In the module, according to this section listed in the Treasure Room of the Monastery of the Distressed Body:
The components and notes left behind by Kwalish are also of potential value to the characters. These include instructions and raw materials for crafting artificial bodies for the brains in jars, constructing a flying craft useful for escaping the monastery and further exploration of the mountains, building an ambulatory craft capable of crawling up and down mountainous slopes to travel farther into the Barrier Peaks, and other tasks of your devising. Completing any such project requires a successful DC 18 Intelligence (Arcana) check or Dexterity check using thieves’ tools or tinker’s tools.
the players can craft a flying or ambulatory craft to help with the journey onward. Skill check DC's are given, but no indications of the amount of time required. Anyone have suggestions on how long it would take for the players to put such a craft together? Three of the characters are Proficient in Tinker Tools, 1 of them is an Artificer and Forge domain cleric (I am running the module in Eberron).
I was thinking of 5 days to craft something the size of a wagon. This would be makeshift and require constant maintenance on the journey (similar to a Tinker Gnome needing to constant maintain his Toys.
Any helpful suggestions would be appreciated.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
I would give them the option to spend more time to have it be less make-shift, therefore depending on how much time they chose to spend impacts how perilous the journey ahead will be. 5 days seems like a solid amount of time considering their proficiencies.
I'd planned on that, but 2 of the party members are all about rush, rush, rush. The Artificer will warn the others that fast work leads to shoddy workmanship, but whether they'll listen or not who knows, L(
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
If you want them to make a better vehicle, maybe introduce difficult sounding weather? If you mention a storm is coming on lets just say day 4-7, and it won't be super safe to take off that might inspire them to spend more time on perfecting it. Especially if your artificer is more detail oriented.
You could also let your artificer know that instead of contributing to the design that the others are building, they could just work on what exists and the others may deem as 'done'. This could improve the design and add a little more time to building process.
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In the module, according to this section listed in the Treasure Room of the Monastery of the Distressed Body:
the players can craft a flying or ambulatory craft to help with the journey onward. Skill check DC's are given, but no indications of the amount of time required. Anyone have suggestions on how long it would take for the players to put such a craft together? Three of the characters are Proficient in Tinker Tools, 1 of them is an Artificer and Forge domain cleric (I am running the module in Eberron).
I was thinking of 5 days to craft something the size of a wagon. This would be makeshift and require constant maintenance on the journey (similar to a Tinker Gnome needing to constant maintain his Toys.
Any helpful suggestions would be appreciated.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
I would give them the option to spend more time to have it be less make-shift, therefore depending on how much time they chose to spend impacts how perilous the journey ahead will be. 5 days seems like a solid amount of time considering their proficiencies.
I'd planned on that, but 2 of the party members are all about rush, rush, rush. The Artificer will warn the others that fast work leads to shoddy workmanship, but whether they'll listen or not who knows, L(
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Just throwing some random ideas out.
If you want them to make a better vehicle, maybe introduce difficult sounding weather? If you mention a storm is coming on lets just say day 4-7, and it won't be super safe to take off that might inspire them to spend more time on perfecting it. Especially if your artificer is more detail oriented.
You could also let your artificer know that instead of contributing to the design that the others are building, they could just work on what exists and the others may deem as 'done'. This could improve the design and add a little more time to building process.