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Zagig
Pie
(10/12/02 2:01:07 pm)
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New PC equipment?
As a result of the last game session, two new characters will be joining the party (8th level). As I have done in the past, I allowed them the gold limit from the DMG and max half that amount to spend on any single magic item. Since we don't play for two weeks (shift work sucks), I am putting together a bunch of adventures that they have gone through prior to joining the party and use the treasure from those adventures as their starting equipment. I think that they will end up will more gold piece value than using the table in the DMG. I know that Andorax uses this method with sets of adventures he has. I am using adventures from Dungeon mag, WotC's site, and other online adventures.

How do I divide this treasure up, though? Assuming it was a four person party that completed these adventures, the treasure should be divided four ways, but we only know of two characters so far. Any suggestions would be helpful.

Zagig

Trithereon
Orc
(10/12/02 11:55:04 pm)
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Re: New PC equipment?
First, I'd take the list of items and separate them out into class-related categories (fighter, rogue, divine spellcaster and arcane spellcaster, etc.) There will be a universal category for which an item is useful for any profession (like a cloak of resistance, for example).

For sake of discussion let's assume that the two new PCs will be a single-classed fighter and a single-classed rogue. I would then go through the list of magic items and remove those items that might be only useful for arcane and divine spellcasters. This should leave a group of items useful for both characters. Now, let's assume there were 20 magic items in the pile to begin with then under a fair split you'd expect that each of the two PCs will can select 5 magic items from the remaining sorted items.

I'd do this because those class-related items are going to be claimed by those in the party who can use them. The rest are going to be distributed throughout the party as desired.

There are always going to be some problems doing it this way because magic isn't the only thing found in adventures. There is hard currency (coins), gems and objects of art (necklace, statuettes, etc.) which can be used to buy magic items. There is also the possibility to sell magic items not useful in exchange for useful magic items. So, there are variables that are not going to fit into a simple formula for the distribution of magic.

Considering the mutable nature of magic items in 3rd edition D&D you could allow reasonable players to simply "customize" their characters with the magic items that fit their roleplaying vision of that character (within the character wealth limit suggested in the DMG and DM approval, or course).

JeffQ UK
Pie
(10/14/02 9:09:33 am)
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Re: New PC equipment?
My characters were "created" at level 4 and I just gave them the DMG wealth and said they could spend what they want with a single item limit of 1/2.

* however *

I know think that a better way comes from an idea I saw on ENworld (not sure from whom so apologies for the non-attributed theft) which says that any item must have been bought within its level, ie

one or more items to a total of 900gp (1-2nd)
one or more items to a total of 1,800gp (2nd -3rd)
ditto 2,700gp (3rd-4th)

Then the only way to get a better single item is to then "sell" these items to buy others as per your house rules.

This makes virtually no diference at low level but if you're creating 8th level PCs:-

1/2 wealth = 13,500gp single item (6th level fireball wand)
Level wealth = 8,000gp single item (9th level magic missile wand with change)

An even better example is that a Wish scroll would be available at 11th level in method 1, at 14th level using method 2

Andorax
Orc
(10/15/02 7:04:16 am)
Reply
Re: New PC equipment?
Tritheron hit on much of it. Come up with a fictional adventuring party that accompanied the new characters. Decide how they came together, and how they split up.

Be sure to eliminate part of the booty due to usage as well as due to dividing up between the PCs. Some of the potions, scrolls, and wand charges should be marked off as "used up".


Or, go ahead and claim the two PCs completed the adventures on their own...just make it be less adventures. Obviously, splitting the XP two ways would lead to there being far faster advancement to 8th level.


This also gives them a fairly rich and exhaustive past history to draw from, former companions to mourn, miss, or curse if they ran off, and so forth.


Just as an example, I had to intro two new 6th level PCs at one point. I back-historied them the U series of modules (Saltmarsh). After I assembled the pile of likely loot (they didn't vacuum the place, so some things were missed), I divided it up along class lines, nixed anything that couldn't be used, figured out about what would be fair (which is usually a bit over the level/cash guideline, since it's not hand-picked), and said that the rest of the goods had been boosted by an untrustworthy former companion...the old party's rogue.


If you could post the PC classes and your intended "loot track", or even just the "loot pile", I'd be happy to pick it apart and offer an opinion on the matter.

"Whadda ya mean, Orcs get levels too?!?"

