The Isle of Madmen (Inactive)

Game Master DEWN MOU'TAIN

With the Dark One locked away in his prison by the Dragon Reborn, A time of unheard of (but uneasy) peace begins to unfold.
however, the happenings of the Westlands holds little interest in the adventurers. Instead, a time of exploration, of colonization is at hand! the Isle of Madmen, a large unexplored continent kept locked in a savage state since the Breaking!
to here, the party goes to seek adventure. here, they seek riches and fame! here the seek to conquer!

link to maps!



"I will always strive to write better" , 25 years gaming, 20 yrs DM

this is a discussion page


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

ping'd

Thanks for the invite. :)


Skills:
Acrobatics +15, Composure +19, Knowledge History +13, Linguistics +13, Perception +17, Stealth +9, Survival +9, Weavesight +11
Attacks:
[dice=Flurry Attack]d20+10[/dice][dice=Flurry Damage]d8+4[/dice][dice=+1 Aiel Spear Attack]d20+15[/dice][dice=+1 Aiel Spear Damage]2d6+7[/dice][dice=Aiel Shortbow Attack]d20+13[/dice][dice=Aiel Shortbow Damage]d6[/dice]
N Algai’d’siswai 6/Wilder 4 |94/94 HP | Fort: 9, Ref: 16, Will 13 |AC 29, Touch 25, FF 29| Weaves: 4/4, 3/3, 3/3, 3/3 | Rep: 3

Thanks for the invitation.

I do have two things to ask about.

First the Algai’d’siswai has a class bonus to Initiative. Can that bonus be changed to something else. I think in a previous game you changed it to Quick Draw. A bonus to Reflex might also work as well.

Also, I did not purchase anything beyond basic starting items. Should we have magic items by this point? How much gold should I have in items?


Domani AC:25 F:+5 R:+13 W:+5 Prcpt:+11 Stealth:+14 SH:+13 Mp Quartestaff:+16/+10(+10/+10) 1d6+4, Daggers:+10/+5 Shortbow+10/+5

I am here


Domani AC:25 F:+5 R:+13 W:+5 Prcpt:+11 Stealth:+14 SH:+13 Mp Quartestaff:+16/+10(+10/+10) 1d6+4, Daggers:+10/+5 Shortbow+10/+5

Same as Dhaeric, do we have Magical Items and I know my Rep is high.

Figured I would have Lazar be a former hunter turned participant in the Last Battle. Might even have him learn Seanchan


Pinged!


"I will always strive to write better" , 25 years gaming, 20 yrs DM

make the change from iniative to a +2 unnamed bonus to Reflex saves.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

created a gameplay thread.


Skills:
Acrobatics +15, Composure +19, Knowledge History +13, Linguistics +13, Perception +17, Stealth +9, Survival +9, Weavesight +11
Attacks:
[dice=Flurry Attack]d20+10[/dice][dice=Flurry Damage]d8+4[/dice][dice=+1 Aiel Spear Attack]d20+15[/dice][dice=+1 Aiel Spear Damage]2d6+7[/dice][dice=Aiel Shortbow Attack]d20+13[/dice][dice=Aiel Shortbow Damage]d6[/dice]
N Algai’d’siswai 6/Wilder 4 |94/94 HP | Fort: 9, Ref: 16, Will 13 |AC 29, Touch 25, FF 29| Weaves: 4/4, 3/3, 3/3, 3/3 | Rep: 3
RIZZENMAGNUS wrote:
make the change from iniative to a +2 unnamed bonus to Reflex saves.

Awesome, I will make the change.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs
Dhearic wrote:

Thanks for the invitation.

Also, I did not purchase anything beyond basic starting items. Should we have magic items by this point? How much gold should I have in items?

We have 150 gold crowns (which equates to 1500 plantinum pieces from standard PF games) to purchase gear, which can include masterwork and masterpiece itmes, but not powerwrought items with the 150 gold crowns.

PF 1 copper piece = 1 WoT copper penny
PF 1 silver piece = 1 Wot silver penny
PF 1 gold piece = 1 WoT silver mark
PF 1 plantinum piece = 1 WoT gold crown

* *

On top of the 150 gold crowns for non-magical gear, our GM has also given us...

@GM: please clarify total magic item budget we have, please.

RIZZENMAGNUS wrote:

for game mechanics:

Ter'angreal dont have a specific value. but, depending on what your wanting to have, we can say that you have found one on your travels.
on the back end, for game balance, what we can do is use the 10 level treasure allotment from PE1, which is 62,000. we say that 60% of that can be used for ter'angreal creation. 37,000 gp value. then, using that as a marker, we can look through the pf1e wonderous magical items, and you can either pick an object or objects that total up to the gp value. Or, you can build your own object.

for example

starting gold value: 32,000
+3 power wrought sword -18,000
+1 keen -2,000
+2 advancing -8,000
total: 28,000
left over: 4,000

ring of mingor weave resistance (taken from ring of counterspell) 4,000gp

@GM: Do we have 37,000 gold or 32,000 gold to work with for determining our magic items?

RIZZENMAGNUS wrote:

Kayden Al'Connor wrote:

Based on the example you gave, we track the cost the individual armor/shield/weapon special properties separately, and do not use the total effective bonus to determine the overall cost of the item?

For example, using the standard PF1e item creation rules, a +3 advancing keen weapon would have a cost of 72,000 gold (excluding masterwork weapon cost) since it has an cumulative +6 bonus (+3 enhancement, +3 worth of special weapon properties)

Looking for clarification that you are intentionally ignoring the normal 'add total bonuses first, then figure out magic weapon cost' or if you do want us to use the standard magic item value formula for adding special properties to armor (bracers), shields and weapons.

For example, using Kayden's gauntlet (using a base +1 enhancement weapon for the following example):

+1 heartseeking myrddraalbane quenching gauntlet (total effective +4 bonus), for total of 32,000 gold by standard magic item creation rules.

