A Rasp of Sand (roguelike, water temple, dungeon crawler)

Voting is open
Adhoc vote count started by nu-mithridates on Oct 28, 2021 at 11:09 PM, finished with 9 posts and 5 votes.

  • [x] Go east.
    [x] Pass the shield from Morgot Edevane to Bertram Hatman
    [x] Go North.
    [X] Sailor keeps the shield, switches out with Smuggler for his Mace. Smuggler switches to the Priest's Sling for Dex damage. Priest switches to the Hammer to take advantage of their strength.
    [X] Sailor trades the Hammer to Priest for the Sling, accounting for their Marksmanship.
 
Generation 1 - A Hanging Garden
The Heirs look around at each other, unsure faces replaced by determined looks after a momentary pause. They march onward, through one of the identical curving tunnels that exits the stairwell that plunged down into the Deep Queen's Temple. The tunnel is short but disorienting, following gentle bends while being enveloped by the audible sensation of water flowing through dozens, if not hundreds, of channels.

The Heirs emerge into a spacious room. At first it seems barren; the floor is empty, just damp sand from wall to wall. Dappled yellow-green light ripples across the floor, drawing the Heirs' eyes up to the ceiling, where the purpose of the room becomes clear. The ceiling is lush with greenery. Slippery green bushes, some variety of kelp or seaweed, are planted neatly in organized rows, growing healthily in the damp briny air of the Temple. Clusters of quartz crystals jut out from the walls, diffusing light evenly across the room.

Moving amongst the rows are four bulky figures that appear to be tending to the plants. Their movements are slow and considered, even diligent. The figures drag huge shells on their back. One shell is pristine and ornate. Another is overgrown with budding growths of coral, algae, and barnacles. Another has flotsam and jetsam artfully secured to it. The last appears to be painted or dyed in shockingly vibrant hues of pinks and blues. Behind the shells are hulking hermit crabs, their stalked eyes flicking around the ceiling, mouthparts clicking and chirping, claws busy with the plants. They don't seem to have noticed the arrival of the Heirs.

A distant sound becomes faintly audible behind the constant churning of water all around - it sounds like a faint buzzing, the sort of noise you might expect after throwing a rock at a hornet's nest. It is coming from the east.

There are only 2 exits to this room: back the way you came, or forward through another wide curving tunnel.

What do you do?

[ ] Write-in.



THE MAP



You are in the bracketed room.



THE PARTY


The party has traded some equipment around, as requested.
  • Morgot, the Sailor, has given her two-handed hammer to Bertram, the Priest. His lanky frame and loose robes hide a strong physique. He reluctantly hands over his sling, the favored weapon of his chosen god, the Yellow Princess.
  • Wendy, the Smuggler, takes the spare shield from the Sailor, and gives the Academic her mace in exchange for their spear.
Feel free to voice any additional changes you'd like to make, at any time; it doesn't need to be structured as a vote.
 
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Well... This direction seems to be a wash. The hermit crabs seem like a beatable enemy (if we can reach them, but they also don't seem particularly hostile. The problem is that we can only continue east of here and it sounds like there is a swarm of hornets there. Now it probably isn't actual hornets, but a swarm of something seems likely. And I don't think we are equipped to fight something like that (small and numerous).

As such, I propose we return to the previous room and pick a new direction. Or, since we are already here, we could first check how hostile these crabs are, in which case priest hits smuggler with a blessing in preparation (how long does that thing last by the way? Could he bless the whole team in preparation before entering a new room?) Then the rest hide in the corridor we came in from and one gets the crabs attention, ready to slip back to the others and ambush the pursuit.
 
I concur, we aren't equipped to deal with a swarm at this stage without some AoE. It might be better to head back and try the other routes.

Would we be able to return back here though? If it's generated as we step in..

I have an inkling that the crabs might not be hostile. The real prize here might be the kelp they're tending to. If we had to attack them bludgeoning might be our best bet. But that would crack their shells.. Oh, and should we try to dig out some of the quartz crystals? A source of nonflammable illumination might be very useful in a water-dungeon..
 
