A lunar gateway key.
One encrypted message taken from the corpse of a dead adventurer.
A primer for wizards, made by your Father.
A seal to communicate with your Father.
A seal to communicate with firenipple.
Explorers Kit: 100 ft of rope, 10 torches.
Manacles: ye olde handcuffs.
Stuff I think we should consider doing during our next downtime:
We still have an encrypted message from the corpse of one of Kyu's companions (I think). Does anyone think we should decrypt that, when we have the time? It's probably about the 2nd prince thing. On the one hand, if it's a quest it might be as hard as Old King's Coal and Dirty Deads Done Cheap, since they're all government-related quests (which seem to be over our heads for now). On the other hand, it might just be something we can just hand over to the government and get a reward for.
Play with Kyu-Bei. Pretty self evident, I want to see what we get at the end of this plot line.
Show Lisa the wizard primer, and see if she can get some good spells out of it.
Either get in touch with Firenipple to ask how evil our dad is right now, or meet our grandpa for some family bonding and hammer claiming.
Stuff I think we should consider doing during our next downtime:
We still have an encrypted message from the corpse of one of Kyu's companions (I think). Does anyone think we should decrypt that, when we have the time? It's probably about the 2nd prince thing. On the one hand, if it's a quest it might be as hard as Old King's Coal and Dirty Deads Done Cheap, since they're all government-related quests (which seem to be over our heads for now). On the other hand, it might just be something we can just hand over to the government and get a reward for.
Play with Kyu-Bei. Pretty self evident, I want to see what we get at the end of this plot line.
Show Lisa the wizard primer, and see if she can get some good spells out of it.
Either get in touch with Firenipple to ask how evil our dad is right now, or meet our grandpa for some family bonding and hammer claiming.
Hey all, crazy week at work, just finished offloading huge amounts of ammunition. (anyone who's dealt with onloading or offloading high explosives knows how much work is involved.)
Anyway update will be out within the next 12 hours, unless the dice surprise me it should take us all the way through to the end of the dungeon. I know this update is a bit delayed, but life happens. Just wanted to put in a quick plug to let everyone know Doki Doki is still alive.
STR= 30
Measure of Raw physical power. Affects HP gained each level, melee and most ranged damage dealt, as well as how heavy your arms and armor may be.
DEX= 0
Measure of Speed and agility. Improves AC up to equipped armor's limit, provides bonuses to quick movements and stealth. Also the stat for dodging away from projectiles or area of effect attacks.
FIN= 0
Finesse or how good one is with weapons in general. Higher finesse directly correlates to higher hit chance.
ARC= -10
Arcane affects your ability to wield magic effectively as well as your ability to detect and resist magical items and workings around you.
FAITH= 26
Faith is a measure of the link between mortal and god, and is affected by both the Mortal's belief and fealty as well as the God's approval or disapproval of their faithful's deeds. Faith directly affects the ability to wield miracles. Faith is more prone to changes than any other stat. Either ARC or FAITH will be used for resisting non-projectile magic, whichever is higher.
PER= 0
Perception is a measure of ones awareness of their surroundings. It is useless if the individual lacks the senses to detect something in the first place. IE: detecting an invisible silent ghost is impossible regardless of perception, without a way to detect thoughts or see the invisible.
Goal/Motivation= Pay off his 1000 years of indentured service to Azmodeus, lord of the nine hells, king of the devils. Willing to spend 100% of his earnings on adventuring.
Once a party member accomplishes their goal or loses their motivation they will leave the party.
Knows his stones- Working in the mines has allowed Nathan to become quite the geologist. Knows almost everything there is to know about stones.
Fugitive- you are wanted for destroying the mine and part of the city in Montfort. Even though you didn't do it the rumors never the less please Azmodeus +1 faith*
Devil's Sight- Has perfect vision in the dark, including magical darkness.
Expert in Stupid and dangerous- Gains a +20 expertise bonus when taking an action that is both stupid and dangerous.
Master- Vampires imprint on the creature that revives them. The master of said relationship may give orders which the imprinted Vampire will feel compelled to follow. Master servant relationship may only be broken by order from the master. Widely speculated as a defensive mechanism evolved to prevent fledgling vampires from mass reproduction and subsequent annihilation of prey, as only a vampire freed from its master's control may create new spawn.
Terrible horsemen- mounted combat locked
Greenskin hunter- Having killed more than 10 Greenskins has taught you how to fight them a bit more effectively. +1 to hit with spells, miracles, or attacks against Greenskins.
They called him, Breaker- Effects ??? May be activated before any combat an unlimited number of times. Warning! Using this trait has significant consequences for Nathan's character development.
???- Unknown trait
Cleric (Azmodeus) lvl 3: Defender and Support both, your hellish deity has twisted your role to be far more offensive in nature than most. Azmodeus doesn't offer healing, but instead fills you with the power of shadows and fire, demanding payment in blood... both your own and that of your foes.
Grants 3+STR Mod HP per level. Either a shield emblazoned with a holy symbol or a holy symbol (pendant) is required to cast miracles.
Traits:
Bludgeoning proficiency: +2 to hit with all bludgeoning weapons. Does not stack with other proficiency bonuses.
Miracle list: (Unless otherwise specified all Miracles require an incantation. Miracles can not be casted while silent)
LVL 1 Miracles: May prepare up to 3 lvl 1 miracles per long rest.
Sulfur and Ash- (Action)(Range: 15 foot cone): breath out foul ash and sulfur in a 15 foot cone dealing 1d10 damage and blinding foes. Deals have damage and doesn't blind if saved. Opposed by DEX.
Devil's Gift- (Bonus action)(Range: 30ft)(Duration: 1 hr): Target Weapon within sight and range deals an additional 2 flame or dark damage (picked upon casting).
Blood offering lvl 1- (Bonus action): Take 5 unpreventable damage and regain 2 used level 1 spells. May only be selected once when preparing spells.
False life – (Standard action)(Range: 30ft)(Duration: 1 hr): Grants 1d8+Faith Mod temporary HP to self or allies within sight and range. temporary HP gained stacks with similar effects.
Cause light wounds – (Action)(Range: Touch): Deal 3d10 necrotic damage or half as much if saved. Opposed by FAITH or ARC
LVL 2 Miracles: May prepare up to 1 lvl 2 miracles per long rest.
Darkness - (Action) (Range: 60 feet) (Duration: 1 minute) Conjure a magical globe of darkness 15 feet in radius blocking out all natural and magical light at a point within sight and range. Creatures with night vision still cannot see inside or past the magical darkness.
Miracle Passives:
Lingering Agony- After casting a miracle, the next melee attack you make within one minute deals +1 fire or necrotic damage (users choice). Bonus stacks and will grow more powerful with more levels of cleric.
Bonus gained at Cleric (Azmodeus) lvl 4:
Gains an additional lvl 1 miracle per long rest (4).
Gains the ability to channel divinity, summoning the power of his patron once per long rest.
