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  1. - Top - End - #1
    Titan in the Playground
    Join Date
    Feb 2011

    Default What We Leave Behind

    In my last long-running campaign, the PCs often had to stash items they couldn't take with them--hoping to return at some point, but often being swept along by the story and unable to retrieve what they'd cached. This was anything from an extra breastplate to barrels of provisions, an unwieldy pile of coins or the skin of a spectral panther they were planning to sell.

    So, what things have your characters left behind, which you've always regretted never being able to go back for?

  2. - Top - End - #2
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: What We Leave Behind

    Girlfriends being used as plot devices. It was a cornugon, and we were just 5th level, no way we were going to hell to save them.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Zombie

    Join Date
    Oct 2007
    Location
    Somewhere in Midgard
    Gender
    Male

    Default Re: What We Leave Behind

    we tend not to leave much behind but craters, I like bringing a wagon when I can afford one along with a team of horses/oxen. Makes for fewer trips to gather the loot, really. Except for those couple times it melted , the time it was in a portable hole/bag of holding combo, and the time we had to pay off a Duke to forgive us the destruction of his walls (OMG, stop using Stone to Mud!)
    My opinion and a dollar will get you a cup of coffee at the 7/11, most others want the dollar too :P

    Steam ID: blacklight101

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?
    At an observation deck at Port Wander, seeing his ship for the first time and being introduced to the bridge crew/away team that he hired before arriving.

  4. - Top - End - #4
    Halfling in the Playground
     
    AssassinGuy

    Join Date
    Mar 2014

    Default Re: What We Leave Behind

    One of my campaign's players had a pretty awesome solution to this. They set up a permanent telepathic link between the Official Group Leaders (an Aasimar Greyguard Paladin and a (homebrewed race) Animated Full Plate Cleric of Fire) and a former party member, a minotaur fighter who had gone on to become the governor of a coastal minotaur city after preventing a coup (sadly, the original governor was assassinated during the coup attempt, thus the need for new rulership).

    So whenever they came across a chest full of coins or a wizard's study or a gnomish clocktower colocated on two different hemispheres, they would buzz the Minotaur governor and he would send a brigade of warriors to collect the loot they had cleared out, effectively creating a magical bank account.

    Whenever they needed to access money, the governor would order his court mage (also keyed in to the telepathic link) to scry and open a teleportation circle to them so they could grab whatever they needed, spend some time chillin' with their former adventuring buddy, and the to back to whatever they were doing.

    This worked until the plot required them to enter a new plane of existence (a dragon graveyard) in order to keep it from becoming part of the realm of the god of undeath, which sadly cut off the telepathic link.

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