https://www.nullsheen.com/posts/silver-angel-review/
Normal Small Corp Facility Floors 1 to 3
Day 185 (14th of Ready'reat)
Between then and now, some people drew somethings to my attention.
One, the heroes already make fires at night, so they wouldn’t have needed to
scavenge a flint and steel from a dead bandit. Two, they would need light to
see details for the material they find, as Dark Vision is for heat only. And
lastly the official OSE Advanced edition changes have come out that address
some of my general rule fudges and bring thing closer to AD&D. Which brings
the game closer to the original vision I started with. For the first and second
issues, let’s just draw a line over them. The availability of torches in the
ToEE cover many omissions and no rules were used when they needed flint and
steel. The later though creates new advantages and disadvantages. Actual Magic
Item XP rules are good, though the XP gained is less than I calculated and the
XP for selling them still has no base price anyway.
The improvement in Fighter HD to D10 is most welcome as it
increases both heroes’ HP by 1 and their Fray to a 10% chance of doing 4 HD in
damage per round. The addition of training time is a bit of a wash. Dounil has
already spent months doing nothing of interest in the desert or over the water,
and both gain XP at such a low rate that training time will hopefully, barely
turn up.
Regardless, they come into town with the merchant caravan at
7:30 in the morning. They eat two of their three remaining rations and the last
is split among the survivors and mixed with the caravan’s food supply, which is
also shared as a thank you. Dounil and Celest slipping in as guards with Dounil
dressed some of the dead men’s cloths from the ghoul storage. Hoping to be less
obviously the man who slew many months prior.
There is much happiness even in this sordid town for the
families of the saved, especially as Celest refuses payment for the deed. 2 x
13 + 3 x 12 + 16 + 4 x 14 = 134/16 = 8.375 x 1.1 or 1.05 = 9 FXP and 8 MUXP
She arranges to meet Dounil as he gets the horses stabled,
letting Otis know with a subtle twitch of his peasant hood. Otis wisely keeps
his snooping apprentice away as money is exchanged in silver pieces, 20sp for a
day’s feed and a brush, another 20sp when they come back that night. Dounil
then passes on the Mother Screng and Hruda, who is most impressed with his
tales of daring in Nyrond and back into the temple. She casts Cure Light Wounds
with a roll of 4+1, so Dounil heals 2 HP, HP 12-> 14.
Meanwhile, Celest tries to get some value out of their
treasure, she has 591sp after the stable fee. The treasure that isn’t coinage
is all too flashy to exchange in Nulb, she’ll need to do so in Hommlet. She
leaves it with Mother Screng/Y’dey after carrying it under her cloak, trying to
look like she is nursing a hurt arm. She removes the Scroll of protection from
Undeath as she has no desire to meet with the ghouls again. With the copper pieces
she buys a room for 1, hoping to sneak Douil in with the ring of invisibility
to hide his identity. Whether he sleeps on the floor or finds an abandoned room
or something is not her problem. It costs her 155cp for the night, dinner and
breakfast tomorrow, paid in advance. She grumbles about banditry and tries to
sound like a Woodwoman bumkin. The new proprietor is not yet an agent of the
temple and merely shrugs.
At the Nulb Market (Building 4), she buys another 7 days of
fresh rations -50sp.
XP from treasure is 221 + 326/100 + 899/10 + 71 x 5 + 47 x
10 = 1139.16 x 1.1 or 1.05 = 78FXP and 74MUXP. After spending: 171cp, 829sp, 221gp,
71ep and 47pp. Hidden by Y’dey in a place not even the heroes are aware of.
To be carried to Hommlet and exchanged for XP there: The 6-inch
tall finely carved ivory statuette worth 85gp, a brooch with a carnelian stone
with a cameo coat of arms (Veluna, quartered by the Knights of the Hart) worth
800gp, silver tube worth 35gp, gold chain worth 7,000gp, set with three small
rubies worth 1,000gp each a ruby ring (worth 4,000gp) and a shield + 1.
Fortified, the heroes set off once again at [8:30], debating
whether to keep going west to east or clear the ghoul from where Dounil
recorded them on the eastern side. It will be [9:00] when they arrive. They
meet and pass another merchant caravan coming into the village, trying to make
it home before winter, they aren’t even pilgrims in disguise so there is no
issue.
At [9:10] they enter the temple and again dismount the
horses, NRE. The fact the bandits knew they were here yesterday means the area
is not safe, but unless they stable the horses in a building, there is no place
safer. They enter from the right vestibule, hoping to eliminate the ghast
leadership and the chance of ghouls altogether. Fa chance as they are on the random
table, but they shouldn’t know that. Might as well ask why evil men keep
joining after losing tens of them repeatedly.
With the cloak and the ring, they should be advantaged
against foes. They proceed at x3 speed, as Dounil has the map from his fist
expedition, hoping to outpace the chance of an encounter. Tough! A random roll of
03, 4 gnolls joining the forces of the Earth temple. But as the heroes are invisible
and the gnolls fail to hear Celest, surprise to the heroes.
