Riven the Warforged |
What do you mean by solid walls? There is an opening to the room your in but I don't recall anything about walls within it, just the lines on the floor.
Riven the Warforged |
I still don't think I understand but my logic was that I was able to observe you earlier when people were crossing the room from the chess room so I assumed when Vehem shouted and went into killer mode he'd notice it unless there was some sort of stealth involved.
Riven the Warforged |
So rereading what you said I think I get what you mean, I was not implying the walls were arches but that there is AN archway that could be looked through to your room which could be looked through before by others entering the chess room. I have no scale of the room but once again I figured the noise of battle would draw my attention to look through the archway.
Riven the Warforged |
^Thats what she said...
Here's the plan: move back towards the other doorway, and when Vehemence charges Thratch, hell jump out of the way and let Vehemence continue to the other room. I'm hoping the magic will wear off once he's out of this room. If there's a door, I'll also try to shut it after him.
And if that doesn't work - well, I can move 50' per round between disengage and dash - he can't keep up AND attack. I'll just run circles around him once we're in a different room.
I really hope that the next room doesn't have more danger and has enough space for that strategy...don't get yourself killed before I even get to role play with you all!
Thratch |
I really hope that the next room doesn't have more danger and has enough space for that strategy...don't get yourself killed before I even get to role play with you all!
At the very least, it'll be interesting!
DM Critic |
Looking for feedback from everyone:
I'm strongly considering moving the map over to Roll20 so I don't have to keep clipping segments into Google Drawings and I have better control over which sections are revealed. Gameplay will stay here, of course.
Does anybody have any issues with that?
Thratch |
I primarily post from my phone, and roll20 has never worked well on mobile.
You can if you want, it'll just mean I won't have access to the map and I'll ask a lot of questions.
Thratch |
Sorry, I though magic items had to be examined during a short/long rest to learn their properties.
That's a common rule, but there are several variants and I'm not sure we've discussed which were using.
It could be anywhere from "must try it to learn about it" to "auto know with a short rest, spell, or skill check," and anywhere in between.
DM Critic |
3 people marked this as a favorite. |
I guess if I should make a formal decree / house ruling, it'll be this, based on my ancient thoughts about identifying magic items:
Testing an Item:
This could be dangerous/hilarious. If it doesn't require attunement you'll find out pretty quickly about what an item does. You'll still need to rest or use Identify to learn everything. Taking a sip of a potion will tell you about what it is. If an item requires attunement it'll fail but you'll sense why.
Spells:
Detect Magic will tell you if an item is magical, as well as telling the caster basic information (classification, such as uncommon or rare, only for fighters or dwarves, etc.), and something about the type/origin (abjuration, infernal or extraplanar, etc.), and probably a vague description of what it does (this ring will make the wearer safer from harm).
Identify tells you everything. As Wan'di really nicely when things settle down and he'll probably cast it a few times.
Cursed items will of course lie about what they are. That's part of why they're cursed.
Skill Checks:
Anyone should be able to identify a common item with a DC10 Arcana check. That's why they're considered common. For uncommon and higher, I'll make the DC more difficult, but you can glean some basic info with a 10 or higher. If you're proficient I'll tell you a bit more, because you should know more and be able to draw on that knowledge.
For things like scrolls a successful arcana roll will let you read the spell. In the case of something that's higher level than you can cast, you can learn the level and some basic things about it, (school, class) with the knowledge that it's still too complex for you to fully decipher. I'll likely scale the DC with the spell level based on how far it is from your current spell level.
Resting
Taking a long/short rest while focusing on an item will allow you to learn things about it. I'm going off the assumption here that the magics within the item flow into you and reveal things. I'm gonna make a house rule that for legendary items and artifacts, you'll need to spend multiple rests to learn about it. Like with attunement, this also assumes that all you do during your rest is focus on the item, and you aren't doing any other actions or arcane recovery.
Attunement
If you attempt to attune to an item during a rest, then I'm assuming that part of the attunement process is that you are able to sense what the item does and what it is. As you bond with the item, its magics tell you about it.
--
In a nutshell, I'm applying some of the DMG variant rules for more difficult identification, but scaling with the rarity of the item. More common, easier; more rare, harder.
I've probably thought way more about this right now than I needed. :)
Thratch |
1 person marked this as a favorite. |
btw, sorry about attacking you Vehemence. Just trying to stop you from killing Thratch.
This is one of the best "PvP" sessions I've ever seen. Everyone is on board, and no one wants to actually do it, buts it's perfectly fitting for our characters.
Wuliev the Indignant |
btw, sorry about attacking you Vehemence. Just trying to stop you from killing Thratch.
Bro you are SO fine. Acting in character is always awesome. Never stop!
Yeah overall I'm really happy that it turned out to be so epic and not like, toxic.
I mean, I'll have to figure out a way to dig myself out of this hole in character though. lulz.
I've got a migraine atm but I'll drum up a tempo-post for his reaction to Tenchi's strike and the transition and... stuff. I think i'm also up for the bug combat's initiative...
...I'll get on that asap
DM Critic |
NOOOOOOOOO!!!!! YOU KILLED WAN'DI!!!! YOU B*****D!!!!!
...
...
Alright, now that I've regained my composure, allow me to present,
DM Critic's Guide to the Afterlife and Spawning a New Character.
So your character died in-game. Bummer. But should you wish to continue (I should hope so. Bad on me if you don't), here are your choices:
1. Create a new character, as per the guidelines I set out way back when. Surprise me.
2. If you're pressed for time or just not feeling immediately inspired, pick or roll 1d20 from this handy chart of pregen hooks I make up way back when in preparation for inevitable character death.
