Epsilon Rose
2013-11-07, 03:57 PM
As one might expect, if you are a player in my escaping reality campaign, please leave this thread. I will be most cross with any players who know about what I'm doing before hand.
With that done, I'm thinking of giving my players a custom artifact, but I want to make sure it won't be too disruptive. Before I describe the artifact, let me give a brief description of my campaign.
The campaign is, mainly, set in two worlds. The first is ours: specifically, the campaign started in present day New York. The second world is the world of faerie. They don't really know much about the Faerie yet and have only been there briefly, but I intend to have 'mundane' paths connecting the two worlds. Currently, the players are level 3 and, while they'll eventual be gestalt, they currently only have one of their classes active. I expect they'll be level 4 or 5, with both classes active, before any of this becomes relevant.
Currently, the party is exploring a 'maze' of sorts that was created by an area of unstable space. This maze is actually just a giant blank grid that I've dropped the players in. They each get three cards that they can lay down to create paths, but until those paths get laid down there's just mist.
One of the player's won't be able to attend the next session, so he's going to get shoulder checked off one of the paths. This will result in him getting dropped into a teseract dungeon. I expect a few other characters will be following him there for various reasons (mainly so I can avoid killing them).
Since a teseract doesn't naturally have any exits, and none of the players have plane shift, I need to come up with a way to get them out. That said, I don't want to rely on a deus ex machina or a one-off mcguffin.
The solution I've come up with is to have the teseract ruled by a crazy beguiler who has a key. But this isn't any key. It's The Key.
My idea for the Key is for it to connect the tesseract to the outside world. Each face of the tesseract will be connected to another by an unlocked door. The Key can fit any lock, both in and out of the tesseract. If the key is used on a door in the outside world, it causes the door to open to the tesseract, instead of whatever is in the other side. The first time The Key is used on a door, it permanently links that door to one of the tesseract's doors, so every time that door is opened with The Key it opens to that face of the tesseract. This also means they can only link one door per face of the tesseract. Conversely, if they use the key on a linked door within the tesseract, it leads to it's outer world counterpart, rather than another face. (I've yet to decide what happens if they use it on an unlinked door in the tesseract.
By combining these two functions, they can move quickly and stealthily between places they have been, assuming there are doors with locks available. Though I am planning to spawn some random monsters on each face the first time they link it.
I'm just worried if this will unbalance things or break certain types of adventures. For example, I'm currently planning on making them track bullets while they're in Faerie, but not earth, to add in some survival aspects. I think I can justify a lack of usable doors in the middle of the wylds or some random cave, but I don't know how much having every town just a few faces away from their HQ will eliminate that kind of pressure. I also don't know if this type of artifact carries any consequences that I'm missing.
On a slightly different note, I'm kinda hesitant to have The Key on the dungeon boss's body, but I don't know how else to get it to them with out it screaming "EXIT!" the moment I describe it. Especially because I don't give much in the way of loot. (We're using a modified wealth system, because I don't want them striping everything of value and conversion rates between USD and whatever the Fae use sound like they'd be a headache.)
Oh, one last semi related note: does anybody know how to calculate the cr of an enemy with class levels, possibly gestalt and possibly a pc race?
Thank you.
With that done, I'm thinking of giving my players a custom artifact, but I want to make sure it won't be too disruptive. Before I describe the artifact, let me give a brief description of my campaign.
The campaign is, mainly, set in two worlds. The first is ours: specifically, the campaign started in present day New York. The second world is the world of faerie. They don't really know much about the Faerie yet and have only been there briefly, but I intend to have 'mundane' paths connecting the two worlds. Currently, the players are level 3 and, while they'll eventual be gestalt, they currently only have one of their classes active. I expect they'll be level 4 or 5, with both classes active, before any of this becomes relevant.
Currently, the party is exploring a 'maze' of sorts that was created by an area of unstable space. This maze is actually just a giant blank grid that I've dropped the players in. They each get three cards that they can lay down to create paths, but until those paths get laid down there's just mist.
One of the player's won't be able to attend the next session, so he's going to get shoulder checked off one of the paths. This will result in him getting dropped into a teseract dungeon. I expect a few other characters will be following him there for various reasons (mainly so I can avoid killing them).
Since a teseract doesn't naturally have any exits, and none of the players have plane shift, I need to come up with a way to get them out. That said, I don't want to rely on a deus ex machina or a one-off mcguffin.
The solution I've come up with is to have the teseract ruled by a crazy beguiler who has a key. But this isn't any key. It's The Key.
My idea for the Key is for it to connect the tesseract to the outside world. Each face of the tesseract will be connected to another by an unlocked door. The Key can fit any lock, both in and out of the tesseract. If the key is used on a door in the outside world, it causes the door to open to the tesseract, instead of whatever is in the other side. The first time The Key is used on a door, it permanently links that door to one of the tesseract's doors, so every time that door is opened with The Key it opens to that face of the tesseract. This also means they can only link one door per face of the tesseract. Conversely, if they use the key on a linked door within the tesseract, it leads to it's outer world counterpart, rather than another face. (I've yet to decide what happens if they use it on an unlinked door in the tesseract.
By combining these two functions, they can move quickly and stealthily between places they have been, assuming there are doors with locks available. Though I am planning to spawn some random monsters on each face the first time they link it.
I'm just worried if this will unbalance things or break certain types of adventures. For example, I'm currently planning on making them track bullets while they're in Faerie, but not earth, to add in some survival aspects. I think I can justify a lack of usable doors in the middle of the wylds or some random cave, but I don't know how much having every town just a few faces away from their HQ will eliminate that kind of pressure. I also don't know if this type of artifact carries any consequences that I'm missing.
On a slightly different note, I'm kinda hesitant to have The Key on the dungeon boss's body, but I don't know how else to get it to them with out it screaming "EXIT!" the moment I describe it. Especially because I don't give much in the way of loot. (We're using a modified wealth system, because I don't want them striping everything of value and conversion rates between USD and whatever the Fae use sound like they'd be a headache.)
Oh, one last semi related note: does anybody know how to calculate the cr of an enemy with class levels, possibly gestalt and possibly a pc race?
Thank you.