OOC VI
Re: OOC VI
I think the only thing I need to add to my character sheet now are cantrips
- thirdkingdom
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Re: OOC VI
Cantrips known: (2d4+1=8)shaidar wrote:I think the only thing I need to add to my character sheet now are cantrips
Cantrips: (1d28=12, 1d28=8, 1d28=13, 1d28=22, 1d28=7, 1d28=9, 1d28=21, 1d28=3)
Catfall
Dampen
Enrich
Exterminate
Gather
Hairy
Snatch
Stitch
Re: OOC VI
Aquar and Rhys have mounts. I'd suggest everyone else get them, as well. You should easily have the coin for it at this point.Wyzard wrote:Ah!
Well, I'm going to go ahead and buy a week's worth of fresh rations, just in case we need to stay out there for a while.
Do you guys all have riding horses? It'll cut down on our wilderness time if everyone's moving at a high rate of speed. Marching on foot in plate mail substantially increases our risk of being eaten by grues.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: OOC VI
Is anyone NOT pitching in and helping to force the door?
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Re: OOC VI
MonsterMash wrote:No Thurgan is good at this (High Str)!
MM, I think Thurman may have reached third . . .
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Re: OOC VI
Yes, updated his character sheet including the 5% xp bonus. Need a roll for hit points.thirdkingdom wrote:MonsterMash wrote:No Thurgan is good at this (High Str)!
MM, I think Thurman may have reached third . . .
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Re: OOC VI
MonsterMash wrote:Yes, updated his character sheet including the 5% xp bonus. Need a roll for hit points.thirdkingdom wrote:MonsterMash wrote:No Thurgan is good at this (High Str)!
MM, I think Thurman may have reached third . . .
5 hp, before any modifiers.
Re: OOC VI
TK, after keeping one of the opals, I subtracted 10% conversion fee from the remainder and then picked up a few precious stones at the jeweler, as per our last similar transaction. Let me know if you want me to handle that differently (now and in the future).
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: OOC VI
Update on item distribution; XP/Treasure thread has been updated with everything the party kept; all sold items were removed. If any of the items listed below are in your name, add them to your character sheet. If you have a magical item with certain powers, please be sure to note that on your character sheet, as well (e.g. the Alphatian sword is more than just a Sword +1).
Alethan wrote:Current Party Members:
Rhys (Mystic)
Aquar (Cleric)
Severi (elf)
Thurgan (dwarf)
Mursley (mu)
Item distribution:
Chain mail +1 - Severi
Alphatian Sword (Sword +1, DEX18 Bonus when bonded) - Thurgan
Ponos kai Symphora (Sword +2) - Severi
Ubiysta (Spear +1/+3 vs. Giants) - <unclaimed>
Dwarven shield (non-magical) - Aquar
Potion of Blending - Aquar
Potion of Healing - Aquar
Potion of Water Breathing - Aquar
1 Great Cat Claw - Severi
1 Great Cat Claw - Thurgan
1 Great Cat Claw - Mursley
1 Great Cat Claw - <Rhys will hold for party>
1 Great Cat Claw - <Rhys will hold for party>
2 Great Cat Claws - Rhys
1 Great Cat Claw - Aquar
Zashchitnik (Plate Mail +1) - Aquar
Gan's Spellbook* - Severi/Mursley
Lion's head green stone figurine - Rhys
Continual Light Lantern (no oil required, may be shuttered, 30cn weight) - Aquar
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
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Re: OOC VI
Aquar will take this since additional Rowan shield's aren't available.
Dwarven shield (non-magical) - <unclaimed>
Should others want to borrow let me know.
Dwarven shield (non-magical) - <unclaimed>
Should others want to borrow let me know.
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Re: OOC VI
I guess that Thurgan will already have a dwarven shield.
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Re: OOC VI
The dwarven shield in question was just a plot hook, a normal shield that happened to be made by a dwarf in Rockhome. It's still just a normal shield.MonsterMash wrote:I guess that Thurgan will already have a dwarven shield.
Re: OOC VI
Okay. Google Drawings is pretty much self-explanatory once you get going. Feel free to go fiddle with it, just use Undo if you mess it up. We could theoretically control it to be limited so that only me (or a set of us) could edit it, but I've never found I NEEDED more security than only allowing people with the link to edit it.
