DragonSinged
2010-12-06, 01:30 PM
Hey there, dudes and ladies. How's it goin? It's goin pretty ok with me.
Anyways, I am currently planning an encounter for a 3.5 evil campaign I am running, and could use a bit of help planning the technical side of things for said encounter, as it requires a bit of tinkering, rules-wise.
Anyways, the party members are all at 3rd level, and consist of a human rogue, a gnome wizard, a Neraphim ranger, a half-elf (drow) Warlock, a drow Crusader, and a human artificer. They ended the last session entering a dwarf city set inside a mountain.
The city is sitting right beside an expansive lake of magma, and makes liberal use of a modified version of "Tenser's Floating Disc", which they call "Tenser's Floating Lift". Basically, permanencied Tenser's Floating Discs, which follow a set route when activated. The players rode these, elevator-style to enter the city, and these lifts are used to lift magma out of the lake and pour it into channels which run throughout the city, which the dwarfs use in their daily life/work. The channels are maintained with, you know, magic.
Oh, and when the characters entered the city, they were required to each hire a guide for the duration of their stay (as first time visitors to the city), for 25 gold a piece, for their own safety (you know, with all the magma and everything.) Of course, the players are all evil, and the Neraphim (working towards becoming a mortal hunter) eats people, so there's no guarantee those guides will last very long. We'll see.
Anyways, the players are here to find a certain dwarf (a 13th level sorcerer), who used to be a human, to find out how he achieved his transformation (the necrotic cradle from the PHII).
However, he's too powerful for them to force the info out of. He will, however, agree to an exchange... He's very grateful to the dwarfs of this city for taking him in and giving him a clan name, after becoming a dwarf himself, and is devoted to the good of the clan. He has recently discovered that there are some duergar stirring up trouble in the caves surrounding the city (have yet to determine what exactly the duergar are doing), and he would like the characters to wipe out the nest of duergar.
Now what I'm hoping this will lead to is the duergar running from the characters, and hopping onto some transport Floating Lifts that fly around over the lake of magma, leading to a crazy battle on floating force disks over a lake of magma. Sounds pretty epic, yeah?
Now, the part that I really could use help on is the control mechanics of the discs themselves. I've been trying to think about things like how fast they move, and how they're controlled - Do they follow a set route? Can the players use, say, a balance check or a ride check or a spellcraft check or something to take control and direct the disc, a failed roll leaving them stranded for that round?
One issue that I'm also anticipating is that the Warlock has a modification (whatever they're called) for his Eldritch Blast that gives it a range of 250 feet, and I would really like everyone to get involved flying around on the Discs.. But I also don't want to be all, "Ha ha you can't use your powers that you earned." or anything... but at the same time, he'd be able to attack from much further away than anyone else, even on the discs, so... Yeah.
Anyways, any help/ideas/input/constructive criticism would be greatly appreciated! And feel free to let me know if I haven't been clear enough anywhere in here, or if you need more data or whatever.
Yeah!
Anyways, I am currently planning an encounter for a 3.5 evil campaign I am running, and could use a bit of help planning the technical side of things for said encounter, as it requires a bit of tinkering, rules-wise.
Anyways, the party members are all at 3rd level, and consist of a human rogue, a gnome wizard, a Neraphim ranger, a half-elf (drow) Warlock, a drow Crusader, and a human artificer. They ended the last session entering a dwarf city set inside a mountain.
The city is sitting right beside an expansive lake of magma, and makes liberal use of a modified version of "Tenser's Floating Disc", which they call "Tenser's Floating Lift". Basically, permanencied Tenser's Floating Discs, which follow a set route when activated. The players rode these, elevator-style to enter the city, and these lifts are used to lift magma out of the lake and pour it into channels which run throughout the city, which the dwarfs use in their daily life/work. The channels are maintained with, you know, magic.
Oh, and when the characters entered the city, they were required to each hire a guide for the duration of their stay (as first time visitors to the city), for 25 gold a piece, for their own safety (you know, with all the magma and everything.) Of course, the players are all evil, and the Neraphim (working towards becoming a mortal hunter) eats people, so there's no guarantee those guides will last very long. We'll see.
Anyways, the players are here to find a certain dwarf (a 13th level sorcerer), who used to be a human, to find out how he achieved his transformation (the necrotic cradle from the PHII).
However, he's too powerful for them to force the info out of. He will, however, agree to an exchange... He's very grateful to the dwarfs of this city for taking him in and giving him a clan name, after becoming a dwarf himself, and is devoted to the good of the clan. He has recently discovered that there are some duergar stirring up trouble in the caves surrounding the city (have yet to determine what exactly the duergar are doing), and he would like the characters to wipe out the nest of duergar.
Now what I'm hoping this will lead to is the duergar running from the characters, and hopping onto some transport Floating Lifts that fly around over the lake of magma, leading to a crazy battle on floating force disks over a lake of magma. Sounds pretty epic, yeah?
Now, the part that I really could use help on is the control mechanics of the discs themselves. I've been trying to think about things like how fast they move, and how they're controlled - Do they follow a set route? Can the players use, say, a balance check or a ride check or a spellcraft check or something to take control and direct the disc, a failed roll leaving them stranded for that round?
One issue that I'm also anticipating is that the Warlock has a modification (whatever they're called) for his Eldritch Blast that gives it a range of 250 feet, and I would really like everyone to get involved flying around on the Discs.. But I also don't want to be all, "Ha ha you can't use your powers that you earned." or anything... but at the same time, he'd be able to attack from much further away than anyone else, even on the discs, so... Yeah.
Anyways, any help/ideas/input/constructive criticism would be greatly appreciated! And feel free to let me know if I haven't been clear enough anywhere in here, or if you need more data or whatever.
Yeah!