Shambling Mound

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As you notice, at the end there isn't a whole lot of choice left - So of the remaining scores:

Constitution: 15
Intelligence: 14
Charisma: 10

Our NPC needs Intelligence and Charisma, so Big Goblin gets the 15 Constitution.

I'll send out an email about race/class choices.


I think the obvious pick for Emrys is the Wis 16, so that leaves:

Here is what's left:
Strength: 11
Dexterity:12
Constitution: 15, 16
Intelligence: 14, 15, 14
Wisdom: 13, 14, 15
Charisma: 10, 11, 11


NPC's picks: Constitution 16, Dexterity 13

Here is what's left:
Strength: 11
Dexterity:12
Constitution: 15, 16
Intelligence: 14, 15, 14
Wisdom: 13, 14, 16, 15
Charisma: 10, 11, 11


Looks like our NPC will be playing the "healer" role

NPC picks Wisdom 17

Now we reverse order

NPC picks Strength 17

We're looking at a cleric of Kord here, I think.

Back to Emrys

Here is what's left:
Strength: 11, 16, 15
Dexterity: 15, 12, 13, 16
Constitution: 15, 17, 17, 16, 16
Intelligence: 14, 15, 14, 17
Wisdom: 13, 14, 16, 15
Charisma: 10, 11, 15, 11


Okay, I screwed up. Mike sent me scores for which he had already subtracted the lowest die and I accidentally subtracted again. So here is the new array of stats with Mike's adjusted scores:

Strength: 17, 11, 16, 15, 17
Dexterity: 15, 17, 12, 13, 16
Constitution: 15, 17, 17, 16, 16
Intelligence: 14, 15, 14, 17, 17
Wisdom: 13, 14, 16, 17, 15
Charisma: 10, 11, 15, 11, 18

That means with Big Goblin's choice of Int 17, we are left with

Strength: 17, 11, 16, 15, 17
Dexterity: 15, 17, 12, 13, 16
Constitution: 15, 17, 17, 16, 16
Intelligence: 14, 15, 14, 17
Wisdom: 13, 14, 16, 17, 15
Charisma: 10, 11, 15, 11, 18


Choosing the best array from each person's rolls (including two NPC's), here are the stats grouped by attribute:

Strength: 17, 11, 16, 15, 9, 16
Dexterity: 15, 17, 12, 13, 9, 14
Constitution: 11, 15, 17, 17, 16, 15
Intelligence: 14, 15, 14, 17, 15, 13
Wisdom: 13, 14, 12, 16, 17, 13
Charisma: 10, 11, 15, 6, 11, 15

All very good scores. If we knock out the lowest score on each row, we get:

Strength: 17, 11, 16, 15, 16
Dexterity: 15, 17, 12, 13, 14
Constitution: 15, 17, 17, 16, 15
Intelligence: 14, 15, 14, 17, 15
Wisdom: 13, 14, 16, 17, 13
Charisma: 10, 11, 15, 11, 15

Nothing bad at all for these. So here's how we're drafting. First person picks one score from one category. When you pick your score, copy the entire block of scores and delete the one you picked. Example:

Spoiler:

Player 1 wants to make a fighter, and so picks the strength of 17:

I pick str 17
here's what's left:

Strength: 11, 16, 15, 16
Dexterity: 15, 17, 12, 13, 14
Constitution: 15, 17, 17, 16, 15
Intelligence: 14, 15, 14, 17, 15
Wisdom: 13, 14, 16, 17, 13
Charisma: 10, 11, 15, 11, 15

next example,

Spoiler:
Player 2 wants to make a rogue and so picks the dexterity of 17:

I'll take dex 17. That leaves

Strength: 11, 16, 15, 16
Dexterity: 15, 12, 13, 14
Constitution: 15, 17, 17, 16, 15
Intelligence: 14, 15, 14, 17, 15
Wisdom: 13, 14, 16, 17, 13
Charisma: 10, 11, 15, 11, 15

First person to post next goes first and continue in order. I will pick scores for the NPC toward the end based on what it looks like the party is missing in terms of class/role or whatever is most optimal. The NPC needs to be effective too, so I will not be saving high scores for just the players - besides this NPC might become a new player's PC anyway.