Typically, we use 8pt lines to denote a 10x10 corridor, equals signs for doors, not-equal signs for secret doors, and boxes for rooms. Only mark a door if there's a physical door there, if it's just an open archway then let the line terminate in the room and go on. It's customary to make some kind of note in rooms as to what room they are. Just, like, "Room with the rat skulls," or even just marking corridors with letters. It makes life a lot easier.
You can grab anything and flip it, rotate it, resize it, change colors, move it back and forth, whatever. The grid is actually its own thing that I cut and paste whenever I'm making a dungeon map, it's not an inherent part of any drawing. Generally, one square is 10x10. It's rarely worth it to get that correct down to the pixel.
There's some key that lets you place the end of lines more precisely, which I no longer remember. It was like holding down control while clicking and dragging with the mouse, something like that. Except it wasn't control. Maybe somebody else will figure it out.
EDIT: Also by tradition, the direction you are going when you come in the first entrance of the dungeon is thereafter designated "Dungeon North." This makes mapping easier and more intuitive, since you can stop worrying about the dungeon's orientation relative to the surface world.
Typically, we use 8pt lines to denote a 10x10 corridor, equals signs for doors, not-equal signs for secret doors, and boxes for rooms. Only mark a door if there's a physical door there, if it's just an open archway then let the line terminate in the room and go on. It's customary to make some kind of note in rooms as to what room they are. Just, like, "Room with the rat skulls," or even just marking corridors with letters. It makes life a lot easier.
You can grab anything and flip it, rotate it, resize it, change colors, move it back and forth, whatever. The grid is actually its own thing that I cut and paste whenever I'm making a dungeon map, it's not an inherent part of any drawing. Generally, one square is 10x10. It's rarely worth it to get that correct down to the pixel.
There's some key that lets you place the end of lines more precisely, which I no longer remember. It was like holding down control while clicking and dragging with the mouse, something like that. Except it wasn't control. Maybe somebody else will figure it out.
EDIT: Also by tradition, the direction you are going when you come in the first entrance of the dungeon is thereafter designated "Dungeon North." This makes mapping easier and more intuitive, since you can stop worrying about the dungeon's orientation relative to the surface world.
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Re: OOC VI
I've been able to access the map with Google Docs so looks like the permissions are OK.
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Re: OOC VI
@Wyzard. DD does not have any rules pertaining to drawing/sheathing weapons, and a caster only needs one hand free to cast, so I'm going to say there are no difficulties -- under normal circumstances -- switching between spell and sword.
Re: OOC VI
google mapping looks good
Re: OOC VI
Murlsey doesn't have any points spent on First Aid, but can he still use the skill to help those fallen in combat ? Am I right that spending points on a skill simply provides bonus when trying to do something relating to the skill, or way off in this?
Re: OOC VI
TK,
While searching for an answer to shaidar's answer above, I stumbled across this entry:
viewtopic.php?p=69846#p69846
So I think Maeve's spellbook has significantly fewer spells than we'd initially thought. Looks like the link we were using before really was Drudsa's spellbook, maybe with Maeve's spells already copied into it.
I'll try to update the other information in this thread for the new party make-up (languages, speed, etc.). I won't be able to maintain everything Frobozz did, but I'll see if I can get the important stuff in line.
Al
While searching for an answer to shaidar's answer above, I stumbled across this entry:
viewtopic.php?p=69846#p69846
So I think Maeve's spellbook has significantly fewer spells than we'd initially thought. Looks like the link we were using before really was Drudsa's spellbook, maybe with Maeve's spells already copied into it.
I'll try to update the other information in this thread for the new party make-up (languages, speed, etc.). I won't be able to maintain everything Frobozz did, but I'll see if I can get the important stuff in line.
Al
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
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Re: OOC VI
You can find the House Rules for First Aid here: viewtopic.php?p=47283#p47283shaidar wrote:Murlsey doesn't have any points spent on First Aid, but can he still use the skill to help those fallen in combat ? Am I right that spending points on a skill simply provides bonus when trying to do something relating to the skill, or way off in this?
You are correct in that skills in this version of D&D do not *limit* what a PC can do, but instead provide boni to the attempt. That being said, the penalty for failing with this skill in particular will be greater if the PC doesn't have the skill. Typically, I might ascribe a penalty for failure if the roll is a 20, provided the PC has the skill. I might expand that to a 19 or 20 if the PC doesn't have the skill.