mehs
2020-04-05, 11:26 AM
So, the basics of the campaign I'm in is: nat 20 succeeds on anything reasonable, loot is random and rolled by players though only the DM sees the chart. The campaign is also supposed to be somewhat treasure heavy, with no enforced wbl and possibility of finding a lot of magic items. We are in a dungeon for the most part, and there are occasional treasure chests. Additionally, undead are icky but not evil outright.
So, first treasure chest. It is on the top floor of dungeon, so its loot is supposed to be pretty standard. There is a chance of accessing higher chart, but very low. And then I roll 100 on the chest. Roll again on higher chart (dungeon items drop table). I roll an 85. Roll 1d12. I get a 4. I got a hat that gives me druid gestalt levels equal to 1/4 my level, minimum 1. So, not even in the dungeon for more than an hour or so real life time, and i've found an item that gave me a free level. Note: we are level 1.
Later on, we find an uber-trap. It is very apparent that it is an uber trap, and is intended to be idiot bait. Gem and gold covered door with a giant message in blood stating it is a trap and to use the tunnel to go around. Will confess that I thought trap was activated by prying off the gems and gold, and that just opening door wouldn't do anything. Did listen to the GM's "are you sure" (and laughter) though, so did go around. SO, UBER trap, on the back side we find the actual mechanism of the door. Part of it is apparently an auto reset that creates a ghoul (not summon, create) once per day, with ability to store a ghoul (so initial 2 ghouls, then only 1 a day if it continues to be used). I roll disable device to specifically disassemble it to harvest it for the ghoul creation part. It is an uber trap, so high DC, probably wont succeed. And then I roll
Nat 20.
So Now we have a metal coffin that can create ghouls. In the same room we find and open the actual treasure chest, we get a minor item that is essentially a crystal you attach to an item, and it moves towards you 5ft a round when activated. Crystal is removable, and it is essentially to reclaim an item if lost, as it can be activated even if miles away as long as it is attuned. Immediately stick it on the coffin so we don't have to carry it. Problem of carrying a giant metal coffin solved before the problem even came up.
5th or 6th actual treasure chest we come across, necromancer opens chest. Rolls a 91, which is pretty much just high enough to access one of the magic item charts (not as good of chart as the gestalt hat, but still). Then they roll 100. Access an even higher tier chart. They finish it up by rolling 51. They got a wand that, you cast a 1st level wizard spell into it, and then it can cast the spell at will with same statistics (Caster level, DC, Feats, 0th level metamagic). It can be overwritten by casting a different spell into it, so pretty versatile even if limited to 1st level wizard spells.
I traded the coffin for the wand, and then got a scroll of 9th level magic missile and cast that into the wand.
So current status, I am essentially a level ahead of the rest of the party and can one or two shot entire encounters. We are level 2. What should I do?
So, first treasure chest. It is on the top floor of dungeon, so its loot is supposed to be pretty standard. There is a chance of accessing higher chart, but very low. And then I roll 100 on the chest. Roll again on higher chart (dungeon items drop table). I roll an 85. Roll 1d12. I get a 4. I got a hat that gives me druid gestalt levels equal to 1/4 my level, minimum 1. So, not even in the dungeon for more than an hour or so real life time, and i've found an item that gave me a free level. Note: we are level 1.
Later on, we find an uber-trap. It is very apparent that it is an uber trap, and is intended to be idiot bait. Gem and gold covered door with a giant message in blood stating it is a trap and to use the tunnel to go around. Will confess that I thought trap was activated by prying off the gems and gold, and that just opening door wouldn't do anything. Did listen to the GM's "are you sure" (and laughter) though, so did go around. SO, UBER trap, on the back side we find the actual mechanism of the door. Part of it is apparently an auto reset that creates a ghoul (not summon, create) once per day, with ability to store a ghoul (so initial 2 ghouls, then only 1 a day if it continues to be used). I roll disable device to specifically disassemble it to harvest it for the ghoul creation part. It is an uber trap, so high DC, probably wont succeed. And then I roll
Nat 20.
So Now we have a metal coffin that can create ghouls. In the same room we find and open the actual treasure chest, we get a minor item that is essentially a crystal you attach to an item, and it moves towards you 5ft a round when activated. Crystal is removable, and it is essentially to reclaim an item if lost, as it can be activated even if miles away as long as it is attuned. Immediately stick it on the coffin so we don't have to carry it. Problem of carrying a giant metal coffin solved before the problem even came up.
5th or 6th actual treasure chest we come across, necromancer opens chest. Rolls a 91, which is pretty much just high enough to access one of the magic item charts (not as good of chart as the gestalt hat, but still). Then they roll 100. Access an even higher tier chart. They finish it up by rolling 51. They got a wand that, you cast a 1st level wizard spell into it, and then it can cast the spell at will with same statistics (Caster level, DC, Feats, 0th level metamagic). It can be overwritten by casting a different spell into it, so pretty versatile even if limited to 1st level wizard spells.
I traded the coffin for the wand, and then got a scroll of 9th level magic missile and cast that into the wand.
So current status, I am essentially a level ahead of the rest of the party and can one or two shot entire encounters. We are level 2. What should I do?