CucumberTree |
Created a blank spreadsheet you can edit to aid in loot distribution.
almost forgot.
Thanks!
Oceanshieldwolf |
This is to my fellow players:
So to be clear, Cur Maxima is here in the chamber with us up above the titan. We have no way to safely get to the titan from here, and our option is to
A) defeat Cur Maxima here and go back down to stab the titan while he sleeps, or
B) everyone but Mr Wanderful fights Cur Maxima while Mr Wanderful throws the spear over 120’ (albeit straight down and assisted by gravity) at the titan.
I’ve been having a bit of trouble following what we are doing…or to be precise, what my characters think they or the other characters are doing, so at this point, all my characters can think of to do is fight the creature who clearly outmatches us, and has every time. Happy to throw themselves at him, after all, they don’t really see themselves as having any other options,
DM Brainiac |
This is the big cage that supposedly holds the Lady in Blue's ally Drezzta, who you have come here to rescue. You can't see into the cage from this vantage point, but will be able to if you climb down to the branch.
Releasing Drezzta may be the edge you need in defeating Cur Maxima without everybody dying in the process, so that should be your primary goal!
DM Brainiac |
Are you trying to kill Drezzta? :o
If you wan to throw the spear down at the titan, there's a bit going on. There's a penalty for throwing it from so far away, but it's sleeping and helpless, so that cancels the penalty out. The spear is specifically enchanted to kill the titan, so it gives you +3 to hit. So you would roll a missile attack roll at +3.
Mister Wanderful has an Agility bonus of +2, so he'd have a total of +5 to hit. The titan's AC is 13. Don't forget you can burn Luck if you need to!
Oceanshieldwolf |
I didn’t really want to get into metagaming probabilities, more wondering wtf was going on. Why kill the titan though, as good as those odds are? He’s not an actual current threat, unlike ol’ Pumpkin breath. Who, even if the titan dies, can still pull is all into halvsies and then swallow us into cinders…
DM Brainiac |
The blue lady simply goes by the Lady in Blue. She is the one who charged you with going to the prison to release her ally, Drezzta.
Drezzta is in the large cage hanging from the branch.
Several fist-sized glowing green insects fly around the whole prison providing light. Some of them were in smaller cages in the side tunnels in the walls, captured by the survivors to light the rooms where they were living.
Does that make it clearer?
***
The titan is sleeping and not an immediate threat, correct. But killing it while it is sleeping will likely be easier than if it were to wake up...
Oceanshieldwolf |
All clear, especially this bit:
”…That world is a prison, and its warden is a titan, a fierce creature that cannot be slain by mortal means. This titan keeps a prisoner in a cage of Alder wood. Its prisoner is our ally, and to say her name aloud would give my presence away to our enemies.”
So. Drezzta the unspeakable. In a woven cage. Rescue. Don’t die. Escape Prison. Don’t die. Return to blue lady. Don’t die. Spin wheel.
I guess killing the titan might ease our escape, unless killing Cur Maxima results in titan staying asleep. Or perhaps freeing Drezzta might result in titan waking up. Either way, the titan is a possible very big possibly not very far into the future threat.
Oceanshieldwolf |
Releasing Drezzta may be the edge you need in defeating Cur Maxima without everybody dying in the process, so that should be your primary goal!
Why? Or more probably, why would that occur to our characters? I’m not seeing why we think freeing Drezzta should impact Cur. I get from a metagame perspective that Cur has been ultra paranoid about us being here, and possibly is inimically linked to Drezzta’s imprisonment, but I’m not seeing a tacit connection for why we would think that freeing Drezzta helps us against Cur.
(Endless apologies for being obtuse…it’s quite the…talent…I…have)
Stiehle |
Scranford, feel free to take my maniac urchin Mickey, if you'd like! I think she's updated, including some of the stuff taken from the unfortunate Dude, as well as the claimed shortsword. I figure after camping, she's got maybe a day's worth of rations left - same as the rest of my characters.
Mickey the Urchin
STR 9 (+0)
AGI 12 (+0)
STA 12 (+0)
PER 9 (+0)
INT 10 (+0)
LCK 9 (+0)
AC 10
HP 1
Starting Equipment:
Shortsword
Stick
1 Days of rations
Small sack
Small sack
Candle
50' Rope
Begging bowl
5cp
Attack Shortsword (+0 melee, 1d6 damage)
Birth Augur The Raging Storm (+0 to spell damage)
Eric Swanson |
Scranford I can offer Mirinde the Elvish Sage if you are interested:
STR 10 (+0)
AGI 6 (+0)
STA 12 (+0)
PER 10(+0)
INT 10 (+0)
LCK 10(+0)
AC 9
HP 4
Starting Equipment:
Dagger
2 Days of rations
Rope 50'
Parchment and Quill pen
Vial of Holy Water
16cp
Attack Dagger (+0 melee, 1d4 damage)
Languages: Common, Elf
Elven traits: Heightened senses, iron vulnerability
Lucky Sign: Survived the plague (Magical healing) (+0)
Oceanshieldwolf |
Ok, nice shot Mr Wanderful!. Are we still in initiative, or can people start the DC 6 Strength check to climb the rope to the cage door?
