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TheOutlands
Litorian
(7/2/03 8:37 am)
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ID'ing moathouse relics
How, in the name of all that is (un)holy, do the PCs identify the nature and uses of the relics uncovered under the moathouse by the eeeeeeeeevil clerics? (torch, incense, etc)

--Michael<br>
http://outlands.tripod.com<br>
homesteading, survival, self-reliance, and a whole lot more

Offgall Fizziwigg
Faen
(7/2/03 8:50 am)
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Re: ID'ing moathouse relics
I am implementing the 3.5 identify, which allows for identification of 1 item, you get all the info on it, takes one hour, and costs 100gp (pearl). I hated 3e ID. 8 hours, 4 items and lowest power. I think it's fair because now if you have more things to ID, you have to have that many spell slots open. So you would be out combat spells. You either have to wait till you get to civilization or cut out the spell slots. I think if you do the new ID, the players will be more likely to understand and use the items.

lightnng
Faen
(7/2/03 8:52 am)
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Re: ID'ing moathouse relics
My players went about it like this:

First, they tried their own methods (identify and such). Didnt work. Then they went back to Hommlet, and spoke to Spugnoir, who set up a meeting with Y'Dey (in may campaign, Ive made them pals).

When they met Y'Dey, she had already invited Spugnoir and Toradich Nem, and they took the relics and worked on them as a team. Eventually they came back and gave the party what they could find about them. This was not a 100% accurate description: it gave them the idea that the torch and incense are used by the clerics of the dark god to obtain favors or communication from him, or to shine upon his secrets.

I ended the information relay with Y'Dey stressing that these should probably be used only in places of utmost evil, where it becomes obvious beyond doubt that it should be used; and also warn them that relics of the dark god are usually double-edged swords, aiming to tempt the user initially but then punishes them severely for greed.

Now we'll see what happens next, as in the last session they went back to moathouse, went into the obelisk room, and killed festrath and the grell. They have already decided to try the torch on the bottom of the obelisk at the beginning of next session. We'll see whether they remember Y'Dey's warning as well... :-)

JRedGiant
Faen
(7/2/03 9:09 am)
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Re: ID'ing moathouse relics
Also...check the BOB for the info on how to make a Black Cyst. (Available at unholy temples and your local Home Depot :-) Anyways, if your PC's Comprehend Languages on the scroll...it's nice flavor material to get across that these cultists are whacked out and make the slow torture of puppies look like an afternoon by the pool.:evil

TheOutlands
Litorian
(7/2/03 9:09 am)
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Re: ID'ing moathouse relics
See, the Paladin in the party wanted to out and out sell the items. I suggested that would be a Bad Thing To Do. So...they *kept* the items, but, well, "out of sight, out of mind" applies here. They've been to a couple of Hommlet's temples and chatted with the Priests who could help them, but *never mentioned the relics*!!

Oi...they are going to miss out on half the moathouse (not really, but you understand) because they don't know what they have!

--Michael<br>
http://outlands.tripod.com<br>
homesteading, survival, self-reliance, and a whole lot more

lightnng
Faen
(7/2/03 9:29 am)
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Re: ID'ing moathouse relics
Well... rumors do travel... you could have Calmer come to see them at the wench and tell them Y'Dey wants an interview cause she heard some rumors... she does tend to act very quickly on anything of that nature.

I mean, all you need is even someone like Delian who happened to observe the party coming back and discussing the relics relating that to someone else...

TheOutlands
Litorian
(7/2/03 10:13 am)
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Re: ID'ing moathouse relics
But see...they *didn't* mention it after leaving the moathouse. They were examining the artifacts in the dungeon when the Pally suggested selling the scepter (and torch et al). Maybe I *should* have let them try and find a buyer, only to have Y'dey show up.

I also allowed them to radiate a faint evil aura for the benefit of the Pally's "Detect Evil" ability.

They also so little inclination to root out the Temple's spies in Hommlet. *sigh* I guess it's a VGM (video-game mentality) that expects the DM to inform the party "Okay, it's time to use the <insert hard-won relic here>"?

