Page 5 of 13
Re: Second Expedition
Posted: Tue May 29, 2012 6:46 am
by caveman
We shall see.
"...unghhhhh...."
Reflex Save?
Re: Second Expedition
Posted: Tue May 29, 2012 12:47 pm
by Raven Crowking
Silva takes 2 points from the fall, and 4 points from the spikes.
Re: Second Expedition
Posted: Tue May 29, 2012 2:09 pm
by caveman
"AaaaarghhHH! uh. huh. Not dead yet... help?" (2hp left. A cleric's healing would be welcomed...)
Silva gladly takes offered help to get out of the pit along with Ballotelli's body. Then he'd like to take Ballotelli's sword and chain. He will offer the 34cp, flask of holy water and his own short sword to the others.
"Wealth by attrition, ay boys? Oh but his father will never forgive me. He really was a great lad, he just couldn't help acting up at the wrong times."
Re: Second Expedition
Posted: Tue May 29, 2012 2:24 pm
by Raven Crowking
Luckily, that flask of holy water didn't break in the fall....
It is easy enough for those above the help Silva pass up the body, and then climb up himself. Moreover, with the pit sprung, it is a simple matter for the remaining party members to skirt its edges.
You can see 30 feet beyond the archway. Half that distance, to the right, there is rubble across the floor where a bricked-up section of wall has been smashed through.
All appears silent and the corridor does not appear to have been used for some time, so if Girt or Avery wish to attempt to call upon their god(s)(?) to aid Silva, it seems unlikely that you will be interrupted....but Fate is fickle, and you never know.....
Re: Second Expedition
Posted: Tue May 29, 2012 2:48 pm
by Raven Crowking
Lord Zack wrote:How did you're guys get that much xp so quickly? Don't 0th level characters start with -100 xp?
As others have pointed out, this changed between the Beta and the core release. In the core, characters start with 0 XP and require 10 XP to gain level 1. The average XP per encounter is 2, with a range from 0 to 4. Levelling occurs immediately when you reach enough XP to gain a level. However, not all class abilities are equal.
From the core rules, page 315:
When a wizard advances to a new level, he knows a new spell. “Knowing” a spell works as follows.
1 If the wizard has heard stories of a new spell (through adventuring, another character, discovering a spell in a scroll or tome, or other game activities), he may identify that spell to learn. If not, his potential new spells are randomly determined (see below).
2 The wizard must dedicate some time to learning and practicing the spell. Assume at least one week per spell level, though it may vary.
3 The wizard may need to seek out a place where the knowledge is found, and may need to pay a price for that knowledge. See below for more on this.
4 When the wizard has studied the spell sufficiently, he makes a check against DC 10 + spell level. The check consists of 1d20 plus his caster level plus his Intelligence modifier. If he passes, he learns the spell. If he fails, he cannot attempt to learn that spell again until he has advanced another level.
So, Herman Longtooth has a group of spells which he may be able to learn, but he cannot cast them yet, despite having gained that level. We can use the Mercurial Magic rolls he's already received, if he learns those spells, but normally that roll should occur only when the spell is actually learned. For greater fun, and as an option, that roll could be made when the spell is first cast.
Given the option, Herman Longtooth should actually hope for a three week break to master his spells, or should be seeking knowledge herein that might allow him to expand the list of spells he might seek to learn.
But, here's a new house rule:
LEARNING SPELLS ON THE FLY
A wizard or elf may attempt to learn a spell he is aware of without spending the requisite time to study, but such an attempt is hazardous. First off, the character must make a check against DC 10 + the spell level as part of an attempt to cast the spell. The check consists of 1d16 + caster level + Intelligence modifier.
If this check fails, the character cannot learn the spell until he gains another level. Moreover, the character suffers a misfire from the attempted spell. If this check results in a natural "1" the check automatically fails, and the would-be caster suffers corruption as well.
If the character succeeds, he has learned the spell! However, the hap-hazard method of learning requires a second Mercurial Magic check with a -4 penalty to the roll. The effects of both Mercurial Magic checks take place whenever the wizard or elf casts this spell.
Re: Second Expedition
Posted: Tue May 29, 2012 2:57 pm
by caveman
Silva is righteous man. An he did tithe to the Church....
Re: Second Expedition
Posted: Tue May 29, 2012 3:01 pm
by Vanguard
Aldo, Pudge, Valanthe, and Lyle attempt to follow the party's tracks after letting them go ahead. There's a general feeling of dis-ease among the group. They all have their weapons drawn, should danger arrive at any moment.
