Frozen_Feet
2010-12-25, 07:07 AM
So, I have this campaign running which began with the PCs getting their hands on much more loot than I expected and buying a mansion with it. I've been using the previous owner of the mansion as well as its varied staff (http://www.giantitp.com/forums/showthread.php?t=178170)*) as plot hooks.
Currently, the campaign is revolving around an ancient ocean temple which is really ancient burial ground for mermaids (http://www.addixion.net/Jokes/1084633315_mermaid.jpg) who are really Zoras (http://www.zeldauniverse.net/images/games/tww/characters/laruto.png) who are really Deep (http://www.cthulhumud.com/racepictures/deepones.jpg) Ones (http://www.elfwood.com/art/m/i/mindsiphon/deepone.jpg) who worship Jabu Jabu (http://www.zeldawiki.org/images/1/18/Jabujabu.jpg) who is really Father Dagon. (http://i375.photobucket.com/albums/oo198/Shockee/dagon-1.jpg)
The system I'm using is Lamentations of the Flame Princess. (http://www.lotfp.com/RPG/about) In the case you need to see the magic rules, they're available for free as a .pdf - they also double as all the game has in terms of loot creation rules.
As you should guess by now, there's no set mood to the thing. It goes from silly to serious to utter soul-crushing horror depending on my whim. The setting itself is pretty serious, though - the funny bits mostly come from player actions and reactions.
Currently, I have few problems I want help with. First is deciding and designing the Deep Ones if/when the PCs are forced to fight them. I'll be using Clerics and Elves as a chassis for them, but I'd like help regarding what spells they should have prepared and what special qualities (if any) they should have.
Second is deciding what sort of rewards to give to the PCs. They're already drowning in coinage - I'm hoping I can make them sink it all in a ship (har har) - but separating them from their precious cash has proven to be somewhat... difficult.
Kinds of things I'm not going to give them:
Equipment, whether mundane or magical; the group has perfectly legitimate ways of increasing AC etc. by spending money. They just haven't grasped the concept of optimizing their equipment yet.
Things I'm considering giving them:
Libraries, laboratories, scrolls, potions, holy water etc. - bought with their own, hard-earned cash, of course. **)
Retainers - see the thread about the mansion staff.
Knowledge of new spells etched into the stone structures of the temple, to transcribe into their spellbooks (again, costing some of their funds)
I'm also looking forth to give them some ancient relics, magical items and art objects, but am at loss as to what they should be. Can you come up with something for me? I'm looking for stuff that:
Can't be directly or easily sold for money.
Can serve as future plothooks.
Won't have immediatly apparent uses for adventuring and/or combat.
Will require effort to move from place to place and/or will require considerable money to be transported.
Whether beneficial or malignant, is something that the player characters would prefer to keep around.
Power level is irrelevant - there are no such things as "balance" or "WBL". I don't care whether it's Sting or Stormbringer, a wedding band or the One Ring I "bless" my PCs with. :smallamused:
The group consists of one fighter, one cleric, one specialist, two dwarfs and two magic-users. They're between levels 2 and 5.
*) I'm still one guard, one laborer and two maids short - if you have ideas, please share. If you previously submitted a character, I'm happy to tell their fate as well. :smallbiggrin:
**) What, you didn't think I was just going to give those to them? Oh no, they'll be building and crafting and paying every item according to the magic rules.
Currently, the campaign is revolving around an ancient ocean temple which is really ancient burial ground for mermaids (http://www.addixion.net/Jokes/1084633315_mermaid.jpg) who are really Zoras (http://www.zeldauniverse.net/images/games/tww/characters/laruto.png) who are really Deep (http://www.cthulhumud.com/racepictures/deepones.jpg) Ones (http://www.elfwood.com/art/m/i/mindsiphon/deepone.jpg) who worship Jabu Jabu (http://www.zeldawiki.org/images/1/18/Jabujabu.jpg) who is really Father Dagon. (http://i375.photobucket.com/albums/oo198/Shockee/dagon-1.jpg)
The system I'm using is Lamentations of the Flame Princess. (http://www.lotfp.com/RPG/about) In the case you need to see the magic rules, they're available for free as a .pdf - they also double as all the game has in terms of loot creation rules.
As you should guess by now, there's no set mood to the thing. It goes from silly to serious to utter soul-crushing horror depending on my whim. The setting itself is pretty serious, though - the funny bits mostly come from player actions and reactions.
Currently, I have few problems I want help with. First is deciding and designing the Deep Ones if/when the PCs are forced to fight them. I'll be using Clerics and Elves as a chassis for them, but I'd like help regarding what spells they should have prepared and what special qualities (if any) they should have.
Second is deciding what sort of rewards to give to the PCs. They're already drowning in coinage - I'm hoping I can make them sink it all in a ship (har har) - but separating them from their precious cash has proven to be somewhat... difficult.
Kinds of things I'm not going to give them:
Equipment, whether mundane or magical; the group has perfectly legitimate ways of increasing AC etc. by spending money. They just haven't grasped the concept of optimizing their equipment yet.
Things I'm considering giving them:
Libraries, laboratories, scrolls, potions, holy water etc. - bought with their own, hard-earned cash, of course. **)
Retainers - see the thread about the mansion staff.
Knowledge of new spells etched into the stone structures of the temple, to transcribe into their spellbooks (again, costing some of their funds)
I'm also looking forth to give them some ancient relics, magical items and art objects, but am at loss as to what they should be. Can you come up with something for me? I'm looking for stuff that:
Can't be directly or easily sold for money.
Can serve as future plothooks.
Won't have immediatly apparent uses for adventuring and/or combat.
Will require effort to move from place to place and/or will require considerable money to be transported.
Whether beneficial or malignant, is something that the player characters would prefer to keep around.
Power level is irrelevant - there are no such things as "balance" or "WBL". I don't care whether it's Sting or Stormbringer, a wedding band or the One Ring I "bless" my PCs with. :smallamused:
The group consists of one fighter, one cleric, one specialist, two dwarfs and two magic-users. They're between levels 2 and 5.
*) I'm still one guard, one laborer and two maids short - if you have ideas, please share. If you previously submitted a character, I'm happy to tell their fate as well. :smallbiggrin:
**) What, you didn't think I was just going to give those to them? Oh no, they'll be building and crafting and paying every item according to the magic rules.