Using method you used in your example:

+1 powerwrought weapon (2,000 gold)
heartseeker (+1 power) (2,000 gold)
myrddraalbane (+1 power) (2,000 gold)
quenching (+1 power) (2,000 gold)

Total 8,000 gold (instead of 32,000 gold).

thought about it. stick with pathfinders rules that you described/defined.

that makes a lot more sense.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Oops. I missed the 4,000 gold ring in your example.

@GM: Is the following gear approved?

Free from Midlander background: light horse ("Prancer"), healer's kit

gc = gold crown

gear with encumbrance affecting Prancer:

(light load 230 lbs, medium load 460 lbs, heavy load 690 lbs)

riding saddle (3 gc) (25 lbs)
bit and bridle (0.1 gc) (1 lb)
saddle bags (0.4 gc) (8 lbs)

left-side saddlebag (20 lbs capacity)

small tent (1 gc) (20 lbs)

right-side saddlebag (20 lbs capacity)

bedroll (0.01 gc) (5 lbs)
winter blanket (0.05 gc) (3 lbs)
hooded lantern (0.7 gc) (2 lbs)
ten 1-pint flasks of oil (0.1 gc) (10 lbs)

cart (1.5 gc)

Stored in cart (encumbrance in cart divided by 5 to determine encumbrance for Prancer)

(10 days) feed (0.05 gc) (100 lbs)
(4 yards by 4 yards) canvas (0.16 gc) (16 lb)

Prancer's encumbrance pulling cart without Kayden riding him: 98 lbs (unencumbered)

With Kayden riding him, Prancer's encumbrance bracket moves up to medium encumbrance bracket.

Kayden's backpack and the gear attached/stored inside it:

masterwork backpack (5 gc) (4 lbs)
(full) waterskin (0.1 gc) (4 lbs)
50-foot silk rope (1 gc) (5 lbs)
dice (0.01 gc) (-)
common playing cards (0.01 gc) (1 lb)
grappling hook (0.1 gc) (4 lbs)
flint and tinder (0.1 gc) (-)
(10 days) trail rations (0.5 gc) (10 lbs)
cold weather outfit (0.8 gc) (7 lbs)
warm weather outfit (0.8 gc) (4 lbs)
traveler's outfit (0.1 gc) (5 lbs)
soap (0.001 gc) (0.5 lbs)
hammock (0.01 gc) (3 lbs)
tankard (0.002 gc) (1 lb)
healer's kit (free from background) (1 lb)

Total encumbrance of backpack and contents: 49.5 lbs

Kayden's ter'angreal and worn gear:

explorer's outfit (free) (-)
belt pouch (0.1 gc) (0.5 lb)
(ter'angreal) masterpiece cold iron gauntlet* (60.4 gc) (1 lb)
(ter'angreal) masterwork silver dagger** with sheath (32.2 gc) (1 lb)

Total encumbrance without backpack (not including weight of coins in belt pouch): 2.5 lbs

Total encumbrance with backpack: 53 lbs (light encumbrance load) (can have up to 250 coins in belt pouch and remain in the light encumbrance load bracket)

In belt pouch:

41 gold crowns
6 silver marks
9 silver pennies
7 copper pennies

* Kayden's masterpiece cold iron gauntlet (he found at the ancient wolf burial ground in the Borderlands that the wolves, Muddy Paws and Splasher, guided him to) has the following magical properties:

Cold Iron weapon enchantment surcharge: 2,000 gold
(+1 enhancement, heartseeker weapon property, trollocbane weapon property): 18,000 gold
impervious weapon property: 3,000 gold
+4 competence bonus on Acrobatics checks: 1,600 gold + 50% increase (Multiple Different Abilities on page 549 of CRB): 2,400 gold

Total magical cost of Kayden's masterpiece cold iron gauntlet: 25,400 gold

** Kayden's masterwork silver dagger has the following magical properties:

(+1 enhancement, returning weapon property): 8,000 gold
impervious weapon property: 3,000 gold
Total magical cost of Kayden's masterwork silver dagger: 11,000 gold.

Total cost of Kayden's ter'angreal (excluding cost of the non-magical items): 36,400 gold.

@GM: Kayden's background story had Splasher telling Muddy Paws to leave the Borderlands and stay near to Metal Paw (Kayden, whose initial wolf name was Dusty Horse, before the wolves told him the gauntlet was now his). Did Muddy Paws board the ship with Kayden?


"I will always strive to write better" , 25 years gaming, 20 yrs DM

37,000 gps equivalent for determining value of magical items. the 32,000 was just a number i used for my example before i was reminded of the pathfinder total effective bonus rule.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Updated and acquired some additional gear. Nothing extravagant.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Hero Forge mini of Kayden

Hero Forge mini of Muddy Paws

Hero Forge mini of Kayden with Muddy Paws


Skills:
Acrobatics +15, Composure +19, Knowledge History +13, Linguistics +13, Perception +17, Stealth +9, Survival +9, Weavesight +11
Attacks:
[dice=Flurry Attack]d20+10[/dice][dice=Flurry Damage]d8+4[/dice][dice=+1 Aiel Spear Attack]d20+15[/dice][dice=+1 Aiel Spear Damage]2d6+7[/dice][dice=Aiel Shortbow Attack]d20+13[/dice][dice=Aiel Shortbow Damage]d6[/dice]
N Algai’d’siswai 6/Wilder 4 |94/94 HP | Fort: 9, Ref: 16, Will 13 |AC 29, Touch 25, FF 29| Weaves: 4/4, 3/3, 3/3, 3/3 | Rep: 3

I fixed Dhearic's gear and stats for it.


Finally doing my powerwrought item allotment.