The last person to pick will choose two attributes and then we will go back through in the reverse order picking one score at a time until we get back to the first person and then start again. You cannot choose two scores for the same attribute (no fair having two strength scores). You must pick something each turn even if you have only one choice. The order of drafting will look something like this:

123456654321123456654321123456654321. At the end everyone will have one number for each attribute. Sound good?


here's Mike's:

roll1:

4d6 - (6, 5, 2, 2) = 13 Str 11

4d6 - (5, 4, 6, 3) = 15 Dex 12

4d6 - (6, 3, 6, 1) = 15 Con 14

4d6 - (6, 6, 5, 2) = 17 Int 15

4d6 - (3, 2, 6, 1) = 11 Wis 10

4d6 - (6, 5, 1, 4) = 15 Cha 14

point buy equivalent: 29 - not bad

roll2:

4d6 - (4, 6, 5, 1) = 15 Str 14

4d6 - (6, 4, 3, 2) = 13 Dex 11

4d6 - (6, 6, 2, 6) = 18 Con 16

4d6 - (5, 2, 4, 6) = 15 Int 13

4d6 - (3, 6, 1, 1) = 10 Wis 9

4d6 - (6, 4, 6, 2) = 16 Cha 14

point buy equivalent: 31 - better

roll3:

4d6 - (6, 1, 5, 6) = 17 Str 16

4d6 - (4, 6, 2, 6) = 16 Dex 14

4d6 - (5, 6, 5, 1) = 16 Con 15

4d6 - (6, 6, 4, 5) = 17 Int 13

4d6 - (4, 5, 2, 6) = 15 Wis 13

4d6 - (6, 6, 6, 3) = 18 Cha 15

point buy equivalent: 42 - even better!

Now for the draft. Let me compile the scores for easier viewing. . .


Emrys' rolls:

roll 1:
Str 15
Dex 13
Con 17
Int 17
Wis 16
Cha 6

point buy equivalent: 49 - 2 Wow - that's just crazy.

roll2:
Str 17
Dex 11
Con 7
Int 16
Wis 6
Cha 10

point buy equivalent: 28 -3 interesting. . .

roll3:
Str 11
Dex 9
Con 11
Int 14
Wis 10
Cha 13

point buy equivalent: 20 - underwhelming

Now just one more player to go and we can start drafting. . .


NPC set #2:

roll 1:
4d6 ⇒ (1, 6, 2, 1) = 10 Str 9
4d6 ⇒ (6, 2, 1, 1) = 10 Dex 9
4d6 ⇒ (4, 4, 6, 6) = 20 Con 16
4d6 ⇒ (6, 4, 5, 3) = 18 Int 15
4d6 ⇒ (2, 6, 5, 6) = 19 Wis 17
4d6 ⇒ (3, 1, 2, 6) = 12 Cha 11

point buy equivalent: 36 terrific

roll2:
4d6 ⇒ (2, 1, 4, 4) = 11 Str 10
4d6 ⇒ (1, 3, 6, 6) = 16 Dex 15
4d6 ⇒ (2, 1, 4, 1) = 8 Con 7
4d6 ⇒ (3, 2, 2, 2) = 9 Int 7
4d6 ⇒ (5, 1, 6, 1) = 13 Wis 12
4d6 ⇒ (5, 4, 2, 5) = 16 Cha 14

point buy equivalent: 20 - 2 boo

roll3:
4d6 ⇒ (2, 6, 2, 3) = 13 Str 11
4d6 ⇒ (5, 5, 2, 2) = 14 Dex 12
4d6 ⇒ (3, 1, 1, 5) = 10 Con 9
4d6 ⇒ (3, 4, 1, 4) = 12 Int 11
4d6 ⇒ (6, 1, 2, 2) = 11 Wis 10
4d6 ⇒ (6, 5, 3, 2) = 16 Cha 14

point buy equivalent: 19 boo

Okay, we need more PC's!