[x] Pillaging the kelp garden
-[x] Try to avoid gaining the attention of the crabs and try not to appear hostile, keeping a respectable distance between them.
-[x] If they do attack, we will capitalize on our speed over them and bludgeon them one by one to death.
-[x] Look into the farmed kelps and harvest what we can.
-[x] Try to dig out some of the quartz crystals.
 
Generation 1 - A Hanging Garden I
The Heirs stare at the hanging gardens on the ceiling 15 feet above them, curiosity and awe overshadowing caution for a moment.

"Are they...farming something?" whispers Wendy, slightly loosening the grip on her spear and shield.

"Yes! Look in the kelp...slugs!" chirps Elsbeth excitedly, pointing at the rows of greenery hanging over the party. She's right. There are dozens of brightly-coloured sea slugs grazing among the kelp, munching away steadily like caterpillars.

The nearest man-sized hermit crab turns its body slowly, apparently having heard the Academic's voice. Its stalked eyes glance over the Heirs, before waving one of its large pincer claws sedately. Is it...greeting the Heirs? It doesn't wait for a response, instead calmly turning around and returning to tending the gardens in front of it. On closer inspection, the Heirs can see small pouches and tools hidden amongst the crab's exoskeleton. It is not only pruning and replanting small clusters of kelp, but is moving around and collecting different sea slugs.

The buzzing to the east ebbs briefly...before returning, louder than before.

What do you do?

[ ] Write-in.



THE MAP



You are in the bracketed room.



THE PARTY


Questions and clarifications:

The Priest's Bless only applies to the next attack & damage roll. I'm gonna rule for now that he can Bless out of combat, but only on 1 character at a time. In combat, Bless can be up on multiple characters, but still takes an action to apply to one character.

The ceiling of this room is roughly 15 ft. above the floor, so can't be accessed without doing something clever or ambitious.

The quartz crystals themselves aren't emitting light, but rather diffusing natural light evenly all over the room. The source of the natural light isn't clear: it appears to be ambient all over this level of the Temple.

The Temple only resets its layout between generations, so the layout of rooms and floors will stay the same once explored (though the denizens inside will still be active and continue to do stuff).

Sea slugs in this setting are modelled after potions in roguelikes. That is, you eat them for an effect, and certain colours correlate to certain effects. These also reset with the Temple between generations. This is where the Academic's ability comes in handy. I picture the sea slugs looking like this.

 
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Oh my gosh they're too adorable to be eaten! Called it on the crabs being not hostile, maybe we should send the priest over to socialize. Maybe trade stuff with some of our items? They clearly use tools.. and we have a few redundant stuff.

To reach the slugs only way I can think of is if we had the assistance of the crabs.. Or maybe use the grappling hook with the sling, but that might damage the kelp. Oh! We could lend the Academic the smuggler's spyglass so they can study some of the slugs.

We might not be able to rest here for too long though judging from the buzzing..
 
[X] Wave back, Sailor and Priest leads to establish relations. Priest tries to offer Small Hammer and Mace to see if they can be interested in trade.
[X] While we're Resting the Smuggler lends their Spyglass to Academic so they can study the slugs. The Smuggler tries to keep busy checking if there's anything to scavenge. They see if they can break off a few shards of some of the quartz crystals.
 
[X] Wave back, Sailor and Priest leads to establish relations. Priest tries to offer Small Hammer and Mace to see if they can be interested in trade.
[X] While we're Resting the Smuggler lends their Spyglass to Academic so they can study the slugs. The Smuggler tries to keep busy checking if there's anything to scavenge. They see if they can break off a few shards of some of the quartz crystals.

Seems solid enough plan. Though maybe someone should keep an eye on the swarm corridor? I don't like how the sound changed.
 
Generation 1 - Trading with a Gardener
Morgot swings her braid behind her head, and unloads a smooth rock from her sling, tucking it back behind a band on her waist. She steps forward and stands beside Betram's taller, lankier frame. With an exaggerated motion, she waves cartoonishly at the four large hermit crabmen gardening on the ceiling. Their attention is focused on the slug-filled kelp beds in front of them, shells facing the Heirs. No reaction.

"Hey! Look at this! We can trade!" shouts the Priest, taking out a ball-peen hammer and fine polished mace from his robes. The mace was polished into a deadly weapon, crafted by the smiths of Manawa from the hard root clusters of long-drowned trees salvaged from the New Sea.


