately afterwards. Should a particularly long time pass between the adventurer entering the bottle and being sent back out, the adventurer will appear in perfect health. Memories of what happens while in the bottle are non-existant, and there seems to be little rhyme or reason behind "selection", either for "joining" the bottle's "crew", or for being "activated".
Upon release from the bottle, it chooses one member of the "group", and transfers itself to them. Although it is impossible to transfer ownership of the bottle, the bottle itself seems to weigh almost nothing. It also seems to protect itself somewhat, granting its owner immunity to certain effects of spells by other members of the group.
A certain powerful geas seems to be placed on the active group around the bottle. They must stay within a certain distance of the bottle, and they are barred from directly attacking members of the group... Although this does not protect against indirect actions, such as being caught in a blast.
MECHANICS: The bottle gives me a bit of a cop-out on bringing new characters in, or handling missing players from a session. The bottle can not be destroyed by any means that the party get access to, and whoever is currently holding it (determined per session by dice roll) will be immune to splash damage from party members. The party may not actively attack each other, however there may be situations where splash effects could still trigger damage, usually if people forget about AoEs. There will also be NPCs rolled up to fill out if players/characters miss a session.
FURTHER NOTES: Feeblemind is restricted due to an issue Hardware and I ran into during his offline campaign that I've mentioned on occasion. Basically, it was proving to be too game-breaking, particularly if combined with other spells.
Further information below. What I will need from interested parties is times available, and an idea of how hard you want, using the following scale:
Hard. ((Relatively normal CRs, minimal adjustments to things.))
Insane. ((Higher than normal CRs, adjustments will be made.))
Yeah, right. ((Mostly custom-tailored monsters and traps, possibly doing the worst that the dice will let me.))
Starting level: 4
Stats: Point Buy, 20 points.
XP progression: Slow
HD Rule: Max per level
Starting gold: 6,000 gp
Allowed books: Core (Feeblemind spell restricted), Advanced Player's Guide, Advanced Race Guide (Chapter 4 is barred.), Ultimate Combat, Ultimate Magic.
Notable Artifacts: Dimensional Bottle.
The Dimensional Bottle appears to be a sealed bottle that periodically binds an adventurer to it, often doing so by unstopping itself and absorbing them in with a flash of light, sealing back up immediately afterwards. Should a particularly long time pass between the adventurer entering the bottle and being sent back out, the adventurer will appear in perfect health. Memories of what happens while in the bottle are non-existant, and there seems to be little rhyme or reason behind "selection", either for "joining" the bottle's "crew", or for being "activated".
Upon release from the bottle, it chooses one member of the "group", and transfers itself to them. Although it is impossible to transfer ownership of the bottle, the bottle itself seems to weigh almost nothing. It also seems to protect itself somewhat, granting its owner immunity to certain effects of spells by other members of the group.
A certain powerful geas seems to be placed on the active group around the bottle. They must stay within a certain distance of the bottle, and they are barred from directly attacking members of the group... Although this does not protect against indirect actions, such as being caught in a blast.
MECHANICS: The bottle gives me a bit of a cop-out on bringing new characters in, or handling missing players from a session. The bottle can not be destroyed by any means that the party get access to, and whoever is currently holding it (determined per session by dice roll) will be immune to splash damage from party members. The party may not actively attack each other, however there may be situations where splash effects could still trigger damage, usually if people forget about AoEs. There will also be NPCs rolled up to fill out if players/characters miss a session.
FURTHER NOTES: Feeblemind is restricted due to an issue Hardware and I ran into during his offline campaign that I've mentioned on occasion. Basically, it was proving to be too game-breaking, particularly if combined with other spells.