Upcycle
I sat down to write today’s comic and thought to myself, “Self? When the crap did your players lat use an item in an inventive way?”
And my self replied: “You mean like with the masterwork snorkel?”
Allow me to explain.
First and foremost this is another adventure from my long-running Pathfinder 1e megadungeon. Our heroes were seeking the true tomb of the local Important Dead Guy (IDG). Because IDG was a diabolical bastard, the dungeon was almost 100% puzzles and traps. My players loved to hate it, which is why they celebrated so hard when they actually figured something out.
Here’s the relevant bit from Room 324 of Monte Cook’s Dragon’s Delve.
324. ANOTHER FALSE TOMB (EL 9)
Summary: This elaborate tomb is designed to throw off intruders.
Sights and Sounds: An almost supernatural calm hangs in the air of this large chamber. Four thick, elaborate columns stand in the western half of the chamber, carved with the images of cloaked figures on four sides. In the north, a wide alcove holds a shrine with the painted statue of a weeping woman. Its opposite in the south holds a smaller shrine with an engraved plaque. Between them, a dust- covered but still serviceable carpet of black and gold threads lays on the floor. In the eastern end of the chamber you see three sarcophagi. The centralmost reclines in a painted alcove, bearing many registered panels of relief carvings. The other two, flanking it, are smaller and have carved lids.
The Columns: Each of the four columns has four robed figures carved into it. A Search check (DC 25) reveals that one of the figures on the northeast column has a hidden switch. If activated, this switch makes the figure in the northern shrine begin to cry real tears.
The Northern Shrine: This shrine features a mourning human woman in traditional funerary dress. If the switch on one of the columns is activated, the woman sheds a few actual tears. (This is a partially mechanical, partially magical effect, with a faint aura of conjuration.)
The Southern Shrine: This shrine features a plaque with engraved writing. No manner of magic or skill can decipher the words– they appear to be in no known language. However, if touched with the tears produced by the northern shrine, the writing becomes clear. It reads, “This is the true tomb of the Wizard-Priest Orr… Put your hand upon his coffin and ask for his blessing.”
As you might guess, this slightly convoluted setup is all about guess-and-check gameplay. If the players muck about and start opening tombs at random, they’re likely to activate the tomb guards in the smaller sarcophagi. That was something of a theme in the Tomb of Orr: Use brute force rather than brains, and you get punished. My players had begun to cotton on.
“What’s going to kill us this time?”
“Where’s the trap?”
“Everything’s a friggin’ trap!”
The dungeon had taught them well. They began to check every little column and crevice. They poked at the carpet and the plaque. They threw divinations and detections spells at the tombs. They mage-handed little rocks at the statue to see if she’d spring to life and attack. And that’s when they rolled their first decent check.
“The woman in the funerary dress,” I said, “Seems at first to be an unremarkable statue. Peering into her stony expression, however, you notice something odd about the eyes. This statue isn’t entirely solid. It looks as if something is meant to comes out of her tear ducts.”
That was the only hint they needed. My players went into a huddle. They reasoned and logic’d. They went through the party inventory. And when they came back out of ye olde conference room, they brought a plan with them.
“I have a small black of sealing wax,” said the bard.
“I have a masterwork snorkel,” said the bloodrager.
“I have the confused condition,” said yours truly.
Then they did one of the cleverest things I’ve ever seen players do. They used the wax to seal one end of the snorkel to the statue’s eyes. Then the bloodrager blew into the snorkel.
“Make a Strength check,” I said.
“Can I rage first?” said the bloodrager.
The resulting torrent of magically enhanced lung capacity surged through the pipes behind the statues eyes, to the robed figure in the northeast column, and up to that statue’s hidden switch.
“You can see its ears jiggle slightly,” I told them.
“I stick my finger in its ear!” said the jubilant bard.
And that’s the story of how my brave band of dungeon delvers got fat loot (if not the fattest loot. The real Tomb of Orr lay deeper down.) In any case, they earned their reward that day, and I’ve never been prouder of them.
What about the rest of you genius adventurers though? When was the last time you made like Swash and Buckle (and my own ingenious delvers) and used an item for other-than-its-intended-purpose? Give us all your best cannon pistols and arrowheads of total destruction down in the comments!
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So starts the hightech vampire apocalypse of Handbookworld:
With two galloping morons. o_o
I’m worried… another potential world-ending element.
I should probably start paying off plotlines soon, huh? 😛
Might be interesting. :p
Oh, no, the author’s making coy references to plotlines she has yet to resolve. You know what that means…
?????