Channel Divinity: Flames: Pulling a cloak of crackling flames about themselves, every creature within melee range of the cleric takes unavoidable fire damage every turn equal to the Cleric's level (4) for 1 minute. (Friendly fire possible) Shadow: Controlling their own shadow the Cleric bids the shadow become real. The shadow grants one additional action to the cleric controlling it, if the shadow makes an attack it must draw one of the clerics weapons first and attacks with the Clerics faith modifier+2 as bonus to hit and uses clerics Faith modifier as bonus to damage. The shadow may grapple, using Faith rather than STR, or use items on the clerics person. Shadow lasts for 1 minute. Void: The cleric commands and the weak are helpless but to obey. Command one weak willed creature (non-boss/major npc). You gain control of that characters next 3 turns, and can order the controlled creature to kill itself using its full action (which is generally successful in 1 turn, barring extreme circumstances).
Weapons:
Mace- 1h, 1d8+3 (STR) Bludgeoning Spear-1h, 1d6+3 (STR) Piercing, reach Dagger- 1h, 1d4+3 (STR) Piercing, range (20/60) light, concealed Shield-1h, provides +2 to AC when equipped.
Armor:
Chain Shirt - 13 AC, disadvantage on stealth. (AC set at 13+0(DEX)+2(Shield))
Consumables: 2 minor healing potions (2d4+2)
1 lesser healing potion ( 4d4+4)
3 Smokers- Bomb. Throwing 30ft range, creates a 15ft radius of thick smoke that cannot be seen through. Lasts 1 minute.
1 minor finesse potion (+10 finesse for 1 minute)
Wallet- 319 gold
MISC-
A lunar gateway key.
One encrypted message taken from the corpse of a dead adventurer.
A primer for wizards, made by your Father.
A seal to communicate with your Father.
A seal to communicate with firenipple.
Explorers Kit: 100 ft of rope, 10 torches.
Manacles: ye olde handcuffs.
STR= 0
Measure of Raw physical power. Affects HP gained each level, melee and most ranged damage dealt, as well as how heavy your arms and armor may be.
DEX= 25
Measure of Speed and agility. Improves AC up to equipped armor's limit, provides bonuses to quick movements and stealth. Also the stat for dodging away from projectiles or area of effect attacks.
FIN= 10
Finesse or how good one is with weapons in general. Higher finesse directly correlates to higher hit chance.
ARC= 30
Arcane affects your ability to wield magic effectively as well as your ability to detect and resist magical items and workings around you.
FAITH= -20
Faith is a measure of the link between mortal and god, and is affected by both the Mortal's belief and fealty as well as the God's approval or disapproval of their faithful's deeds. Faith directly affects the ability to wield miracles. Faith is more prone to changes than any other stat. Either ARC or FAITH will be used for resisting non-projectile magic, whichever is higher.
PER= 20
Perception is a measure of ones awareness of their surroundings. It is useless if the individual lacks the senses to detect something in the first place. IE: detecting an invisible silent ghost is impossible regardless of perception, without a way to detect thoughts or see the invisible.
Goal/Motivation= In the spotlight: Monika just wants to bask in the glow of the cosmic audience. Sensing the awesome main character vibes flowing from Nathan she's more than willing to follow him to the ends of the earth for a chance to feel like she's real.
- willing to spend 100% of income on adventuring
- Once a party member accomplishes their goal or loses their motivation they will leave the party.
Trait: 4th wall worshiper - This one has seen a glimpse into the true fabric of the world. They are naturally attracted to those who they deem to have been "touched and molded" by the gods beyond the 4th wall
Heathen - Worships none of the gods (of this world at least). Faith can never be higher than 0.
Bi-sexual- Known to have had romantic involvement with members of both genders.
Pianist- Capable pianist, gains +20 to performance checks based on Piano
Attractive but horribly scarred- People look on with pity at the otherwise beautiful woman whose face is marred by a horrific trio of scars from chin to ear. No bonuses.
Field medic- +10 to medical checks, Great success increased from 1d6->1d10, Crit Success increased from 2d6->2d10. Crit fails no longer deal damage, and Fatal Failures damage reduced from 2d6->1d6. (advance to Field Doctor: Progress=6/25)
Sadistic- Takes a somewhat unhealthy pleasure from the suffering of others.
Guardian Angel- Gains a re-roll on failed deathblow intercept attempts.
Cut throat Contractor- (Progress=2/5)
Trait: ??? (character has one or more traits unknown)
Psionic lvl 1: Focusing arcane power into the schools of Mind and Force, unlike most other spell casters Psionics may use most of their abilities an unlimited number of times. This comes at the cost of diversity and range, as Psionics have a much smaller list of abilities than most casters, focusing on honing and improving a few spells over time. Most psionic spells are limited to melee range and all require a freehand and can only be cast in light or lighter armor. Grants 2+STR mod HP per level.
Ability list:
Force Shield: (Reaction) the Psionic may erect a force shield between themselves and an incoming attack granting +3 AC. May be done after attack is rolled.
Mind Blast: (Bonus action, Melee range only) The Psionic sends a blast of disorienting signals through the targets mind. Dazes the target *Dazed targets miss their next turn* Can only effect a target once per combat. (resisted by ARC/FAITH)
Bonus gained at Psionic lvl 2:
Trait gained "Think fast"- The Psionic enhances the speed their mind processes information. +1 to AC if lightly armored or less. +10 to perception. +1 to resist mind altering spells and effects.
Rogue lvl 3: Rogues have the keys to open what lies locked be it a chest, a trap, or a foes soft soft neck. Grants 2+STR mod HP per level
Proficiency: Daggers, Shortbows, Hand Crossbows. Proficiency grants a +2 to hit, does not stack with other similar proficiency bonuses.
Traits: Sneak attack: Attacks with a dagger on enemies completely unaware of the rogues presence are automatically critical hits and deal an additional 2d6 (additional damage is also doubled by the effect of sneak attack crit). (Improves with levels in rogue)
Tools of the trade: +15 to finding and disarming traps, or picking locks when equipped with a thieves kit.
Stealthy: +10 to all stealth checks
Bonus gained at Rogue lvl 4:
Traits gained:
Evasion: Any damaging effect that triggers a dexterity save deals only half damage to the rogue, or none on a successful save.
Weapons:
Long Sword (Masterwork)- 1h, 1d8+1(MW)+0(STR) slashing. +1 to hit (MW). War axe- 1h, 1d8+0 (STR) slashing. Dagger- 1h, 1d4 (STR) piercing(range 20/60) light, concealed
Armor:
Studded Leather armor - 13AC (AC set at 13+2 for dex)
Consumables:
Magic Items: Ring of Gushing waters: Up to 3 times a day as a bonus action the ring gushes a 15 foot cone of water, soaking all creatures hit and forcing an opposed STR vs Users ARC to save from being pushed to the end of the 15 foot cone.
Wallet- 99 gold
MISC:
1 healer's kit
1 thieves tools
Booker's Horn: A horn made of ivory given by the bridge troll Booker. A gift of great value, Blowing on the Bridge troll's horn will summon the troll to the user's location destroying the horn. The troll will know exactly where the horn blower is and will be compelled to travel to answer the call. The horn is also a symbol of friendship that will greatly improve interactions with other Bridge Troll's when shown.
STR= 10
Measure of Raw physical power. Affects HP gained each level, melee and most ranged damage dealt, as well as how heavy your arms and armor may be.