Surprise round, the Frays kills one, Dounil misses and
Celest’s attack kills another.
Round 1, heroes have rolled initiative, the Fray kills a
third gnoll, the last is overkilled. Disappointingly they have only weapons.
At [9:25] they reach the entrance to the Room 103, and it is
1/6 in the dungeon. They reactivate the ring and recheck the cloak. They walk
in and as expected the portcullis drops down. To ease the debate about if the
harpies come back under the ghasts, I assume so. The harpies sing and the next
round they flap about in confusion as they see nothing. Both heroes pass which
was fortunate. Defying death is the number one source of lost HP so far after mud-tigers’
electric attack.
As the harpies swoop lower, Dounil and Celest strike. The surprise
round is massive overkill, from the 4 HD damage from the 10 roll for Dounil’s
Fray to the 8HD done with the swords. The next round is when the ghouls come.
Round 1, six ghouls rush forth due to the screams, but as a
new combat has started, surprise is rolled and neither surprise. The heroes
roll higher for round 1.
Round 1, 7HD of damage from the pair kill 3 ghouls and
wounds another HD2 -> 1HD. The ghouls retaliate with 1 hitting Celest for 1 damage,
she takes 1 more damage to Defy Death, HP 8 -> 6.
Round 2, Celest goes first then simultaneous hits. Celest
misses but her Fray kills the wounded ghoul. Dounil kills the remaining ghouls
with equal amounts of Fray and hitting them with his sword. But the ghouls hit
him. He loses 4 HP; 2 from the claws and 2 from Defying Death to avoid being
paralysed, HP 14 -> 10.
Keeping an eye on the north door where more lie in wait,
they bandage, avoiding the harpy fecal matter and parts of undead. Let’s take
the whole turn to round off time 2/6 [9:35], Celest’s HP goes 6 -> 8 and
Dounil’s HP goes 10 -> 12.
Kicking down the door to Room 105, the 4 ghouls can hear
them but did not expect them. The heroes expected them but could not see them.
A roll determines no surprises.
Round 1, Celest, Dounil and then the ghouls. Celest kills 1
and wounds another, 2HD -> 1 HD. Dounil kills the rest with 6 HD of damage.
They push onward, the ghasts will face invisible foes. Still
moving at x3 speed, they burst into the ghast room. They fail to spot Celest so
the surprise roll will be good, but Celest is overcome by the stench and has
that bad -2 to hit penalty. Neither are surprised (the ghasts could here the
noise) but Dounil goes fist followed by simultaneous combat.
Round 1, 5HD of damage from Dounil destroys one ghast and
wounds the other 4HD -> 3HD. Celest does 1 HD more 3HD -> 2HD. The ghast
needs an 18 or better to hit Celest and only rolls some hits the heroes would (and
will) kill to possess.
Round 2, the ghast goes first and splitting its attacks,
misses with all of them. Dounil destroys it with 3HD of damage. The Undead presence
on level one is gone (excluding random encounters) 3/6 [9:45].
Tossing each room takes two turns as they target the bedding
in lieu of any chests or nooks. Resting in Room 106 again as they refuse to
spend time in a room with ghast corpses [10:15]. I have decided that all gems,
art objects and magical items have not been recollected, only coinage has come
back with the encounters. By [10:55] and 4/6 turns until the next rest, they
have found 295cp, 173sp, 98gp, 5ep and 7 pp. They split the money and are
worried any more and they will get overburdened.
They move to the portcullis and raise it over 5 minutes
because there is no point in them rolling. They can’t leave and no random
encounter can get in. Resting again to prepare, they are wounded but hopefully the
humanoids will be easier to deal with, NRE [11:10].
They know from Dounil’s maps that it’s about 200 feet to
where they last left off yesterday (it’s actually 220). They intend to conduct
their west to east sweep or adjust to go east to west if they encounter
anything obvious. Donning the invisible items, they make it to 20 feet beyond
the four-way junction, NRE 1/6 [11:20]. 20 feet later they see another corridor
to the north, it’s only 40 feet long and there is wood along the sides,
indicating doors. It’s off the path and would break the stay left ethos, so
they press on only to fit a south (left) corridor, they advance 10 feet along
that, NRE 2/6 [11:30]. Next round they advance into the opening of Room 108. It
stinks of garbage here and nothing seems interesting. Rather than touch the
stuff Dounil casts Detect Magic which comes up as nothing. Celest is annoyed
and tells Dounil that now they will have to wait until tomorrow to sort any
objects they find if the inhabitants here to take them back.
Advancing back up the corridor at x3 speed and slowing down
for the other 40 feet (2/3rds of the remaining movement into the unknown), they
come to a Y-junction. They see a gnoll and the gnoll fails to see them or hear
them, 3/6 thankfully NRE [11:40].
They advance up the corridor in combat rounds now; 1/10 this
turn and the gnoll fails to notice them creep forward to 20/50 feet. Round 2,
the gnoll hears their footsteps and they unleash the magic Fray. The gnoll dies
and surprise is over.
