| Post/Author/DateTime | Post |
|---|---|
| HandOfDoom06-14-06, 08:59 AM | Hello fellow DMs, I run into a minor problem. We're running all-weekend-campaign starting Friday (Finnish time!) and two my players canceled. Otherwise OK but another is playing the only cleric in the party. No other magic users even. And it's gonna be damage intensive campaign. I don't want to play DPC and none of the players are interested double playing. I need to figure out a stylish alternative to neverending supply of potions. I was wandering that because they will be employed by a Temple and going to far away destinations, the temple would give them a "Rod of Returning" or such that they could bail out back to temple and temple would then teleport them back to point of departure. As it will eat up some of the basic elements of D&D, I'd put some restrictions on the usage - so that the rod/artifact would be used only in greates needs and not in the need of potion/shop/R&R... As they need to invoke divine powers for instant massive "Word of Recall" & defining returning sanctuary, it would eat 10% of their current XP. Temple sending them back by "Word of Recall" would be required caster level 12 (6th level for spell & 2 additional members and additional 6 levels for extra 2 party members) would cost 750 gp (caster level x 60 + 30 gp tithe for temple). What I would like you to contribute is that: - is there any existing item available for that type of usage? - any other ways of avoiding unnecessary TPK (we've designed to stay and play for full weekend and TPK would take the fun out)? If they're stoopid (like going against the pyro-hydra when they're 4th level, TPK is okay and will be done.... - any comments to the rod/artifact and it's features? HoD |
| Bellator_3306-14-06, 09:47 AM | First of all, what level and classes are the other party members? Its just other classes can stand in as healers with a simple wand of Cure Light. In terms of the artefact and its powers, it seems to have a very "video-gamey" effect- go back to a safe place in exchange for xp and gp. Its powers are too great to balance, as at low levels it would be so useful to expend some xp to get everyone to safety, and at higher levels the 10% xp cost is incredibly high. You really are best off getting another divine caster to stock up on wands and potions or allowing them to hire an NPC cleric. |
| HandOfDoom06-14-06, 09:58 AM | Yes, you're right. I'm not too thrilled about video-gamey attitude it will create. That's why I submitted the post :D I like the idea of Wands. I wonder how I didn't think of it in the first place. Cure Light & Cure Moderate should boost the folks for a way long. Party is 2 monks, 1 fighter and 1 rogue. All are 4th level. Cleric & Wizard were dropped out. Thanks for this and keep the good ideas coming! HoD |
| Bellator_3306-14-06, 10:31 AM | If the rogue has decent charisma he could take UMD for the wands, but at level 4 unless he is charisma based his total bonus will be 7-9, not great with the DCs for UMD. If you made it seem like the artefact wasn't some sort of "get out of jail free card", and reduced the penalty for its use. maybe it could be a set of rings or necklaces each member has, and make it only usable in dire circumstances, such as when at least one member of the party is in negative HP, and made the price of using it the 750gp and some sort of quest, to recharge the artefact or whatever, then you could probably have them save it until they really needed it. It would stop being an escape route and become something that would make a cleric-less party. Or you could just hire a cleric with a wand. :D |
| Senevri06-14-06, 10:42 AM | ...Or a command-word wondrous item... |