DEX= 30
Measure of Speed and agility. Improves AC up to equipped armor's limit, provides bonuses to quick movements and stealth. Also the stat for dodging away from projectiles or area of effect attacks.
FIN= 35
Finesse or how good one is with weapons in general. Higher finesse directly correlates to higher hit chance.
ARC= 20
Arcane affects your ability to wield magic effectively as well as your ability to detect and resist magical items and workings around you.
FAITH= -100
Faith is a measure of the link between mortal and god, and is affected by both the Mortal's belief and fealty as well as the God's approval or disapproval of their faithful's deeds. Faith directly affects the ability to wield miracles. Faith is more prone to changes than any other stat. Either ARC or FAITH will be used for resisting non-projectile magic, whichever is higher.
PER= 15
Perception is a measure of ones awareness of their surroundings. It is useless if the individual lacks the senses to detect something in the first place. IE: detecting an invisible silent ghost is impossible regardless of perception, without a way to detect thoughts or see the invisible.
Goal/Motivation= ???- willing to spend 100% of income on adventuring
Once a party member accomplishes their goal or loses their motivation they will leave the party.
Blasphemous Being - The undead are abhorrent to Freya goddess of fertility and life. (Faith locked at -100 until conversion)
Vampiric body- The undead bodies of vampires are remade stronger and faster than before, however no power is without cost.
+10 all stats (except faith)
Perfect dark vision (no penalties for low or no light, still unable to see through magical darkness)
Vulnerability holy
Immunity healing (Receives no healing from potions or spells. Receives no healing from spells that heal undead. Receives no healing from medical checks. Suffers no damage from healing spells that normally damage undead)
When exposed to sunlight the vampire has disadvantage on all rolls, and is unable to use any vampiric abilities. In addition exposure to direct sunlight for more than an hour causes one level of fatigue. (limited or shaded exposure does not result in fatigue). If the vampire has assumed bestial form, their form is immediately reverted in the sunlight, causing 10d6 damage.
Vulnerability holy water, receives 3d10 damage and suffers disadvantage for 1 turn when splashed with holy water.
Immune to poison, disease, and instant death effects. Immune to Necrotic damage.
Trait improves with more levels in Class: Vampire
Blood hunger: The vampire must feed once every other week or suffer penalties. The stages of blood hunger are as follows: Stage 1: Gorged - no effect. Stage 2: Sated- no effect. Stage 3: Dark hunger: Vampire becomes irritable and twitchy -10 to all social checks, -10 STR, +5 Dex. Stage 4: Withered: The vampire becomes sluggish and weak. -10 all stats (except faith) -10 STR. Stage 5: Hibernation: The vampires body shuts down and they are catatonic until revived by the spilling of blood.
Proficiency Natural Weapons: +2 to hit with all Natural weapons.
Imprinted: Vampires imprint on the creature that revives them. The master of said relationship may give orders which the imprinted Vampire will feel compelled to follow. Master servant relationship may only be broken by order from the master. Widely speculated as a defensive mechanism evolved to prevent fledgling vampires from mass reproduction, as only a vampire freed from its master's control may create new spawn.
Trait: ??? (character has one or more traits unknown)
Pleides lvl 1: First established as a secret service, trained to protect prince Momonga under the guise of simple servants, the incredible field record of the Battle Maids has inspired many to mimic their training as defenders... unfortuanately this has also led many to follow their... unique dress code, regardless of how appropriate it may be to their own circumstances. Grants 5+STR mod HP per level.
Traits gained:
Defender: The pleides may make an attack of opportunity whenever an opponent they are in melee with attacks a target other then themselves. If the attack of opportunity hits, the victim has disadvantage on their attacks for the rest of their turn.
Defensive fighter: In a swirl of flowing robes the Pleides focuses on using each attack to position themselves to better defend the VIP they have been entrusted with. Each successful hit a Pleides makes with a melee weapon grants them 3 temporary hitpoints, lasting until the end of combat. These temporary hitpoints stack with most other sources unless otherwise specified. (This trait improves with levels in Pleides)
Bonus gained at Pleides lvl 2:
Trait gained: Ever vigilant- The Pleides makes perception rolls with advantage. Characters attempting a stealth check against the Pleides suffer a -10 modifier to the check.
Vampire lvl 3: Powerful undead, capable of infiltrating mortal society. The power they gain from consuming blood is their greatest strength, their uncontrollable lust for it, their greatest weakness. Grants 2+STR mod HP per level
Ability list:
Masquerade: The vampire may assume the form it had in life, masquerading as a mortal. As a free action the vampire may show its true bestial form gaining hideous claws and sharpened fangs, While in bestial form the vampire is considered to be dual wielding melee weapons that deal 1d6+STR slashing damage. Bestial form wears off over the course of an hour during which time the vampires true form is obvious to all.
Blood rage: Once per day as a bonus action the vampire may enter a frenzied state gaining 25 strength for 1 minute. User may act irrationally during this time. This state drops the vampire one level of blood hunger upon completion. (this ability improves with levels in vampire)
Hypnotic gaze: The vampire may attempt to hypnotize a non-hostile or unaware target who becomes friendly and open to suggestion for the next 10 minutes. At the end of the duration target will have no recollection of the last 15 minutes. Affected creatures will not take any actions that would obviously harm themselves or their loved ones. If resisted target knows that an attempt to alter its mind was made and will act accordingly. Uses vampires ARC, opposed by ARC or FAITH.
Life Drinker: when gorged additional feeding restores 1d4+1 HP.
Bonus gained at Vampire lvl 4:
Trait gained:
Sense blood: The vampire can track any living creature with open wounds within 200 feet, automatically perceives stealth attempts from them, and does not suffer penalties for fighting them blind. In addition to the above features the vampire has a +1 to crit range when making attacks against living creatures with open wounds as well. Any creature with less than maximum hp, is considered wounded for the purpose of this trait.
Short bow 2h, 1d6+1(STR) Piercing. range 80/320. Dagger- 1h, 1d4 (STR) piercing(range 20/60) light, concealed Leather armor - 12 AC (AC set at 12+3 for dex)
Wallet- 0 gold
MISC-
Phylactery of the nine tailed fox: The vessel for a greater spirits soul, it is indestructible by any means outside of a wish spell or divine intervention. The soul fragments are scattered: 1/9
STR= 10
Measure of Raw physical power. Affects HP gained each level, melee and most ranged damage dealt, as well as how heavy your arms and armor may be.
DEX= 20
Measure of Speed and agility. Improves AC up to equipped armor's limit, provides bonuses to quick movements and stealth. Also the stat for dodging away from projectiles or area of effect attacks.
FIN= -20
Finesse or how good one is with weapons in general. Higher finesse directly correlates to higher hit chance.
ARC= 35
Arcane affects your ability to wield magic effectively as well as your ability to detect and resist magical items and workings around you.
FAITH= 0
Faith is a measure of the link between mortal and god, and is affected by both the Mortal's belief and fealty as well as the God's approval or disapproval of their faithful's deeds. Faith directly affects the ability to wield miracles. Faith is more prone to changes than any other stat. Either ARC or FAITH will be used for resisting non-projectile magic, whichever is higher.
