| Post/Author/DateTime | Post |
|---|---|
| Vigabrand03-02-06, 11:53 AM | A minor spoiler for Grasp of the Emerald Claw is discussed here. After reading these two mods, something occured to me. How are Garrow and the gnome underwater ship captain able to control their vessels? I thought the Mark of Storms was required. Maybe I'm missing some obvious rule, but with so much Eberron source material, I haven't been able to find it. Vig |
| Tom McCarthy03-02-06, 01:28 PM | Page 267 of the ECS specifies a Charisma check suffices, but hints many checks are needed over the course of a trip. I simply assumed both authors prepared the adventures before the rules for controlling elemental vessels were hammered out. If pressed by the players, give each of those two the Charisma and the Elemental Helmsman feat necessary to have a reasonable chance of success. |
| EvilDrPuma03-02-06, 02:46 PM | Explorer's Handbook has a lot more detail on controlling bound elemental ships. The Mark of Storm and a wheel of wind and water aren't required, but they do make it easier and safer. Lyrandar isn't likely to get any serious competition in the bound-elemental transportation game, but there are a few Lyradar excoriates and some independent operators skulking around the edges of the business. |
| Vigabrand03-03-06, 07:57 AM | Somehow I missed the charisma check. The mods just made it seem like anyone could control the ships fairly easily, when I thought there was a huge emphasis on the mark of storms for controlling these ships. This came up when my players came upon the air skiff near the river. After talking with the guards, the players decided to leave them alive, and head for the ruins. There was talk of coming back for the skiff, and that got me thinking, how the heck did Garrow get it here. If he's just making charisma checks, then the players could try and steal it that way. Or the guards they left could try and make off with it. I'm kinda let down that you can make charisma checks. It kind of lessens the uniqueness of the mark of storms. I may have to houserule charisma checks don't work. Vig |
| DarkWarriorKarg03-03-06, 10:29 AM | Go read the first "mark of death" novel. You'll see an example of the charisma checks in action. It doesn't spoil the mood. In fact, it's heroic. Remember, you only have, at most a +4 to +5 on the check, which is based on the diplomacy table. 1) Charisma checks aren't a sure thing, the dragonmark IS. With a DM, all you nee dto do is say "go here" and it does. Without it? Think Yosemite Sam trying to control his camel or dragon. "I say whoa! Ship! Whoa!" <smashes into building, failing charisma check> 2) It also means you're railroading your players into taking a half-elf with the DM. Just in case you might need to escape in a hurry from a burning secret enemy base. 3) The skiff are probably enchanted with "fly". Anyone can use them. Let your players haver the skiffs. They'll get annoyed enough at the max speed of 2 mph. That's about 2 squares/round :D |
| AvonRekaes03-03-06, 10:40 AM | Actually 2 mph is 20 feet per round. (I've done a loooot of work on vehicle combat with a lhazzar naval campaign). |
| DarkWarriorKarg03-03-06, 11:55 AM | Sorry, my bad... so... 4 squares per round. Moves as fast as a halfling can't be pushed My PCs had them in Whispers & got rid of them cheap. There is now a Brelish garrison that uses them to help paint & wash the fortifications. |
| darkthought03-03-06, 12:49 PM | My PCs had them in Whispers & got rid of them cheap. There is now a Brelish garrison that uses them to help paint & wash the fortifications. ROTFLMAO. I believe that casting Charm Monster on the elemental ring works as well, but then you need a spellcaster who can do it, or a wand... 4th level spell for a wiz/sorc, so a wand could be made, just not an Eternal Wand. |
| (Psi)SeveredHead03-03-06, 02:57 PM | My group came up with the crazy idea of towing the skiffs with a team of horses. |