Zagig
Pie
(10/17/02 4:01:21 am)
Reply
Re: New PC equipment?
Okay, it's done. Here's my complete info (copy and paste is so handy). The two players are going to get together a couple of hours before the game to divy stuff up. I don't need to send it to them until Monday night. I am going to let them buy whatever magic they want (instead of putting a limit on it).

The two new party members are:
Muristan Lyonson - LG Human Cle5/Pal2/Ftr1 - he is aiming for Comtemplative PrC, which requires a devotion to a deity or an alignment - since he has no deity, he has agreed that Lawful Good is the closest thing to a devotion that he has. Also have to work in that he met a Solar somewhere in his background, since he needs that to qualify for Contemplative. After becoming a cleric, he turned to paladin because it was more martial. Then he lost his faith and became a fighter and was going to retire at 4th level. Then he met the Solar and rediscovered his purpose as a cleric.

Dergus Mithrafist - LN Dwarf Monk8 - remember that this player is a munchkin. A former member of the City Watch of Greyhawk City, he did not start his adventuring until he was already 2nd level, therefore he was only in part of the first adventure and all of the rest. I'm not sure whether to give him 900 gp with 450 gp max on one item (basic 2nd level) or just what's on the list.

The adventures I have picked, and the reasons that the adventurers are involved in them, reflect their lawful nature. I am going to presume that one of the other party members was a bard, so that a reputation was developed for the party. In order to join the party, I would like to have these two in Verbobonc on a quest. In my world, the original TOEE was destroyed by a group that I actually DMed through it about 10 years ago. The original group freed Thrommel, but I have modified that to just finding Fragarach. When it was heard that new ToEE threats existed, these two were asked to go in and find any information about Thrommel (they have a good reputation). No one actually believes that he is there, just that the Scarlet Brotherhood sold the sword to the ToEE. The adventures should therefore take place in and around Furyondy. Some have to be modified for this. I have chosen the following adventures:

Raiders of Galath's Roost (Dungeon #87): Levels 1-3; originally for FR, but can take place in NW Furyondy.
The Ettin's Riddle (WotC website): Levels 3-4; occurs while the party is on its way to Castle Ehlenestra in NW Furyondy to receive a reward from a minor lord; it is at the end of this adventure that Muristan meets a solar.
Swamp Stomp (Dungeon #93): Levels 4-5; party is then asked by the minor lord to travel to this town to deal with a lizardfolk problem.
Totentaz (Dungeon #90): Level 5-6; while returning to Castle Ehlenestra, the party sidetracks to investigate rumours of a curse.
The Seventh Arm (Dungeon #88) ; Level 6-8; the party is on its way to a meeting in Verbobonc (with a representative of Jolene) when this adventure occurs just within the borders of the Viscounty.

I have left in the arcane items (except spellbooks) just to see if the gold total equals what a 8th level character should have I have converted all the gems and jewelry to gold. I have accounted for usage by NPCs but not by the party. The items in bold are the ones that I think should be partly or completely used up. The amounts are the gold that each can be sold for.