PER= 0
Perception is a measure of ones awareness of their surroundings. It is useless if the individual lacks the senses to detect something in the first place. IE: detecting an invisible silent ghost is impossible regardless of perception, without a way to detect thoughts or see the invisible.
Goal/Motivation= Caretaker: Lisa wants to earn enough money to take care of her twin sisters. She will retire once she has saved away 5k gold. Progress: 0/5000
- willing to spend 50% of income on adventuring
- Once a party member accomplishes their goal or loses their motivation they will leave the party.
Witch- Being a hexmage is strictly prohibited in almost every civilized nation. If her secret is discovered she'll be burned at stake.
Herbalist- Dabbles in herbalism, has a good knowledge on most plants and can spot harmful or beneficial plants easily.
Trait: ??? (character has one or more traits unknown)
Wizard lvl 1: The true masters of the arcane a wizard may learn quite literally every form of magic their is in the world, if given sufficient time and funds. Though the Wizard is able to learn all school's of magic, most choose to specialize in one or another once they have established firm foundations. Like the sorcerer the Wizard may employ powerful Meta-magic, to alter and shape their spells to new levels of power and utility.
The wizard must have light or lighter armor as well as an arcane focus such as a staff or an orb as well as a free hand in order to cast. Wielding a two handed arcane focus (staff) meets the freehand requirement.
Grants 1HP+STR mod per level.
Cantrips: (cantrips may be cast as many times as desired, with no cost)
Mage hand: (Action) (Range 30 feet.) You can use your action to control an invisible hand that can do whatever a normal hand can. The hand is relatively weak an so can't carry more than 25 pounds, attack, or activate magical items. The hand may move up to 30 feet per turn, and lasts so long as you continue to use it as your action each turn. The spell fails if the hand is ever more than 30 feet from the caster.
Light: (Action) (Range 10 feet.) Duration 1 hour. The Caster chooses an object or point in the air within 10 feet and causes it to glow with a magical light. The light may be dimmed or brightened as a free action, but is never much brighter than a torch. The caster may have up to 5 lights active at any time, each lasting 1 hour or until the caster chooses to extinguish them.
Mending: (Action) (Range touch.) The caster may repair a damaged item or piece of equipment that could otherwise be mended through conventional means. Mend does not create new material, but only mends the broken material. Does not work on living creatures.
Firebolt: (Action) (Range 120ft.) As a ranged attack using ARC the caster hurls a mote of glistening fire at a target within sight and range dealing 1d10+ARC fire damage. As with non-magical ranged attacks the penalty for attacking into melee, or into cover apply (-5 into melee/full cover, -2 into half cover). Opposed by AC
Shocking Grasp: (Action) (Range touch). As a melee attack using ARC the caster sends lightning into the body of their opponent dealing 1d8+ARC lighting damage and disabling the enemies reactions for that turn. Opposed by AC.
Rituals: (Rituals may be cast as many times as desired, but require a prolonged casting time.)
Detect Magic: (Ritual - 1 minute) Duration 1 hour. Range 30 ft The caster opens their mind to the flow of magic around them sensing magical auras, spells, and traps within sight and range. Some spells, usually illusions may attempt to hide themselves from the casters sight, in this case when the caster would usually be able to detect the spell, the DM makes an opposed ARC check between the two casters in secret to determine whether or not the spell is seen. Gives only vague information about the magic, including shape, size and school of magic.
Identify: (Ritual - 1 minute) Range 5 ft The caster focuses on a magical object and attempts to identify it's properties, learning its name, properties, and how to use it. Some enchantments, usually curses, may attempt to hide themselves from the caster. In this case when the caster would usually identify the enchantment, the DM makes an opposed ARC check between the two casters in secret to determine whether or not the enchantment is seen.
Spells: (Spells require an arcane focus, a free hand, light or lighter armor, and an incantation to cast unless otherwise specified.)
Level 1 Spells: (The Wizard may cast up to 2 level 1 spells per long rest.)
Ice lance: (action) (Range 40ft) a lance of ice impales the foe dealing 3d12 frost damage on hit to an enemy within sight or range. (opposed by AC)
Burning hands: (Action) (Range 15ft cone) The caster deals 3d6 fire damage in a 15 foot cone in front of them as flames spew from their hands. Opposed by DEX, deals half damage on save.
Grease: (Action) (Range 30ft) Flammable oily grease soaks a 10 square foot area. Upon entering the area or starting their turn in the area all characters must make a dc 10 dex save or fall down and lose the rest of their movement. If lit on fire by any means the area burns for 3 turns dealing 1d10 fire damage to all characters starting their turn there. Grease still trips enemies while aflame, a prone enemy in flaming grease takes 3d10 fire damage instead of 1d10.
Gust of wind: (Action) for the next minute a strong wind blows in a 15 foot cone from you. All missiles caught in the cone are pushed away taking a -5 to hit penalty and enemies must pass a STR test against the casters ARC with a +5 modifier to advance into the cone.
Shield: (Reaction) As a reaction to being attacked gain +5 AC for duration of attacking enemies turn, may be used after attack is rolled.
Bonus gained at Wizard lvl 2:
Gain access to Meta-Magic. May cast up to 3 lvl 1 spells per long rest.
Meta-Magic: (Caster has 1.5x level worth of Meta-Magic points per long rest rounded down) *Yes MM can be used on non-wizard spells*
Careful Spell: Spend 1 MMP per target creature caught in the area effect of your spell. That creature is unaffected by your spell. Distant Spell: Spend 1 MMP, double the range of a spell Maximized Spell: Spend 2 MMP per level of the spell, that spell deals damage as though the highest possible damage dice were rolled. (must be used before rolling for saves or to hit) Extended Spell: Spend 1 MMP to double the duration of a spell. Twinned Spell: Spend 2 MMP per level of the spell to cast the spell twice. Subtle Spell: Spend 1 MMP to cast the spell without a proper arcane focus or while silenced. Delayed Spell: Spend 1 MMP. Spells effect occurs up to 1 minute after the spell was cast. Delay may be extended longer for 1 MMP/ minute.
Hexmage lvl 3: Hexmages lack somewhat in the versatility of other casters, but more then make up for it with their ability to cast Crippling curses that seem to spread from foe to foe, like a plague.
The Hexmage must have light or lighter armor as well as an arcane focus such as a staff or an orb as well as a free hand in order to cast. Wielding a two handed arcane focus (staff) meets the freehand requirement.
Grants 1HP+STR mod per level.
Proficiency: Spells. Proficiency grants a +2 to hit, does not stack with other similar proficiency bonuses.
Curses: 1 Curse may be cast as a free action at the start of the Hex-Mages first turn of combat. Curse of impotence: (Free Action) (Range: 120 feet) Cursed target suffers a penalty of 1d4 to hit. If cursed target dies, the curse spreads to up to two targets of the Hex-Mages choice within sight and range. Curse of vulnerability: (Free Action) (Range: 120 feet) Attacks against cursed target are made with an additional 1d4 to hit. If cursed target dies, the curse spreads to up to two targets of the Hex-Mages choice within sight and range. Curse of Mortality: (Free Action) (Range: 120 feet) Attacks against cursed target have an addition +1 to crit range. If cursed target dies, the curse spreads to up to two targets of the Hex-Mages choice within sight and range. Curse of idiocy: (Free Action) (Range: 120 feet) Cursed target makes check on a d10 each turn. If the result is a 1 the cursed target is dazed and loses their turn. If cursed target dies, the curse spreads to up to two targets of the Hex-Mages choice within sight and range.
