Need loophole for adventure

James McMurray

First Post
The detect Magic vs. Invisibility thread made me think of running an adventure based on a funky loophole. The party would have to deal with someone using a loophole to their advantage, possibly resulting in them even asking the gods to change the way the universe works and close the hole.

What are some silly loopholes that exist? The fewer books needed, the better, although all ideas will be appreciated.
 

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I'm thinking more along the lines of munchkinny loopholes like the old bag of rats maneuver, or defining auras as objects so you can create creatures with infinite hit points. Something one NPC would use to make himself uber-beefy, and the party could then try to deal with that uber-beefiness or petition the deities for a house rule.
 


James McMurray said:
I'm thinking more along the lines of munchkinny loopholes like the old bag of rats maneuver, or defining auras as objects so you can create creatures with infinite hit points. Something one NPC would use to make himself uber-beefy, and the party could then try to deal with that uber-beefiness or petition the deities for a house rule.

A (standard) Strand of Prayer Beads missing the Karma and Smiting beads has a market price of -9000gp. So if the NPC goes into a city and buys a whole lot of such strands, he effectively gains a Bless bead and 9000gp for each one.

If the DM allows him to craft a Strand missing those two beads, each Strand takes one day to craft (the minimum), and gains him 360XP and 4500gp in materials.

An NPC cleric could take the CWI feat at 3rd level and start crafting immediately; in 3 months he'd be 9th level, in less than a year and a half he'd be 20th. With two million gp and 500 Bless beads.

-Hyp.
 

I'm thinking more along the lines of munchkinny loopholes like the old bag of rats maneuver, or defining auras as objects so you can create creatures with infinite hit points.

Huh? auras have infinite hitpoints? :confused: I would think they dont have hit points at all. They are, if defined as objects, incorporeal. There is a big difference between a non-ability and an "infinite" ability if you will.
 


From the Manual of the Planes: Plane of Mirrors.

When you enter the plane of mirrors a duplicate of yourself is created with all gear.
Once your duplicate is killed, all the stuff disappears and that instance of the PoM is clear from then on.

The BBEG: A Medusa Warlock with Charm invocation.

The plan:
1. Beg/Borrow/Steal a good set of magic items that any general would like to outfit his troops.
2. Put all of these into a secured backpack.
3. Beg/Borrow/Steal/Buy lots of kobolds.
4. Start Loop
4a. Charm a kobold.
4b. Ask the kobold to carry the backpack.
4c. Ask the kobold to follow you into the Plane of Mirrors (she has already killed her duplicate).
4d. An uncharmed kobold with a bag full of Phat loot is created somewhere on the PoM.
4e. Ask for the backpack back.
4f. Stone the sucker.
4g. Track down the mirror kobold.
4h. Charm the kobold.
4i. Ask for the backpack back.
4j. Stone the sucker.
4k. Put an inventory number on the two stone kobolds and the magic item set.
4l. Put the mirror items into the armoury.
4m. File the kobolds into a large underwater storage facility full of undead piranha (or something similar).
5. When you have enough sets of items to be strategically significant start marketing your magic items. She can aim for wealth or political influence.

Since she retains the kobolds she has the ultimate power over the items.

Scenario: An ambitious warlord has bought 100 sets to aid in his raid against a rival. However it turns out that the payment was a clever scam.
At the moment of attack (scrying) she gets her Beholder cohort to open his anti-magic eye onto the group of 100 kobold pairs. They are suddenly flesh, and then messily dead.
All the mirror items shatter and the battle goes badly for our tricky warlord.

The advantage of this plot is it can start small (disappearing kobolds) and can naturally scale as her inventory grows. The main protagonists up to the final conflict can be her clients (and thus anyone).

The big clue moment should come about 48 hours after the party lands the biggest loot-day of their adventuring careers. The moment when all their new stuff shatters could be quite funny... You can be guaranteed they will be very focused on sorting out the mystery after that!
 

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