BigGoblin's rolls

roll 1:
Str 11
Dex 6
Con 10
Int 12
Wis 16
Cha 9

point buy equivalent: 19 - 2 - ouch

roll2:
Str 11
Dex 9
Con 15
Int 8
Wis 13
Cha 13

point buy equivalent: 22 - meh

roll3:
Str 16
Dex 12
Con 17
Int 14
Wis 12
Cha 15

point buy equivalent: 45 - OMG


Dylan's adjusted stats

roll 1:
Str 14
Dex 11
Con 12
Int 12
Wis 9
Cha 12

point buy equivalent: 22 - we'll throw this one out.

roll2:
Str 9
Dex 14
Con 12
Int 12
Wis 11
Cha 14

point buy equivalent: 24 - nothing amazing

roll3:
Str 11
Dex 17
Con 15
Int 15
Wis 14
Cha 11

point buy equivalent 41 - most impressive!

okay, who's next?


Here is the first NPC set of stats:

Roll #1:

4d6 ⇒ (5, 6, 6, 1) = 18 Str: 17
4d6 ⇒ (5, 4, 3, 6) = 18 Dex: 15
4d6 ⇒ (2, 5, 1, 4) = 12 Con: 11
4d6 ⇒ (6, 2, 3, 5) = 16 Int: 14
4d6 ⇒ (2, 5, 5, 3) = 15 Wis: 13
4d6 ⇒ (5, 1, 3, 2) = 11 Cha: 10

Point buy equivalent: 37

Roll #2:

4d6 ⇒ (2, 2, 6, 4) = 14 Str: 12
4d6 ⇒ (6, 4, 6, 5) = 21 Dex: 17
4d6 ⇒ (6, 4, 6, 2) = 18 Con: 16
4d6 ⇒ (1, 6, 5, 4) = 16 Int: 15
4d6 ⇒ (1, 5, 2, 2) = 10 Wis: 9
4d6 ⇒ (1, 3, 4, 2) = 10 Cha: 9

Point buy equivalent: 37

Roll #3:

4d6 ⇒ (2, 5, 3, 2) = 12 Str: 10
4d6 ⇒ (1, 2, 2, 4) = 9 Dex: 8
4d6 ⇒ (3, 4, 2, 2) = 11 Con: 9
4d6 ⇒ (1, 5, 1, 6) = 13 Int: 12
4d6 ⇒ (3, 2, 2, 2) = 9 Wis: 7
4d6 ⇒ (6, 5, 6, 5) = 22 Cha: 17

Point buy equivalent: 20 (-1)

Keep set 1 and set 2, throw out set 3 (bye bye cha 17 :( )

In general, if the point buy equivalent is below 25, I'll probably let you replace it. Then again, two out of three times I got pretty amazing scores.

Okay, players, your turn:


Here is my crazy stat - rolling/drafting method.

Each player will roll up a set of stats - roll 4d6, drop the lowest, six times, keeping them in order for attributes (Str, Dex, Con, Int, Wis, Cha). I will collect the sets of stats from each player together to create a pool of strength scores, dex scores, con scores, etc.

Then, taking turns, we will draft our stats. Each player can take only one stat per category. Once everyone has selected one stat, we will reverse the order and pick the next. In this way, you will select each of your ability scores from a dwindling pool of scores. At some point, you will be left with no choice for some of your stats, but you must still draft a score on your turn to keep the order.