Steel shield, large +1 - 1 - 585
Longsword +1 - 2 - 2315 or 1157.5 each
Shortsword +1 - 2 - 1155 or 577.5 each
Dagger +2 - 1 - 4151
Dagger of shielding - useless in combat, works as a brooch of shielding (45) - 375 (half used?)
Mace, heavy +1 - 1 - 1156
Potions
        CLW - 21 - 25 each (half used?)
        Spider climb - 1 - 25
        Hiding - 3 - 75 each (all used?)
        Oil of timelessness - 1 - 75
        Swimming - 1 - 75
        Bull's strength - 2 - 150 each (all used?)
        Cat's grace - 1 - 150
        Charisma - 1 - 150
        Clairaudience/clairvoyance - 1 - 150
        CMW - 1 - 150
        Darkvision - 1 - 150
        Endurance - 1 - 150
        Levitate - 1 - 150
        CSW - 1 - 375
        Gaseous form - 1 - 375
        Fire breath - 1 - 450
        Heroism - 1 - 450
Rings
        Protection +1 - 1000
        Sustenance - 1250
        Swimming - 1150
Scrolls
        CLW - 2 - 12.5 each (half used?)
        Protection from elements - 2 - 187.5
        Blur (3rd level) - 1 - 75
        Color spray (6th level) - 1 - 75
        Dispel magic (12th level) - 1 - 450
        Knock (12th level) - 1 - 300
        Obscure object (6th level) - 1 - 150
        Protection from chaos (6th level) - 1 - 75
        Remove curse (12th level) - 1 - 600
        Stinking cloud (3rd level) - 1 - 112.5
        Stinking cloud (12th level) - 1 - 450
        Summon monster II (3rd level) - 1 - 75
        Tasha's hideous laughter (6th level) - 1 - 150
        Tenser's floating disk (6th level) - 1 - 75
Wands
        Knock (19 charges) - 2250
        Magic Missile (3rd level, 44 charges) - 1125
        Melf's acid arrow (4th level, 14 charges) - 3000
        Silence (22 charges) - 2250
        Tasha's hideous laughter (9 charges) - 2250
Lock of marilith hair - valueless but maybe useful in creating a magic item
Bag of Holding (Type 1) - 1250
Bracers of armor +2 - 2000
Brooch of shielding (55) - 825
Cloak of resistance +2 - 1 - 500
Figurine of wondrous power (serpentine owl) - 4600
Incense of intelligence - when burned, has effect and duration of a potion of intelligence for every living being within 10 feet - 4 - 150 each
Keogtom's ointment (2 applications) - 2000
Planar Syllabus - Anyone who sends three consecutive days studying the book (only if able to cast comprehend languages or Decipher Script) gains 6 ranks of Knowledge (the planes) - 3,000 gp

Leather armor - 10
Studded leather armor - 6
Chain shirt - 1
Hide armor - 2
Scale mail - 15
Scale mail, masterwork - 1
Chainmail - 47
Breastplate - 1
Splint mail - 2
Half-plate - 1
Buckler - 9
Wood shield, large - 1
Steel shield, large - 10
Helmet - 1
Dagger - 3
Dagger, silver - 5
Club - 1
Halfspear - 2
Mace, heavy - 2
Morningstar, masterwork - 2
Quarterstaff - 2
Javelin - 8
Short sword - 2
Battleaxe - 15
Longsword - 50
Rapier - 1
Greataxe - 4
Greataxe, masterwork - 5
Greatclub - 2
Greatclub, Huge - 1
Longspear - 4
Kama, halfling masterwork - 1
Bastard sword, masterwork - 1
Bastard sword, masterwork, silver - 1
Waraxe, dwarven - 1
Light crossbow - 28
Light crossbow, masterwork - 3
Bolts - 280
Bolts, silver - 20
Heavy crossbow - 4
Short bow - 2
Composite short bow, mighty [+2] masterwork - 1
Arrows - 160
Arrows, silver - 30
Composite longbow - 6
Composite longbow, mighty [+2] - 6
Composite longbow, mighty [ +2] masterwork - 1
Hand crossbow - 1
Crowbar - 1
Climber's kit - 6
Thieves' tools - 12
Masterwork thieves' tools,
Acid, vial - 1
Tanglefoot bags - 2
Tindertwigs - 17
cp - 55,029
sp - 15,839
gp - 22720.5
pp - 73

Zag:rollin ig

Edited by: Zagig at: 10/18/02 9:04:48 pm
Andorax
Orc
(10/19/02 9:31:50 am)
Reply
evaluation
I made a few different assumptions than you on the items...for one, I assumed Spider Climb, Heroism and Darkvision potions would be long since gone...these are all potions that are likely to get used, especially with a PC with mobility problems (Paladin) accompanying a darkvision-capable Dwarf.

I provide, then, the list of things that I expect these two PCs would want dibbs on, and that others wouldn't particularly care to have. I then "cashed out" the rest of the fundage, and I'll tell you my thoughts on what to do with it after that.



To be claimed (let the two PCs divide this between themselves):

