Rift_Wolf
2008-04-05, 05:31 PM
I'm putting together a homebrew at the moment and had some quick questions, just to get an idea for mechanics, etc.
1) Is there any power, spell or feat, even epic, that can put a 4th level spell in a potion? My idea was the party finds a batch of potions with random polymorph effects in them (*cough* noggenfogger *cough*). They don't have to last for very long; it's basically random fun (If the party tries one and they get something powerful like a troll, they might think all the potions do the same.)
2) I wanted to make a staff that can cast a 9th level exalted spell (Sanctify the Wicked) 1/day, only modified so the redemption only takes 1/2 a year, and it can even work on evil outsiders. Am I looking at artefact power levels?
3) I wanted to add an evil grimoire that players might mistake for BoVD (It's in-game name is the Big Bad Book of Scary, as it's currently owned by Orcs), but is in fact a much worse collection of (potentially game-breaking) curses. Should this book ever fall into the players hands, I wouldn't want to admonish their hard work (Getting the book would be a damn, damn hard task) by making it too problematic (Like, say, a deity starts hassling them), but at the same time I wouldn't want the book to break the game. Tips?
4) For verisimilitude, not every place in the game is going to be at the same CR as the party (Some areas would be stupidly high, remnants-of-magic-war areas), but some tasks would involve being smart rather than being tough (Making a deal with a dragon, or stealing a dragons egg, isn't the same CR as killing one). If the players don't play smart (Ie: 'The DM wouldn't put us in a sewer filled with deadly advanced otyughs, even if the area was restricted'), would warning shots be in order, or learning the hard way?
5) One of the quests I worked out involves getting hold of a rust monsters heart. The party are in a mining town, and are told where rust monsters live (a sealed off area of the mine), how many there are (Enough for the miners to close off a rich iron vein rather than kill them), and what they can do (Screw up Wealth-by-Level, basically). They're given fair warning as the miners reopen the shaft and let them drop down into the shaft.
Would it be too cruel to have them face hundreds of starved rust monsters? I think with anyone given that much warning who STILL takes metal into the shaft (Possible meta-gaming 'They're CR3, we can kill them in one hit' thinking) should be rewarded with a Darwin Award and be eligible for the prestige classes in Complete Moron, personally, I just wanted other peoples views.
(btw, rust monsters don't attack people with no metal on them unless provoked, so it's reasonable to assume a bunch of monks could go in unmolested.)
Thoughts?
1) Is there any power, spell or feat, even epic, that can put a 4th level spell in a potion? My idea was the party finds a batch of potions with random polymorph effects in them (*cough* noggenfogger *cough*). They don't have to last for very long; it's basically random fun (If the party tries one and they get something powerful like a troll, they might think all the potions do the same.)
2) I wanted to make a staff that can cast a 9th level exalted spell (Sanctify the Wicked) 1/day, only modified so the redemption only takes 1/2 a year, and it can even work on evil outsiders. Am I looking at artefact power levels?
3) I wanted to add an evil grimoire that players might mistake for BoVD (It's in-game name is the Big Bad Book of Scary, as it's currently owned by Orcs), but is in fact a much worse collection of (potentially game-breaking) curses. Should this book ever fall into the players hands, I wouldn't want to admonish their hard work (Getting the book would be a damn, damn hard task) by making it too problematic (Like, say, a deity starts hassling them), but at the same time I wouldn't want the book to break the game. Tips?
4) For verisimilitude, not every place in the game is going to be at the same CR as the party (Some areas would be stupidly high, remnants-of-magic-war areas), but some tasks would involve being smart rather than being tough (Making a deal with a dragon, or stealing a dragons egg, isn't the same CR as killing one). If the players don't play smart (Ie: 'The DM wouldn't put us in a sewer filled with deadly advanced otyughs, even if the area was restricted'), would warning shots be in order, or learning the hard way?
5) One of the quests I worked out involves getting hold of a rust monsters heart. The party are in a mining town, and are told where rust monsters live (a sealed off area of the mine), how many there are (Enough for the miners to close off a rich iron vein rather than kill them), and what they can do (Screw up Wealth-by-Level, basically). They're given fair warning as the miners reopen the shaft and let them drop down into the shaft.
Would it be too cruel to have them face hundreds of starved rust monsters? I think with anyone given that much warning who STILL takes metal into the shaft (Possible meta-gaming 'They're CR3, we can kill them in one hit' thinking) should be rewarded with a Darwin Award and be eligible for the prestige classes in Complete Moron, personally, I just wanted other peoples views.
(btw, rust monsters don't attack people with no metal on them unless provoked, so it's reasonable to assume a bunch of monks could go in unmolested.)
Thoughts?