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Wizardru's Story Hour (updated 11/21)

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WizarDru said:
You got it from the PHB, iirc. It was a typo that was corrected in errata, and is in the SRD. I was just kidding you, since you forgot it was errata and thought it was a houserule.

The question is, though, do you wear the focus item, as per the spell's requirement? Don't you already have something using the headband slot?

I don't want to nitpick, but that doesn't necessarily matter. The list in the DMG only lists how many magic items one can wear. Obviously, there are some physical limits to how many pieces of equipment one can wear; it's essnetially impossible to wear two sets of plate armor at once, for example. On the other hand, someone can conceivably wear dozens of rings, and they can all even be magical, but only the first two will usually function. So it's conceivable that Scorch wears two types of head gear at once, and while the focus is the catalyst for for the spell, it isn't inherently magical, and thus shouldn't interfere with a magical item in that same slot.

But I should contribute more than just rules debates to this thread, so here's a question. I noticed the party's fighter-types tend to already have epic-level weaponry, which is probably a good idea considering nearly every CR 21+ monster in the ELH has epic DR. However, I found the prices for such weapons to be prohibitively expensive compared to the treasure tables for epic level characters in the book, expecially if they want any magical properties on the weapon at all. It seemed like this was handled in your campaign by making the character's make their own final weaponry, making each weapon special and generally above the typical buy and sell of normal magic items. Is my impression generally accurate? And how will you handle things when players obtain epic weaponry from defeated NPCs? Or if they want to build a new epic magic weapon later when theirs becomes outdated? Is there some other reasonable way to handle the expense of these weapons? It's been a problem in my campaign as well now that my players are finally fighting epic monsters.
 

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LordVyreth said:
I don't want to nitpick, but that doesn't necessarily matter. The list in the DMG only lists how many magic items one can wear.
Technically, it would hinge on the interpetation of how the headband would actually function. The rules are, as you might expect, vague on the topic. There is certainly no limit on said items (other than only one active), but I personally think it would violate the spirit, if not the exact law.

LordVyreth said:
It seemed like this was handled in your campaign by making the character's make their own final weaponry, making each weapon special and generally above the typical buy and sell of normal magic items. Is my impression generally accurate? And how will you handle things when players obtain epic weaponry from defeated NPCs? Or if they want to build a new epic magic weapon later when theirs becomes outdated? Is there some other reasonable way to handle the expense of these weapons? It's been a problem in my campaign as well now that my players are finally fighting epic monsters.
Some good questions, those. Let's see:

1) IMC, Epic Weapons can only be obtained in a couple of fashions: personally crafted, gifted or bequested. Shatterspike first as recovered item, then gift. It obtained epic status through divine power and the paragon's purity of purpose. It is NOT epic in the hands of any other wielder. Kayleigh's bow was crafted. With the help of the Leshay (and his gift of a branch from the first ash), she toiled at it, and with the right materials, successfully created it. Shadowcut was bequested to Valanthe, forged for her by the Diamond Prince himself (though he represented it as a gift at the time). The difference won't be apparent until after next session.

2) I don't like the epic crafting rules, in general. Instead, I required that anyone who wished to wield an epic weapon undertake a personal quest to locate a place of power, find the materials and assemble it. As such, each weapon is a personal investiture, and unique to their wielders. They would scarce give them up...ever.

3) epic weapon loot is rare, even now. When found, it is usually of the 'unusable' variety. The Fellsouls weapon, for example, was deemed to foul to allow to exist, and Aethramyr smote it asunder. Other items tend to work poorly for good characters or out of their environment. Some they get to keep, if they actually want them. The role of the character of Fuvex-vex-vex was expanded to help the PCs deal with selling loot, without it becoming a huge chore. He removes a potential element of tedium, and prevents the element of disbelief from growing too strong. :)

4) The players aren't going to get many further chances to enhance their weapons without serious cash and time. Few creatures threaten them enough as it is. :) If we do decide to enhance them, they need the help of a master of master craftsmen (such as the Diamond Prince) or undertake an epic quest to enhance such a weapon.
 

Craft Epic Arms and Armor is so annoying as written. It's like they deliberatly didn't want the classes that would actually USE the weapon should be allowed to be able to make it.

Any of the big 3 tank classes, War, Pal, and Bar, the restriction of needing spellcraft 28 and knowledge (arcana) 28 make things a pain. With neither of them being a class skill, having a 13 int means lvl 33 before being able to do it, and that's not taking ANY other skill during those levels.