Spells: (Spells require an arcane focus, a free hand, light or lighter armor, and an incantation to cast unless otherwise specified.)
Level 1 Spells: (The Hexmage may cast up to 3 level 1 spells per long rest.)
Witches lightning: (Action) (Range: 45 feet) Lines of lightning fly from the witches fingers electrocuting their foes dealing 1d12+ARC lightning damage to a target within sight and range. As a bonus action the following turn the Witches lightning may be continued, and may continue like this until the caster fails to use it. Witches lightning is not effected by the penalty for firing into melee/cover and may be cast from melee range without triggering an AoO. Opposed by AC. I AM THE SENATE!
Armor of Agathys: (Bonus Action) This spell may be cast above its level, granting an additional 5 temp HP per level cast. The caster gains 5 temp HP/level cast that does not stack with other forms of temp HP. While this temp HP remains anyone who attempts to attack the caster takes an immediate 5 frost damage/spell level.
Lesser Death Pulse: (Bonus Action) (Duration 3 turns) (Range 60 ft) (Concentration) Every creature within range takes 1 damage each turn. On the turn following the end of the spells duration you may as an action choose to heal a target within range an amount equal to the total amount of damage dealt or deal damage equal to the total damage done to a single enemy of your choice within range and sight as a ranged attack. This final attack is Opposed by AC. Only one concentration spell may be active at a time.
Hex: (Action) (Duration 1 minute) (Range 120ft) The target of your choice within sight and range of the spell takes an additional 1d8 damage from all sources. If the target dies before the end of the spells duration, you may place the Hex on another target of your choice within sight and range as a free action.
Level 2 Spells: (The Hexmage may cast up to 1 level 2 spells per long rest.)
Frosty Burst: (Action) (Range 80ft) Every creature within a 15 foot radius of a point within sight and range takes 3d8 damage and their movement speed is slowed for 1 round. Opposed by DEX. Target takes half damage and is not slowed on successful save.
Tendrils of lightning: (Action) (Range 120ft) Deals 2d8 lightning damage to target creature within sight and range, then arcs to a second target within 30 feet that is also within sight and range. Lightning may arc to hit up to 5 creatures. Opposed by DEX. Target takes half damage on successful save.
Reapers Scythe: (Action) (Range 60 ft) Deals damage to a target within sight or range equal to half the targets missing HP (rounded down) If this results in a kill the spell may be cast again for free as a free action against another target within sight and range. There is no save.
Bonus gained at Hex-Mage lvl 4:
May cast an additional lvl 1 spell per long rest (4)
Gains Trait: Spreading death: Every time a target is cursed they take Necrotic damage equal to the Hex mages level.
Armor:
Studded Leather armor - 13AC (AC set at 13+2 for dex)
Consumables:
Magic Items:
Wallet- 25 gold
MISC:
1 alchemists lab, set up back in her home.
29APR01
"Alright, Monika and Kyu go in ahead and take out those two quietly, Lisa and I will hold back and rush in if something goes wrong – and stay away from the water, I've got a bad feeling about it.
My mage sight allowed me to see writhing tendrils of shadow slither off his hands and coil tightly around Nathan and the two girls like shadowy snakes. A priest of Loki then, it would explain why he was so evasive about his patron deity, the trickster god was ill loved for many reasons.
Knowing that I might be fighting for the first time tonight I called upon frost to cloth me, winding it about me in a similar manner to the shadows Nathan had just summoned. I felt the frost envelop me as a patch of moss growing along the cave wall withered and died, the cost of using my hag taught magic.
1d100=64+35-25(wide open area)-20(PER)= 54 Success!
1d100=40+30-25(wide open area)-20(PER)=25 failure!
KT1 Bite monika (disadvantage)= 5,1 Crit miss! Monika makes attack of opportunity!
Monika attacks=15+2+4(curse)=21 Hit! 6+1=7dmg KT1 is dead!
Victory!
Results: Everyone stayed above 50% HP, no injury penalties incurred.
1d100=74+20=94 Great success! Monika heals 1d10=8 Monika=16/16 Monika gains 2 progress towards field doctor 8/25
I didn't have time to think on the nature of my power however, as from the open cavern came a loud angry gurgling, indicating that the ambush had failed. I froze up momentarily before Nathan shoved me by the shoulder, sending me stumbling into the opening, before rushing past me. To the right the little vampire was squared up against an angry looking fishman, while to the left Monika was drawing her sword to deal with the other.
Suddenly three more burst out of the water behind her, the closest gripping her shoulder in it's jaw. The bite, which would have been enough to rip her arm off, was blocked by an inky black shoulder guard formed out of Nathan's shadow; but with all of the protective shadow pooled around her shoulder there was nothing to protect her side from the nasty follow up thrust of the creatures jagged edged spear.
Rather then fight against the spear, she rolled with the blow, dislodging the hook and creating some distance between herself and her opponent as blood began to well out of the gash on her side.
I had been worried I wouldn't have the courage to do what I was supposed to when the time came. I'd never hurt anything with my magic, much less killed before, but as I looked at the murderous Koa-Toa staring with murderous intent at my wounded friend I realized that this was kill or be killed, and I decided then and there what side of the equation I wanted to be on as I hurled a thin bolt of lightning at Monika's attacker.
Like a crackling arrow of pure energy the bolt drove itself straight through the pelagic horrors skull, frying its brain and dropping it limp on the cold stone, blood dripping from it's ears.
Maintaining the sizzling bolt I urged it onwards towards the remaining pair emerging from the water and then again at the one fighting with Kyu striking all three of them before the bolt finally flickered and died, leaving nothing but a pile of corpses in it's wake.
To my amazement rather than retreat or stagger over clutching her wound, Monika instead charged straight towards the last remaining fishman, batting aside its spearthrust and driving her sword deep into its chest with a meaty impact.
Before the thing could retaliate, Kyu leapt over the stream with inhuman strength landing in a legs first slide across the water slicked floor and gouging tears into the Koa-Toa's legs knocking it to the ground, where Monika finished it with a sword thrust through its eye.
Rather than tend to his wounded friend as I expected from a priest, Nathan casually began walking through the room bashing in the skulls of every dead fishman with his mace. "Nice job with the fireworks Lisa," he said with a lighthearted smile that was mostly ruined by the blood and viscera that splattered into his face as he crushed another skull. Turning to Monika with a smug and blood covered grin he continued, "especially since someone can't figure out how to count to five."
I had rushed over to help the wounded Monika but she'd already stripped off her leathers and was tightly wrapping gauze around her waist to cover the wound. "I'm not the one who kicked a rock into the fins of the thing we were trying to sneak up on." Kyu bashfully shuffled her feet in the corner issuing a tiny "shorry" through monstrously elongated teeth.
I looked around completely bewildered, "Umm- is no one else concerned that Monika is seriously wounded?"
Nathan and Monika exchanged a look and then bust up laughing.