One of the crabs turns around. Its stalked eyes flicker over the tools raised in Bertram's hands, excitedly. A rapid-fire staccato of clicks and chirps burst forth from its arthropoid mouth, and a series of smaller claw-legs reach into the shell on its back and take out two glass jars, each containing a sea slug. One slug is green with black banding. The other is a pale sky blue, with dark blue stripes. It scuttles forward toward Morgot and Bertram, dangling the jarred slugs down, and holding out an empty pincer as if attempting to trade.


"Hey Silverless, pass me your spyglass...I have an idea." mutters Elsbeth, her eyes focused on the jarred slugs. She takes the offered spyglass, and begins examining the captive slugs.

Wendy wanders around the room, sifting through damp sand on the empty floor. She finds nothing. She reaches for a cluster of quartz slightly lower than the rest on the ceiling, but it is still too high, out of her reach. Lastly, she begins to wander toward the tunnel exiting east, but before she can get there, the dull buzzing sound turns louder, angrier. "Uhhh.....guys?!?" she says, alarmed.

What do you do?

[ ] Write-in.



THE MAP



You are in the bracketed room.



THE PARTY


So, time to explain another game mechanic. There are several actions the party can take during what's called an Exploration Turn. An Exploration Turn lasts roughly 10 minutes. The party has to collectively choose one action, as they will all work together to accomplish that task. Also, during these 10 minutes, I will roll for an encounter. Rolling a 1 on a 1d6 will result in an encounter, which isn't necessarily hostile, but often is. During that 10-minute span, the party of Heirs can...
  • Rest: Relax, stretch, recover from exertion. May eat a ration to recover 1d8 + CON bonus HP.
  • Forage: Hunt for Rations. Roll 1d6[--] and gain that many Rations.
  • Explore: The Heirs search the current room thoroughly, automatically finding anything hidden, including at least one roll on the Loot Table. Can attempt to Explore quickly by making checks, which if successful, avoid an Encounter roll.
So now you understand what those Trade Traits mentioning 'spend a Rest' means. Because of this, I haven't allowed the Academic to use her Researcher ability, nor the Smuggler to use her Scavenger ability, as they need more time. Feel free to call for these actions at any time; the reason I didn't include them as a vote above is because it'd be odd if the Heirs spent 10 minutes ignoring everything new in the room. In the future I'll put them as vote options in appropriate circumstances, but again, feel free to call for them at any time.

One more mechanic to explain. Advantage & Disadvantage. Occasionally you'll see a + or - beside a dice notation, like on the Forage action above. For each +/-, roll an additional die, taking the higher with a +, and lower with a -. + & - cancel each other out, and no roll may have more than 3 stacks at any time. So the '1d6[--]' above means roll 3d6, taking the lowest of all 3 dice. In general I'll handle the rolls to save time, but if you feel confident with the mechanics to make the appropriate roll, I'll use your result!
 
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Ah makes sense. I've seen some quests post up the background dice rolls, spoilering them. Might be useful for us too.
So one individual Rest action then, with social actions counting separately?

Fujian clubs look interesting! I like the research you put in tbh. Anyways we need to run asap.

[X] Finish the trade (making sure not to get swindled) and run to the starting room. Academic studies the two slugs, while the rest discuss how to deal with something like a swarm in the future. They talk about their families.
[X] Head West once the Academic is finished. Priest making sure to Bless Sailor before entering.

Edit: Curious to see if Bless might have any additional effects on the Sling..
 
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[X] Finish the trade (making sure not to get swindled) and run to the starting room. Academic studies the two slugs, while the rest discuss how to deal with something like a swarm in the future. They talk about their families.
[X] Head West once the Academic is finished. Priest making sure to Bless Sailor before entering.

Exit, stage left sounds good. And good question, it is the favored weapon of the deity in question, though might be locked behind a level.
 
Generation 1 - Exit, Stage Left
Bertram couldn't help but smile as he tossed the mace and hammer at the hermit crabman above him, catching the two jarred slugs dropped in exchange. These creatures were intelligent! He turned and shared a look of wonder with Elsbeth behind him.

