Editing DnD Desert Raiders Campaign DM Notes
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short reminder: | short reminder: | ||
− | after finishing | + | after finishing there "harvesting" of items from the Sungods temple the party try's to return to the traders city Hale. |
− | The party (after a not | + | The party (after a not to friendly encounter at the gate of Hale) chose to flee into the desert. |
there an argument broke lose over the collected valuables and the party split up. unknown to each other they all head to the western city of Alice Springs. This is a very large city on the crossroad of three important trading roads. | there an argument broke lose over the collected valuables and the party split up. unknown to each other they all head to the western city of Alice Springs. This is a very large city on the crossroad of three important trading roads. | ||
− | * party | + | * party level's to level 3. Total gold needed 2700 per person (5 x 2700 = 13500) |
* treasure gained so far: (90+1+3+6+1+30+112+1000+200+70+1316+75+150+170+500gp =) 3723gp | * treasure gained so far: (90+1+3+6+1+30+112+1000+200+70+1316+75+150+170+500gp =) 3723gp | ||
* treasure needed for level 4 (5x5400 = 27000) (27000-3723 = 23.277gp to go) | * treasure needed for level 4 (5x5400 = 27000) (27000-3723 = 23.277gp to go) | ||
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* IT DOES NOT LET ANYONE KNOW IT CAN THINK | * IT DOES NOT LET ANYONE KNOW IT CAN THINK | ||
− | + | Ability’s | |
- Cast cure light wounds 3/day (1d8+3) | - Cast cure light wounds 3/day (1d8+3) | ||
- Item has 10 ranks in sense motive | - Item has 10 ranks in sense motive | ||
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Mentality: | Mentality: | ||
The orb doesn’t take orders from goblins. It likes its personal boundaries. It will not subject to any kind of identify. | The orb doesn’t take orders from goblins. It likes its personal boundaries. It will not subject to any kind of identify. | ||
− | It will teleport | + | It will teleport its self to a new location when it feels threatened or unconvertible. This generally someone’s backpack or pocked. |
The orb will try to influence the carrier every now and then, just for its own entertainment. (Will save 15 for the carrier to detect the influence and discard encouragement. Carrier gains +10 will save against this effect if the encouragement is against its nature. Instant danger auto success both checks) | The orb will try to influence the carrier every now and then, just for its own entertainment. (Will save 15 for the carrier to detect the influence and discard encouragement. Carrier gains +10 will save against this effect if the encouragement is against its nature. Instant danger auto success both checks) | ||