Aethramyr
 

So, when's the next play session? I thought you guys were going to game last satuday, but didn't hear anything about it. Is it this saturday instead?

Oh and not to give Bolo any random chills again, but did you get all that you needed for this game from the Rogue's Gallery yet? The discussion kind of petered out after that last post of mine, and I wasn't sure if you were interested in anything else for this game.
 

LordVyreth said:
So, when's the next play session? I thought you guys were going to game last satuday, but didn't hear anything about it. Is it this saturday instead?
We played Scorch's game instead. I just Love playing Miccah.

LordVyreth said:
Oh and not to give Bolo any random chills again, but did you get all that you needed for this game from the Rogue's Gallery yet? The discussion kind of petered out after that last post of mine, and I wasn't sure if you were interested in anything else for this game.
Ok... For you. No More story hour. One year!
 

I just want to say that I really like this Story-Hour (though I just read the first pages) and thats a great amusement to read and a tremendous resource and source of Inspiration for my adventure-path. For me, it shows how to weave a great plot around published adventures and how to involve your players.

Thank you,

kikai!
 

kikai said:
I just want to say that I really like this Story-Hour (though I just read the first pages) and thats a great amusement to read and a tremendous resource and source of Inspiration for my adventure-path. For me, it shows how to weave a great plot around published adventures and how to involve your players.

Thank you,

kikai!
The Blame falls squarely on the shoulders of Wizardru. If he weren't the masterful story teller he is the game would not work. We're all glad you enjoy the story hour.
About the using of published materials... I find it really kind of cool how it all blends so well into the game but as Bolo's player find it almost disturbing (in a fun way) when I see things like a published PRc based around Ashardalon. It almost makes Bolo seem like he's a real part of the game universe not just a character in the game.

I also think Wizardru has a great idea with his secret thread for getting monster ideas form others at EN World. It allows those who don't play in the game itself to contribute.

*I can never say this enough, Thanks Wizardru for a fantastic world to live in.*
 

Argent Silvermage said:
*I can never say this enough, Thanks Wizardru for a fantastic world to live in.*
Well, thanks. And in case I hadn't said it lately, make no mistake about it: I'm very lucky to have such an excellent group of gamers. This is OUR game, and the story wouldn't be nearly so interesting, if I didn't have such interesting characters or interested players to work off of.

Consider it like a jam session or a good jazz riff. The players drive the story as much I do. And that's one of the best parts. :)
 

LordVyreth said:
So, when's the next play session? I thought you guys were going to game last satuday, but didn't hear anything about it. Is it this saturday instead?
Depending on WizarDru's evil conniving plans, we may do a brief session this Saturday. Given the upcoming holidaze, we won't be meeting for a couple of weeks afterward, and we're reticent to start something as intensive as the Far Realms and then go on hiatus.

LordVyreth said:
Oh and not to give Bolo any random chills again, but did you get all that you needed for this game from the Rogue's Gallery yet? The discussion kind of petered out after that last post of mine, and I wasn't sure if you were interested in anything else for this game.
Are you giving him ideas? Don't make me go all Jay and Silent Bob on your :):):) !
 

Argent Silvermage said:
We played Scorch's game instead. I just Love playing Miccah.

Wow, I didn't know you guys even played a second game as well! What's that one like? Who's playing it, and what are the characters? Any chance we can see a second story hour started?

Argent Silvermage said:
Ok... For you. No More story hour. One year!

Meh, you haven't even fought any of my monsters yet! Well, not directly; I did give Blackdirge the idea for the minotaur death knight, but since he was small potatoes compared to the spider squid of Doom, that barely counts anyway. When the first of my monsters ends up killing and/or eating someone, then I'll call your distress justified! :]

Anyway, I'd like to compliment the game as well. One thing that really impressed me was how stable the game has been, despite playing for years. Since the campaign ended, you've lost one player and gained another. As any readers of my Story Hour may have noticed, that's practically my monthly average! Even more impressive, the characters are just as stable. I find that my characters almost never get raised, partially because of my wonky raise dead house rules, but mostly because everyone is interested in trying out a new concept as soon as the old character is lost. It makes telling a long-term story difficult, and it's amazing that both players and DM are so into the story and get so emotionally connect to their characters that they resist the urge to try something new at every death.
 

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