--Michael<br>
http://outlands.tripod.com<br>
homesteading, survival, self-reliance, and a whole lot more

lightnng
Faen
(7/2/03 11:05 am)
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Re: ID'ing moathouse relics
...and "can we reload, please"?

Seriously, just make it so someone or something heard/saw/drew conclusions about the existence of the relics and created a rumor chain. After all, we dont play every minute of every day of the character's lives, and as they go about their business, someone might have slipped a innocous comment somewhere. Heck, they were interested in finding a buyer, whose to say that one of them hasnt discreetly let that desire be known? Or some servant at the inn saw them unload the relics by mistake. Or some nosy kid overheard them talk between themselves in their room.

You dont have to tell them how the rumors started. Just decide that they have, and send Calmer.

Offgall Fizziwigg
Faen
(7/2/03 11:07 am)
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Re: ID'ing moathouse relics
I let my group sell the items. After all, they are pretty much just magical items. They have a gp value. If the group isn't going to use them, I don't see why they shouldn't sell them. They should be able to find a buyer in Verb with the right gather info check. They are useful items.

TheOutlands
Litorian
(7/2/03 11:23 am)
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Re: ID'ing moathouse relics
Yeah, but I got the impression they were only useful in the Temple or Moathouse. Interesting... Still, the Pally has expressed an interest in a trophy-room w/ Big U's head mounted. I suggested a relic or two would be appropriate, as well.

And actually, I *do* have a great way to introduce the relic-rumors. The Half-Orc (being played by a 9yo) has *already* almost let stuff slip - having to be told out-of-game by *ALL* involved to "SHUT UP!" - in front of Chantrilion during an "interrogation-over-beer" session. In fact, now that you mention it, Spuggy was rescued shortly after they recovered the relics (and a *bloody* short fight that was!) and may have mentioned something to the Clerics...hmmmmmm. Yes...yes, I see.

"I dunno, but it seems the Clerics were workin hard to dig something up. Looked like they might have found something even, the way they had that cloth laid out. And they ransacked the bedchambers of the Clerics - made off with some sort of strongbox."

Oh, yes...so the next time they come to the surface, Y'dey will have Calmer waiting for them, indeed yes.

"Did you uncover any of the Cult's artifacts? Had they been successful in locating anything?"

Yes, indeeeeedy.....

--Michael<br>
http://outlands.tripod.com<br>
homesteading, survival, self-reliance, and a whole lot more

Offgall Fizziwigg
Faen
(7/2/03 11:28 am)
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Re: ID'ing moathouse relics
The dudes in Hommlet will be wanting the relics back once they hear they were taken by the PCs. It will be obvious when they go walking through town bragging about their dragon and the spoils of the moathouse. Set up a way to isolate the PCs from the relics and try to take them back.

TheOutlands
Litorian
(7/2/03 11:47 am)
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Re: ID'ing moathouse relics
You mean like the "72-hr wagon" that is due to arrive *right now* while the party is in the bowels of the dungeon, about to descend into the obelisk chamber? Or maybe Chantrilion, now highly suspicious of the party and their intentions? I need to get off the puter and get serious about setting this one up!

mwahahahahahahahahahahahahahahaha

--Michael<br>
http://outlands.tripod.com<br>
homesteading, survival, self-reliance, and a whole lot more

benhamtroll
Verrik
(7/3/03 6:04 am)
Reply
ezSupporter

Re: ID'ing moathouse relics
Quote:
I am implementing the 3.5 identify, which allows for identification of 1 item, you get all the info on it, takes one hour, and costs 100gp (pearl).


I was curious where you go this information. My group has been discussing 3.5 and whether or not we will convert over, and this question came up specifically.


Ah, I remember those evenings, lingering over brandy at "Eat" . . .

Offgall Fizziwigg
Faen
(7/3/03 6:29 am)
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Re: ID'ing moathouse relics
"I was curious where you go this information. My group has been discussing 3.5 and whether or not we will convert over, and this question came up specifically."

