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[Eberron] Mask of Nyarlathotep - sort of
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<blockquote data-quote="Mark Causey" data-source="post: 1892756" data-attributes="member: 13347"><p><strong>Update!</strong></p><p></p><p>Well, things didn't go as planned. However, some goodness ensued.</p><ul> <li data-xf-list-type="ul">Mask</li> <li data-xf-list-type="ul">'Cursed' Book</li> <li data-xf-list-type="ul">Evil monster - TPK too evil</li> </ul><p>1) Mask - well, the mask didn't play in as key as I thought it would, however I am using it as both a psychic beacon and eyes of a particularly evil creature (see sections 2 and 3). This began at the end of the last session and will be a key factor for keeping my BBEM around. As for the cursed part, I don't think the character or the player find it to be a curse. I'd planned on making 'suggestions' to the character through the mask with save DCs to ignore it. Guess what? The little pyro tried to obey it the first time around! The other characters stopped him from burning down the inn they were in. We'll see how far it goes (I bet I'll end up having him do far worse before long).</p><p> </p><p>2) 'Cursed' Book - seeing as the Mask wasn't able to figure in as I'd hoped, I did give interesting powers to a book I'd only planned on being a clue. The players were inspecting the abandoned apartment of a now committed man. Discovering a locked strong box, the half-giant took a crowbar and ripped it open, finding normal things like gold and the spell components for Summon Monster. Then he found ... the book. Playing his character to the hilt, he opened it and started reading. This summoned forth a creature (which will now be stalking them), and now he's so frightened he may never open a book again (see below).</p><p> </p><p>3) Evil Monster - TPK too evil - I know what you're thinking. TPK? This worked its way into an interesting vision that the half-giant may suffer from forever. He unwittingly summoned forth a Runehound (MMIII). The players and I know each other well; when we all saw (much like in stories from the Cthulu mythos) that I'd brought out an ugly that no one could hope to handle, we decided to do something about it. Thus, a TPK became the worst 'curse' that I could give a player (and saved us from starting over) by taking the entire fight scene go away and have the characters trying to stop the half-giant from strangling the dromite. So, you all tell me, does:</p><ul> <li data-xf-list-type="ul">5 hit dice</li> <li data-xf-list-type="ul">2d6+5 damage on a reach attack given to a medium creature (on average, 11 HP of damage per attack)</li> <li data-xf-list-type="ul">fast healing 3</li> <li data-xf-list-type="ul">DR 5/silver</li> <li data-xf-list-type="ul">uncanny blindsight</li> <li data-xf-list-type="ul">a 100 ft. ranged acid attack</li> <li data-xf-list-type="ul">50 ft. movement</li> </ul><p>equal a CR 3 creature to you? My party of 6 second level characters were whooped in 6 rounds flat. Just a heads up to others out there.</p><p> </p><p>By the way, I've added a Will Save before making Sanity checks, which will reduce the sanity loss down the chart if successful. Makes it a little more heroic.</p><p> </p><p>AtR</p></blockquote><p></p>
[QUOTE="Mark Causey, post: 1892756, member: 13347"] [b]Update![/b] Well, things didn't go as planned. However, some goodness ensued. [list] [*]Mask [*]'Cursed' Book [*]Evil monster - TPK too evil [/list]1) Mask - well, the mask didn't play in as key as I thought it would, however I am using it as both a psychic beacon and eyes of a particularly evil creature (see sections 2 and 3). This began at the end of the last session and will be a key factor for keeping my BBEM around. As for the cursed part, I don't think the character or the player find it to be a curse. I'd planned on making 'suggestions' to the character through the mask with save DCs to ignore it. Guess what? The little pyro tried to obey it the first time around! The other characters stopped him from burning down the inn they were in. We'll see how far it goes (I bet I'll end up having him do far worse before long). 2) 'Cursed' Book - seeing as the Mask wasn't able to figure in as I'd hoped, I did give interesting powers to a book I'd only planned on being a clue. The players were inspecting the abandoned apartment of a now committed man. Discovering a locked strong box, the half-giant took a crowbar and ripped it open, finding normal things like gold and the spell components for Summon Monster. Then he found ... the book. Playing his character to the hilt, he opened it and started reading. This summoned forth a creature (which will now be stalking them), and now he's so frightened he may never open a book again (see below). 3) Evil Monster - TPK too evil - I know what you're thinking. TPK? This worked its way into an interesting vision that the half-giant may suffer from forever. He unwittingly summoned forth a Runehound (MMIII). The players and I know each other well; when we all saw (much like in stories from the Cthulu mythos) that I'd brought out an ugly that no one could hope to handle, we decided to do something about it. Thus, a TPK became the worst 'curse' that I could give a player (and saved us from starting over) by taking the entire fight scene go away and have the characters trying to stop the half-giant from strangling the dromite. So, you all tell me, does: [list] [*]5 hit dice [*]2d6+5 damage on a reach attack given to a medium creature (on average, 11 HP of damage per attack) [*]fast healing 3 [*]DR 5/silver [*]uncanny blindsight [*]a 100 ft. ranged acid attack [*]50 ft. movement [/list]equal a CR 3 creature to you? My party of 6 second level characters were whooped in 6 rounds flat. Just a heads up to others out there. By the way, I've added a Will Save before making Sanity checks, which will reduce the sanity loss down the chart if successful. Makes it a little more heroic. AtR [/QUOTE]
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