Steel shield, large +1 - 1 - 585
Longsword +1 - 2 - 2315 or 1157.5 each
Dagger +2 - 1 - 4151
Dagger of shielding - useless in combat, works as a brooch of shielding (45) - 375 (half used?)
Potions
CLW - 10 - 25 each
Hiding - 1 - 75 each
Cat's grace - 1 - 150
Charisma - 1 - 150
Clairaudience/clairvoyance - 1 - 150
CMW - 1 - 150
Levitate - 1 - 150
CSW - 1 - 375
Gaseous form - 1 - 375
Fire breath - 1 - 450
Rings
Protection +1 - 1000
Sustenance - 1250
Swimming - 1150
Scrolls
Protection from elements - 2 - 187.5
Dispel magic (12th level) - 1 - 450
Protection from chaos (6th level) - 1 - 75
Remove curse (12th level) - 1 - 600
Summon monster II (3rd level) - 1 - 75
Wands
Silence (22 charges) - 2250
Bag of Holding (Type 1) - 1250
Bracers of armor +2 - 2000
Brooch of shielding (55) - 825
Cloak of resistance +2 - 1 - 500
Figurine of wondrous power (serpentine owl) - 4600
Incense of intelligence - when burned, has effect and duration of a potion of intelligence for every living being within 10 feet - 4 - 150 each
Keogtom's ointment (2 applications) - 2000

Composite longbow, mighty [ +2] masterwork - 1
Acid, vial - 1
Tanglefoot bags - 2
Tindertwigs - 17

What's left, after a considerable reduction in the mundane equipment list (they're NOT going to haul every last item), division amongst 4 PCs initially, some living expenses, and so forth...they should have about 10,000 GP each left them.



In addition to the above list, I would give them each a 5000 GP limit to spend on anything magical that they want (free reign, subject to DM approval) and a 5000 GP limit on anything mundane that they want. If their mundane desires (unlikely) manage to exceed 5000, allow them to eat into their Magic share.

When they've spent as much as they want on both Magic and Mundane equipment, take the funds leftover and cut 'em in half. That's their remaining gold. Try to un-cash some of the gems, jewels and such and make that be part of it.

If they manage to spend themselves broke, leave em a floor of 100 GP "spending cash" that they have on them, and haven't had a chance to spend yet. It's 1% of their free spending money...it only makes sense.

If either of them (unlikely) has item-creation type feats, let 'em spend the XP and only half the GP of their free-spending money.

8th level characters *should* have about 27,000 worth of stuff. By my count, they should be pretty close to the mark, and will have a more "realistic" adventurer's sackfull of gear, and a backstory to boot.

Zagig
Pie
(10/19/02 1:06:05 pm)
Reply
Re: evaluation
Andorax, you are THE MAN!!!!!
After looking at your list and adding up values, I thought that they weren't going to come near the 27,000 gp limit. Then I realized that I had added up selling value not market value. I had told the players that they would probably exceed the 27,000 gp limit and they did. This was important for Dergus' player.:rolleyes

I like they way you broke down the list way better. And just taking a straight 10,000 gp is better than adding up all the mundane items in all the adventures. It took a long time to do that.:\

Also, that list did not include every last item. However, with these guys, loot is important so they probably would have hauled most items that they could carry plus looting any cleared out areas (eg. the last adventure would have taken 10 hours to loot the last area, they would have done this!!).:eek

One final question, do you think that I should allow them to eat into the Mundane gold if they want to spend extra on Magic?

I intend to keep these two lists so I have something to reference back to when I have to do this again (hey, they've lost 8 characters so far).:rolleyes

Thank You So Much!!
Zag:rollin ig

Edited by: Zagig at: 10/19/02 1:09:38 pm
Andorax
Orc
(10/21/02 6:24:27 am)
Reply
Re: evaluation
No...do NOT let them eat into mundane gold to buy extra magic. It flows one way for a reason...the supply of magic is not as readily available as the supply of mundane.

There's only "so much" opportunty they've had to buy magic items, especially "just the ones" that they want.


If you would like, go back through the list and save aside everything that was tossed out of the list I gave you. Consider this a breakdown of "stuff" that you can offer up to a new Arcane PC...that's most of what got tossed out.

"Whadda ya mean, Orcs get levels too?!?"

Zagig
Pie
(10/21/02 11:01:21 am)
Reply
Re: evaluation
Thanks for the suggestion about the remainder of the stuff. I had planned on having any new PCs be from this party also, just to make it a little easier. Also, I still have the list saved to disk so it won't be hard to pick the stuff out of it to give to a new PC.

About the magic, I see what you mean. While they may have had the money to buy magic in the past, the opportunity (right place at the right time) to buy magic is not always present. Magic items are rare, and not always easily found. I guess that's another reason this system is better than just giving them gold and letting them go.

