If the zombrat is stopped (well, dead, but you know, ... for an undead), then I use my 2 remaining AP (if they're enough), I move to 1011 (presuming my allies there let me).
Both rats are dead. Rob kills one. And Engelhart kills the other. Both characters gain 4 hp for experience purposes.
Mikael, it is moot now, but I just wanted to say, if your other dart was in your backpack, it was going to take time to root around in your pack to find the dart.
I'll put together the experience. I'm going to link up the two experience tables to get one total for the party.
We KNOW that Engelhart is going to go up a level; the cleric gets a 1st level spell and a 2nd level spell and rolls hit points.
Today, I'm going to get everyone's sage abilities up to par; but it isn't critical. I'm more interested in what everyone wants to do next. For the record, Oddsdrakken has stepped out completely. Pandred will wish everyone the best, will say goodbyes all around, and then leave the dungeon.
Rob keeps an eye on the western end of the room, in case something else appears.
"The name's Rob. We seem to have stirred proper trouble here, and that mud creature is still around. Anyone's too hurt to continue? I've taken quick a bite myself"
From the rules of the game there are two deductions that I think the player can make here:
1) That the disappearance did not happen because of a spell. There was no lead up casting time, then discharge time. It did not conform to the rules of spell use, so it was not magic in the form that Engelhart, Mikael and Rob can perform magic.
2) The transformation of the rats to zombies happened in the same way. It is probable that the mud-creature performed the transformation, but again, there was no cast/discharge sequence. Therefore, not a spell.
From this, you may or may not be aware of a certain kind of power which by which some creatures are able to make things happen "At Will." This is not a power that player characters have access to obtain, but is related to the manner in which magic items function.
"The creature didn't leave by casting a spell, and the rats didn't rise by someone or something casting a spell. That implies either magical items, which could l.j d be good, or innate ability, which is bad."
I examine the rats and jelly, mostly to see if they could be reraised.
Damn weighty thing, you can feel yourself slow down as you heft it.
In general, can I get a bit of data today, if possible: How much weight are you carrying, a) with your backpack with all and sundry; and b) what is your carry without your backpack?
In the meantime, Valda is going to make her retreat to the top of the new dungeon, to reunite with Fjall and Willa. She's hurting and she feels she's done enough.
weight without backpack : 26.28 lb. weight of backpack : 50.15 lb. total : 76.43 lb.
I am hesitant to let my backpack or lend it. However it does slow me down quite a bit. I'm going to follow Mikael lead here and ask if Valda can take my backpack up. If she doesn't I'll put the backpack behind a pillar, in 0908.
I have to take some contention with the number of darts you have, Mikeal. My general assumption is that you can wear, on your person, up to three belts. One around your waist and one over each shoulder. On each belt, you can carry no more than two weapons.
It helps to remember that a "dart" is an instrument about 10 inches long, and therefore cumbersome. I have to limit you to six darts on your person for this reason; and that assumes you don't use your belts for anything else. For example, where is your money stored? Where is your spellbook attached to your person? In a bag fixed to your belt? Or in your hand.
28 comments:
I throw a dart at the rat in 0912. I have +2 to hit it...
But I roll a 3. Alas.
I move to 1413 (where my backpack is) and draw a new dart.
I move to 1013 and bash the zombrat with my club.
attack : 15+0 = 15
damage : 4 +0 = 4
If the zombrat is stopped (well, dead, but you know, ... for an undead), then I use my 2 remaining AP (if they're enough), I move to 1011 (presuming my allies there let me).
I attack.
To hit roll: 15
Damage roll: 10.
Talk about overkill...
Both rats are dead. Rob kills one. And Engelhart kills the other. Both characters gain 4 hp for experience purposes.
Mikael, it is moot now, but I just wanted to say, if your other dart was in your backpack, it was going to take time to root around in your pack to find the dart.
I'll put together the experience. I'm going to link up the two experience tables to get one total for the party.
We KNOW that Engelhart is going to go up a level; the cleric gets a 1st level spell and a 2nd level spell and rolls hit points.
Today, I'm going to get everyone's sage abilities up to par; but it isn't critical. I'm more interested in what everyone wants to do next. For the record, Oddsdrakken has stepped out completely. Pandred will wish everyone the best, will say goodbyes all around, and then leave the dungeon.
