DDxP [Archive] - Wizards Community

Post/Author/DateTimePost
utopia27

02-17-08, 10:28 PM
Newby here - starting in at DDxP with a 10th level human artificer 7/Renegade Mastermaker 3; non-dragonmarked scion of House Canith. Primary focus is as trap monkey, with a huge volume of miscellaneous magical gadgets in support - not enough to replace a missing mage or cleric, but probably enough to cover the role for a brief absence. Lots of buffing, a fair amount of various skill and knowledge bumps...

So the CoS adventure at DDxP is:
CSH-10 Thirst for Blood and Stone by Greg Marks
The Cabal seeks to restore their allies in the Hand of Stalwart and raise an army of cloud giants to be used against the growing pirate threat. The first step will be to overcome the madness that affects them, and for that the Children of Xoriat have stepped forward with a ritual requiring the hearts of four individuals tied to the elements. You are sent to claim the first. A Xend’rik Expeditions Cabal of Shadows faction adventure optimized for 10th-level characters.

So... a couple quick questions having not played in this venue before...
1) does the build sound OK, and not over-done (e.g. i'm hoping there won't be 4 other trap-monkey/buff-monkey artificers at the table...)
2) From the description, it sounds like the adventure may entail a fair amount of swashbucklery. So what expectation is there that the character build will include aquatically focused items/capabilities (water walking, water breathing, etc.) that might be important?
3) do the adventure builds tend to include opportunity to acquire these things pretty readily if they're required, or is there an expectation that the players would read the description and re-build as required?

4) any particular support equipmemnt folks would recommend for this adventure? I'm going to be best for 8-20k misc. magic (or possibly arms/armour) or wands. I'm already packing a wand of cure moderate, wand of searing light (generic undead defense), a wand of magic missiles, some silversheen, a half dozen assorted scrolls (including dimensional anchor, speak with everything, knock, mass snake's swiftness...) and and a tome of worldly memory (MIC). Anyone got a couple additional good support elements?

regards -
utopia27
Istaran

02-19-08, 06:46 PM
Don't read too much into the pirates reference; it's more tying into the background. Pirates have beaten heavily on Stormreach and now hold it under siege. It looks like the mission is to get something to combat them, not to go seafaring after them yourselves. Just going by the blurb here, so there may very well be pirates to fight along the way.

Generally speaking, if you will need to go underwater for extensive periods, you will be forewarned in time to pick up scrolls/potions/etc. in Stormreach. For cases like that, you should keep some EV unspent as Cash On Hand. (You should always keep the 1k available to pay your share of a Raise Dead anyways.) Also, picking your gear loadout based on reading blurbs is meta-gaming; while it is not technically cheating, it would be unreasonable for the authors to write mods where you need to prepare based on the blurb to be successful. The authors can fairly assume your party has the ability to fight in melee and at range, deal with traps and locks, cast divine and arcane spells, and use interaction skills. More obscure things like functioning well underwater they should generally give you a chance to prepare for in game.
utopia27

02-20-08, 12:05 AM
Thanks for the answer - I was trying to understand the extent to which exactly that reading-in and metagaming was expected, based on the re-tooling mechanics allowed. So I'll leave a bit of extra cash in reserve, and go with my best 'usual stuff' - what I expect the character to have based on the background and history.

thanks again!