Morgot, ever the Sailor, is watching Wendy sprinting across the far end of the room back toward the other Heirs. She knew from experience that Smugglers had an acute sense for danger, and the Silverless family had been Smugglers for a long, long time. "Follow me! We're heading back, NOW!" she shouted, confidence and authority reverberating through her young voice.

The Heirs hurried through the tunnel from whence they came, the fruits of a successful trade in hand. (+50 XP to all Heirs for overcoming a minor challenge)

Back at the staircase, Bertram handed Elsbeth the two slugs. Manawans knew that sea slugs were jewels of the New Sea, useful as food, medicine, or poison in equal measure. There seemed to be an infinite variety of them, in a boundless assortment of colours. Rarer slugs could even produce magical effects. Elsbeth's family, the Beetlemans, were Academics; rumour had it that long ago before the Crown was stolen and the world was drowned, the Beetlemans got their name from studying beetles and other useful insects.

Wendy Silverless stood by the tunnel they just exited, an ear cupped to the wall, listening intently. Behind her, Bertram checked in with Morgot. He reached into his robe and took out a tiny jar of yellow paste, smearing some on his finger and marking the center of Morgot's forehead. "A blessing. For the Yellow Princess."

"For the Yellow Princess." responded the Sailor.

The Heirs took a few minutes to breathe. (rolled for an Encounter, came up negative) Elsbeth studied the green and black sea slug. Interesting. This one stored a poison in its flesh that was sure to cause any creature that swallowed it to burst into a violent frenzy, unable to distinguish friend from foe. Meanwhile Wendy reported on what she heard in the hanging gardens, where they left. "Something happened in that room. Some kind of carnage. Sounds like...sounds like a swarm of bees got in or something. I kinna hope the crabs are alright, but...I don't know. It's quiet now. Any ideas?"


"Hard to fight something before we know what it is. Swarms are tricky, though. My uncle always said that the best way to defeat a school of fish was to split it up into smaller groups. Swarms are more dangerous the bigger they are. Maybe that could help." Morgot reminisced.

More time passed, as the Heirs waited for Elsbeth to study the other slug. This pale blue one was highly nutritious, its body filled with a regenerative slime, like a cream-filled donut (heal Ld4 HP, L being the level of the character who swallows the slug). Wendy, easily bored, wandered the room, poking around the sand for salvage. She found some debris that was potentially useful - 2 unused torches, and a bundle of 5 wooden spikes. Hmm. When she stabbed her hand into the sand to grab the salvage, she felt an ominous thrumming underground, as if something large was burrowing nearby...

Behind them, Morgot and Bertram talked about their families. The Edevanes were a well-respected lineage, having long maintained the watercraft of Manawa, and knowing the ever-fluctuating currents and flows of the New Sea. The Hatmans were just one of several Old Families devoted to the gods. Bertram's bloodline were dedicated to the youthful, feminine Yellow Princess, who once defeated a monstrous giant with only her small sling.


Now rested, the Heirs headed through a tunnel leading west. The acidic stench of bird shit filled the Heirs' nostrils as they emerged into the next room. They saw high ceilings and walls covered in interwoven clusters of grasping vines. A sludgy mess, looking like watery bird shit mixed with decomposing plant matter, covered the floor up to shin-height. The source of it was clear. In the middle of this room were a cluster of gullture nests. Gulltures were mangy scavengers and opportunistic hunters; dog-sized seagulls who crawled on their wings and legs like pterodactyls. Four adults bolt upright from their nests, staring at the Heirs who have just entered. The mewling of baby gulltures can be heard, coming from deeper inside the filthy nests.


There are three exits to this room. Back the way you came, or west and south.

What do you do?

[ ] Write-in.



THE MAP



You are in the bracketed room.



THE PARTY


So the party needed to take 2 Rests to study both slugs. I let the Smuggler use her ability to scavenge during each rest as well. I've ruled that the Sack item that Morgot has is a 1-slot item that is able to store 2-slots of items.
nu-mithridates threw 2 6-faced dice. Reason: Encounter Roll 1 Total: 6
3 3 3 3
 
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Oh no the crabs! I feel guilty about leaving them to deal with that.. but we really didn't have anything to fight off a swarm at this stage. We should head back later to check on them once we have more stuff to trade - or some AoE spells.

