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Need DM help: Skill Challenges, encounters and story transitioning
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<blockquote data-quote="Tony Vargas" data-source="post: 6349253" data-attributes="member: 996"><p>Just the fact they're on a train breaks the usual D&D world stereotype a little (I guess Eberon has trains powered by lightning or something, IIRC). Are trains historical steam trains in a world where magic is rare, or magical trains in a world where it's common?</p><p></p><p>In the latter case, well-healed passengers could have magic items just like a well-off person might carry a pocket pistol for protection.</p><p></p><p>In the former, it's more interesting. You could just flip the inherent bonus switch and limit items to a few, rare/strange/dangerous things as you might expect from the lovecraftian genre. Or, you could make magic items work about like normal, but you only start running into them when you start messing with the mythos. So, Elder Signs are amulets of protection, and magic weapons & armor are enchanted relics you'd only find in archeological digs and the like. Rather than tossing and upgrading such rare items, you could have their powers grow and change as the party encounters more mythos elements, the items 'wake up' or 'charge up' or gain power as the stars approach a certain rare alignment...</p><p></p><p>...anyway, instead of being on passengers, the items could be in the baggage car, crated up as archeological specimens, or they could be on the hood and his allies.</p><p></p><p> You could make him a higher-level minion (making him hard to hit and a little painful to fight). But, when you hit him *pop* he's just gone - maybe leaving the hood, damaged by the attack that finally hit, behind. Oh, no, you didn't 'kill' him, he just wasn't all there, maybe you encounter the 'real hood' later - probably you should hope you never do...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6349253, member: 996"] Just the fact they're on a train breaks the usual D&D world stereotype a little (I guess Eberon has trains powered by lightning or something, IIRC). Are trains historical steam trains in a world where magic is rare, or magical trains in a world where it's common? In the latter case, well-healed passengers could have magic items just like a well-off person might carry a pocket pistol for protection. In the former, it's more interesting. You could just flip the inherent bonus switch and limit items to a few, rare/strange/dangerous things as you might expect from the lovecraftian genre. Or, you could make magic items work about like normal, but you only start running into them when you start messing with the mythos. So, Elder Signs are amulets of protection, and magic weapons & armor are enchanted relics you'd only find in archeological digs and the like. Rather than tossing and upgrading such rare items, you could have their powers grow and change as the party encounters more mythos elements, the items 'wake up' or 'charge up' or gain power as the stars approach a certain rare alignment... ...anyway, instead of being on passengers, the items could be in the baggage car, crated up as archeological specimens, or they could be on the hood and his allies. You could make him a higher-level minion (making him hard to hit and a little painful to fight). But, when you hit him *pop* he's just gone - maybe leaving the hood, damaged by the attack that finally hit, behind. Oh, no, you didn't 'kill' him, he just wasn't all there, maybe you encounter the 'real hood' later - probably you should hope you never do... [/QUOTE]
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