So when we left Sargava, we knew we were going, not just to restore an old temple, but to build a settlement there as well, is that correct? I am just curious as that would most definitely change the way I would devote the wealth that I have. On the bright side, I think I finally have my class figured out. 4 levels of Ranger with the Freebooter and Skirmisher archetype. Looking forward to it. Still working on crunch and equipment, I should be done tonight after work.
This sounds great! Pumped about playing this game, thanks for the pick Capt. In terms of crunch, Capt. do you have any thoughts about classes for Kierk? I started with the idea of going 4 levels corsair archtype, but I don't even know if 1 is necessary. I like the idea of him being a damage dealer... planning on a 16/16/14/10/13/12 in terms of stats... but I want something that fits his background. Would an inquisitor fit well, or should I just do a barbarian for a couple of levels? Also, which would be the better option, going paladin (I picture a change in alignment after his last dream ... from chaotic to lawful, back to the teachings of his father, etc.) from here on, or I could conceivably go cleric, though I would probably need to move stats around a bit. Any other suggestions for Kierk from background and such?
Alright, here is the further fleshing out. I have a full backstory as well. I will post both, and let you choose whichever one you want to mess with lol. ------------ Reposted Elevator Pitch:
Growing up as a child on a Pirate Ship was far from easy, but for Kierk, it was the perfect match. His father, who was a captain under the Hurricane King, was as good a man as a pirate could be, but was a bit protective of Kierk. He had refused to allow his son to join the ranks of his crew when Kierk came of age, which drove Kierk to prove him wrong. After a failed attempt to steal from his father's hated rival, Kierk was sentenced to hang, but his father stepped in and took his place, on the promise that Kierk go unharmed. The pirate kept his word, but only just, as Kierk was marooned on a cursed rock that someone had the audacity to call an island. Yet somehow, even on that forsaken rock, Kierk survived and managed to escape to the mainland, probably more through divine guidance than anything, but Kierk didn't understand the gods enough to have admitted to that.
Broken from the loss of his father, humbled by the sacrifice of someone else's life for his, yet still filled with the arrogance and rage of youth, Kierk is left to wander in search of something he can't quite name; revenge, or maybe redemption, or some combination of the two. Fleshed out version:
Additional fleshing out: The task that Kierk chose to prove to his father his readiness to join his crew, was to board a rival ship captain's vessel, a known worshipper of Nergal, and steal his personal idol. He almost succeeded, but a single mistake caused the alarm to sound and he was captured. He was sentenced to hang, as every pirate knew it was illegal to steal from other pirates, this sentence shocked know one, but seeing his father, Shaucey Tarsi, step forward and take his place was something no one expected. Soon, Kierk's dad was swinging from the end of a rope and his son was forced to watch. To uphold his end of the bargain, Maud'el, the rival captain, marooned him on a lonely rock in the middle of the ocean. The expectation was that Kierk would die shortly there after, for Maud'el, it was upholding his end of the bargain. However, against all odds, Kierk managed to survive for more than a year on the island that was less than a quarter of a mile long. He had no trouble finding food, but water and shelter were difficult. Yet, as if by luck, (or in hindsight, divine guidance) Keirk never seemed to struggle finding fuel and material to survive. After a year collecting wood and other materials he made a raft and escaped the island to the mainland. While on the island though, Kierk had to cope with his father's death. As a young man, he sought for anyone to blame other than himself. He blamed Maud'el, the cruel terrible rival of his father, but more than that, he blamed the demon god Nergal, who for some reason seemed to protect the despicable Maud'el. As he remembered that night, he blamed Nergal for the single mistake that caused his idyllic life to come crashing down. For the entire year, his hatred for Nergal grew, and became a consuming thought above all else. It is what drove him to escape, and when he landed, it is what drove him for the better part of 2 years. For 2 years, once he made it to the mainland, Kierk waged a crusade against the cult of Nergal worship. Wherever he found it, he sought to destroy it. He killed worshippers, he tore down buildings, and he all manner of sacred writings. What he took pleasure in more than