So discuss among yourselves.
I have 6 more darts on me. I go to recover the dart that I fumbled. What are the rules for recovering the others (if possible)?
Also, I introduce myself. "Hi, my name is Mikael. I'm an alchemist. What are you all DC doing down here?"
Rob keeps an eye on the western end of the room, in case something else appears.
"The name's Rob. We seem to have stirred proper trouble here, and that mud creature is still around. Anyone's too hurt to continue? I've taken quick a bite myself"
I suggest going to investigate the western tunnel.
Strangly, we seem to be the only two people here today, Rob.
Anyone? Hello? Game playing ...
I'm here. Attempting to recover used darts. Is the stench from thas t vanishing monster gone?
You have your darts. You have full access to the room; there's no obstructions left here to hinder you. Proceed.
I hurriedly introduce myself to the new arrivals as I keep on looking for the mud creature.
I roll a 6 for my hit-points, meaning an increase of 8 hp total.
Spell choices to follow shortly.
After forty rounds, there is no sign of any mud-creature.
Am I able to help deduce by what means the monster left?
Engelhart, I have your constitution as 15; which would turn your 6 into a 7, not an 8.
From the rules of the game there are two deductions that I think the player can make here:
1) That the disappearance did not happen because of a spell. There was no lead up casting time, then discharge time. It did not conform to the rules of spell use, so it was not magic in the form that Engelhart, Mikael and Rob can perform magic.
2) The transformation of the rats to zombies happened in the same way. It is probable that the mud-creature performed the transformation, but again, there was no cast/discharge sequence. Therefore, not a spell.
From this, you may or may not be aware of a certain kind of power which by which some creatures are able to make things happen "At Will." This is not a power that player characters have access to obtain, but is related to the manner in which magic items function.
Thanks, that was what I was looking for.
"The creature didn't leave by casting a spell, and the rats didn't rise by someone or something casting a spell. That implies either magical items, which could l.j d be good, or innate ability, which is bad."
I examine the rats and jelly, mostly to see if they could be reraised.
I stand corrected, Alexis.
My spell choices:
1st level: Protection from Malevolence
2nd level: Withdraw
Now, for a course of action, I'm willing to proceed along. Is anyone short up on hit points?
I have 4, but as my max is 7 I am okay.
I am at half with 8 HP left.
Western tunnel?
In any case I pick up my backpack.
I cast Cure Light Wounds for 6 points, three for Mikael, three for Munro.
You guys will need some shoring up until you make level.
I grab the lamp and make for the western end of the cave, to see what lies beyond.
Damn weighty thing, you can feel yourself slow down as you heft it.
In general, can I get a bit of data today, if possible: How much weight are you carrying, a) with your backpack with all and sundry; and b) what is your carry without your backpack?
In the meantime, Valda is going to make her retreat to the top of the new dungeon, to reunite with Fjall and Willa. She's hurting and she feels she's done enough.
Thank you for the healing. I follow Engelhart.
I am leaving my backpack behind. We are relatively near where other people are, so seems like a somewhat as t safe place to store it.
Valda doesn't know me, but if she'd be willing to take my bag up, I'd appreciate it.
I signal for Rob and Mikael to follow my lead as, presumably, Lothar and Embla are still looking for the muck-being and guarding our back.
My carry with no backpack is 15.18 lbs. I have my clothes, ten darts, my spellbook and my money on me.
weight without backpack : 26.28 lb.
weight of backpack : 50.15 lb.
total : 76.43 lb.
I am hesitant to let my backpack or lend it. However it does slow me down quite a bit. I'm going to follow Mikael lead here and ask if Valda can take my backpack up. If she doesn't I'll put the backpack behind a pillar, in 0908.
Consider the bag taken and kept safe, Mikael.
I have to take some contention with the number of darts you have, Mikeal. My general assumption is that you can wear, on your person, up to three belts. One around your waist and one over each shoulder. On each belt, you can carry no more than two weapons.
It helps to remember that a "dart" is an instrument about 10 inches long, and therefore cumbersome. I have to limit you to six darts on your person for this reason; and that assumes you don't use your belts for anything else. For example, where is your money stored? Where is your spellbook attached to your person? In a bag fixed to your belt? Or in your hand.
Valda will heft both backpacks.
The next post is up.
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