The slugs are gorgeous btw. Useful effects. The burrowing creature in the first room is concerning though. That means it's not safe there. Wendy really has been pulling her weight so far.

It was good to get some background lore about this world, and the tidbit about the Yellow Princess. I like when the world is gradually uncovered like this through our actions, it gives the whole thing an organic feel.

[X] Sailor fires the sling at the biggest of the Gulltures. Rest of the heirs covers her so she can shoot unhindered. Priest renews the blessing if he gets a chance. Sailor considers tossing her Eku to the Academic for Slashing damage if there's a breather in between all the shooting (low priority) She is going to focus her fire on the ones attacking that go out of reach of the rest of the party members.
 
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[X] Sailor fires the sling at the biggest of the Gulltures. Rest of the heirs covers her so she can shoot unhindered. Priest renews the blessing if he gets a chance. Sailor considers tossing her Eku to the Academic for Slashing damage if there's a breather in between all the shooting (low priority) She is going to focus her fire on the ones attacking that go out of reach of the rest of the party members.

Solid plan. Shame about the crabs, I didn't expect the denizens to attack each other like that.
 
I wonder if Gulture eggs are edible.. we do need to replace rations eventually. Would the Academic be able to study things outside slugs and scrolls?
 
Generation 1 - 4 Birds vs. 1 Stone
Heirs go first, as they caught the gulltures unawares. Morgot shoots with the Sling with advantage from the Priest's Bless, rolling 2d20 and taking the higher; an 8. Add her Wisdom bonus of 2 for a total of 10, not enough to exceed the gullture's armor defense (AD) of 11. A miss.

Morgot pulled the Priest's sling from her belt, and before she could consciously register the action, a stone was in the air, headed directly toward the head of the largest gullture. A sailor's instincts were ever swift, for there were many dangers above, on, and below the New Sea. The stone shot through the space where the gullture's head had been a second ago; its curved neck had dipped down as it prepared to charge and strike. A wordless cry of anger loosed from the Sailor, joining the piercing cries of the charging gulltures.

Bertram grasped Morgot's soldier and swore solemn oaths to the Yellow Princess under his breath. Beside him, Elsbeth and Wendy surged forth through the birdshit, weapons raised. The Academic's mace found its mark in the shoulder of the first gullture to close ranks, and the Smuggler's spear finished the dirty creature with a pained squawk.

Elsbeth hit with a 17 dealing 4 damage, and Wendy hit with a 15, dealing another 4 damage, enough to finish off 1 gullture. Now that the Heirs have acted, it is the enemy's turn.

The remaining three gulltures leapt over their dead ally's body to attack with serrated beaks and filthy claws. In a flurry of stained feathers, they fell upon Elsbeth and Wendy.

1 gullture attacks Elsbeth with Peck; it hits with a 15, dealing 3 damage. Wendy drops to 1 HP! Another Pecks at Wendy, hitting with a 17 and dealing 5 damage. Wendy drops to 1 HP! The last gullture uses a Thieving Peck on Wendy; she must make a DEX Save. She rolls a 7, adding her DEX bonus of 4 for a total of 11, but failing the 16+ needed to pass.

The Academic and the Smuggler are savaged in combat. One of the gulltures uses the chaos to snatch a mirror from the Smuggler's pockets.

As everyone has acted, a new combat round begins. Initiative is rolled at the beginning of every round. A 1d6 is rolled; 1-3 means enemies go first, 4-6 means Heirs go first. Uh oh...a 3 is rolled. This doesn't bode well. All 3 gulltures target Elsbeth, and roll 12, 21, 11...only 1 hits, but unfortunately, 1 is enough.

Even opportunistic scavengers have strong parental instincts. The mate of the slain gullture grabs Elsbeth Beetleman's throat in its serrated beak, and rips its long avian neck savagely side to side. The Academic's lifeblood is spilled among the birdshit and jetsam of a gullture eerie. With a roaring of water, the Temple begins to flood.

