Greenfield
Adventurer
Regarding dirigibles and golems:
Our game is set in something like the real world, circa the year 500. No dirigibles.
We got called in to help a village, and the message came via something akin to divine intervention. In a world where the gods aren't available. Let that sink in for a moment. Our trip here was accelerated via that same kind of divine intervention (a huge water elemental grabbed our ship and basically ran with it, for days.) That tells us there's some urgency. A goddess not only called for our aid, but took steps to get us there as fast as circumstance would allow.
Running off to buy or craft our army of golems isn't really an option.
So, we're a party of 15th/16th level characters, sitting on a river bank in Ethiopia. The available resources are: Whatever we brought with us, mud, sand, water, and river rocks (not many and not very large).
We have an alchemist (my character), but not a huge supply of raw materials to whip up the thousands of gallons of alchemical fire, or ice, or liquid salt, or copper sulfate (fungicide) needed to carve a path through that purple crap. And it would take months, using the crafting rules, months that we don't have. (Yeah, I know that Copper Sulfate isn't anywhere in the list of Alchemical concoctions, it's just the easiest to make: Sulfuric acid, i.e. alchemical acid, applied to copper. You need to scrape the stuff off because, while copper is soluable in classic "oil of vitriol", copper sulfate isn't.)
I researched all the sources I could find for Alchemical things in D&D 3.5, and it's an impressive list. And as soon as the other players/DMs saw that list, we all agreed that my character had to buy or acquire the recipies for anything that wasn't in the PHB, one recipe at a time. Alchemy can really unbalance a game at the lower levels.
Now my character does have the Awaken Sand spell from Sandstorm. If he wanted to spend days of time and a bunch of Exp he could create some sand constructs that are immune to anti-magic, disease, etc. They're Huge, and are CR7 creatures that would be facing CR 14 guards, and die with incredible speed. And while they would like me, they aren't actually under any kind of control or dominance. I could order them to go in to fight and kill or die, but they probably wouldn't. I mean, if I were the DM, I wouldn't let that work, and I'd probably mark the PC who tried it with a "headed for the dark side" check mark for the effort. I mean, creating sentient, free willed life, just to kill it off for your own immediate gratification? Sounds kind of Evil to me.
So we've got money and magic and levels and power, but we don't have a wide variety of options, resource wise, and without rapid transport spells, we don't have any acceptably quick ways of gathering them.
Oh, and with the DM's refusal to give us even a clue of what this stuff is, we wouldn't know what kind of resources we'd need anyway.
So it's my wits, Fezik's strength, and Indego's blade. And a wheelbarrow. And maybe a Holocaust cloak. And...
Our game is set in something like the real world, circa the year 500. No dirigibles.
We got called in to help a village, and the message came via something akin to divine intervention. In a world where the gods aren't available. Let that sink in for a moment. Our trip here was accelerated via that same kind of divine intervention (a huge water elemental grabbed our ship and basically ran with it, for days.) That tells us there's some urgency. A goddess not only called for our aid, but took steps to get us there as fast as circumstance would allow.
Running off to buy or craft our army of golems isn't really an option.
So, we're a party of 15th/16th level characters, sitting on a river bank in Ethiopia. The available resources are: Whatever we brought with us, mud, sand, water, and river rocks (not many and not very large).
We have an alchemist (my character), but not a huge supply of raw materials to whip up the thousands of gallons of alchemical fire, or ice, or liquid salt, or copper sulfate (fungicide) needed to carve a path through that purple crap. And it would take months, using the crafting rules, months that we don't have. (Yeah, I know that Copper Sulfate isn't anywhere in the list of Alchemical concoctions, it's just the easiest to make: Sulfuric acid, i.e. alchemical acid, applied to copper. You need to scrape the stuff off because, while copper is soluable in classic "oil of vitriol", copper sulfate isn't.)
I researched all the sources I could find for Alchemical things in D&D 3.5, and it's an impressive list. And as soon as the other players/DMs saw that list, we all agreed that my character had to buy or acquire the recipies for anything that wasn't in the PHB, one recipe at a time. Alchemy can really unbalance a game at the lower levels.
Now my character does have the Awaken Sand spell from Sandstorm. If he wanted to spend days of time and a bunch of Exp he could create some sand constructs that are immune to anti-magic, disease, etc. They're Huge, and are CR7 creatures that would be facing CR 14 guards, and die with incredible speed. And while they would like me, they aren't actually under any kind of control or dominance. I could order them to go in to fight and kill or die, but they probably wouldn't. I mean, if I were the DM, I wouldn't let that work, and I'd probably mark the PC who tried it with a "headed for the dark side" check mark for the effort. I mean, creating sentient, free willed life, just to kill it off for your own immediate gratification? Sounds kind of Evil to me.
So we've got money and magic and levels and power, but we don't have a wide variety of options, resource wise, and without rapid transport spells, we don't have any acceptably quick ways of gathering them.
Oh, and with the DM's refusal to give us even a clue of what this stuff is, we wouldn't know what kind of resources we'd need anyway.
So it's my wits, Fezik's strength, and Indego's blade. And a wheelbarrow. And maybe a Holocaust cloak. And...