Regardless of how you choose, your new character will start with the Level/XP of your deceased former character, plus I'll roll you a couple random magic items (one will be rare or better). You can also pick 2 common or uncommon items. Don't forget to loot the body of your former character, out of respect.
DM Critic's Chart O' Pregens
01. Charlatan Lightfoot Halfling Rogue
02. Noble Human Paladin
03. Pirate Human Warlock
04. Sage Drow Half-Elf Sorcerer
05. Folk-Hero Lightfoot Halfling Monk
06. Acolyte Wood Elf Cleric
07. Noble Tiefling Fighter
08. Folk Hero Stout Halfling Wizard
09. Guild Artisan Half-Orc Warlock
10. Sailor High Elf Fighter
11. Criminal Tiefling Rogue
12. Noble Human Alice
13. Haunted One High Elf Wizard - You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
14. Hermit Human Druid
15. Haunted One Mountain Dwarf Fighter - You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.
16. Charlatan Forest Gnome Druid
17. Urchin Wood Half-Elf Ranger
18. Soldier Human Fighter
19. Outlander Human Rogue
20. Haunted One Human Alice - A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts.
--
PM me when your new character is ready and I'll insert you into the story, elsewhere but nearby. You'll also have some information that the others don't know.
Brother Aterro |
06. Acolyte Wood Elf Cleric
Just saying that apparently this party is so..."energetic"...and this module so full of wandering damage, that we could use more healing sources.
Just sayin'. =)
Thratch |
So I'm a bit confused on the backstory and some of the NPCs, but I'm also super busy this week and don't have time to hunt through the logs.
Can someone either find and link to some relevant posts about the guardian, the three sisters, and the Medusa - or summarize their roles and the backstory our characters know about them?
I'm happy to read up myself, I just don't have time to hunt for the posts.
Thanks.
Riven the Warforged |
1 person marked this as a favorite. |
Only posting stuff from the thread though some are not known by most, especially the most relevant bits. Curse my oog knowledge by having been a reader of the thread for so long.
"Please, just help me! I was a slave girl once, cursed by the Medusa to guard this prison. You... you have to help me!" she cries out.
"The Medusa built this prison thousands of years ago. It's been hidden from the world since, holding the Three Perfect Sisters. I found my way in about 4,000 years ago and fell under her curse. The portal I used became this painting, one of the few entrances from the outside world."
"My name is Ashen Chanterelle. I came to rescue the Sisters when the Medusa trapped me.."
You feel strongly compelled to help her. Almost as though it would be painful to resist.
Ashen patiently observes the debate amongst the group.
To Aterro, ”I thank you, Aterro. Truly you are as kind as you are powerful.” You’re startled for a moment that she addresses you by name.
To the rest, ”I am the lock on the prison door behind you. So long as I remain bound here, the door is sealed, and I cannot free The Three Perfect Sisters. Breaking my chains will open the door and allow me to complete my mission."
"I discovered the portal by accident in my quest to free them. Once they ruled my land, and there was justice and order, but they were overthrown and imprisoned here. I was a slave in my own land, and when I managed to free myself I came searching for the Sisters. Despite the centuries passed, I hope to free them and restore my land to its former glory.”
Her words creep deeper into your heads and take root.
"There are many ways to move around the Maze. Your own unknown path through the maze has an aesthetic purity which I don't wish to spoil. It is yours and yours alone."
"Worry not, halfling, I myself will explore my own path if I am ready, but I fear that path will entail destruction. I am prepared to wait in the name of saving artifacts from this wondrous art, however. Time does not pass for my kind as it does for yours."
"Of the Medusa, I have no business with Psathyrella, only with the Devil I seek -- The Closer of the Gate, Burner of Books, The Mnemoclast, Father of the Medusa."
Lady Capilli responds, "Psathyrella is the Medusa. I have seen the chained woman. She's a liar and not to be trusted."
— —
There is a rumor of an empire, ancient and lost to time. An Empire ruled by three perfect women who could never do wrong, and who would never die. And though they were beautiful, ageless, and merciful, the kingdom that grew around the Triarchy was the most monstrous yet made. A tyranny of torture and pain that could never end while the three immortal sisters lay at its center like pearls in a poisoned shell. Until one day it did. The women disappeared and were never seen again. The Empire slowly faded and fell, leaving only a memory, like a nightmare recalled at dawn.
Once, there was an Empire ruled by three perfect women. One time would not touch — she would never age or die. One was loved — everyone who met her eyes would want nobody else. And one stopped harm — no one who kissed her could hurt another being.
Perfection drives man mad. Beyond its inner court, the Empire was murderous, evil, and insane, but the sisters at its heart would never age and no one who met them would, or could, ever do them harm. The Empire could not end, only change hands.
So the world was f****d.
The sisters lived a cosseted, disconnected existence, almost unaware of the horror that occurred outside of their direct presence. Blind, protected, puppet Queens of a nightmare realm. Until, one day, three treasonous ministers — with rather mixed motives — devised a plan.
They would take the sisters to the Maze of the Blue Medusa.
The Medusa, Psathyrella, was aeons old even so long ago. Immortal, clever, cold-hearted, and almost without fear, she could keep the sisters prisoner without being seduced by their various perfections.
The Maze of the Medusa — where she held immortal threats in forms of stone — was lost, broken from reality and time, near impossible to find, and, if found, still harder to survive.
The plan succeeded: the three sisters, and their three treasonous ministers, disappeared.
The Empire fell and is now little more than legend, a dark mark on the memory of mankind.
The Maze of the Blue Medusa? Lost.
Until now, that is.
DM Critic |
Thank you Riven. I was going to do a quick summary, but that's much better. You guys should ask Vehemence about what he knows. And Moq. When you meet him.