The escape from the Temple is hard to remember; a chaotic swirl of churning water, hastily wiped tears, and cries of anguish. Bertram, Morgot, and Wendy crowd into the boat they arrived in, and ride the rushing waters outside the Temple as the bay fills. It is a quiet night-time ride back to Manawa. The Crown has not been returned, but a sacrifice has been made, in a way. Elsbeth's death has bought the world another 25 years before the Deep Queen's tears wash away what's left of the land.




An unfortunate outcome for our first combat, but a lesson in how unforgiving the Temple can be. Group initiative combined with the fact that it's rerolled at the start of every round means that both the Heirs and the enemies can potentially go twice in a row, like what happened above; swingy and dangerous. I'm still figuring out the forum's dice roller, so only the d20 rolls are visible, sorry about that.

I wonder if Gulture eggs are edible.. we do need to replace rations eventually. Would the Academic be able to study things outside slugs and scrolls?
They can study anything they please!

I apologize; I'm short on time, so the next generation (and details on how they are influenced by the first) will have to wait until the next update, but we do have some decisions we can make now.

Choose 1 item each from Bertram's, Morgot's, and Wendy's inventories to pass on to their Heir.

[ ] Write-in.

As we are moving into our 2nd generation of Trades, I can show you the 2nd Trait unlocked. The new Heirs will have BOTH these Traits. Remember that there are 5 levels of Traits that can be unlocked, but you can choose to change Trades between generations. Unlocked Traits remain unlocked; if you decide to return to a previous Trade, you'll have access to those unlocked Traits.

ACADEMIC

  1. Researcher: You may spend your Rest studying a Scroll or Slug. This allows you to learn its effects.
  2. Linguist: You may spend your Rest studying a language you've recently encountered and after that Rest you can understand the language. After two Rests you can speak the language.

PRIEST

  1. Bless: You may spend your Action to give a targeted Ally [+] on their next Attack and Damage.
  2. Healer: You may spend your Rest healing an Ally. If you do, that Ally has [+] on their Heal check that Rest.

SAILOR

  1. Whaler: You may spend a Rest distilling blubber from Dotters, Dolpods, and Sperm Behemoths into Blubber Oil, which can be used for lanterns and lubrication.
  2. Sea Legs: You gain [+] on any Saves vs. Traps.

SMUGGLER

  1. Scavenger: During a Rest may scavenge for gear. Roll once on the Dungeoneering Gear table.
  2. Intuition: You have [+] vs. Traps.

Do you wish to change Trades for any of our 4 Heirs? Refer to first post for list of Trades.

[ ] Write-in.
nu-mithridates threw 10 20-faced dice. Reason: Sailor Sling vs. Gullture [+] Total: 114
4 4 8 8 16 16 13 13 13 13 15 15 7 7 10 10 19 19 9 9
 
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Oh wow, that's brutal :p
This is a roguelike though. Let's go at it again! We should switch out two of the heirs and try other combos though. Priest should stay and I'm thinking Smuggler as well? Rationale for Fisher - we need a decent ranged fighter. The Sling roll sunked us basically.. also makes sense that a Sailor's heir might end up a Fisher. I was torn between Entertainer and Slug Rancher cause we need a force multiplier. Aoe effect on monsters to effect dice rolls will be so useful.. Perhaps the Academic family has a heir who studied lore and decided to sing these tales of old?

For heirlooms, I'm thinking..
[X] heirlooms:
-[x] Priest - Frenzy Slug preserves?
-[x] Smuggler - Spyglass
-[x] Sailor - Eku

[X] Heirs
-[x] Priest (The Deep Queen)
-[x] ENTERTAINER
-[x] Fisher
-[x] Smuggler
 
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[X] heirlooms:
-[x] Priest - Frenzy Slug preserves?
-[x] Smuggler - Spyglass
-[x] Sailor - Eku

[X] Heirs
-[x] Priest (The Deep Queen)
-[x] Magician
-[x] Fisher
-[x] Smuggler

Disappointing result for our first fight. Dice can be so cruel~. Anyway, the plan seems good but I suggest taking a magician instead of an entertainer. The latter seems to be a support class while we just lamented the lack of an AoE attacker.
 
I was thinking about Magician too.. but then I noticed the description.. Magicians sway the forces of reality by inscribing arcane sigils onto massive pearls and enchanting items with Sand2.