I'm not sure exactly where the information came from. A player in my group has been compiling changes from Dungeon Mag, Dragon Mag, Wizards.com, etc. If you give me a day or two to get in touch with him, I'll find out for you.

benhamtroll
Verrik
(7/3/03 6:33 am)
Reply
ezSupporter

Re: ID'ing moathouse relics
Cool. I can wait. <whistles>


Ah, I remember those evenings, lingering over brandy at "Eat" . . .

blakwind
Faen
(7/3/03 9:30 am)
Reply
Re: ID'ing moathouse relics
Getting back to the original question:
Quote:
How, in the name of all that is (un)holy, do the PCs identify the nature and uses of the relics uncovered under the moathouse by the eeeeeeeeevil clerics? (torch, incense, etc)


In my campaign, they didn't -- at least not until eight months or so of game time had passed and they at last met Varachan in the Outer Fane. Until then, the nature of the relics remained a mystery.

From the evidence at the moathouse, it is clear that the cultists are seeking special relics. However, in my read of module, the moathouse cultists are collecting anything that looks even remotely promising -- they have no specific knowledge of the use or purpose of these items.

smetzger
Faen
(7/3/03 10:44 am)
Reply
Re: ID'ing moathouse relics
My suggestion is that if your group sells the items they should eventually turn up in the Outer Fane. After all these are the guys who really want the items. You could even have such items be instrumental in the discovery of the Champion.

IMC the group left the small four sided statue in the moathouse. Dunrat has deleivered this statue to the Outer Fane. I am strongly considering having the statue morph over time (and as sacrfices are applied) so that the 4 faces slowly change into the face of the Champion at 4 different times in his life.

ZansForCans 
Faen
(7/3/03 7:18 pm)
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Re: ID'ing moathouse relics
Re: ID 3.5

I've heard the basics of the spell batted around here and there with the various 'leaks' over the last few weeks, but now that a few on the forums have the real thing, I've seen at least a very close paraphrase of the spell:

Quote:
Identify:
Bard1, magic2, sor/wiz1
casting time 1 hour
the spell determines all magic properties of a single magical item, icluding how to activate those functions (if appropriate) and how many charge are left. Does not work on artifacts. Pearl 100gp + other stuff.


This comes from this thread over on ENWorld.

What I haven't heard clearly is how Analyze Dweomer is changing. There is a big tradeoff now in that lower level campaigns are going to be a bit more expensive to ID collections of magical loot. I kind of wish they would have just pulled AD down about 3 levels instead. Oh well... we'll have to see how it plays.

I too am thinking of implementing this change at our next session. I'm going to let the players vote on it. Many of us are DMs ourselves and the current ID is annoying occasionally due to our above average player knowledge of magic items. We do a good job trying not to meta-game this into the character, but it can get annoying.

Most recently, Lareth's cloak was ID'ed (w/ the 3e version). Now I'm (as DM) supposed to remember/record that the wearer has those two extra bonus bits (pass through webs & the bonus for spider poison). Yuck! I want to pass this kind of bookkeeping on to the players since I have enough to do.

Sorry I hijacked a little off topic there...


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Offgall Fizziwigg
Faen
(7/4/03 6:45 am)
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Re: ID'ing moathouse relics
I have not been able to get in touch with my player, but here is the reading of ID and Analyze Dweomer:
-*Identiy if a L1 Bard/Sor/Wiz L2 Magic spell. 1 Hour to cast,
effects 1 object, and once again tells you everything (charges, powers, etc). It's material component is a 100 GP crushed pearl, stirred into wine with an owl feather.
*Analyze Dweomer is a L6 Bard/Sor/Wiz spell. It take 1 standard action to cast and lasts 1 round/level. It tells you pretty much everything mechanical about the item and it only gets a save if it's bearer wills it. The focus is a 1,500 GP ruby or sapphire in a golden loop.

I'll keep trying to find out exactly where he got it.

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