anything else was destroying the idols and statues that he found in these enclaves. He was convinced that he was doing what was right, waging this crusade in the name of justice. But in reality, he was running from the truth, a truth that one of his dreams showed him. He had been having dreams, but he thought they were given in approval of his crusade. However, one night, not far outside of Sargava, he was given a crystal clear look at the night his life changed forever. As he relived that night, he saw details, and noticed things he didn't remember. He realized that the mistake wasn't the cruel act of a demon, but a mistake that he had made in haste. And he realized that his father, wasn't a victim, but was a hero, who had chosen to lay down his life for his son. That single dreamed shattered the life that Kierk had built, a life of rage and vengeance. And in its place, a longing to find whoever it was that had given him the dreams. Full Backstory:
Kierk Tarsi never knew his mother, but that didn't seem to bother him all that much, he was much to busy growing up aboard his Shaucey Tarsi's pirate ship, The Pegasus. He learned to swim before he could walk, he was climbing rigging before he could talk coherently, and as a 5 year old could out curse many a sailor. Kierk had, what he thought, the perfect life. His father, was about as good a man as a pirate can be, lived religiously by the Pirate Code and taught his crew and his son to do the same thing. As he got older, however, Shaucey became more and more protective of his son. When Kierk was 15, he and his father argued about whether he could join the crew or not. His father, the captain, had the final say, and nothing Kierk did could convince him. He was sent to his bunk with the command to stay out of the way as always. That was the final straw, Kierk, a strong, athletic young man, knew he had much to offer his father and the crew. He wanted to help, but it seemed as though his father might never let him. So he resolved to prove to his father how helpful he could be. His target was Maud'el Hiphen, a rival captain in the ranks of the Hurricane King's grand pirate armada. Maud'el and Shaucey weren't just different, they lived in completely different realities. Shaucey's rule was that you never looted, plundered, or stole from someone who was in need. Maud'el made a career off of pillaging tiny villages barely surviving. Shaucey believed in honor, and integrity, Maud'el required a sword to be at his neck before he would give his word about anything, and even then he would barely keep. But, in the Hurricane King's armada, sometimes it was results that counted, and Shaucey and Maud'el were both mid-ranking captains because of it. No one from the Pegasus associated with, or liked any of Maud'el's crews, and often they had had bloody bar fights, or duels in the street, not an entirely uncommon thing in the Shackles. But Maud'el was also known to be a part of the cult of Nergal worship. He claimed that Nergal's blessing was the reason for his success and he bragged about how Nergal had taught him cruelty. Kierk decided that he would steal Maud'el's Nergal idol while he was sleeping. His plan worked perfectly, he boarded the ship silently, swimming under ship's bows and climbing the mooring lines. He snuck into the captain's cabin and found the idol statue he was looking for. He had it in his hands but as he turned to leave, he tripped and fell, waking the rival captain. Within moments, Maud'el had confined the young man to the brig and promised a swift and cruel trial in the morning. The trial came, and much to Kierk's chagrin, his father, Shaucey was there. A pirate caught stealing from another pirate ship is condemned to a quick and painful end at the end of a rope from the rigging. Kierk knew the code, he knew the law, and he knew what his punishment would be. As Maud'el sentenced him, Shaucey moved forward and announced, "I will give my life in exchange for this young man's life." To add to that, he threw a bag of gold and gems at Maud'el's feet. It was legal, but it was an unheard of move in such instances. It was a bargain too good for Maud'el to refuse. His rival's life and some treasure to boot, in exchange for the life of the little thief. WIth a wicked smile, Maud'el didn't even think it over. "Done!" And within minutes his father's body hung from the yardarm of the ship. Kierk was taken by Maud'el to a desolate tiny rock that stuck out of the ocean. He was miles from anything but waves, yet here Maud'el left him. "Your father's deal was that you would be allowed to live. I have stuck to the deal. Staying alive might be a different story though." Yet survive he did. He lived on that island for a year, somehow managing to survive. Food was easy, fish were plentiful, but water and shelter were the difficulties. However, as