Powerwrought studded leather armor +5 (25,000 mk, 20 lbs.)
Powerwrought vambraces of defense (6,000 mk, 3 lbs.)
Powerwrought cloak of heavenly fire (6,000 mk, 1 lb.) (This is her white stole)

Total = 37,000 mk of powerwrought items


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

@Rizzen

Question: Which, if any, of the following wolfbrother madness symptoms has Kayden experienced in the past decade (after he gained both the Acceptance of Fate and Mental Stability feats)?: wolf aspect, aversion, paranoia

I have the wolf madness triggers and symptoms near the top of Kayden's profile.

It has been a decade since Kayden had his month of madness in the borderlands. He should have a pretty decent idea of how often he suffers a wolfbrother madness symptom when he gets injured (or if getting injured no longer puts him at risk of triggering a madness effect (if his madness rating is no higher than 15).

His madness score is 3d6+6 (-30 applied from the Acceptance of Fate and Mental stability feats with).

Potential symptoms Kayden might have experienced in the past decade depending on the secret 3d6+6 roll you made to determine his madness rating:

If the secret roll you make for the 3d6 is no more than 9 (for total of 15) he does not have any madness triggers, and over the past decade will have discovered he is no longer susceptible to madness from being a wolfbrother.

If the secret roll you make is 10 or higher, the only madness trigger he will have is injury.

If you rolled exactly 10 for the 3d6 the only madness symptoms he would have experienced in the past decade is the wolf aspect madness symptom (for 2d6 minutes) (95% of the time he failed the Will save to resist wolfbrother madness affecting him) and aversion madness symptom (5% of the time he failed the Will save to resist wolfbrother madness.

If you rolled 11 or higher for the 3d6, sometimes when he fails the Will (madness) save, in addtion to the above two madness symptoms he might have experienced the paranoia symptom (for 2d6 minutes).

How often Kayden getting injured triggered a madness symptom based on his madness rating, and the percentage chances of failing the Will save & the percentage chances of which symptom he experienced on failed saves:

Madness 9 to 15: nothing triggers a wolfbrother madness symptom

Madness 16: DC 16 Will save (50% he failed the save; 50% wolf aspect, 50% aversion)

Madness 17: DC 17 Will save (55% he failed, 45% wolf aspect, 50% aversion, 5% paranoia)

Madness 18: DC 18 Will save (60% he failed, 40% wolf aspect, 50% aversion, 10% paranoia)

Madness 19: DC 19 Will save (65% he failed, 35% wolf aspect, 50% aversion, 15% paranoia)

Madness 20: DC 20 Will save (70% he failed, 30% wolf aspect, 50% aversion, 20% paranoia)

Madness 21: DC 21 Will save (75% he failed, 25% wolf aspect, 50% aversion, 25% paranoia)

Madness 22: DC 22 Will save (80% he failed, 20% wolf aspect, 50% aversion, 30% paranoia)

Madness 23: DC 23 Will save (85% he failed, 15% wolf aspect, 50% aversion, 35% paranoia)

Madness 24: DC 24 Will save (90% he failed, 10% wolf aspect, 50% aversion, 40% paranoia)


"I will always strive to write better" , 25 years gaming, 20 yrs DM

Kayden's month of madness in the wilds of the borderlands:

I worked with Kayden and the three refugees-turned adventurers (Liam ad the sisters Aoife and Orla) having just reached 5th level when they and Kayden's uncle Cormac started adventuring in the wilds of the borderlands, and that they had one encounter (of challenging difficulty) each day. This resulted in them leveling up to 6th level after the fight with the trollocs on the 7th day; leveling up to 7th level after the fight with the trollocs on the 12th day; leveling up to 8th level after the fight with the trollocs on the 16th day; and leveling up to 9th level after the huge fight with the trollocs, with the help of the wolves, on the 17th day to reclaim the wolves' ancestral burial ground (and gained what will become each of their masterpiece weapon or armor: gauntlet (Kayden), breastplate (Liam), handaxe (Cormac), daggers (Aoife and Orla). I also worked with Kayden's uncle Cormac being at the start of 10th level the day the trollocs killed Kayden's parents, brother and family dogs. Kayden, Liam, Aiofe and Orla reached 5th level by the time they reached the wilds of the borderlands. Cormac reached 11th level by the time they entered the wilds of the borderlands.

To come up with Kayden's history of madness, I used Geoff Hall's Madness version, as he is the author of the wolfbrother feats from UtDB being used for the campaign.

I worked with Kayden getting average rolls for the +1d6 gained madness from wolfbrother feats and gaining madness symptoms that would match up with the possible ranges for the secret GM-rolled +1d6 madness rolls. This approach will have the same possible madness symptoms regardless of what the secret 1d6 Madness gained rolls for his wolfbrother feats.

At 5th level, Kayden has a +3 Will bonus and a +7 Handle Animal bonus

Adventuring in the wilds of the Borderlands

Day 1

Kayden begins the day with a Madness Rating (MR) of 3.

He sees a wolf about a hundred yards away. "Beware the trollocs that roam these parts," Kayden hears someone whisper to him. He turns his head and sees none of his companions are close enough to him to have been the whisperer. +1 Madness (MR 4)

The group encounters a few trollocs and kills them. Kayden enters wolf rage for the first time during the fight. +1 Madness (MR 5)

He spots the (same?) wolf off in the distance after the fight with the trollocs. "You fought well, pup." someone whispers to Kayden.
"As did all of us," Kayden speaks, "and I'm not a pup!"
Cormac, confused, speaks "None of us called you a pup, Kayden.
"Must have been one of the trollocs then."

+1 madness (MR 6)

As the group is making camp for the night, Kayden spots two wolves in the distance. "He's pretty quick for a pup," Kayden hears whispered to him and turns his head to see that once again none of his companions are close enough to have whispered the words to him.
"They are not the ones speaking to you right now, pup. We are."
Kayden, thinking it couldn't possibly be the wolves he is hearing, turns back to look at them and thinks, "I think I am losing it."
"No, you are discovering your true self, pup."
What sounds like a different voice whispering, "Muddy Paws, stay close to this one."
"I will, Splasher."
Unseen wolves howl in the distance. Splasher sprints away while Muddy Paws remains watching Kayden and the camp.

