Kerilstrasz
2013-06-15, 12:12 AM
MY PLAYERS STAY OUT...
My players are about to discover an ancient library, with books of ancient knowledge (with proper use it can give em +5 per day to any knowledge check, +10 to any know check per week and +20 per month. Same is true for spellcraft, alchemy, appraise, craft, decipher, forgery, heal, UMD).
Also, the library use grants them the bardic knowledge ability with +20 on their rolls, when they looking info about that time of era (about 2 thousands years before, library's creators , etc etc).
They are also going to find an artifact (actually 2 of them) that can use to communicate over any distance while in the same plane. One piece is fixed in a immovable altar in the library, while the second piece can be carried anywhere.
(imagine a taxi radio.. the tabletop radio station and a "walkie-talckie").
There are rooms in the same building dedicated to crafts (fully equipped, and granting +5 bonus to checks made there.)
There are other utility rooms as well as: a scry proof room, a AMF room, etc etc...
in the same building there are empty rooms that can be used as bedrooms, dinners, kitchen etc etc...
now..
knowing my players, the first thing they ll try would be to try get all these things out of there and sell what they can, use what they can carry and donate the rest. If they cant they prolly going to destroy them so they don't end up in "the wrong hands".
How can i "make them" use this building as HQ and not dismantle it?
(the same way Sam & Dean from Supernatural series, found that banker and stop moving around all the time, except when they had something to do)
We playing a 3,5 campaign, training to its nature (encounters just as hard to give them hard time,but fun), and im trying to introduce to them various elements of the game (till now they only cared about bonuses to damage and AC) as crafting, srying, using scrolls & wands, etc etc...
PS: The location of the "building" is unknown to the rest population, as they accidentally found it after following a series of caverns that are now sealed. The only entrance/exit, is well hidden from the outside so it wont be hard to keep it safe, even when there is noone there.
My players are about to discover an ancient library, with books of ancient knowledge (with proper use it can give em +5 per day to any knowledge check, +10 to any know check per week and +20 per month. Same is true for spellcraft, alchemy, appraise, craft, decipher, forgery, heal, UMD).
Also, the library use grants them the bardic knowledge ability with +20 on their rolls, when they looking info about that time of era (about 2 thousands years before, library's creators , etc etc).
They are also going to find an artifact (actually 2 of them) that can use to communicate over any distance while in the same plane. One piece is fixed in a immovable altar in the library, while the second piece can be carried anywhere.
(imagine a taxi radio.. the tabletop radio station and a "walkie-talckie").
There are rooms in the same building dedicated to crafts (fully equipped, and granting +5 bonus to checks made there.)
There are other utility rooms as well as: a scry proof room, a AMF room, etc etc...
in the same building there are empty rooms that can be used as bedrooms, dinners, kitchen etc etc...
now..
knowing my players, the first thing they ll try would be to try get all these things out of there and sell what they can, use what they can carry and donate the rest. If they cant they prolly going to destroy them so they don't end up in "the wrong hands".
How can i "make them" use this building as HQ and not dismantle it?
(the same way Sam & Dean from Supernatural series, found that banker and stop moving around all the time, except when they had something to do)
We playing a 3,5 campaign, training to its nature (encounters just as hard to give them hard time,but fun), and im trying to introduce to them various elements of the game (till now they only cared about bonuses to damage and AC) as crafting, srying, using scrolls & wands, etc etc...
PS: The location of the "building" is unknown to the rest population, as they accidentally found it after following a series of caverns that are now sealed. The only entrance/exit, is well hidden from the outside so it wont be hard to keep it safe, even when there is noone there.