luck (or divine guidance) would have it, enough driftwood and wreckage washed against his island, that he was able to build a shelter, and soon he had enough to turn into a raft. He sailed west, and was shocked that it took him a week before he hit a shore. Thankfully though, it was the mainland. During his time on the island, Kierk had been forced to deal with his father's death. He couldn't handle the thought that he might be guilty of his father's death, so, as most young men will do, he looked for others to blame. He settled on two. The easy one was Maud'el, but the other, was what would shape him later on; he begin to blame the demon god Nergal. What kind of deity would have a worshipper like Maud'el? Obviously not one worthy of worship, but rather, one worthy of being destroyed. As he did his best to survive on the island, he was increasingly consumed with the idea that Nergal had somehow killed his father. It was misguided, it was justification at best, but it helped Kierk survive, and it inevitably shaped him once he made it to the mainland. He landed some miles southeast of Sargava, but didn't waste anytime. He was a broken soul looking for healing, and he had convinced himself while in isolation, that his healing, his redemption, would come by tearing down and destroying that which destroyed and tore down his own life. Nergal. He searched for the better part of a year, consumed with the desire to destroy the demon god. He found pockets here and there. When he did, he would find some young men, normally at the local tavern, and tell them as many nightmarish tales about the worship of Nergal as he could dream up. He would convince them to share in his vengeance, and soon the enclave, temple, or otherwise was destroyed and scattered. His first dream came after he destroyed his first cult member on the mainland. It was a vivid image of a chamber and what he knew to be Nergal's enemy be raised back to life. He was there, as were others he didn't know. He assumed this to be a good omen, and continued in his self-justified vendetta. Soon the dreams were constant, sometimes it was the image of the chamber. Sometimes, it was a vision of a moon, more beautiful and radiant than any he had ever seen. Sometimes, it was of a statue of his father hanging from a yardarm, with a beautiful maiden tending a garden near it. They didn't make sense, but those dreams drove him. However, one night, just a day's journey from Sargava, 3 years after Kierk had been marooned, he had the clearest dream to date. It was of that night, in Maud'el's cabin. He saw the idol of Nergal, the target of his hatred, and he saw his hands, reach out and grab them. But this time, he saw what he had missed the first time. A sword out of its sheath, lay beside Maud'el's bunk. He didn't see it because it was dark, or because he was in a hurry, or because he wasn't looking for it. That night he realized, Nergal hadn't sought him out or tried to ruin his life, in fact, Nergal had no power over him. He realized that night, that the mistake was all his. Filled with grief and guilt, Kierk tried to wake up, but the dream held him in place. And the sham of a trial was wrapping up. He heard the word's of Maud'el's sentence, and then, in that moment, he remembered his father, step forward, place a hand on his shoulder and say, "I am doing this because I love you." He woke up in a cold sweat. Tears streaming down his face, his last 3 years of self-denial, of justified revenge and chaos, were shattered by the crystal clear light of truth. He had made a mistake, his father was right, he hadn't been ready, and yet, even still, his father, made the choice, he decided to sacrifice himself because he believed his son was worth it. It was a life-changing moment, and it had been given by whoever was giving him the dreams. The blind and all consuming rage that had filled him was replaced with a longing deeper than an ocean to find whomever had given him his dreams. This longing drove him to Sargava, where he met with others like him, with dreams like his, with faces he recognized from his dreams. And as the talked, as the shared with one another, their purpose became clear. Acavna had given him the dreams, and Acavna was who he, and they as a group would be seeking. -------------- I know that is a lot, but my wife got sick and I had the night free, so off I went. In terms of specifics, the character trait was "Enemy of my Enemy." I am sticking with the Human Fighter (Corsair) at least to begin with, though I am assuming that he will have changed as well over the years. Possibly a couple levels in inquisitor, or barbarian to represent the crusade he went on. After that, maybe a paladin? I don't know, with that background I think there are a lot of options crunch wise that I would love to explore and hashout.