+1 madness (MR 7)

Day 2

In the morning, while Kayden is grooming his horse, he notices a wolf (Muddy Paws) about a hundred yards away with a dead rabbit in its jaws, "This is for you, pup." The wolf releases the rabbit and moves further away from the camp.

+1 madness (MR 8)

Kayden goes over and picks up the rabbit to bring it back to camp. As he starts to walk back towards the camp he spots the wolf by a nearby tree blocking the view of the wolf to others at the camp. He notices the top of the wolf's front paws have small patches of mud on them. Thinking it mad, he thinks, "Thank you, Muddy Paws."
"You are welcome,"The wolf sniffs the air between it and Kayden, "Dusty Horse."

Cormac finds a trail of a few trollocs and the group finds and kills them. Kayden entered wolf rage during the fight. +1 madness (MR 9)

While making camp, Kayden spots Muddy Paws off in the distance and converses with him telepathically. +1 madness (MR 10)

The following days follow the same pattern. Telepathically communicating with Muddy Paws at the start at the end of the day and encountering a small group of trollocs that the group slays, which Kayden entered wolf rage during the fight.

Day 3

Morning talk with Muddy Paws; +1 madness (MR 11)
Enters wolf rage during fight with trollocs; +1 madness (MR !2)
Evening talk with Muddy Paws; +1 madness (MR 13)
Gained Heightened Senses from gaining 10 madness from entering wolf rage and telepathic communication with Muddy Paws (and Splasher). +1d6 (4) madness. (MR 17)

Day 4

Madness Triggers: Injury

Morning talk with Muddy Paws; +1 madness (MR 18)
Enters wolf rage during fight with trollocs; +1 madness (MR 19)
Got injured during fight with trollocs and failed his Will save. Madness symptom he manifested was aversion for 2d6 (7) hours. While the group makes camp for the evening, Kayden walks away, the others thinking he is just doing his typical evening bladder draining, until Kayden is gone for longer than is expected. Three of them stay at the camp while Cormac looks for his nephew's trail.

Cormac tracks him and finds him calmly standing beside a tree, scratching the left ear of a wolf with mud on its paws. The wolf looks up at Cormac before sprinting away. +1 madness for conversing with Muddy Paws (MR 20)

"Kayden, are you alright? It's not a good idea to wander by yourself at night around here."

"I'm okay, Uncle Cormac. Let's head back to camp."

Day 5

Morning talk with Muddy Paws; +1 madness (MR 21)
Enters wolf rage during fight with trollocs; +1 madness (MR 22)
Got injured during fight with trollocs and failed his Will Save. Madness symptom he manifested was aversion. Kayden takes longer than usual again for his evening bladder draining. Cormac tracks him and once again finds him with the same wolf, scratching one of the wolf's ears.

+1 madness for evening talk with Muddy Paws (MR 23)

Day 6

Morning talk with Muddy Paws; +1 madness (MR 24)
Enters wolf rage during fight with trollocs; +1 madness (MR 25)
Got injured during fight with trollocs and failed his WIll save. Madness symptom he manifested was aversion. Kayden takes longer than he should for his evening bladder draining. When Cormac finds Kayden he is sitting against a tree, with the wolf on its side beside him, as Kayden is scratching the wolf's stomach.

+1 madness for evening talk with Muddy Paws (MR 26)

Day 7

morning talk with Muddy Paws, +1 madness (MR 27)
Gained Wolfdream as bonus feat from gaining an additional 10 madness from entering wolf rage and telepathic communication with Muddy Paws. +1d6 (3) madness (MR 30)
enters wolf rage during fight with trollocs; +1 madness (MR 31)
Got injured during the fight with trollocs and failed his Will save. The madness symptom he manifested was paranoia for 2d6 (7) minutes.

After the fight is over, while the healer of the group goes to tends Kayden's wounds, Kayden pushes the healer away from him, "Stay away from me!".
Cormac, a worried look on his face, speaks in a calming tone, "Kayden, you got hurt during the fight and we want to take care of your wounds."
Kayden, unaware he is starting to get in a fighting stance retorts back, "Tend to your own wounds first."
Cormac approaches Kayden, reaching out a hand to gently touch his shoulder, "No one here wants you hurt. You're bleeding, let us bandage you up."
Kayden runs past his uncle and away from camp. Cormac and Liam chase after Kayden.
"Kayden, stop running!"
After about a minute of chasing Kayden, the two of them catch up to Kayden and pin him down.
Kayden, thrashes about, trying to punch and kick at the two of them to get away, akin to a cornered animal that is trapped and unable to escape a predator, sweat starting to form on his face and dampening his hair.
"Kayden, it's me, your uncle Cormac. I think the weapon you were stabbed with might have been poisoned. Stay still so I can check the wound."
Kayden continues to thrash, ignoring his uncle's words.
After about five minutes, Kayden regains control of himself, "Okay, okay, I'm fine. Kindly let go of me so I can walk back to camp with you without your hands on me."

Kayden and the refugees-turned adventurers level up to 6th level.

Kayden takes the typical amount of time for his evening bladder emptying before returning to camp.

Evening talk with Muddy Paws; +1 madness (MR 32)

While he sleeps that night he enters the wolfdream and converses with Muddy Paws and Splasher.

Day 8

Madness Triggers: injury, Will saves

Kayden's Will save bonus is +3 and his Handle Animal bonus is +8.

Morning talk with Muddy Paws; +1 madness (MR 33)
Enter wolf rage during fight with trollocs; +1 madness (MR 34)
Entering rage triggers madness check: symptom that manifests was paranoia for 2d6 (7) minutes.
Kayden, feeling like the trollocs and his allies mean him harm, does a fighting withdrawal and then runs away from the threats of the trollocs and humans.