Zag:rollin ig

Fellwind 
Pie
(10/21/02 12:14:46 pm)
Reply
Re: evaluation
I have one exception to the normal no magic buying rule. Since I'm running in FR the largest cities have reps from Thay. Per the FR book they sell low cost, high volume, magical items. Nothing that is immediately damaging or that will get them in trouble with local officials. But usefull low cost stuff. I don't let them sell anything that costs 2000 or more GP, so it limits what the party can just buy.

I am a Thrust-ship.

I am small and tricky - where you think I am, I probably am not. I can work very fast, but I tend to go about things in a round about way, which often leaves me effectively standing still. I hate rocks. Bloody rocks. What Video Game Character Are You?
"You must not Ph34r, Ph34r leads to anger, anger leads to hate. Hate leads to beatdowns, and B34td0wnz Sux0r."

Zagig
Pie
(10/25/02 2:46:51 am)
Reply
2E Background Adventures
I am probably going to be adding three more characters to the party next Wednesday (see my campaign log). We are getting together Tuesday night to create the characters. I am considering using The Ruins of Castle Greyhawk as their beginning adventure.

I have found the adventure slightly overbalanced towards treasure. I have only done two dungeon levels, and already the party could easily be 2nd level, possibly 3rd. They have way more treasure than the DMG recommends, as well. Adding it all up, 2563 gp, a dagger +1, a scimitar +2, potion of CLW, potion of heroism, potion of longevity (which didn't make it to 3E), oil of etherealness. Any ideas on how to cut the treasure down.

Zag:rollin ig

Siobharek 
Orc
(10/25/02 3:43:23 am)
Reply
Re: 2E Background Adventures
I'd say cut the obviously overpowered items. You have the baseline of the "PC wealth by level" table in the DMG (not the one under Characters - that's for NPCs. It's under Campaigns I think) to go by, so make the scimitar +1 and lose the oil of etherealness, and you should be fine.

Unless... how about this: The scimitar is a level-up item (I hope you've got Dragon magazine issue 289, otherwise this is gonna be a lot of nonsense), and used to belong to an elven companion of the Rastor Hammersong, First Lord to Mount Stalagos. At some point it will regain its sentience and may have some nifty powers.

Just a thought.

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

Cordo Crowfoot
Pie
(10/25/02 4:35:24 am)
Reply
Re: 2E Background Adventures
> Cloak of resistance +2 - 1 - 500

Just a note, either this should be +1 or the price is calculated incorrectly.

Zagig
Pie
(10/25/02 10:11:33 am)
Reply
Re: 2E Background Adventures
Awesome idea!!! Thanks, Siobharek. I have that issue and one of the, now deceased, characters had a leveled item as well so I know how to build it. Any suggestions for powers and levels to achieve those powers?

Cordo - it was a typo. Should have been 2000.

Zag:rollin ig

Siobharek 
Orc
(10/25/02 10:44:45 am)
Reply
Re: 2E Background Adventures
Hmm... If you're running with the "elven companion in a dwarven klan thing", I'd say:

+1
Keen
+2
Lesser Bane (goblinoids) [lesser bane is from Sean K. Reynolds' site]

Along the line I'd then let some sentience come forth. Maybe a fragment of the elf's spirit returns to the sword. Maybe there's agem in the lost temple of Moradin that, if inserted in the pommel, awakens the sword. Then you could give the sword the power of Spell Resistance vs. Doomdreamer magic, or an extra (full) bane vs. Doomdreamers.

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

Zagig
Pie
(10/25/02 12:41:44 pm)
Reply
Re: 2E Background Adventures
One of my players would love the keen ability. Just checked out Sean's site and I like what he's done with bane. Thanks for the tip.

I like the gem idea better, especially considering that the party is heading in the direction of the temple. Does this mean it could only be weilded by elves, or by dwarves? I was kinda thinking of making it race specific.

Giving the sword bane or spell resistance vs. Doomdreamer doesn't seem so bad, either. The party won't be able to use it for quite some time anyway.

Also, could you explain this elven companion thing. The Dwarven history summary (the one from Darktheatre) makes some mention of it but I don't know the full story, if there is one.

Zag:rollin ig

Zagig
Pie
(10/25/02 10:09:46 pm)
Reply
Re: 2E Background Adventures
Andorax, if you can tell me what you think of this, I would greatly appreciate it. The following is what the 3 new PCs would have taken from the first five levels of The Ruins of Castle Greyhawk.