CaptainMarvelous wrote:
In terms of how he survived... could selling to Acavna work yet? Isn't she at this point still a "dead" goddess who can't interact with the world?
I feel kind of like MiniGM above... way too late to the party. However, I read this thread this morning, and I have had a hard time getting my mind off of it. So instead of the questions, I will give my "elevator-pitch" with some caveats at the end. ------------------ Kierk Tarsi - Human Fighter (Corsair) Growing up as a child on a Pirate Ship was far from easy, but for Kierk, it was the perfect match. His father, who was a captain under the Hurricane King, was as good a man as a pirate could be, but was a bit protective of Kierk. He had refused to allow his son to join the ranks of his crew when Kierk came of age, which drove Kierk to prove him wrong. After a failed attempt to steal from his father's hated rival, Kierk was sentenced to hang, but his father stepped in and took his place, on the promise that Kierk go unharmed. The pirate kept his word, but only just, as Kierk was marooned on a cursed rock that someone had the audacity to call an island. Yet somehow, even on that forsaken rock, Kierk survived and managed to escape to the mainland, probably more through divine guidance than anything, but Kierk didn't understand the gods enough to have admitted to that. Broken from the loss of his father, humbled by the sacrifice of someone else's life for his, yet still filled with the arrogance and rage of youth, Kierk is left to wander in search of something he can't quite name; revenge, or maybe redemption, or some combination of the two. ------------------ Obviously there is a lot more about Kierk Tarsi... his connection to Acavna, his desire for revenge, the specifics of his mistake that led to his father's death, etc. All of those things shape him, and help to determine his purpose and his motivation, but this is the barebones version. I would love to flesh this out more if you are interested, but if you aren't, I don't want to add any more clutter to the thread lol
I have a halfling melee whose class can change a bit, but whose personality is what stays the same. He is gregarious, boisterous, and boastful, and tends to think of himself as the bee's knees. He has little man disease, in that he takes any threat or challenge against himself personally, and feels honor bound in "winning," whatever that means. Given the point-buy, he will probably be a bit naive, gullible, and annoying. He will talk and brag a lot, thinking he is quite charismatic and funny. I will work on all the crunch maybe this evening.
Monkeygod wrote:
I am taking the Envoy racial trait, as well as the darkvision racial alternative. Looking forward to it. Currently I am trying to decide on the Archivist bard alternative or not, almost done with the details of the character, so I will post him soon I hope. Any thoughts from all involved on the Archivist? [Edit 1]
Quote:
I was trying to figure out how this would work, specifically with the trap finding element ... so here is the rogue entry: Quote:
Here is my question... I get the the ability the 1/2 level bonus on disable device skill checks... however, with the rogue, Disable device was a class skill.. not so much with the bard. Should an archivist have disable device on their class skill list, only after level 2, or sucks to be you? Just curious how to handle it as it will effect my distribution of skills lol.