I pulled on my hat in frustration, "What's so funny?"
Monika stood up now wearing only a bra and bandages and patted me on the head, "Lisa honey – I earned these scars on my face while Nate was lying unconscious on the floor vomiting blood with his ribs exposed for the world to see, and just last week Kyu was burnt to a literal crisp. Sorry sweetie, you picked a tough line of work, this scratch here is nothing."
Without another word she stooped over to grab her armor and after putting it back on, joined the others as they searched the cavern, leaving me sitting alone in the center, wondering what the hell I'd gotten myself into.
"I found a bunch of those seaweed bags you guys were talking about hanging up over here, Nate give me a boost so I can cut them down."
Nathan obligingly got down on his hands and knees to act as a footstool so Monika could cut down the hanging bags.
"I wonder what goodies they brought back!" she said with a greedy glint as she hopped off the muscular clerics back and began sawing the bags open with a knife. "Really, they brought in coal?" She said with a slump of disappointment. "More coal in this bag too, and this one has… more coal. Why would a ship have only coal for it's cargo?"
Nathan got up and dusted himself off, "Old Pete was saying they were going crazy for the stuff up north last time I saw him, guess the merchants decided to try a sea route with the land route cut off."
"Yeah, but come on, how inconsiderate do you have to be to ship only coal. People these days never even think about the starving adventurers who will re-steal their stuff after they get wiped out by fish people."
I rolled my eyes from my soggy perch in the center of the cave, what a remarkable line of logic that was.
"Now this is what I'm talking about – real silver!"
I stood up to see what the eccentric red head was talking about. Sure enough in the final bag she cut open was a mixture of silver cups, silverware, and trays.
"I'll need to spend a bit selling this off, but I'd guess we've got about 500 maybe 600 gold's worth of silver in here, not a bad haul for a bunch of fish. Kyu, you find anything good in that workbench."
"Nah, the coral is kinda pretty, but I don't think its worth much. Other then that it's just some sticks, rope, and a few nails, nothing worth taking."
Nathan checked over the workbench and nodded in agreement, "Alright, lets leave the silver here, it's too heavy to take with us and I only counted seven of the nine Koa-Toa we've seen enter and exit, we'll be fighting a little more before we've cleared this place out."
Just like that everyone grabbed their bags and resumed marching, Monika in the front, with me and the other two falling in behind. As we walked my heart was still pounding from before, and it was strange to me how fast the others switched from deadly serious to joking around. Still it was comforting that they seemed confident and I pulled up my hat playing with the point as I walked, trying to muster up that same confidence myself.
Just like before Monika returned a few minutes later with a scouting report, "We have a dead end up ahead, big open area like before but with no pool. It's only three of them but two are standing watch, I'm not going to be able to sneak up on them while they're literally staring at the only entrance. Between the two is a big mean looking fella, some type of merfolk, with fins instead of legs, sleeping on a throne carved into the rock. What's the call Nate?"
The dark haired cleric hesitated for a moment while stroking his chin, "We still have some smokers left over from the goblin cave, we'll pop two and me and Kyu will rush in while Lisa runs to the side of the smoke to get line of sight. Monika you hold back a bit and try to sneak over to the side while we distract them." He then turned to Kyu, "When we get in close… go all out alright?"
"Hai!"
We crept up to the entrance Monika mentioned and then her and Nathan tossed in a pair of smokers, causing thick smoke to billow up right at the tunnels opening. "Alright, give em hell!"
HP=45, AC=13 Traits: Amphibious, Resistance-Fire, attacks with advantage underwater.
Multi-attack:
Trident and chain: Melee or ranged (30/60) weapon. 2d6+4 piercing reach, +6 to hit. May drag opponent forward up to 20feet on hit (opposed STR check). Tail smash: 1d4+4 bludgeoning, +6 to hit. On hit opponent is dazed (opposed STR check).
Initiative:
Nathan: 17
Monika: 5+2=7 Monika delays action, she will have initiative 1
Kyu: 12+3=15
Lisa: 11+2=13
KT1: 18 Because of the thick smoke KT1 delays action. It will have initiative 1
KT2: 5 Because of the thick smoke KT2 delays action. It will have initiative 1
Merrow: 7 Because of the thick smoke Merrow delays action. It will have initiative 1
Round 1:
Nathan dashes out of the smoke and attacks KT1. 11+2=13 hit! 3+3=6dmg KT1=12/18
Kyu dashes out of the smoke and Activates bloodrage gaining 25 strength. Kyu's maximum HP increases to 24!
The thick smoke rolled out covering our entrance and giving us the initiative as we burst out of the smoke towards the surprised fishmen. Nathan bashed away at one of the guards while Kyu tore into the strange fish tailed creature in the center laughing hysterically as she sliced into him with a viciousness I hadn't seen from the little vampire before. I streamed lightning from my hands into the Koa-Toa Nathan was fighting adding another fishman to the tally of things I'd scorched to death this journey.
The massive finned abomination in the center raised it's trident to impale the little vampire but from behind it Monika jammed her dagger into its ear drawing a scream of pain and giving Kyu an opening to sneak under it's trident and impale both her claws deep into its chest.
The final fishman raced towards me lashed out with spear and teeth, but sliver of winter I wore about me like a cloak did its job and froze it's fins in place allowing me to duck out of the way as Nathan raced over and crushed its skull under the weight of his mace.
My eyes scanned the room looking for any more lurking threats until Nathan gently put blood smeared hand on my shoulder and said "Good work, you can calm down now that's the last of them. I crumpled over as the adrenaline washed through my system, breathing a sigh of relief.
From my resting spot on the ground I heard Nathan call out "Anything worth taking in here?" Monika who was already looking for something to take answered, "Unfortuanately that trident is just mundane, I could maybe hawk it over to the blacksmith for 50 gold. This chest in the corner on the other hand is just begging to have someone pick it's lock, but I'd bet it's trapped."
"It is. We saw them haul it in, zapped them with some type of magic, Lisa got any ideas what kind of security is on that thing?"
Picking myself up now that I'd calmed down some I carefully examined the box. It had definite signs of evocation magic ingrained within but beyond the fact that it was armed with the magical equivalent of a bomb, I couldn't make out how to disarm it or what caused it to trigger. I relayed as much to Nathan who shrugged and motioned for everyone to stand back before tossing a rock at the chest. The rock exploded into a cloud of dust the moment it hit the chest. Clearly not deterred he threw a second rock, this one however did not explode. "Yeah I think I have an idea what's going on here… Monika hold up, let me try something else first." He idly tossed a third stone up and down in his hand letting a minute pass before chucking the third stone at the chest, which blew up on contact. "Yeah I think I have a plan for opening this thing, here's what we're going to do."
OPTIONAL:
[ ] Write in a way to safely open the box. If a safe way to open the box is not presented the party will safely bag it up and bring it back home where it will take an action to unlock safely.