Cormac and the rest of the group, hard-pressed with one of their number taking off, faced with a more dangerous situation. As one of the refugees-turned adventurers was about to receive a trolloc's axe to his skull, Muddy Paws joins the fight to even the odds. After the fight, Muddy Paws sprints off to catch up to Kayden.

"You should not leave your allies more vulnerable to trollocs, Dusty Horse."
Kayden, hit with sudden guilt at the realization his taking off might have resulted in his group being outnumbered by the trollocs, "What is wrong me? They might be dead because I ran away."
Muddy Paws, rubs his blood-soaked snout against Kayden's leg, "The trollocs are dead. This is the blood of two of them."
"Thank you for helping my friends, Muddy Paws." Kayden puts his shaking right hand on top of Muddy Paws' head, letting the presence of his furred friend calm him now.

Muddy Paws walks beside Kayden as he walks back to the others.

"What was that, Kayden!?!?" Liam yells at Kayden returns, "Had it not been for some wolf. That wolf!" Liam points at the wolf with trolloc blood dripping from its snout, "I would be dead with an axe in my head!"

Hanging his head in shame, Kayden mutters, "I'm sorry."

"Look at me!"

Kayden looks up at his friend, notices the blood running down from the left side of his head. "Liam, I am sorry. I don't understand what's going on!"

Cormac asks, "Kayden, have you been communicating with that wolf with your thoughts?"

"How did you know that?"

"What are you talking about, Cormac?" Orla asks.

"Why did you ask Kayden if that wolf can hear his thoughts?" Aiofe asks.

"It seems my nephew is a wolfbrother. Wolfbrothers, like wolves, are allies in the fight against shadowspawn."

"Some ally, I nearly got my skull cleaved in two!" Liam shouts, "How can we trust him to not take off like that again when we need him to be focused on killing trollocs with us?"

"We already have the answer. The wolf made up for the absence of Kayden during the fight," Cormac continued, "From what I recall, Kayden's best chances at not losing control like that again is remaining in the borderlands with the wolf helping us fight trollocs until he regains proper control of his mind again or," Cormac's voice falters as he thinks about the other outcomes, "or his mind becomes completely like a wolf's, if trollocs don't end him before one of those two outcomes happens."

"I can not ask that of any of you. The three of you should head back to Two Rivers." Kayden tells his fellow midlanders.

"Hoshposh! We are not going to abandon you so you die here, Kayden." Orla speaks.

"Olra speaks true. Isn't that right, Liam?" Aiofe looks at Liam.

Liam, still peeved, "That trolloc nearly killed me!"

"Do you think Kayden would leave you here to die if things were the other way around, Liam?" Aoife asks.

Touching his blood-soaked patch of hair, Liam nods his consent, "Can someone check my head bandage, I think I need some more..." he does not finish as he slumps unconscious to the ground.

evening talk with Muddy Paws; +1 madness (MR 35)

While in the wolfdream that night, Splasher tells him about a wolfbrother who lived many generations ago, named Claw Forger, who after he died, wolves dragged his body to a wolf burial mound. The mound has been overgrown for years, but the metal claw he forged is still waiting for a wolfbrother worthy of the metal claw to recover it, and that she thinks Dusty Horse (Kayden) might be the wolfbrother they have been waiting for to claim Claw Forger's metal paw.

Day 9

Morning talk with Muddy Paws; +1 madness (MR 36)

Entering wolf rage during fight with trollocs triggered madness check: madness symptom manifested was claustrophobia for 2d6 (7) minutes, not impacting his focus on killing the trollocs with his companions. +1 madness for wolf rage (MR 37)

Evening talk with Muddy Paws; +1 madness (38)

While in the wolfdream that night, Muddy Paws tells him Splasher is telling other wolves about him, Dusty Horse.

Day 10

morning talk with Muddy Paws; +1 madness (MR 39)

Entering wolf rage during fight with trollocs; +1 madness (MR 39); madness symptom he manifested was claustrophobia for 2d6(7) minutes, not impacting his focus on killing the trollocs with his companions.

Evening talk with Muddy Paws; +1 madness (MR 40)

During the wolfdream that night, Muddy Paws is with him when Splasher is accompanied by five other wolves Kayden has not met before.

Day 11

Morning talk with Muddy Paws; +1 madness (MR 41)

Madness triggers now include communicating with wolves.

Enter wolf rage during fight with trollocs; +1 madness (MR 42), madness symptom that manifested was claustrophobia for 2d6 (7) minutes, not impacting his focus on killing the trollocs with his companions.

Evening talk with Muddy Paws; + madness (MR 43), madness symptom that manifests was claustrophobia for 2d6 (7) minutes, having no effect on him as the group is in the wilds of the borderlands.

During the wolfdream that night, Muddy Paws is with him when Splasher is accompanied by five other wolves, none of which were the one of the five he met the night before.

Day 12

Morning talk with Muddy Paws; +1 madness (MR 44), madness symptom that manifested was claustrophobia for 2d6 (7) minintues, making him wander a little ways from camp.

Enter wolf rage during fight with trollocs; +1 madness (MR 45); madness symptom that manifested was claustrophobia for 2d6 (7) minutes, not impacting his focus on killing the trollocs with his companions.

Kayden and his fellow midlanders leveled up to 7th level. Cormac leveled up to 12th level. Kayden gains the Acceptance of Fate feat; -10 madness (MR35). Kayden no longer gains madness by communicating with wolves or entering wolf rage. Communicating with wolves is no longer a madness trigger.

That night during the wolfdream, Muddy Paws is with him when Splasher is accompanied by five other wolves, none of which were the ones he met during the two previous wolfdream nights.

Day 13

Kayden's Will save bonus is +4 and his Handle Animal bonus is +9

During the fight with trollocs the madness symptom that would have manifested was paranoia, but Kayden unknowingly used The Dark One's Own Luck that caused him to gain a result of claustrophobia instead so his madness did not impact his focus on killing trollocs with his companions.