So I have been doing some internet scouring in terms of golarion and adjusting it to this campaign, or vice versa at least lol. How about this: Dammerhall = Highhelm. (dang it, Yorick beat me to it... probably appropriate as he is the DM and all lol)
Those are three existing sky citadels that still exist supposedly. We could even cut the sky citadel part out entirely and say they are all located in mountain ranges that are connected in the Nar-Voth and are relatively close to entrances to the surface world. But seeing as the Duegar have isolated themselves, they don't allow much in the way of outside visitors? I don't know about that part, but I got excited when I was able to link geography. This makes great sense if my character was an ambassador from Kyonin. Leaving Kyonin, he would have travelled all over Avistan visiting dwarven communities and refugees, as well as regularly visiting all of the Duegar city-states, even as they dwindeled in number down to three. Sound reasonable? [Edit 1]
DM Yorick wrote: However, it did give one good idea. Anyone who is playing a Race that does not have the option of Darkvision can sacrifice your second Trait to gain it. I don't expect that will be a problem, but it is an option. Will the traited darkvision have light sensitivity to go along with it? Just curious... [Edit 2]
If so, here are my 4 rolls... if not, I will adjust as needed. Aging Rolls: 4d20 ⇒ (17, 11, 10, 20) = 58 [Edit 3]
10 = Nemesis (*)
11 = Noncombatant
17 = Unreactive
20 = Wizened (*) (X)
Monkeygod wrote:
I am alright with going with Golarion... Where would the location of the Dammerhill Mountain be? Just to figure out where on Golarion we will be spending some time. Monkeygod wrote: Also, KD, if I stick with my own elven concept wanna tie our PCs together? Old friends?, family of one degree or another? Contemporaries? I am alright with making a connection... I am curious how it will work though. In my head, my guy left the elven nation in frustration at their apathy, and hasn't been back since, or possibly only once or twice since. (I imagine that to be a century or more...) So if there is a connection, it is probably either unknown, or one that has been maintained via long distance communication, or something like that. If we have a Dwarf (I thought I saw one listed in the recap post earlier, but I can't seem to find it right now) from the topside, it could be said that the last trip up, the elvish bard convinced a young dwarf to find out more about his past, his heritage and its culture, and they travelled to a Duegar city to experience the beauty of the underworld. Maybe even Gumar jumps along to accompany the two to the underworld. (Or Gumar heard one of the bard's tales and heard that he was heading to a Duegar city-state and asked to tag along?) Either way, that would give a few of us connections if we wanted to go that direction. Side question: The Svirfneblen society, how connected was it to the dwarven society when Dammerhill was prominent?
So for me in terms of fleshing out a character, details are king. I don't know diddly squat about this particular campaign setting or anything like that, is there a place I could get some information from, an SRD or anything like that that could help with details like: World name, continent names, political nations names and relationships and geography. Timelines, and specific numbers speaking particularly about how many dwarven city-states, names, locations, relationships with the outside world, etc. etc. The reason I ask is because of the guy I want to play. The brief sketch: A 325 year old Elven bard who for the first 15 years of his "adult" life, was the assistant to the Ambassador to the Dwarves at Dammerhill. Meaning he lived in the capital of the Dwarves, and befriended many in the city. The destruction really rocked him and all he believed in. He grieved over the friends and the mentor he lost, but soon, he begin grieving over the loss of something much bigger, the dwarven nation as a whole. He continued working as an ambassador from ______ elvish nation____ to the city states of the dwarves (or the close ones, or something...) and watched as their culture and their identity begin to erode and disappear with the civil strife and lack of unity. He became frustrated with the elves apathy to the Dwarvish plight, and so he resigned, and begin traveling around the human realms where many of the dwarves were living as refugees. His grief was taken to a new level as the corrupting influence of the Humans erroded more and more of the racial and cultural identities of the dwarves. He, using his past position, power, and authority, tried to leverage the humans toward restoring the dwarven nation, instead of trying to assimilate them for profit, but was mainly laughed at. So in frustration and in grief, disappeared. In his travels, he had befriended many of the less long-lived races, and had learned many skills from them. Enough to be useful on the road. So he reappeared in disguise, as a traveling story teller, an peculiar elvish bard who spoke of dwarves legends. He traveled in and amongst the dwarven city states, and through the dwarven slums in the human cities, always sharing the stories, the legends, and the lore of the dwarves that he had learned in his lifetime. Stories that had long been forgotten by the dwindling race. In his mind, he decided, If he couldn't influence the powers that were corrupting the dwarves from the outside, maybe he could become like salt on the inside, preserving some of the noble and necessary traits and portions of the culture for this race from the corruption that was racing through their corporate species like poison. The easy tie-in would be that his stories sparked something in (pick a dwarf) and he started to concoct this crazy idea of bringing back Dammerhill from the "dead" so to speak. He tracked down the weird old elven bard to see what else he knew. His knowledge not just of legend and lore, but also of Dammerhill was enough to impress the leader and to invite him along. This would be an easy decision for the bard to make seeing as this might be the spark to re-invigorating a dying race that he wanted nothing more than to save. Still working on details (name being the big one lol) but details about the world will be important for this guy.