Re: Second Expedition
Posted: Tue May 29, 2012 3:47 pm
by Lord Zack
So it looks like Alexatros has become a Wanderer (1st level Elf) and Char has become a Wildling (1st level Warrior).
Re: Second Expedition
Posted: Tue May 29, 2012 3:48 pm
by Raven Crowking
Exactly as you did! Sorry, I used to live in the States, but I've been in Canada now lo! these many years, and I forgot the different holiday schedules!

Re: Second Expedition
Posted: Tue May 29, 2012 3:48 pm
by Raven Crowking
Lord Zack wrote:So it looks like Alexatros has become a Wanderer (1st level Elf) and Char has become a Wildling (1st level Warrior).
Sounds good.

Re: Second Expedition
Posted: Tue May 29, 2012 7:11 pm
by jferngler
(Every other class gets their abilities right away, and the wizard/elf has to stop adventuring for up to three weeks to be effective? Herman will need to go back to town to train, I guess. The two boy clerics will continue bravely on.)
Re: Second Expedition
Posted: Tue May 29, 2012 7:24 pm
by jferngler
Toothy Herman, excited by the scribbled sigils on the papers clutched in his hand and eager to begin his contact with the Fates, decides to head back to town. The boys lower their looped rope to Silva and haul him gingerly from the pit, hopefully with the assistance of others present on their side of the pit. Once clear, and because of Silva's fidelity and previous donation to their little stash of coins, Avery will attempt to heal the man's puncture wounds with his prayers. He places hands upon the bloody holes and whispers a humble request for assistance to Ulesh (16 total for the spell check = 3d12 of healing for the heroic Silva, or 24 hp).
Re: Second Expedition
Posted: Tue May 29, 2012 7:33 pm
by Raven Crowking
jferngler wrote:(Every other class gets their abilities right away, and the wizard/elf has to stop adventuring for up to three weeks to be effective? Herman will need to go back to town to train, I guess. The two boy clerics will continue bravely on.)
In this game, phenomenal cosmic powers come with a price! It seems likely that many quests in this game will be based around the wizard seeking spells, powers other than simply spells, and ways to ameliorate the price he must pay. The wizard has the greatest potential for game-changing effects, I think, and therefore has the greatest roadblocks to overcome. All very much in keeping with Appendix N.
But, be that as it may, Toothy Herman heads back north toward the entrance/exit chamber while Avery channels the power of Ulesh to heal Silva's wounds.
What now?
Re: Second Expedition
Posted: Tue May 29, 2012 7:49 pm
by jferngler
Girt helps the warrior to his feet and dusts him off. "Ulesh be praised!" he says, smiling.
Girt turns and walks carefully to the collapsed section of the wall, Avery just behind holding forth a torch, together the Holy Boys peer into the illuminated space.
Re: Second Expedition
Posted: Tue May 29, 2012 8:06 pm
by Raven Crowking
The collapsed section of wall reveals beyond it what is now an empty cell, some 10 feet square. Clearly someone once took a sledge hammer to a bricked-up doorway, but whatever might once have been within is gone. From this position, you can see that 30 feet after the archway (and therefore 10 feet after the broken brickwork), the corridor turns to the southeast.
As you examine this area, Toothy Herman crosses the short corridor, and enters the roughly 30 x 30 room with one corner cut off.
Re: Second Expedition
Posted: Tue May 29, 2012 8:18 pm
by jferngler
Onward down the corridor to the southeast!
Re: Second Expedition
Posted: Tue May 29, 2012 8:35 pm
by Vanguard
Aldo and the gang follow closely behind.
Re: Second Expedition
Posted: Tue May 29, 2012 9:54 pm
by caveman
"Whew thanks! Now who wants this short sword?"
Silva stretches slightly disbelieving, girds his sword, knocks another arrow and follows along, keeping a careful eye on the ground. Milner carries a torch and keeps an eye on the ceiling.
Re: Second Expedition
Posted: Tue May 29, 2012 11:23 pm
by Raven Crowking
The corridor seems to go to the southeast about 20-30 feet, and then opens into a larger space.
Herman Longtooth crosses the room, exits the far door, and enters the 20 x 20 room, whose other door opens into the first corridor.
Re: Second Expedition
Posted: Wed May 30, 2012 4:07 am
by jferngler
Avery jabs the floor ahead of him with his staff as he walks to the very edge of the larger space the corridor empties into, Girt reasy to protect his young friend with shield and mace.