[ ] We need more time in town, no quests this week (will trigger a mini-update with usual town activities
[ ] Old Kings coal part 2
To the north of Harrow Hall, about a week's journey north by horse there are rumors that bandits are attacking every charcoal shipment that crosses the river. Northern Novgard is too cold for trees to grow, and without charcoal to fuel the forges, the army's growing desperate. If they don't get charcoal by this fall, rumor is they'll be forced to raise taxes to purchase arms from the dwarves, or let the army fall apart. King has a war to fight and not enough men to spare, so there's a bounty for the band of outlaws responsible. Find and destroy the outlaws. UPDATE! Old King's coal part two: The coal crisis in the north is getting even more desperate. Deprived of the critical fuel by the terrorist attack on the Montfort mines and the assault of bandits on the charcoal shipments from the south, the forges of xxx have gone dark and if there is no coal by the start of winter, the army will need to either buy from the dwarves or face the resumption of war with the Niflem in the Spring completely unprepared. The bounty has been raised from 2500 to 5000 gold to anyone who can eliminate the charcoal bandits as the army is currently engaged completely in the war with Niflem and cannot spare convoys to protect the charcoal merchants.
Difficulty: Deadly. Time limit: 07JUN01.
Reward: 5000 gold and looting rights. Travel time: 7 days ride.
[ ] If she weighs the same as a duck
Henrietta Du Ford is unhappy with the Jarl's ruling and continues to claim that Agatha the herbalist really is a witch. She's willing to pay for a team to follow the woman on the night of the blue moon, where she swears she will go into the woods and consort with the devil in wicked Sabbath. While her claims are… questionable, she's willing to pay even if we don't discover anything suspicious.
Difficulty: Unknown Time limit: The Blue Moon, 02MAY01. Travel: None Reward: 500 gold
[ ] Dirty deeds done dirt cheap part 2
Monika was able to get back in contact with the thieves guild and they say they're still recruiting. They've learned that a small guard of dwarves is taking a dwarven administrator to assess the new mines for tax collecting purposes, and they want them all dead. Killing the tax assessor will cast shade on the mining operation and with some help from an insider on the dwarven council the guild is confident the mine will be forced to shut down under suspicion of tax evasion and murder. The contact didn't say why the thieves guild want it shut down, but he did give the time and location the administrator and guard would have to cross between dwarven tunnels and into less secure portions of the underground. Travel to the location will be dangerous, and we will need to be at the spot in advance in order to intercept the dwarves before they return to the well warded dwarf made tunnels.
Difficulty: Normal Time limit: Must arrive at the intercept point before 01JUN. The guild recommends we don't linger at the point for too long as that part of the underground is notoriously dangerous. Travel: 7 days walking, horses are not viable due to the mountain route. Reward: 2000 gold and access to the thieves guild.
[ ] Tis the season
The wild hunt comes in the spring, purging the Elven forests and any hapless people who find themselves in their path. The local priests of Orion have begun their pilgrimage to join the bloody revel, while the Jarl musters what few guards he can to intercept the potential overflow into Novgard. Most years nothing happens, but occasionally parts of the forest will rise up, and tree spirits will march. Sargent Redford is prepared to pay 10 gold a day next month for any able bodied person willing to take up arms and join the temporary militia.
Difficulty: Varies based on d100, from none to hard. Time limit: Starts 01MAY01 and lasts the entire month. Leaving the militia during that month is considered desertion which is punishable by death. Travel: none Reward: 900 (1200 if 4 members) gold *this is totaling the daily payment* + Free training (Proficiency)x3 from Sargent Redford.
[ ] Hammer time! (not a quest)
Your father sent a magical hammer to your Grandfather, Nathan, who is a smith in the town of Gwyned within the principiate. It's a three week journey, but it may just be worth taking a visit to see family, and of course claim your inheritance.
[ ] A foxes tail (not a quest) Find out where the lunar gate key leads (Next full moon 02MAY)
A Foxes Tale: You've found a strange fox at an altar hidden by illusion. The fox, Kyu-Bei, insists that you keep hold of a bowl with nine tails, each a holder for a stick of incense. eight of the sticks are missing... Curious.
Update: The bowl appears to be a phylactery for a greater spirit, but 8 of the 9 soul shards have been scattered. Kyu-Bei discovered a lunar gateway key, an oddly valuable and magical find for an ordinary little fox, which you begin to suspect this one is not.
Alright, that's a wrap for the fishy bois. I'll update the kill counters, xp, and gold for the characters tomorrow, for tonight I'm going to sleep and will hopefully wake up on time for work.
edit: it's all updated on the main page. The quest itself has the stats going into the adventure based on a suggestion from Nevill
Twas a quick update, but that dungeon frankly lacked the suspense of the other one, being designed for a party of 3 lvl 2 adventurers rather then a party of 4 lvl 4's. Still a good test of what Lisa can do, turns out being able to take advantage of elemental weaknesses is pretty good.
For the chest, I'm thinking that we can keep tossing rocks at it while counting to get an exact estimate of how long it takes for the zapper to recharge. Then, Monika can pick the lock (with False Life on her for extra protection) while someone else counts. A couple seconds before the zapper recharges, Monika gets out of the way, we throw some more rocks, and then Monika gets back to it when the zapper goes off again.
What I'm thinking of doing overall:
[ ] Tis the season -[ ] Scouting=Quick peek (1 day lost). Have a quick peek around. Gain one scouting roll. -[ ] Gear up=Savings. Save up for better loot. Still purchases basic gear and minimal healing items.
@Seawolf, if we want to do If she weighs the same as a duck as well, should we vote that in now, or will there be a chance to vote for it during Tis The Season?
I think the timing still lets us scout the forest for a day, although I'm not sure how helpful it will be since we're on defense. The bigger question is what we'll do about Kyu. She can't use her bestial form in sunlight, and if she's in sunlight for too long she'll get exhaustion. Unless the wild hunt only operates during the night, or the forest is shaded, we should probably leave Kyu behind for this one.
Dirty Deeds Done Dirt Cheap is starting to look slightly tempting, since it's only Normal difficulty now that we have Lisa. We wouldn't be able to do Tis The Season though. We could do If she weighs the same as a duck, and Dirty Deeds Done Dirt Cheap? It might have some decent loot because of the mine.
[X][Box] Test the recharge frequency with a series of rocks and try to identify what type of blast it is.
-[X] If Monica can pick the lock within the recharge timing, do that.
-[X] If the blast is fire, immerse the chest in water and see if that quenches the blast. If so, Monica can pick the lock underwater.
-[X] If the blast is electrical, get a metal rod and ground the blast while Monica works.
-[X] If all the above fail and the chest is wooden, simply trigger the blast, pour oil on the chest and set the lid on fire. You can quench it with a bucket of water once it burns through.
-[X] Otherwise, have Lisa cook up some acid in her lab, you'll trigger the blast and then pour the acid over the hinges, trigger the blast again after its done eating through the hinges and just pry the chest open.
[X] Tis the season -[X] Gear up=Top gear. Focus on improving gear. Still purchase minimal healing items.
Eh, under Tis the Season I don't think Kyu actualy has to use her monstrous form? We're not fighting alone where we need every advantage here...and if we get a Hard encounter we can use that after the encounter kills all the other witnesses
Looking at the murderous Koa-Toa staring with murderous intent at her murderous friend, Lisa was feeling positively murderous.
It's always the quiet ones, eh?
You could have just lifted her up, Nate. She can't be that heavy.
Maybe he just likes being stepped on?