I’m pretty sure a 10 foot jump is not much of a reach for an eight limbed jack-o-fire-pumpkin…
Feel free to take Pip, scranford. He has 17 Str, and 15 luck left!!!
CucumberTree |
Stiehle, Fennik gets +2 on the roll since he opened the cage, which makes it an 8.
Also, CucumberTree, Eyehope spoke Drezzta’s name so he should have -1 to his roll which makes it a 7.
I Thought it was a +1, not that I want a character named Eyehope Eudie.
I'm going with the ambiguously gay Mister Wanderful.
CucumberTree |
Luck Score: 1d30 ⇒ 3
Fortunate date: Missile fire attack rolls
Not sure what that means, I guess a bow it is
HP: 1d6 ⇒ 2
This change either adds or subtracts 1d12 months to the character’s age, and causes minor physical changes (hair or eye color, sleight adjustment to height, etc.).
Not sure the month thing matters for an elf with no defined age.
But Mister Wanderful's John Thomas is much larger now.
Eric Swanson |
Tough call here, but I think I'll stick with Mirinde the Elf as my PC (with Gauward as a backup).
Luck increases to 11. Mirinde Lucky roll: 1d30 ⇒ 14 The raging storm: Spell damage. That fits beautifully I think.
As for her physical change I would say she now has a streak of white hair that runs through her normally black hair.
Elf HP roll: 1d6 ⇒ 4 8 HP total.
Finally she will exchange the iron dagger she has been carrying for a mithril one.
Oceanshieldwolf |
Here’s “Pip” as he ended the game, before adjustments from the Wheel:
Strength: 17
Agility: 7
Stamina: 12
Intelligence: 13
Personality: 13
Luck: 14
HP: 4
Lucky Sign: 18 Guardian Angel: + 1 bonus to escape traps
Occupation: Halfling glovemaker
Equipment:
Awl
Spear
1 pair gloves
4 candles (4 cp)
1 piece chalk (1 cp)
Flint and steel (15 cp)
1 torch (1 cp)
And Pip scored this on the Wheel of Destiny:
Major change to the character’s stars:
The character receives a permanent +2 to his Luck score;
re-rolls his birth augur and lucky roll twice, and chooses which of the three (including the one he already has) to keep.
The character also chooses one of their ability scores and re-rolls it, keeping the new score if it is higher than their old one.
The character’s identity changes significantly – they age plus or minus 1d4 years, they might be from a new family, city, or even a different country, and can have major physical changes (the character’s gender or racial sub-group might even change). They might have a new name.
I would suggest rerolling Pip’s Agility, and giving him a new name! Pip started with 15 Luck, it is now 14 - I’m not sure if you replenish Luck over time….anyway…Enjoy!!!
CucumberTree |
Well it’s been a fun ride, but I’ll call it quits here folks. Scranford, if you want, Pip is yours!
Thanks for memorable moments, interesting characters and a great game. Thanks yet again to DM Brainiac…have fun all!
I see Mister Wanderful's profusely raw sexual magnetism has overwhelmed you.
I get it.
Oceanshieldwolf |
Oceanshieldwolf wrote:Well it’s been a fun ride, but I’ll call it quits here folks. Scranford, if you want, Pip is yours!
Thanks for memorable moments, interesting characters and a great game. Thanks yet again to DM Brainiac…have fun all!
I see Mister Wanderful's profusely raw sexual magnetism has overwhelmed you.
I get it.
By Pip’s torn sack, you’ve…exposed me!
DM Brainiac |
Alright, so our five erstwhile level 1 heroes are as follows:
Artemis the Thief, Clancy the Cleric, Mirinde the Elf, Mister Wanderful the Elf, and Roscoe Nimblepip the Halfling!
If everybody would kindly post a short story in the gameplay thread similar to Clancy's, that would be great. Just a little bit about how you feel surviving the first adventure, how the Wheel of Destiny changed you, and why you chose to pursue your class and the life of an adventurer. Once that is done, I will move us along to the next 1st-level adventure!
If you need help leveling up from 0 to 1, let me know.
DM Brainiac |
How much is mithril chain, and it's stats?
At 1st level, an elf character may purchase one piece of armor and one weapon that are manufactured of mithril at no additional cost. Mithril armor weighs slightly less than iron or steel armor of the same type and can be worn by the elf without the pain normally associated with metal armors.
Keep in mind that wearing armor may interfere with your spellcasting.
DM Braniac: How did you want Mirinde to select her spells? The Quick start rules say to select randomly, but I have not purchased the Rulebook yet, though I do plan on getting it soon.
You’ll still determine them randomly. In addition to the 3 random spells, an elf automatically receives the spells patron bond and invoke patron at 1st level.
Roll 1d27 for each spell, rerolling duplicates. I’ll post the relevant spell info for your results.
Additionally, when a wizard or an elf learns a new spell, he rolls on the mercurial magic table to determine how that spell manifests in his hands. This percentile roll is adjusted by his Luck modifier x 10%; i.e., a +2 Luck modifier counts as +20% on the check. Roll those for each spell and I’ll tell you the results as well.