Example:

Player 1's stats:

4d6 ⇒ (1, 4, 4, 3) = 12 Str 11
4d6 ⇒ (5, 6, 2, 4) = 17 Dex 15
4d6 ⇒ (2, 2, 3, 4) = 11 Con 9
4d6 ⇒ (6, 4, 2, 3) = 15 Int 13
4d6 ⇒ (5, 6, 4, 2) = 17 Wis 15
4d6 ⇒ (5, 2, 6, 2) = 15 Cha 13

Player 2's stats:

4d6 ⇒ (2, 5, 6, 4) = 17 Str 15
4d6 ⇒ (5, 3, 6, 1) = 15 Dex 14
4d6 ⇒ (5, 1, 5, 2) = 13 Con 12
4d6 ⇒ (3, 6, 2, 1) = 12 Int 11
4d6 ⇒ (6, 4, 5, 3) = 18 Wis 15
4d6 ⇒ (3, 3, 2, 3) = 11 Cha 9

Player 3's stats:

4d6 ⇒ (5, 3, 5, 3) = 16 Str 13
4d6 ⇒ (4, 4, 2, 5) = 15 Dex 13
4d6 ⇒ (6, 6, 6, 3) = 21 Con 18
4d6 ⇒ (4, 5, 2, 4) = 15 Int 13
4d6 ⇒ (6, 1, 2, 5) = 14 Wis 13
4d6 ⇒ (5, 6, 2, 4) = 17 Cha 15

Player 4's stats:

4d6 ⇒ (4, 6, 6, 1) = 17 Str 16
4d6 ⇒ (5, 3, 1, 4) = 13 Dex 12
4d6 ⇒ (1, 4, 2, 1) = 8 Con 7
4d6 ⇒ (2, 4, 2, 5) = 13 Int 11
4d6 ⇒ (2, 4, 1, 1) = 8 Wis 7
4d6 ⇒ (3, 5, 1, 3) = 12 Cha 11

Stat array:

Str 11, 15, 13, 16
Dex 15, 14, 13, 12
Con 9, 12, 18, 7
Int 13, 11, 13, 11
Wis 15, 15, 13, 7
Cha 13, 9, 15, 11

Drafting (player number, ability score drafted;)

1 Con 18; 2 Str 16; 3 Cha 15; 4 Dex 15; 4 Str 15; 3 Dex 14; 2 Con 12; 1 Wis 15; 1 Cha 13; 2 Dex 13; 3 Con 9; 4 Int 13; 4 Wis 15; 3 Wis 13; 2 Int 13; 1 Str 13; 1 Int 11; 2 Cha 11; 3 Str 11; 4 Cha 9; 4 Con 7; 3 Int 11; 2 Wis 7; 1 Dex 12.

Resulting in

Player 1:
Str 13
Dex 12
Con 18
Int 11
Wis 15
Cha 15

Player 2:
Str 16
Dex 13
Con 12
Int 13
Wis 7
Cha 11

Player 3:
Str 11
Dex 14
Con 9
Int 11
Wis 13
Cha 15

Player 4:
Str 15
Dex 15
Con 7
Int 13
Wis 15
Cha 9

Stats are somewhat balanced, but still very organic. Player 1 is the cleric/druid with no bad stats really. Player 2 is the foolish fighter. Player 3 is the extra squishy sorceror. Player 4 is the dirty/diseased rogue.

To avoid underwhelming stats (and to make this more appealing as opposed to point buy), I would have players roll three sets of stats, toss out the lowest point-buy equivalent set, then do two drafts - one with each set. As DM, I would also roll two extra sets of stats and before we draft scores I would throw out the lowest score for each ability. Then I would draft stats for an NPC along with the PCs. The more sets of stats you roll, the more varied each ability will be within the party.


Yvlaktha (Dungeons and Dragons)

Many years ago, the land of Daphoria was invaded by a breed of demons called the Ba’henna. Armies were mobilized, but the demons struck only at smaller, unfortified villages. Throughout the war, Prince Hazzatti sat in his tower, performing occult rituals and grisly sacrifices. Rumors began to spread that the prince was in fact consorting with the demonlord that sent the Ba'henna from the abyss. Others believed that he was creating a weapon capable of destroying the demonic horde. Finally, the prince sent orders from his tower for his general, Roblar, to lead the army on a suicide mission. Roblar visited the prince in his tower, where he saw a suit of armor made from demon’s skin.

