All true, except that I turned Read Magic into an innate ability and eliminated the spell.Alethan wrote: In any case, copying spells from one book to another isn't something you can just scribble out sitting around a camp fire. It takes a controlled (interruption-free) environment and many hours of time, similarly to writing out a spell scroll. At least that's the way I've always made it work. It shouldn't be something easily done... In fact, he probably shouldn't even be able to read the book until he casts a Read Magic spell on it.
10. Escaping O'Hare
Re: 10. Escaping O'Hare
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Re: 10. Escaping O'Hare
BTW I am good with thatsaalaria wrote:So how about:
Epsilon/Kaltar
Ewell/Grim
Strom/Gwilt
On whatever time period allows spells to be recovered - 2hours per pair? Is that sufficient Dave?
A Time For Rest
Afternoon passes quickly and without incident. The group remains highly alert, fearful that the troglodytes may attempt to pursue them, but the efforts taken to cover your tracks are largely successful as, aside from some normal wildlife activity, you appear to have picked a great location to set camp.
The fallen, now properly buried, have their possessions accumulated and distributed so as to not go to waste (anyone that does take on additional items, please make sure to update your character sheet accordingly).
The group, many of you still basically strangers, spend time exchanging backgrounds and familiarizing yourselves with one another. The most recent encounter, where everyone rallied together, had gone a long way towards establishing at least a fair bit of trust.
With night approaching, watch shifts are established and, after a much needed quiet night, everyone gets a full nights rest and wakes feeling refreshed (+1 hit point).
---
I'm actually on my phone, which is more difficult to type on than the Kindle, so the Signature and Hit Point pages will be updated later to reflect the extra hit point each and reset spell counts (if you haven't already done so, let me know what spells you're looking to memorize/pray for our your spells from the previous day will simply carry over).
Feel free to discuss and/or announce your intended actions for the morning.
The fallen, now properly buried, have their possessions accumulated and distributed so as to not go to waste (anyone that does take on additional items, please make sure to update your character sheet accordingly).
The group, many of you still basically strangers, spend time exchanging backgrounds and familiarizing yourselves with one another. The most recent encounter, where everyone rallied together, had gone a long way towards establishing at least a fair bit of trust.
With night approaching, watch shifts are established and, after a much needed quiet night, everyone gets a full nights rest and wakes feeling refreshed (+1 hit point).
---
I'm actually on my phone, which is more difficult to type on than the Kindle, so the Signature and Hit Point pages will be updated later to reflect the extra hit point each and reset spell counts (if you haven't already done so, let me know what spells you're looking to memorize/pray for our your spells from the previous day will simply carry over).
Feel free to discuss and/or announce your intended actions for the morning.
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Re: 10. Escaping O'Hare
dmw71 wrote:All true, except that I turned Read Magic into an innate ability and eliminated the spell.Alethan wrote: In any case, copying spells from one book to another isn't something you can just scribble out sitting around a camp fire. It takes a controlled (interruption-free) environment and many hours of time, similarly to writing out a spell scroll. At least that's the way I've always made it work. It shouldn't be something easily done... In fact, he probably shouldn't even be able to read the book until he casts a Read Magic spell on it.
Ah, right, forgot about that. Sorry.

Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: A Time For Rest
How does the whole first aid thing with the Barbarian (gaining +2 hit points/day) work, Dave? Does he get one every 12 hours or so? Or two at the end of the night?dmw71 wrote: With night approaching, watch shifts are established and, after a much needed quiet night, everyone gets a full nights rest and wakes feeling refreshed (+1 hit point).
(Sorry... just trying to get everyone's HP back up as quickly as possible.

Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: 10. Escaping O'Hare
Epsilon will memorize Command, sanctuary, bless
I assume the rule still stands that CLW can be substituted for any of them since I am sure that will be all 3 spells I cast.
I assume the rule still stands that CLW can be substituted for any of them since I am sure that will be all 3 spells I cast.
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Re: 10. Escaping O'Hare
Feeling his wounds have scabbed enough not to reopen, Grim will announce He is going to try to hunt some fresh meat.
"If weez gonna rest'n get some strength we be wantin more dan dry meat. Grim knows da woods 'nuff ta find a mouthfull of a squirl 'r rabbit. Mayhap a deer would be a blessin. Scoutin about a bit'll ease me mind as well."
JUST FOR REFERENCE:
Also DM, barbarians regain 2 HPs / day?
"If weez gonna rest'n get some strength we be wantin more dan dry meat. Grim knows da woods 'nuff ta find a mouthfull of a squirl 'r rabbit. Mayhap a deer would be a blessin. Scoutin about a bit'll ease me mind as well."
JUST FOR REFERENCE:
Hide in natural surroundings: Barbarians can hide in natural sur- roundings that are familiar to the barbarian as a thief of three levels higher would hidein shadows. A barbarian can hide in unfa- miliar natural surroundings as a thief of the same level would hide in shadows
Survival: The barbarian has the necessary skills for survival in the’ wild, including hunting, small animal trapping, food gathering, shelter building, body covering, and fire building
Also DM, barbarians regain 2 HPs / day?
Last edited by tooleychris on Sat Jun 15, 2013 7:51 pm, edited 1 time in total.
Re: 10. Escaping O'Hare
Well, not quite, for the survival one...tooleychris wrote: JUST FOR REFERENCE:Hide in natural surroundings: Barbarians can hide in natural sur- roundings that are familiar to the barbarian as a thief of three levels higher would hidein shadows. A barbarian can hide in unfa- miliar natural surroundings as a thief of the same level would hide in shadows
Survival: The barbarian has the necessary skills for survival in the’ wild, including hunting, small animal trapping, food gathering, shelter building, body covering, and fire building
... any secondary skills, aside from healing, are only usable when the barbarian is in his tribal home territory, which is supposed to be a great distance away.dmw71 wrote:Barbarian
The only secondary ability the Barbarian class will be able to use outside of their tribal region is 'First Aid,' with the exception of the treatment of poison:1E UA, page 20 wrote:In addition to the primary skills, every barbarian possesses all of the following secondary abilities. These secondary abilities are generally not usable (certainly not to their fullest potential) in areas which are unfamiliar to the barbarian...If the Barbarian should return to their tribal home, the treatment of poison ability and remaining secondary skills will be available to them, by the book.1E UA, page 20: First Aid wrote:This skill allows the barbarian to bind wounds, set sprains or broken bones, and concoct natural antidotes and natural cures for diseases. This means the barbarian immediately regains 1 hit point, and thereafter he or she regains hit points at twice the normal rate, regaining 2 hit points per day if resting, and 1 hit point per day even if active and adventuring. The barbarian can also bind wounds to prevent further loss in hit points of other characters. Such “first aid” restores 1, hit point immediately, and then increases hit-point recovery by 100% if the barbarian continues to administer aid and cures. When dealing with natural poison and illness, the barbarian has a 10% chance of effecting a cure. If the poison or disease is known, this chance of success rises to a percentage equal to 50 plus the victim’s constitution score.
The only tertiary skill the Barbarian class will posses is 'Running.'1E UA, page 20 wrote:Finally, a barbarian will have one or more of the following tertiary skills depending on the locale or culture from which he or she originates. Which skills are applicable are determined by the DM according to the nature of the campaign."1E UA, page 20: Running wrote:This skill enables the barbarian to move at full speed (twice normal movement rate) for no less than three full days before having to “rest” by spending a day moving at normal rate. Similarly, endurance will be twice normal for movement situations.The player and DM can discuss and agree upon the native territory or tribal home for the Barbarian character. This home will be some far-off, out-of-the-way location and will require significant travel in order to reach should the character decide to return to their homeland.1E UA, page 20 wrote:Native territory: Many of a barbarian’s abilities depend on the native territory of the character. It is mandatory that barbarian characters come from some out-of-the-way barbaric state or area within the campaign.
The only tertiary skill he gets is running.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
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Re: 10. Escaping O'Hare
Ah...I figured hunting/hiding in the woods was hunting/hiding in the woods, regardless. That perhaps those abilities would only need to "be rolled" if they had extenuating circumstances like say "There is very limited game to hunt in these woods so it requires great skill."
IF the DM would like to RP Grim hunting for food, as even my 10 year old boy could do, then...what shall I roll?
*Starts shaking a dice cup*
IF the DM would like to RP Grim hunting for food, as even my 10 year old boy could do, then...what shall I roll?