Imagine entrusting your unnatural, undead, immortal lifespan to an indestructible artifact, and having some schmucks vaguely related to you go over to it and yoink it for kicks and giggles, dooming your entire city to the watery depths for a few more milllenia.
I’d just be pissed to have my service interrupted.
one of my old gaming friends in my ex’s multi-campaign group had a habit of doing Shennanigans and reducing it to one absurd sentence. it all started with ‘i killed a dragon with a stick’
so we had some special campaign macguffin artifacts that all had unique powers but we still were figuring out how to use them. after going through a dungeon of many traps it opens up a passage to where we could peek into this huge cavern inside the mountain, like the whole mountain was hollow, and theres a Very Suspicious pair of great wyrm dragons- a red and a white- look like theyre giving a speech to an enormous goblin/orc/lizardfolk/etc army about to attack the nation all of our pcs are in the military of.
can’t recall who but SOMEONE gets spotted by the dragons (jk it was totally me. knight in shining armor and a stealth check of -2) and no lie they basically crack the backside of the mountain cavern open and everything starts spilling into the plains, monsterfolk horde and all. my wizard buddy is like….. “yo i have a plan come with me. i need your macguffin” he casts fly on me (JUST leveled into it the session before mind, we were not high level at all) and has me carry him and fly up over the dragons.
after a short discussion with the GM it is decided that alchemists fire has a slight jelly-like consistency, napalm if you will. so im flying in the air, piggybacking a wizard, and he drops an alchemist’s fire and a twig onto the back of the red, using the alchy fire like glue for the twig, and tells me to do the thing before the twig burns away. my macguffin had an ability to drastically grow plants….. so i use it over the stick and it explodes into a tree instantly, THROUGH the dragon’s chest cavity. instant murder.
the white panics at the death of the other dragon and pulls the monster army back in a regroup and rout and us pc’s reconvene slowly (some were still in the mountain) and our wizards legend was born. over several different pc and many campaign he would do many other absurd feats but the ‘kill a dragon with a stick’ is always the first and best
also a different group had a ranger that produced a similar effect by using “quall’s feather token: tree” as fletching on some special arrows, which is definitely clever
https://www.handbookofheroes.com/archives/comic/michigan-j-fighter
There are two wolves in you. One of them thinks that’s against the rules and cheapens the game by circumnavigating the monster’s actual CR. The other isn’t a dickhead.
Friggin’ awesome, my dude! XD
The first party I was in was known for removing and keeping almost everything that could be removed. The cleric actually had color coded mules for his magic collection (if I remember blue were potions and red were scrolls and orange was the miscellaneous stuff).
My ranger picked up a necklace of strangulation somewhere and had that tucked away for “a rainy day”. Ended up using it on the BBEG (1/2 orc general). DM was NOT ready for his BBEG to die, so he blipped him out saying he was a favorite of Gruumsh and had been saved by his god.
Oh man… Did you feel robbed? ‘Cuz I know some players that would have felt robbed:
https://www.handbookofheroes.com/archives/comic/boss-monster
Not just me, but the whole group just stopped everything and looked at him. I was mainly pissed because my ranger had gotten dressed up in translucent veils for nothing (she is NOT a girly girl). He ended up trashing the whole orc invasion thing because we all immediately went into “how to kill this BBEG permanently and make Gruumsh regret making him a favorite” planning.
My first group was an amazing set of rampant roleplayers with crazy imaginations, so the planning started scaring our DM :). This was also the group that had one of my favorite characters of all time, run by a hilarious player. Chester the Cleric was from a greater noble family and had his valet with him. He also had a phobia about large insects. After battling a group of giant spiders, he handed his valet his mace and said, “Clean this while I go in the bushes and be sick.” Roger was always coming up with bon mots like that during play and it broke my heart when he PCSed out (Permanent Change of Station for the non-military) a few months after I started playing.
As a DM I created an adventure where the PCs had to mop up/plunder the consequences of an earlier mission. (They trashed the place –an abandoned magical R&D facility– flooded the dungeon, and changed the ecosystem of the desert into a lake by leaving the water running for years.) I described how the old, flooded treasure vault had created a “magical soup” at the lowest depths of the new lake, the source of the magical creatures and abominations that now populated its waters.
