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#1 |
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Join Date: Aug 2004
Location: Saskatoon, SK
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So my PCs are approaching the finale and looking to get in the castle. Lacking most of the abilities to beat the suggested barriers of entry, I'm wondering what were some of the outside the box solutions players had or GMs can think of.
They have no arcane casters so no Invisibility. Not great at social skills. Possibly Fast Talk through the gate might be an option. They do have a Martial Artist with Spider Climb so actual scaling isn't an issue but Stealth is only 16 and lower for the rest. Cleric with Contingency Casting.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#2 |
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Join Date: Apr 2013
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This is a teachable moment: The party should be able to do more than fight. Maybe let them fail and fall back on being part of stopping the army when it marches.
However, assuming you want this lot to succeed here and now, let them find (or pay cash for) a MacGuffin that somebody in the castle (the alchemists?) wants to talk to them about or a sack of invisibility potions. Let them hire a competent henchman (the local bard?) to do the job. |
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#3 |
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Join Date: Aug 2004
Location: Saskatoon, SK
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Well, we did have a bard but the player dropped out. There is the option of breaking up some of the factions. One potion of invis could probably be purchased from one of the merchants.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#4 |
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Join Date: Jul 2021
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Bard is the worst of the caster options. I'm not sure why people want to play Bards. Song of Terror is good but it impacts PCs too. Delvers to Grow at least gives an option to have another spell college, so I guess if you're using that than Bards are a lot better. Personally, I think Bards should be allowed to have the Illusion college of spells as part of their base allowed spell colleges.
Last edited by restlessgriffin; 10-07-2023 at 12:50 PM. |
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#5 | |
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Join Date: Aug 2004
Location: Saskatoon, SK
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Quote:
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#6 |
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Join Date: Aug 2004
Location: Saskatoon, SK
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A new thing cropped up.
The torcs you get for joining the army. Afaict, the only property involves the ritual going off (as well as identification as well). Can they be removed? Is anything required required?
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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