During the wolfdream that night, Muddy Paws, Splasher and the fifteen wolves he met during the previous three nights of wolfdreams were surrounded by an overgrown mound by a small pond that Splasher was wading at the edge of and making small splashes in the water.

"You are a few days from the mound, Dusty Horse. Come with your friends to help you dig."

Day 14

Kayden tells his companions about his dreams. They decide to look for the mound.

Kayden inadvertently uses The Dark One's Own Luck to manifest the claustrophobia symptom during the fight with the trollocs for the next three days.

The wolf dream that night and the following night are the same as the one by the pond, with Splasher telling him he and his friends are closer to the mound than they were the day before.

Day 16

After the fight with the trollocs, Kayden and the other midlanders level up to 8th level.

The wolf dream that night Muddy Paws and Splasher and the other fifteen wolves from the previous dreams are there. Splasher tells Kayden that several trollocs are by the mound and she and some of the other wolves will be ready to help him and his friends defeat the trollocs at the mound.

Unbeknownst to Kayden, he used The Dark One's Own Luck to gain a higher number of wolves to come to his aid (storywise, the wolves were waiting for a wolfbrother who had human allies that were adept of slaying trollocs to help the wolves reclaim their ancestral burial mound).

Day 17

During the night all the wolves he met in his wolf dreams except for three made it to the camp.

Kayden's Will save bonus is +4 and his Handle Animal modifier is +10.

When Kayden awoke Muddy Paws, Splasher and a dozen of the fifteen wolves he met during his wolfdreams were gathered near the camp.

"Dusty Horse, tell your friends we go to the mound when they are ready."

Kayden and his human and wolf allies reached the mound and defeated the trollocs there. Kayden nor any of his human allies, including his uncle met their deaths that day, but seven of the wolves died in reclaiming the mound for the wolves.

After spending a few hours digging, they located the decayed skeleton of Claw Forger. Kayden claimed the left-handed masterpiece gauntlet. Liam claimed the masterpiece breastplate armor. Cormac claimed the masterpiece handaxe. Aoife and Orla each claimed one of the masterpiece daggers.

Kayden and his fellow midlanders leveled up to 9th level and Cormac leveled up to 13th level. Kayden gained the Mental Stability feat; -20 madness (MR 15).

The five humans traveled to Two Rivers after the fight at the wolves ancestral burial mound. Splasher told Muddy Paws to continue to travel with Kayden, who's new wolf name is Metal Paw.

I left Liam's, Aoife's and Orla's classes open, in case you and other players would like to make use of them once they arrive back at Two Rivers.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

kayden, you got me scratching my head.

help me out.

how did you come to the 3d6+6 for your madness score base? im rereading the rules and book says it's 1d6 per level, which would start you off at 10d6.

i'll answer your other question, but i want to get a base line first, you know?


"I will always strive to write better" , 25 years gaming, 20 yrs DM

also!!!

July 30 thru aug 4th i will be on a family vacation. it is way up north, so i am pretty sure that internet will be practically non existent.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

You said to use the wolfbrother feats from UtDB instead of the wolfbrother prestige class. The wolfbrother prestige class causes 1d6 madness per level of the prestige class. I think you were getting 1d6/level using a channeling base class. Kayden's woodsman, dai'dore and wanderer class levels did not cause him to gain madness. (Unless ALL classes in WoT gain madness per class level, and some cause additional madness per level).

There is no mention of wolfbrother madness in UtDB gaining additional madness for leveling up, but rather specific things that automatically cause a wolfbrother to gain a point of madness.

I used the wolfbrother feats and madness sections from UtDB.

Latent Wolfbrother feat (which he gained at 3rd level): no madness gained.

Wolfbrother feat (which he gained at 5th level): 1d6 madness gained. In addition to the intial 1d6 madness gained, a wolfbrother gains 1 point of madness each time they telepathically communicate with wolves or enter a wolf rage. For every 10 points of madness gained this way they gain the Heightened Senses feat or Wolfdream feat as a bonus feat.

I was working with him telepathically communicating with wolves twice a day (once in the morning and once in evening) and entering wolf rage once per day. Using one encounter against trollocs each day (of challenging difficulty). The encounters were my guideline to how many days passed before Kayden and the NPCs leveled up.

When he gained 10 extra points of madness via entering wolf rage and telepathically communicating with wolves (for total of 1d6+10) he gained the Heightened Senses wolfbrother feat as a bonus feat. The Heightened Senses feat causes a wolfbrother to gain an additional 1d6 points of madness (running total of 2d6+10).

When Kayden gained another 10 points of madness from telepathically communicating with wolves and entering wolf rage (madness total 2d6+20) he gained Wolfdream as a bonus feat. The Wolfdream feat causes a wolfbrother to gain an addtional 1d6 points of madness. (madness total of 3d6+20).

Kayden continued to gain more points of madness each day for entering wolf rage and telepathically communicating with wolves until he reached level 7. Before he reached level 7 he gained an additonal 16 points of madness (for madness total of 3d6+36). At 7th level he gained the Accepted Fate wolfbrother feat, which prevents a wolfbrother from gaining additional points of madness for entering wolf rage or telepathically communicating with wolves. The Acceptance of Fate feat also removes the need to make a Will save to resist entering wolf rage during combat (the wolfbrother can choose to enter wolf rage at any time during combat, or to not enter it at all). The Acceptance of Fate feat also reduces the wolfbrother's madness rating by 10 (making Kayden's madness total 3d6+26.

Kayden no longer gained points of madness for entering wolf rage or telepathically communicating with wolves.

When Kayden leveled up to 9th level, he gained the Mental Stability feat, which reduced his madness rating by 20 points (for a final madness total of 3d6+6).

Using the WoT (not UtDB) had Kayden using the prestige class route, he would not have 10d6 madness but rather 1d6 madness per level of the wolfbrother prestige class (not including reduction to his madness rating for feats that reduce it).