Scimitar +2 - see above for what I'm going to do with this
Dagger +1
Cure Serious Wounds Scroll
Elven Chain
Light Mace +2
Potion of Protection from Elements (fire)
Potion of haste
Potion of sweetwater (from DotF)
Potion of haste
56,973 in valuable items and gp (no mundane items)

Does this seem like too small a list to pick from?

Zag:rollin ig

Siobharek 
Orc
(10/26/02 4:42:40 am)
Reply
Re: 2E Background Adventures
Zagig, I don't think there is a full story. Chalk it up to some elf chicks' preferences for hairy short-arses <grin>.

Yeah, I'd probably make it race-, gender-, or alignment specific. Not too exclusive, but enough to make it special.

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

Andorax
Orc
(10/26/02 9:21:01 am)
Reply
Re: 2E Background Adventures
Zagig, first of all you really need to take 1st and 2nd edition modules with a major grain of salt. They did not have treasure balancing, encounter balancing, or much of any good mechanical balancing that 3rd edition has.

With that said:

Elven Chain: 4150
Scimitar +2: 8300 (normally)
Dagger +1: 2300
Light Mace +2: 8300
Cure Serious Wounds Scroll - 375
Potion of Protection from Elements (fire) - 750
2 Potions of haste - 1500
Potion of sweetwater (from DotF) - I don't see this in there.

Cash out: Around 83,000 GPV

The last group wound up with around 10K apice (5K mundane, 5K Magical), and a bigger pile, albeit of lesser items.

Tell ya what I'm going to do. This time only, as a special TV offer, I'm going to take your list of divvy-up items, as presented, and throw in a half a dozen rolls on my treasure assortment program. Figure it as a side-trek that didn't earn them much XP but raked in a fairly good haul of stuffage.

To your above list of items to divvy up, add:

Mighty Composite Longbow (+4 Strength) (500 gp)
Level 1 Arcane Scroll: Detect Secret Doors (Caster Lvl 4) (100 gp)
Level 2 Arcane Scroll: Summon Swarm (Caster Lvl 5) (250 gp)
Wand of Melf's Acid Arrow (19 charges) (4500 gp)
Large Steel Shield +1 (1170 gp)
Level 4 Arcane Scroll: Wall of Fire (700 gp)
[Cursed Item (Opposite Effect or Target): Item acts directly against it's intended purpose.]

I would figure that they don't know the Wall of Fire Scroll to be cursed. Likely, this would simply place the "facing" of the flames opposite the intention of the caster.


Then give them the same 5,000 and 5,000 the previous two PCs got. They're the same level, so you can't go far wrong with giving them the same amount of stuff.

"Whadda ya mean, Orcs get levels too?!?"

Edited by: Andorax at: 10/26/02 9:21:53 am
Zagig
Pie
(10/26/02 8:36:47 pm)
Reply
Re: 2E Background Adventures
Thank you so much, Andorax. I am so glad that you guys are here to help me out once in a while. The additional treasure is easy to explain. At the time I was running the Ruins of Castle Greyhawk, I also had to run side treks in the City of Greyhawk just to provide something other than a dungeon crawl.

About 2E, I knew it was unbalanced before I started but I never realized how bad. I haven't played D&D since '97 so I must have forgot what 2E was like.

Thanks, Siobharek. I might write this story someday, just to figure out what happened. I was probably going to make the scimitar an elf only item, although it will depend on what races, classes, and alignment the characters are.

I hope neither of you mind all the questions, but you are both so helpful.:D
Zag:rollin ig

Edited by: Zagig at: 10/26/02 9:42:38 pm
Zagig
Pie
(10/27/02 8:22:32 pm)
Reply
Leveled Scimitar
Okay, here's what I have come up with for the scimitar. The first part is what I am planning on giving the players. The second part is the full story of the scimitar.

There is also a magic scimitar with a hole in the pommel where a gem might be set. If someone chooses to detect magic, identify, analyze dweomer, or legend lore the scimitar allow them to read that spell section.