When they sealed and drained the vault (as planned) and prepared to take the treasure, they discovered what they had wrought: I had randomly generated over a hundred items. Then, to represent the effects of the tainted waters, I separated the items into a “[prefix adjective] [item] of [suffix adjective]” format, then *randomized* each column. Some items were made more powerful (an enchanted gnomish bear-trap that is invisible until triggered and immovable until deactivated), some were just plain silly (the helm that fills itself with endless water when it is donned). I figured separating the wheat from the chaff would be part of the fun.
Imagine my surprise when the clever players gave the *granite bowling ball of feather fall and water walking* to the one PC with an insanely high maximum carry value. Another had a ring that made everything taste good, but made it impossible to taste poisoned or spoiled food– good thing 9th level druids are immune to poison. The ring also let him *speak with mirrors*. They’d found an animated, sentient shield with no communication abilities. The druid claimed the shield, then polished it to a chrome-like sheen and could speak with it using his ring’s abilities.
PCs: Sometimes they softlock themselves in ways you never foresaw, sometimes they’re too clever by half. Embrace the chaos.
Holy shit! Jay! That is so friggin’ creative!
Can I get your permission to steal that “magic soup” idea for a published product? It’s really, *really* good.
I’d be honored!!! Permission granted. The effects of swimming in magically toxic goo also gave me a DM’s fiat to make some much-needed course corrections to the campaign:
a) One or two PCs benefitted from a respec of their feats.
b) Certain favorite items were nerfed or buffed to better fit the campaign.
c) The half-orc barbarian, previously *cursed* to have the head of a longhorn bull, ape-like hair, and monstrous hands and feet (four results of NAT 1s, another DM’s magic carnival, and screw-around-and-find-out), was able to fully transition to Minotaur instead of reverting to half-orc (his choice).
One of the first campaigns I ever ran was Lost Mine of Phandelver. My players used the standard-issue/assumed to be there waterskin to kill a green dragon, by using the water to conduct a lightning damage spell for massive damage. Be careful if you let real world physics work in your games XD
I later turned this on my own DM in my current campaign as of writing this (although it wasn’t via waterskin). Still, very creative use from my players!
OH- there was also the time we used the Animal Messenger spell to find a bunch of missing people by sending them a message then following the bird. Worked really well.
You guys are playing the game correctly. Well friggin’ done on both counts!
That reminds me of the time my cleric cast ‘create water’ deep down the gaping maw of a medium sized red dragon. The resulting steam explosion blew most of the dragon’s head off from within, but flying scales severely injured most of the party and shredded a lot of loot.
The ‘arrow of destruction’ also reminds me of the time our wizard sawed most of the way through a fully charged staff then handed it to our half-giant to shoot from his ‘giant sized’ crossbow. The weakened staff, after some dithering on whether or not the sawing caused the stored spell energy to ‘leak out’ and eventually deciding it hadn’t, promptly failed it’s save and broke on impact, unleashing helfire, an eldritch explosion, and a hail of ironwood and orc tusk ivory splinters to all and sundry.
This happens a lot with the Robe of Useful Items in my games because some of the items are so weird and situational. It got especially wild in one game where I generated the patches as they were used rather than beforehand, which led to a lot of hasty improvisations. Some examples include pulling out a ladder which ended up used in a makeshift barricade and using a pouch of coins as an offering to turn a ritual to summon a god-killing abomination into a ritual to summon an archfiend.
This is the kind of design I would like to see more of. “Here’s a room of random crap. Make a bridge.”
In a larger sense, I think that might be what this hobby *is* on a fundamental level.
Our party had made our way to an ancient elemental city, where some evil wizards had been summoning djinn through unstable rifts and binding them to a nefarious device. Once they had one djinn of each of the four primary elements, they were going to put their Evil Plans into action (basically help some ancient god remake the world to his liking). We reached the wizards when they had three djinn stuck in the device. We managed to vanquish them before they summoned a fourth one. Which just left us with the problem of freeing the three that had been summoned and bound.
After some percepting and divinating we figured out that the key to releasing the djinn was to expose the device to a light in the color corresponding to the element each one belonged to. Well, we didn’t have any color-changing LED lights because we were simple adventurers in a medieval-inspired fantasy land. But we DID have a cleric who could cast Light and a fighter (me) who had a magical cloak that can change its appearance however you want it to. So I turned it into a red cloak of flimsy gauze, which we shined a light through, onto the evil device, freeing the Ifreeti stuck inside it. Then I made the cloak yellow and released the Earth Djinn. Then blue, for the Marid. And that’s the story of how we saved the day using the power of Fashion.
So this is just me, but if I see this in my game…
“Everything’s a friggin’ trap!”
Then I feel I’ve done it wrong.