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Community
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Rules and plot ideas request for a powerful item in a low level campaign
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<blockquote data-quote="Cyronax" data-source="post: 957805" data-attributes="member: 822"><p>SPOILERS for my current campaign.... My players should stop reading now~! You know who you are...... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> </p><p></p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p></p><p>Hi I'm trying a plotline for my current campaign that will involve an Iron Flask. The party level, by the time that the flask makes its first appearance, will probably be 4th-6th level. They're still in their 1st adventure now (at ECL 1), so I'm planning for many sessions ahead.</p><p></p><p>Now granted, an iron flask's market value is high, but I'm treating it like an artifact IMC. I plan to have the flask's wielder be an mid level NPC (7th lvl "ninja" like) and may become the party's nemesis. The NPC won't be using the flask on the PCs directly, rather he is holding it in advance to entrap an outsider that he and party are racing to meet. He knows its a risky item btw....but for this particular creature he also will have one of his minions "soften" up the outsider Wil save with spells before he attempts anything.</p><p></p><p>Without going into too much more detail, though I can if necessary...</p><p></p><p>Here are my questions:</p><p>1) Is an Iron Flask too much at this level? This would be the most powerful magical item in the campaign...and its a risky item to use regardless of what level the wielder is. I am aware that it is a possibility that this item could end up in the hands of the players, (just beating you guys to that question <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>2) Is the Wil DC 19 for a creature to be entraped too low? It seems that most of the outsiders on the list for the iron flask would more than likely have passed their save and not have been captured. I was thinking of upping it a bit, or else have the DC modified by the wielder's Wisdom or Charisma bonus...(for the "ninja" NPC, Charisma would be his good mental mod.)</p><p></p><p>3) Now as to the term 'outsider.' My campaign world follows the Oriental Adventures rules somewhat and I consider some fey races, some dragons, and outsiders (including elementals) to be of the spirit subtype. The spirit subtype can overlap with any or all of those subtypes, but its a subtle distinction in my world...since the term spirit usually refers to supernatural beings.</p><p>Anyway, would the Iron Flask power as an item be really overblown if it could capture spirits as well?</p><p></p><p>Oh also, I've decided that the item will be EMPTY (and the NPC will know it). He was only given the flask so that he could trap a certain outsider and then transport it back to his master in another part of the campaign world.</p><p></p><p>Thanks in advance,</p><p>C.I.D.</p></blockquote><p></p>
[QUOTE="Cyronax, post: 957805, member: 822"] SPOILERS for my current campaign.... My players should stop reading now~! You know who you are...... :o . . . . . . . . . . . . . . Hi I'm trying a plotline for my current campaign that will involve an Iron Flask. The party level, by the time that the flask makes its first appearance, will probably be 4th-6th level. They're still in their 1st adventure now (at ECL 1), so I'm planning for many sessions ahead. Now granted, an iron flask's market value is high, but I'm treating it like an artifact IMC. I plan to have the flask's wielder be an mid level NPC (7th lvl "ninja" like) and may become the party's nemesis. The NPC won't be using the flask on the PCs directly, rather he is holding it in advance to entrap an outsider that he and party are racing to meet. He knows its a risky item btw....but for this particular creature he also will have one of his minions "soften" up the outsider Wil save with spells before he attempts anything. Without going into too much more detail, though I can if necessary... Here are my questions: 1) Is an Iron Flask too much at this level? This would be the most powerful magical item in the campaign...and its a risky item to use regardless of what level the wielder is. I am aware that it is a possibility that this item could end up in the hands of the players, (just beating you guys to that question ;) ). 2) Is the Wil DC 19 for a creature to be entraped too low? It seems that most of the outsiders on the list for the iron flask would more than likely have passed their save and not have been captured. I was thinking of upping it a bit, or else have the DC modified by the wielder's Wisdom or Charisma bonus...(for the "ninja" NPC, Charisma would be his good mental mod.) 3) Now as to the term 'outsider.' My campaign world follows the Oriental Adventures rules somewhat and I consider some fey races, some dragons, and outsiders (including elementals) to be of the spirit subtype. The spirit subtype can overlap with any or all of those subtypes, but its a subtle distinction in my world...since the term spirit usually refers to supernatural beings. Anyway, would the Iron Flask power as an item be really overblown if it could capture spirits as well? Oh also, I've decided that the item will be EMPTY (and the NPC will know it). He was only given the flask so that he could trap a certain outsider and then transport it back to his master in another part of the campaign world. Thanks in advance, C.I.D. [/QUOTE]
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