Detect Magic
Three powers
1 - Faint Transmutation Aura (1st to 5th level caster) (DMs Note: this would be the +1 enhancement)
2 - Moderate Transmutation Aura (6th to 11th level caster) (DMs Note: this would be the keen ability)
3 - Moderate Conjuration/Summoning Aura (DMs Note: this would be the lesserbane ability)

Identify
Scimitar +1

Analyze Dweomer
The scimitar is one of the famed experience-based weapons (leveled weapons). Its powers increase the more it is used by the wielder. Only the wielder gets the power level of experience he has devoted to it. A new user must devote experience to it before he can access more than the +1 enhancement. Once a person has devoted experience to the scimitar, the scimitar will always function for that character as though he had that level of experience devoted. This experience cannot be retrieved or erased from the weapon. This particular weapons powers are only accessible to elves and dwarves.

Scimitar +1
First Power - Keen, requres 5th level character and 1600 experience devoted to the scimitar.
Second Power - Lesserbane (goblinoids)*, requires 7th level character and 3600 experience devoted to the scimitar.
*Lesserbane is a new power developed by former WotC game designer Sean K. Reynolds (www.seankreynolds.com). It provides an extra +2d6 damage against the designated foe). Both of these powers can be already active. However, the required amount of experience must be deducted from your character before play.

Legend Lore
The scimitar is named "Galalath". This is the famed scimitar of Ilyana Galalath (Whispertree in the Common tongue). Ilyana Whispertree was the elven lover of Rastor Hammersong. "Whisper", as she was more commonly known because of her stealth, was a mountain ranger, who fought the forces invading her adopted homeland with courage and bravery. Her fighting style relyed more on intelligence and dexterity (typical for an elf) than on strength and constitution (typical for a dwarf). Her beauty and her actions made all dwarves love her. She died fighting side by side with her love, defending the dwarves. Somehow a gem that rested in the pommel and the scimitar were separated. The gem is rumored to be in the home that the dwarves were driven from, somewhere in the northern Lortmil Mountains. This gem, if found, will give Ilyana's scimitar it's greatest powers and may signal the end to the occupation of the dwarves home.

THE FULL STORY
I wanted to develop a little background to supplement this weapon. Ilyana Whispertree was the elven lover of Rastor Hammersong. I saw Ilyana Whispertree, who became known simply as "Whisper" because of her stealth, as a ranger-type person (probably a mountain ranger), who fought the forces invading her adopted homeland with courage and bravery. Her fighting style relyed more on intelligence and dexterity (typical for an elf) than on strength and constitution (typical for a dwarf). Her beauty and her actions made all dwarves love her. She died fighting side by side with her love, defending the Dwarven Temple from attackers. The sword was kept by the priests of Moradin, until they received a message from their god. His instructions were to remove the gem from the scimitar and leave it in the Temple. The sword was to be taken when the dwarves left the CRM. Moradin said that on the day that the two were reunited, it would signal the beginning of the end for the invaders. The scimitar was in the temple in Rastor for many years before someone stole it. After that it was lost for aobut 200 years before adventurers (the PCs) found it in the ruins of Castle Greyhawk.

Scimitar +1
Minor Leveled Powers:
Keen - +1 enhancement, requires 1600 XP and 5th level)
Lesserbane (goblinoids) - +1 enhancement, requires 3600 XP and 7th level

Major Leveled Powers (requires an gem in Dwarven Temple)
Greaterbane (Doomdreamer) - +2 enhancement, requires 10,000 XP and 11th level
The gem also provides limited intelligence (Name: "Ilyana" (therefore the full name of the sword is now "Ilyana Galalath"); Int 16, Wis 6, Cha 12, communicates by speech in Common, Elven, or Dwarven; Alignment LG; Powers Wielder does not need to sleep, Cat's Grace 1/day; Special Purpose slay doomdreamers; Special Purpose Power +2 luck bonus to all saving throws, +2 deflection AC bonus, spell resistance 15; Ego 16)

I think that the gem should be in area 63 of the Dwarven Temple as that seems to be the most well-protected area, and the gem is definately going to be well-protected.

One of the characters is going to be a dwarven battlemage. If he takes the sword, he can find out any or all of the information at the top. This will lead the party to the CRM, which is a possible location for the gem. If no one wants the scimitar, the party will be able to sell it at full price for a scimitar +1. They will later be contacted by a dwarf who has found out about the scimitar. He tells them a litle of the story and asks them to try to find the gem that goes in the sword. This quest is what will lead the party to the CRM.

Zag:rollin ig
Edit: added player info. If anyone can suggest a better name for the weapon please do so. I am not entirely happy with "Ilyana Galalath".

Edited by: Zagig at: 10/27/02 11:45:33 pm
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