Side note, just read the last page as a catch up to where we were at in this game... and I laughed when I read this: Quote: Aetherni minds not the joke, but instead puts one knee on the ground and the elbow on the other one. Covering his eyes with his right hand, he starts a prayer, right there under the morning sun. I laughed only because I got this image of grumpy Aetherni "Tebowing" for Tarlane lol.
Looks like a possible need for a skill monkey... I am currently leaning more toward Bard, as the bardic knowledge could work really well, and also, the bard as a class would go well with the background of a bleeding heart dwarven activist that I am thinking about playing. Being that I haven't done much with Pathfinder since the other game, I haven't had a chance to look at the the new mythic rules. Are they in play and if so, what should I know about them lol. What would the world political climate be in regards to the elven race. It sounds as if both the Humans and the Dwarves are struggling a bit, if that is the case, who is thriving? How much interaction would an elf have with dwarves and humans? I could do an elven bard who is old enough to remember the dwarves as a nation who has been an advocate for "dwarven rights" and finally is tired of talking and is ready to start putting action to his words. Obviously, I am still uncertain lol
Man... good day to show back up! Tarlane! Excited to see you back man! I am glad to hear that stability (or some form there of) has returned to your world once more. My basketball season is finally over, and things are going to return to normal (hopefully). Which means, I am so up for getting this show back up on the road.
Yorick, Just checked in on this and got really excited. I have an idea in my head for a character, but I don't know how doable it is, and it will take me some time to flesh out but here is the basic idea. I am thinking about a aged or possibly venerable old scholar. Probably would work best with a magic class, maybe a cleric or an aged bard. Either way, I am learning towards a non-dwarven option - a human who is sympathetic to the plight of the dwarves and has spent his entire life exploring all he can about the dwarves, etc. etc. Not sure how this would all flesh out, but that is the basic thought process now. Let me know what you think and hopefully I will have some time tonight to look into this a bit more.
Last game of the regular season was last night, we closed out with a win. We have our school invitational tournament this Saturday, and then I get to close the books on another basketball season. Which means, sometime next week, I might be looking for a game. Any one applying for, running, or in need of an extra player in a good game?
Mogwai wrote:
I played quite a bit of 3.5 in college a number of years ago, but it never seemed to fail, I was the bard and the face of the party. That is what happens when you are the only one interested in the RP portion of the game. Everyone else just wanted their mad lootz or to kill things. I don't know how many times one of the guys we played with killed a town guard and forced us to skee dattle out of town under the cover of night. My charisma was not enough to reach his stupidity apparently... Sorry for the trip down memory lane. If any of you guys have openings in a game you are in or are interested in running come February, let me know, I would love to get back in a game
Just dropping in and checking in with everyone. I haven't been around much this past month because things have just been nuts with the holidays and then the stupid weather. I am near Indianapolis, and we got drilled with 13 inches of snow and as low as -43F wind chills. I coach an 8th grade boys basketball team and we are in the final leg of our season, so at the end of January things will slow down once more, and I might hop back on the board looking for a game or two then. Until then, it is better to wait for awhile. Glad to hear everyone is still hanging around, though Monkey, I feel for you on the couch-bound injury. Hope you get back in shape quick!