It looks like UtDB simulated gaining additional madness was from the main two activities of telepathically communicating with wolves and entering wolf rage automatically increasing a wolfbrother's madness rating by 1 until they have gained the Acceptance of Fate feat; as well as gaining an additional (secret) 1d6 madness points for gaining one of the two wolfbrother feats that cause that random madness rating increase.

The UtDB wolfbrother madness system can cause more madness than the wolfbrother prestige class can.

Kayden gained 3d6+36 madness. That is the equivalent of 3 levels of the wolfbrother prestige class (for the 3d6) and a minimum of 6 more levels of the wolfbrother prestige class (for the extra 36 madness points Kayden gained, and that is if the random 1d6 was maxed out for six levels). Kayden had gained enough madness that would make him have a minimum of 9 levels of the wolfbrother prestige class, which he would not have been able to take until level 6 (and only have been able to have 5 levels of the prestige class for being a 10th level character) if we were using the wolfbrother prestige class (and would have made him have a madness rating of 5d6 (before reducing it for feats that reduce madness rating).

Apologies for the repetitiveness. I am falling asleep but wanted to give you clarification regarding Kayden's madness score before drifting off.

Where in the book does it say a character that gains the wolfbrother prestige class gains retroactive madness for class levels they had before gaining the wolfbrother prestige class? The wolfbrother prestige class clearly states they gain an additional 1d6 madness for additional levels in the wolfbrother prestige class (not for gaining levels in other classes).

Had he went the wolfbrother prestige route, at 9th level his madness rating would have been (4d6-20) + 1d6 (with mental stability feat at 9th level) or [(2d6-10)+2d6-20]+1d6 (at 7th level for Acceptance of Fate; Mental Stability at 9th level) for a total madness rating at 10th level (with 5 levels of the wolfbrother prestige class) being {[(2d6-10) + (2d6)] - 20} +1d6. (which would work out to no madness at 9th level and the 1d6 madness he gained for the 5th level of wolfbrother prestige class at 10th character level being his total madness rating of 1d6 at 10th level.

With only Mental Stability at 9th character level...

[(4d6) - 20] + 1d6 = (-16/0 to 4) + 1d6 madness at 10th level (with 5 levels of the wolfbrother prestige class) with total madness rating of 1d6 + (4d6-20) with the 0 being the minimum value in the brackets; which would be a grand total of 1d6 or 1d6+1 or 1d6+2 or 1d6+3 or 1d6+4 for Kayden's madness rating with 5 levels of the wolfbrother prestige class; which would have made Kayden's final madness score be as low as 1 and no higher than 10 (1d6+0 to 1d6+4).


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

in the wheel of time rpg are wolfbrothers considered channelers for gaining 1d6 madness each level that is not a level in the wolfbrother prestige class?

Male channelers (not wolfbrothers) gain 1d6 madness per character level. Wolfbrothers only gain 1d6 madness for each level they have in the wolfbrother prestige class.

As I mentioned in the previous post, the UtDB wolfbrother feats and madness system can cause more madness than the baseline rules using the wolfbrother prestige class.

If you want to incorporate an automatic 1d6 madness per character level using the UtDB wolfbrother system, I would suggest removing the automatic gaining a point of madness for telepathically communicating with wolves or entering a wolf rage, and starting with the character level the character gained the wolfbrother feat (not the latent wolfbrother feat, as the latent wolfbrother feat does not cause madness), add 1d6 madness per character level, starting with the character level the character gained the wolfbrother feat. The bonus feats simply requiring having a madness rating of 10 to gain can be gained per three levels (which will average roll of 3d6 madness for those three levels being 10.5), which would still increase the madness rating by 1d6 for gaining those bonus feats.

If you like the above suggestion....

Kayden would have:

5th level: 1d6
6th level: 2d6
7th level: [3d6 +1d6 (Heightened Senses bonus feat)] - 10 (Acceptance of Fate wolfbrother feat)
8th level: (4d6 - 10) + 1d6
9th level: [(4d6-10) + 2d6 + 1d6 (Wolfdream bonus feat)] - 20 (Mental Stability feat)
10th level: {[(4d6-10) + 3d6] - 20} + 1d6

Using the above suggested method Kayden's final madness score would be one of the following:

minimum possible madness rating at 10th level would be: 1d6

maximum possibile madness rating at 10th level would be: 12 +1d6

With the above suggested method the (minimum) & maximum madness rating Kayden might have had at each of the levels would have been:

5th level: (1) 6
6th level: (2) 12
7th level: (0) 14
8th level: (1) 20 (or 14 maximum working with Acceptance of Fate feat prevents gaining additional madness for being a wolfbrother)
9th level: (0) 12 (or 0 maximum working with Acceptance of Fate feat prevents gaining additional madness for being a wolfbrother)
10th level: (1) 18 (or 0 maximum working with Acceptance of Fate feat prevents gaining additional madness for being a wolfbrother)

To account for gaining Heightened Senses and Wolfdream as bonus feats...maybe every two levels after a character gains the Wolfbrother feat, he can gain one of those two feats as a bonus feat (gaining the normal +1d6 madness for acquiring them as normal).

So if you like the suggestions for, and if Acceptance of Fate prevents gaining additonal madness for gaining levels....

5th level: total 1d6 madness
6th level: total 2d6 madness
7th level: total 3d6 madness + 1d6 madness (Heightened Senses as bonus feat) - 10 (Acceptance of Fate feat) = total madness of 4d6-10.
8th level: total 4d6-10 madness
9th level: total 4d6-10 madness +1d6 madness (Wolfdream as bonus feat) - 20 (mental stability feat) = total madness [(4d6-10) +1d6] - 20
10th level: total madness = [(4d6 - 10) + 1d6] - 20

Which would result in Kayden's madness rating at 10th level being:

mininum: [(4d6 - 10) + 1d6] - 20 = [(4-10) + 1] - 20 = [(-6 => 0) + 1] - 20 = [(0) + 1] - 20 = [1] - 20 = -19 ==> 0

maximum: [(4d6 - 10) + 1d6] - 20 = [(24 - 10) + 1d6] - 20 = [(14) + 6 - 10] - 20 = [20] - 20 = 0


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

ran out of timer editing...