"Come here, my general," said the prince as he smiled like a child who knows a secret and won't tell. "See this armor before you? I have harnessed the power of the most formidable of our enemies within." He watched Roblar's reaction: awe was followed by terror at the audacity of his prince summoning that powerful a demon into the heart of their beseiged realm. Then he saw greed in the general’s eyes—lust for power that such an artefact might bring to him. Not just the power to win the war, but to go on and destroy every last one of his enemies. The prince held up his hand. "But wearing it comes with a price. Only one who is truly worthy can don this armor and use its power. All others will be destroyed." With that, the prince reached for the hide. It moved as if alive, enveloping him, and then the skull crept over his head and tightened the armor into place. Suddenly there was a burst of flame, and the Prince was gone with nothing left but a pile of ash under the demon’s hide.

Roblar was seen leaving the tower wearing armor crafted from a thick, spiny hide, leaving a trail of smoke behind him. He called together his officers. They had a war to win.

Roblar went on to exterminate every last one of the Ba'henna demons that had invaded his country. He then built a tower even taller than Hazzatti's, and locked himself inside. He was never seen again.

This +3 Breastplate armor is fashioned from the skin of a demonlord, granting the wearer resistance 10 to acid, fire, and cold, as well as damage reduction 2/cold iron or good. Its most potent power, however, is not activated until a command word is given. Once activated, the next time someone dons the armor, their body is instantly destroyed and their soul is absorbed by the armor. They are still alive, simply inhabiting the armor. If another creature subsequently dons the armor, they must make an opposed charisma roll against the inhabiting creature. If they fail, their body is possessed by the soul inhabiting the armor.

Strong Necromancy; CL 20th; Craft Magic Arms and Armor, resist energy, magic jar; Price 181,350 gp


Ring of Unmaking (Dungeons and Dragons)

Lady Jasper arrived at the home of Obel Wendig, fully expecting this meeting to go poorly. She had no doubt that he would deny all accusations she made against him, and would simply send her on her way. But in case he tried anything, she thought, she had better bring her driver, Arturo, along. The man who parked the carriage and tied down the horses was handsome in a rough and unmannered way, but the way he kept staring at her, even after she took Arturo’s arm to be led inside left her unsettled.

As expected, the meeting was a bust and she left so angry she paid no mind to the hostler as he helped her into her carriage. It was only later, while lying bleeding in the mud, the shrieking of the wounded horses drowning out the sound of her own crying, that she would recall the ring he wore on the hand that he offered her. Normally, the sight of any kind of valuable on a servant would have her checking her own jewels, but she had been too flustered to bother. And now, as she cradled Arturo’s head in her lap, his lifeless eyes staring up at the darkening sky, she vowed never again to trust a man based on his nobility. And to never let a servant touch her again.

This bedraggled piece of jewelry is a boon to both those who revel in chaos and those who plot meticulously for the downfall of their enemies. It grants the wearer a +5 competence bonus on disable device checks and also allows the use of the shatter spell once per day, but only to break an object that the wearer touches.
Faint transmutation, evocation; CL 5th; Forge Ring, shatter, creater must have at least 5 ranks in disable device; Price 4500 gp.


Pursuit (D&D)

Balhan the Pure was a riteous champion of good who struck fear into the hearts of her enemies. Unfortunately, that meant that the fiends she fought often ran from her before she could bring them to justice. Tired of this craven tactic, Balhan had a weapon made that would keep her in the fight even if her foe turned tail. Pursuit is a +2 holy longsword with the evil-outsiders-bane quality. Additionally, once per day, if the sword is held aloft and a command word is spoken, it grants the wielder the benefit of a fly spell. Finally, once per week, it allows the wielder to teleport to the location of the last creature that was struck by Pursuit, as long as the creature was stuck within the last week. This effect is as the teleport spell, but only affects the wielder and her possessions.

Strong Conjuration; CL 10th; Craft Magic Arms and Armor, fly, holy smite, summon monster I, teleport, creator must be good; price 70,665 gp; Cost 35,490 gp + 2814 xp