*Starts shaking a dice cup*
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Re: 10. Escaping O'Hare
Grimnail packs up to go hunting then realizes he is not in the forest of his birth.
"Hey, deez trees are different den my trees. Grim can't hunt here..good thing der's a ranger. Let him do da work."
He flops back down for a nap
"Hey, deez trees are different den my trees. Grim can't hunt here..good thing der's a ranger. Let him do da work."
He flops back down for a nap

Last edited by tooleychris on Thu Jun 13, 2013 7:48 pm, edited 2 times in total.
Re: 10. Escaping O'Hare
lol. Hey, there's always room in the hunting party for someone to carry the meat back...tooleychris wrote:Grimnail packs up to go hunting then realizes he is not in the forest of his birth.
"Hey, deez trees are different den my trees. Grim can't hunt here..good thing der's a ranger. Let him do day work."
He flops back down for a nap

Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: A Time For Rest
The party sees the halfling smile, and he stirs slowly, comforting any in the group still worried about his injuries.dmw71 wrote:....everyone gets a full nights rest and wakes feeling refreshed (+1 hit point).
The soreness soon removes the smile, and as he regains his mental facilities, he looks about for Garth, to relate some of the humerous events of the dream.
As the cold realization sets in, Shannigans, sad faced, looks about at the other survivors. His sadness deepens as he again comes to a point in his life where he has no one dear to share his inner thoughts. The druid was not a longtime friend but the trust had grown quickly. The silence is long, and the group can sense that he cares not, as if for the first time, to speak.
After lengthy study of the funeral 'arrangements' for both of the fallen, he eventually asks of Garth, "What are we gonna do?"
With no reply from the dead, he turns to the group, "What are we gonna do?"
Re: A Time For Rest
That, actually, is a good question. Per the following rules, a barbarian would actually be eligible to recover 3 hit points per day of rest, or 2 hit points per day normally. I have been allowing an instant +1 once the first action has been attempted, then awarding the second +1 after a normal day of rest along with the rest of the group, but this should have actually been +2 for the barbarian so I will adjust Grimnail accordingly (and may need reminders about this, tooleychris, if I forget).Alethan wrote:How does the whole first aid thing with the Barbarian (gaining +2 hit points/day) work, Dave? Does he get one every 12 hours or so? Or two at the end of the night?
(Sorry... just trying to get everyone's HP back up as quickly as possible.
Barbarian First Aid
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Re: A Time For Rest
Done.dmw71 wrote:I'm actually on my phone, which is more difficult to type on than the Kindle, so the Signature and Hit Point pages will be updated later to reflect the extra hit point each and reset spell counts.
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Re: 10. Escaping O'Hare
No worries. Just trying to keep you on your toes.Alethan wrote:Ah, right, forgot about that. Sorry.Not always easy to keep up with a rules mix of 1e/2e/homebrew.

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Re: 10. Escaping O'Hare
Noted... and correct.wolfpack wrote:Epsilon will memorize Command, sanctuary, bless
I assume the rule still stands that CLW can be substituted for any of them since I am sure that will be all 3 spells I cast.
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Re: 10. Escaping O'Hare
I think it's reasonable that anyone that sets out to adventure will have a decent (but not necessarily automatic) chance of success at survival skills such as hunting or foraging. Some classes (e.g. barbarian or ranger) will have greater success than others (e.g. magic user), but I will tend to be pretty lenient here.tooleychris wrote:Ah...I figured hunting/hiding in the woods was hunting/hiding in the woods, regardless. That perhaps those abilities would only need to "be rolled" if they had extenuating circumstances like say "There is very limited game to hunt in these woods so it requires great skill."
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Re: A Time For Rest
The DM is awaiting some responses to this question as well.Stonjuz wrote: After lengthy study of the funeral 'arrangements' for both of the fallen, he eventually asks of Garth, "What are we gonna do?"
With no reply from the dead, he turns to the group, "What are we gonna do?"

Assume Gwilt and Grimnail were able to successfully hunt in the morning and provide an adequate food supply for the group this day. It is late morning/early afternoon.
What do you do?
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Re: 10. Escaping O'Hare
Actually, I'll give you an assist...
Suddenly, Shannigans spots movement south of group, on the opposite side of the stream. Whatever it is is still a fair distance off (~300 yards), and it appears a single, human-sized form heading north. The source of the movement does not appear to be aware of you or your current location.
Actions?
Suddenly, Shannigans spots movement south of group, on the opposite side of the stream. Whatever it is is still a fair distance off (~300 yards), and it appears a single, human-sized form heading north. The source of the movement does not appear to be aware of you or your current location.
Code: Select all
___ -> continues east
/
/ $
| $$
/ $$
| $$$
\ $$$$
| $$$
| $$$$
cliff \ $$$
/ $$$
| $$$$
| $$$
\ * $$$ <-- O'Hare is at the '*' between the cliff and stream
x| $$$ <-- I, tentatively, have you at the 'x', about a half hour south of O'Hare.
$ / $$$
$ ____/ $$$
$ $$$ F <-- The form is here
$$$$$$$$$$
^
|
waterfall
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Re: 10. Escaping O'Hare
If He quietly signals us of this visitor, Grim will kick dirt on whatever is left of the campfire and whisper to the party "bows"