This is working with starting with the level that the wolfbrother feat is gained, a character gains 1d6 madness per level, plus an additional 1d6 madness for gaining the Heightened Senses feat, plus and additional 1d6 madness for gaining the Wolfdream feat; and gaining the Acceptance of Fate feat prevents gaining madness for gaining additonal levels, working with a wolfbrother being able to gain one of the two bonus feats every two levels above the level they gained the Wolfbrother feat at.

mininum:

[(4d6 - 10) + 1d6] - 20 =
[(4-10) + 1] - 20 =
[(-6 => 0) + 1] - 20 =
[(0) + 1] - 20 =
[1] - 20 = -19 ==> 0

maximum:

[(4d6 - 10) + 1d6] - 20 =
[(24 - 10) + 6] - 20 =
[(14) + 6] - 20 =
[20] - 20 = 0

I take it the previous posts clarified for you why Kayden's madness rating at 10th level is 3d6+6 (using the UtDB wolfbrother feats and madness point system).


Skills:
Acrobatics +15, Composure +19, Knowledge History +13, Linguistics +13, Perception +17, Stealth +9, Survival +9, Weavesight +11
Attacks:
[dice=Flurry Attack]d20+10[/dice][dice=Flurry Damage]d8+4[/dice][dice=+1 Aiel Spear Attack]d20+15[/dice][dice=+1 Aiel Spear Damage]2d6+7[/dice][dice=Aiel Shortbow Attack]d20+13[/dice][dice=Aiel Shortbow Damage]d6[/dice]
N Algai’d’siswai 6/Wilder 4 |94/94 HP | Fort: 9, Ref: 16, Will 13 |AC 29, Touch 25, FF 29| Weaves: 4/4, 3/3, 3/3, 3/3 | Rep: 3

I will be going on a vacation from Sunday, the 20th, through the following Saturday, the 27th. I should have some access to the internet, but I am not sure how much time I will have to post. So please feel free to bot me as needed.


"I will always strive to write better" , 25 years gaming, 20 yrs DM
kayden wrote:
a whole lot of words

yup yup. ok. that makes sense now. i was looking at it and my brain was farting on me.

i am going to have to sit down and reread the wolfbrother rules again.

ok, so the 3d6 makes sense now.

to answer your original question: go with aversion. it makes sense given your backstory having you retreat to the border lands. Its less populated than most other kingdoms so itd be easy for your character to just be in the wilderness and veg.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs
RIZZENMAGNUS wrote:


to answer your original question: go with aversion. it makes sense given your backstory having you retreat to the border lands. Its less populated than most other kingdoms so itd be easy for your character to just be in the wilderness and veg.

Cool, I was thinking that the wolf aspect and aversion, and not the paranoia makes sense given his back story (he conquered the paranoia madness effects during his month of madness - with help from his uncle and friends).

I could have went with only telepathically communicating with wolves once per day during his month of madness...but communicating with Muddy Paws during dawn/waking up and dusk/making camp made more sense story-wise.

Some stories are so good they can make you go mad. :P

With your permission, based on your answer....

So working with he is still susceptible to aversion but not to paranoia, that would make his madness rating 16 (any lower and he has no madness triggers, and any higher paranoia is a possible madness effect) He has a 50% chance of failing the DC 16 Will save, with 50% chance for either wolf aspect or aversion when he fails the save.

Madness 9 to 15: nothing triggers a wolfbrother madness symptom

Madness 16: DC 16 Will save (50% he failed the save; 50% wolf aspect, 50% aversion)

Madness 17: DC 17 Will save (55% he failed, 45% wolf aspect, 50% aversion, 5% paranoia)

Turning the above into roleplay ideas; Kayden tends to need a few minutes to cool off after a fight.

Failing the Will save and getting the wolf aspect result makes him fight more like a wolf (without entering wolf rage).

Failing the Will save and getting the aversion result, Kayden forces himself to enter into wolf rage (that took a fair bit of training in the borderlands to develop this tactic) so he does not leave his friends/companions (and he has memory flashes of when he left his uncle and friends to fight trollocs without him in the borderlands, which nearly cost one of them their lives), but after the combat is over, being so close to other humans (his companions) makes the flashbacks worse, and he sprints away.

While raging, he fights like a wolf protecting its pack (his allies), as he is determined to take out the threats before they can take out members of his pack. His allies getting wounded during the fight causes his flashbacks to intensify, seeing his fellow wolves getting slaughtered by trollocs at the ancestral wolf burial mound.

When the combat ends, and his wolf rage subsides, being so close to his allies is too strong a reminder of how his past failures nearly cost his friend his life...and needs to get away so there are no humans (nor human trappings such as buildings) visible to him...and part of his staving of the flashbacks is subsconsciosly manifesting his wolf aspect behaviour.

Does the above sound good to you?


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs
RIZZENMAGNUS wrote:

i am going to have to sit down and reread the wolfbrother rules again.

I used Geoff Hall's wolfbrother madness system, as he is the author of the wolfbrother feats (so figured his wolfbrother madness system makes the most sense to use with the wolfbrother feats he created to replace the wolfbrother prestige class).


"I will always strive to write better" , 25 years gaming, 20 yrs DM

No post tonight. Going to bed early.

Random question: any of you on discord? I have a server i run for my games, and its just a chill hangout spot its not a requirement. Just something id offer


"I will always strive to write better" , 25 years gaming, 20 yrs DM

@everyone: tomorrow i am going camping. i will be gone until Monday. so do not expect a post until tuesday.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Unexpected stuff on the homefront came up, that took up most of my free time today and will take up some of my free time for the next few days. Will still try to check and post daily.

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