It would probably be better to keep posting character sheets at the beginning of the update. Not only can they be more easily referenced there than on the front page, but people reading the story from the beginning can look at what the characters were like back in the day, and why they acted the way they did. The stats on the front page will get updated, but the stats in the update won't.
[Scouting] Scouting opens up easier paths, detects traps and ambushes, and can uncover valuable information. Skip if choosing If she weighs the same as a duck, Tis the season, Hammer time.
It would probably be better to keep posting character sheets at the beginning of the update. Not only can they be more easily referenced there than on the front page, but people reading the story from the beginning can look at what the characters were like back in the day, and why they acted the way they did. The stats on the front page will get updated, but the stats in the update won't.
Also major edit: after looking at it for some time I've decided to just drop the big scouting, gear, and travel matrix in favor of simpler design. As usual I will honor write ins up to the point where they don't directly contradict the primary consensus vote.
The design is only simple when you don't have to think about it.
If you decided to automate equipment purchases, and choice of transport (auto-choosing options that fit our team and finances), that's fine.
If we have to recall (since this information has now been removed) how much does a horse cost and whether we can make it in time if we scout for a few days longer, that's not fine.
The design is only simple when you don't have to think about it.
If you decided to automate equipment purchases, and choice of transport (auto-choosing options that fit our team and finances), that's fine.
If we have to recall (since this information has now been removed) how much does a horse cost and whether we can make it in time if we scout for a few days longer, that's not fine.
I'm just going to handle it all, auto handling finance and travel. No screw jobs, just taking over the process.
If someone for whatever reason really really wants a fancy hat or wants to have a particular character save up for a set of armor they can write in to let me know and I'll automate the process with the request in priority.
This way instead of seeing a big scary matrix, people see one optional write in this week and one vote for a new quest with helpful spoilers containing the details.
[X][Box] Test the recharge frequency with a series of rocks and try to identify what type of blast it is.
-[X] If Monica can pick the lock within the recharge timing, do that.
-[X] If the blast is fire, immerse the chest in water and see if that quenches the blast. If so, Monica can pick the lock underwater.
-[X] If the blast is electrical, get a metal rod and ground the blast while Monica works.
-[X] If all the above fail and the chest is wooden, simply trigger the blast, pour oil on the chest and set the lid on fire. You can quench it with a bucket of water once it burns through.
-[X] Otherwise, have Lisa cook up some acid in her lab, you'll trigger the blast and then pour the acid over the hinges, trigger the blast again after its done eating through the hinges and just pry the chest open.
[X] Tis the season
[X] If she weighs the same as a duck
Not really relevant right now, but the next time we have a chance to ask Leslie for spells shake Leslie down for spells while possibly strangling him, we should ask for Invisibility so Monika can scout even better. Or so that Kyu and Monika can sneak up on prey better. Also, Bane looked pretty good in the second update, so that might be useful to have. It would stack very well with Curse of Impotence. If Asmodeus is willing to give us Bless, that spell is also on my wishlist. These spells are even better because concentration isn't something we have to worry about as much.
Does anyone else think that Nathan should start saving up for Splint Mail?
Invisibility has always been an Arcane spell in DnD... I don't quite remember if it even had a Divine counterpart. Something like Sanctuary might be able to complement her abilities, but I am not sure it fits Asmodeus' theme...
Invisibility has always been an Arcane spell in DnD... I don't quite remember if it even had a Divine counterpart. Something like Sanctuary might be able to complement her abilities, but I am not sure it fits Asmodeus' theme...
Invisibility has always been an Arcane spell in DnD... I don't quite remember if it even had a Divine counterpart. Something like Sanctuary might be able to complement her abilities, but I am not sure it fits Asmodeus' theme...
Trickster clerics maybe, but otherwise go with lvl 2 wizard for that. Lisa will of course need to learn it somehow, but that's the price of being a wizard and not a witch.
As an aside... Veekie that's a remarkably detailed list for opening a box... where do I find people like you to play in my games? I'm pretty sure my players would have attempted to just open it and be angry when their hands exploded. :lol
[X][Box] Test the recharge frequency with a series of rocks and try to identify what type of blast it is.
-[X] If Monica can pick the lock within the recharge timing, do that.
-[X] If the blast is fire, immerse the chest in water and see if that quenches the blast. If so, Monica can pick the lock underwater.
-[X] If the blast is electrical, get a metal rod and ground the blast while Monica works.
-[X] If all the above fail and the chest is wooden, simply trigger the blast, pour oil on the chest and set the lid on fire. You can quench it with a bucket of water once it burns through.
-[X] Otherwise, have Lisa cook up some acid in her lab, you'll trigger the blast and then pour the acid over the hinges, trigger the blast again after its done eating through the hinges and just pry the chest open.
[X] Tis the season
[X] If she weighs the same as a duck
[X][Box] Test the recharge frequency with a series of rocks and try to identify what type of blast it is.
-[X] If Monica can pick the lock within the recharge timing, do that.
-[X] If the blast is fire, immerse the chest in water and see if that quenches the blast. If so, Monica can pick the lock underwater.
-[X] If the blast is electrical, get a metal rod and ground the blast while Monica works.
-[X] If all the above fail and the chest is wooden, simply trigger the blast, pour oil on the chest and set the lid on fire. You can quench it with a bucket of water once it burns through.
-[X] Otherwise, have Lisa cook up some acid in her lab, you'll trigger the blast and then pour the acid over the hinges, trigger the blast again after its done eating through the hinges and just pry the chest open.
[X] Tis the season
[X] If she weighs the same as a duck
I should be able to do an update within 48 hours, looking forward to doing a quick stint in the military... Uncle Redcliffe wants you!
I'm actually stunned by the level of detail on the optional box opening, I'll tell you right now this easily counts as a crit success, and I actually have just the thing in mind to reward it.
While we are talking about puzzles, I personally believe that no dungeon is any good without 1 or 2 chances for the players to stretch their minds outside of combat, but I'm curious as to whether you like opening trapped boxes or solving the riddlings of a bridge troll? I could cut them out I suppose, but it would feel foreign to my usual dungeon design.
Also since I'm asking questions, those who are paying attention will notice I literally deleted a huge section from the votes. This is not to take away any decision making power from the players (I will always attempt to respect write-ins even if they aren't a majority vote, so long as they don't contradict the majority.) but rather to make the voting simpler and more appealing to the new user. Does taking away scouting, travel, and gear choices decrease the quality of the game? As an aside I'm not going to do any screw jobs here, any quest that doesn't have enough time for travel will simply not be offered, the intention is to streamline things and make the players work less at trivialities, not claim some type of silly gotcha.
While we are talking about puzzles, I personally believe that no dungeon is any good without 1 or 2 chances for the players to stretch their minds outside of combat, but I'm curious as to whether you like opening trapped boxes or solving the riddlings of a bridge troll? I could cut them out I suppose, but it would feel foreign to my usual dungeon design.
Does taking away scouting, travel, and gear choices decrease the quality of the game? As an aside I'm not going to do any screw jobs here, any quest that doesn't have enough time for travel will simply not be offered, the intention is to streamline things and make the players work less at trivialities, not claim some type of silly gotcha.