They seem to work more as a tinker and trap maker in terms of game mechanics.. This is all guesswork though. If we did have a Magician I'd pair them with Merchant to get the most bang out of their buck with the Sand2 mechanics. I kind of want to replace Smuggler with Merchant now too..

And it seems like any of our characters can become a spellcaster if they find scrolls - Knave rules.

Also.. A suggestion. I know it's a roguelike but maybe we could also have an extra roll to determine if our characters die or are knocked out in case of a 0 Hp? If the damage is severe narratively, then yeah they should die right away though.
 
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Well, there's the problem. I'm not familiar with Knave at all, so I don't know the rules. As for the magician's being trappers and tinkers, well a magic grenade pearl is just as good for AoE as a fireball.

I would like to keep the scavenger. The scavenge ability seems too useful at this point when we don't really have anything. Maybe later when we have something other than starting equipment/consumables for all heirs to start out with?
 
This is the first time I'm seeing Knave as well. Basically, depending on equipment equipped any character can become any class anytime. They can all use spells, ranged weapons and melee heavy or light equally.

So it would be a matter of finding an Aoe spell in the dungeon basically.. the classes focused on bonus abilities.

I'm down with trying out Magician though just to check out the class in action! Actually paired with Smuggler's salvage we might have more chances of finding these pearls?


[X] Heirs
-[x] Priest (The Deep Queen)
-[x] Magician
-[x] Fisher
-[x] Smuggler
 
Generation 2 - Departure
The day after they returned Bertram, Morgot, and Wendy gathered down by the beach. They had spotted something drifting with the tide toward Manawa, and with an uneasy feeling of certainty, they knew they should gather to receive it. It was Elsbeth's naked body, now cold and sodden, stripped by the New Sea. Clutched in one hand was a lockpick and in her mouth were 58 pearlescent grains of Sand, all that remained of her memories and experiences. The Deep Queen had an odd sort of mercy. It was important that her family, the Beetlemans, receive her body. Cremations were sacred in Manawa.


25 years later...


That time had come again. The Old Families gathered at the ancient runic pier and the New Sea was alight with bioluminescence. Bertram, Morgot, and Wendy watched from the crowd with a troubling mixture of pride and worry, their eyes on the new Heirs that had been selected, their own flesh and blood. Elsbeth's niece, a young Magician clutching a scrimshawed spell pearl, strolled down the pier first. Next was Morgot's son, a handsome Fisher with arms of iron. Following him was Bertram's son, dressed in plain purple robes and holding the Deep Queen's favored weapon, a long-shafted harpoon. Finally came Wendy's son, a young lad dressed in iron armor that overlapped, like the scales of a fish. These new Heirs carefully loaded the salt-encrusted Crown onto the small boat. After a farewell, they slipped off into the night, toward the Deep Queen's Temple.




Once more, the Heirs strode forth into the Deep Queen's Temple, down two spiralling staircases, into a bright chamber with 3 exits. This time, all 4 Heirs had the memories and experience of the last generation, whether it had been passed down through Sand or stories. They knew the hermit crabmen might trade. They knew not to dismiss filthy, dog-sized gulltures. But the Deep Queen's Temple holds many wonders and horrors...

What do you do?

[ ] Go east.
[ ] Go south.
[ ] Go west.




THE MAP



You are in the bracketed room.



THE PARTY


Generation 2! You can see the new Heirs above, and I will give you the opportunity to fiddle around with their inventory before the game starts proper. Any character can trade any item, providing they have the inventory slots to hold them. I can also introduce Family Storage. The Heirs that didn't die got to retire, and so left their inventories behind in their family storage. Feel free to pull from this to stock up. We'll assume this all takes place before the new Heirs depart Manawa. Remember that all items take 1 slot unless otherwise noted.