Kana wrote: @KDinIn We are getting to know each other? What can be wrong with that? Absolutely Kana! That was actually my point. I had come to this thread refreshing to see if the list had been posted. Now, I am coming to see the comments and the continued conversation lol. Just funny how that happens sometimes. As to getting to know people better, absolutely... We know Tobaris is a curly red-headed little girl who lives with a billionaire who coincidentally looks like a genie himself, and that is where his aspirations to being a Djinn come from :) We also have Kana, who is obviously a bard, and quite capable of leading a chorus of adventures in campfire songs... We have the makings of a great adventuring party :)
I never was quite into the Pokemon scene... more into Final Fantasy games on my PS1 at that time. When I wasn't playing that, I was reading Dragonlance books and playing CounterStrike on my crappy HP at the time. I understand the pent up nerdiness comment Tobaris... I started reading dragonlance (and thereby my intro into D&D) when I was in middle school, I didn't play my first game of D&D until my freshman year at college. Is it bad that at this point, I am just enjoying the thread and am less obsessed with the roster of the forthcoming game? "Don't get me wrong, I still would love to play..." He says eyeing the sky as if the uncertain, sometimes benevolent, sometimes wrathful DM Skull might interpret his comment as waving a symbolic white flag.
I don't know, but I can say, I would love to play in a game with you, I follow your Reign of Winter campaign and I love your style as a DM. I imagine I would enjoy you as a player just as much lol. (Reading back over that, it sounds like I am a star struck girl meeting Justin Bieber for the first time...) Sorry about that Mr. Bieber... I mean Brookes... lol
@Robert... for instance, I first made a submission, and forgot to include the phrase purple squirrel. I re-worked it and within a few hours heard back from the DM that my submission was now included. Point being... check and double check to make sure you have all of the requested information, if you don't hear from him afterwards... then I dunno what to say lol.
*gnashes teeth* "I will not go crazy waiting for another week....." I don't know about you, but I have noticed, I love long deadlines when come in late, but I hate them when I get there early. Perspective matters I guess lol. Though I don't like waiting, I am excited about this game to the point that waiting is completely worth it!
So I am unsure if we should roll in this thread, or by PM (I don't even know if the dice roller works via PM) so I will roll here and hope things work from there. I have a Barbarian idea that I would love to try out for this! Set 1:
4d6 ⇒ (3, 6, 6, 6) = 21 4d6 ⇒ (6, 1, 1, 4) = 12 4d6 ⇒ (5, 2, 6, 3) = 16 4d6 ⇒ (1, 2, 1, 1) = 5 4d6 ⇒ (3, 2, 5, 1) = 11 4d6 ⇒ (6, 6, 4, 3) = 19 So a 18, 14, 14, 11, a 10, and a 16 Set 2:
4d6 ⇒ (1, 5, 1, 2) = 9 4d6 ⇒ (1, 1, 2, 1) = 5 4d6 ⇒ (6, 1, 1, 1) = 9 4d6 ⇒ (1, 3, 2, 3) = 9 4d6 ⇒ (1, 4, 3, 6) = 14 4d6 ⇒ (5, 6, 5, 2) = 18 A 12, 12, 12, 8, 14, 16 Set 3:
4d6 ⇒ (3, 3, 2, 2) = 10 4d6 ⇒ (1, 6, 3, 2) = 12 4d6 ⇒ (1, 2, 3, 1) = 7 4d6 ⇒ (3, 1, 4, 3) = 11 4d6 ⇒ (5, 2, 2, 1) = 10 4d6 ⇒ (5, 4, 4, 2) = 15 An 8, 11, 11, 11, 14, 13 Set 1 Rerolls: 6d6 ⇒ (1, 5, 4, 2, 5, 1) = 18
Well those rolls aren't amazing, but I would assume that I would take set 1. I assume that after the first reroll, the 1's I was left with I am stuck with? Either way, hopefully I will have my information to you soon. Hazel & Urwal has not participated in any online campaigns. |