Hatman Storage: Hammer (2-handed, 1d10 Bludgeoning, 3 Slots), Seal Leather Armor (Defense 13, 2 Slots), Small Bell, Grease, Slug (Regeneration), 2 Rations, 1 Torch
Edevane Storage: Blubber Oil Lantern (Full), Eku (2-handed, 1d8 Slashing/Bludgeoning, 3 Slots), Sling (1d4 Bludgeoning), Seal Leather Armor (Defense 13, 2 Slots), 1 Torch, 2 Rations, Sack (holds 2 Slots), Quill & Ink, Saw
Silverless Storage: Lockpick, Spear (1d8 Piercing, 2 Slots), Shield (+1 Defense), Mirror, 2 Rations, Bellows, 5 Spikes

Of note in these Heirs: Clover only has 1 HP, Peregrine rolled very well on stats (stats 15+ have a chance to be passed down to future Heirs), Leopold rolled some very good armor, and the Magician's starting spell is Bend Fate: L Charges | Roll L+1D20s and bank them. After casting this spell, whenever you must roll a D20 you must choose one of the previously rolled, banked dice and replace the dice you just rolled with it. Continue until all banked dice are used, or until your rest. Reminder that L is equal to level, so in this case, L = 1. Scrimshawed spell pearls act much like scrolls, but while scrolls are one-use items, the charges on a spell pearl refill after a Rest.

All Heirs received a sixth of the previous generation's XP, which I've changed slightly. At the end of a floor, I'm rewarding 150 XP per room traversed. So the last generation had 300 XP each, plus 200 XP split four ways for the one gullture that was killed, starting the new Heirs off with 58 XP. Reminder that level-ups happen at 1000 XP. I know this seems daunting, but hopefully you can begin to see the snow-ball effect of multiple generations.

I think a Constitution save at 0 HP to decide if they fall unconscious or straight up die sounds fair.

Question for you: since the first decision of which direction to go is blind, should I just randomly decide? Or do you like having the time and space to digest the bigger picture of the new Heirs, with their stats, inventory, and abilities, and deciding what to move around?

Thanks for your patience!
 
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That body floating up like that was eerie. You wrote the new starting well. There's this feeling of history as generations and generations try their luck in the Deep. The new mechanics about power progression of the heirs over time sounds heartening well.

I think it's important to start out the first round preparing. Items are very important here.. It gives you a breather too, to focus on the next scene.

It'd still be nice to have esoteric hints about the exits though. Maybe iconography of the deep queen adorning them.. or clues like wafting stench or sounds. Or perhaps things like vegetation adorning the exits or.. just things like a feeling of foreboding or exhilaration. The Salt crown pulsing responding to the Queen's will?

As I suspected, the Magician's mechanics were different than the traditional fare that we tend to get. The bend fate could be a lifesaver.

Question about the Fisher. I thought the Fishers used the ranged version of the Harpoons though? We might want to bring in the Sling from the last expedition then.. Also do we already have a Dotter? Please bear with us, it's fun learning about this system and mechanics and we'll make occasional mistakes understanding :p
Studying creatures is a useful ability. This makes up a bit for not having an academic this time around.

Edit:

[X] Edevane Storage: Withdraw Sling
[X] Silverless Storage: Withdraw Shield

[X] Peregrine gives the Sling to Clover. Barsaba trades the Spear with Leopold for Airbladder and Dagger.

[X] Talk amongst themselves and decide that there will always be two person guarding Clover. Those two won't actively seek out enemies. That Clover should stay in the back and attack with the Sling or Sand. He'll try to stay out of the way of the monsters, letting the others deal with them.

[X] Head East
 
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I see Peregrine has a weighted net on him. Can that be used to immobilize some enemies? And _brightwing is right that cryptic hints about the directions would be the best and a chance to go over the new heirs abilities/gear before picking a direction is good.

The plan is good, but I suggest we also take the healing slug with us just in case. And depending on the use of the net, Peregrine might need to keep it ready too.

[X] Edevane Storage: Withdraw Sling
[X] Silverless Storage: Withdraw Shield
[X] Hatman Storage: Withdraw Slug (Regeneration)

[X] Peregrine gives the Sling to Clover. Barsaba trades the Spear with Leopold for Airbladder and Dagger.
[X] Hatman hands the Slug (Regeneration) to Edevane.

[X] Talk amongst themselves and decide that there will always be two person guarding Clover. Those two won't actively seek out enemies. That Clover should stay in the back and attack with the Sling or Sand. He'll try to stay out of the way of the monsters, letting the others deal with them.

[X] Head East
 
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