Round 1, Celest, the gnolls and Dounil in that order. Celest
advances 20 feet and let’s loose with her magical Fray, doing 1 HD damage to
one of the three remaining gnolls, 2 HD -> 1 HD. The gnolls retreat to the
north-west corner and equip spears. One also readies an action to drop the net
trap on the foes coming up. Rooms 121 and 1d4 (2) of the guards from Room 123
will appear next round. Dounil advances 20 feet and fires off his spell Fray,
but that bounces off with a roll of 1.
Round 2, Celest goes first, then Dounil and the 4 gnolls
from Room 121 simultaneously, then the 2 gnolls from Room 123 and finally the gnolls
already present. Celest casts her spell fray and kills the wounded gnoll. But
as she enters, she is caught by the gnoll’s ready action, and the net trap
falls on her. She cannot move and loses her Dex AC bonus and shield AC. Dounil rushes
forward, he cannot get into range, so he uses spell Fray but rolls a 1 as his
spell fizzles. The gnolls from Room 121 advance and use their throwing axes on
them. Only Celest’s armour keeps her from harm. The 2 gnolls from Room 123 use
their throwing spears, Celest is hit by the one aimed at her, HP 8 -> 7.
Finally, the surviving 3 gnolls cast their throwing spears
at Celest, 2 hits doing 3 HP damage, HP 7 -> 4.
Round 3, initiative goes: the 121 gnolls, the heroes, the
123 gnolls and the 122 gnolls. The four gnolls from 121 attack Dounil as he’s
still up and dangerous, all attacks bounce off his armour, even with gnoll
strength. Celest can still cast spell Fray, she wounds one of the 3 gnolls who
trapped her 2HD -> 1 HD. Dounil rolls 8 HD of Fray and sword damage. He sends
the Fray towards the 122 gnolls, killing two and leaving one at 1 HD and kills
two of the 121 gnolls fighting himself.
The two gnolls from 123 take their morning stars and lay
into the trapped Celest, neither roll a 15 to hit as Celest desperately uses
her sword blade and rim of shield to deflect. The last 122 gnoll continues the
process by throwing a flask of oil at Celest, splashing the thick stuff all
over her.
Round 4, Celest goes first, then the 121 and 123 gnolls,
then Dounil then the surviving 122 gnoll going for the fire box. Despite the
morning stars, Celest has a target for her Fray, zapping the last 122 gnoll
dead. The two 121 gnolls try to overpower Dounil, a bastard sword slips under
and does 1 damage to him, HP 12 -> 11. The two with morning stars keep
wailing at Celest, angry at the failure to connect with a satisfying crunch, 2 damage
is HP 4 -> 2. Dounil does 8 more HD, I then change dice rolling surfaces to
ensure that the dice are not sliding. As they are very regular. But he slays
all the rest. Celest and Dounil now are uninterrupted to cut her free and
bandage. Celest’s HP 4 -> 6 and Dounil’s HP 11 -> 12 [12:00] and they
need to rest for the 6th turn, NRE [12:10].
Peeking into 121 shows nothing of interest and otherwise
they toss the shelf and bodies. Finding four jars of oil (useful when there
would be trolls or pursuers), a silver chain with a roughly polish orange gem (carnelian,
total value they cannot appraise at 125gp), 8sp, 9gp and 38ep. There is an unanswered
comment about why electrum pieces more than others?
Is Celest willing to go into the next room? She says she has
too otherwise they are leaving with enemies at their backs. She’ll use her
spells more. They kick down the door to Room 123 as invisible as they can. A surprise
roll as neither side were sure if there were enemies or they all perished in
the fighting, but no surprise.
Round 1, Celest then the monsters then Dounil. She sees 3
gnolls and two hobgoblins, so she casts Light on the eyes of one gnoll and
Frays against the two hobgoblins, she only kills 1. The blinded gnoll lumbers
at her as the vengeful hobgoblin aims his composite bow. The other two gnolls
concentrate on Dounil with throwing axes. None hit. Dounil does 6 HD and kills
the 3 gnolls.
Round 2, Celest goes first again and kills the remaining
hobgoblin.
Looking about carpets and tapestries, there is a lot about the
earth temple here. Celest notes they all wear brown robes, Dounil might have a
set. It takes 2 turns to toss the bedding and Celest tips over the brazier onto
the stone floor due to the present of goblinoids 2/6 [12:30]. There is 16sp,
10gp, 11ep and 27pp in the brazier coals as expected. The beer was ignored like
all other food down here.
Loaded down with treasure, at an apparent dead end and badly
hurt. The pair debate their options. They have to get out but Dounil is
intrigued by the corridors they passed to get here, and they still don’t know
how these room connect to where they were yesterday. Celest want to take down
the tapestries in case they are valuable, but they are of foul scenes and poorly
maintained by the gnolls and hobgoblins. They agree to take down and heck for moth
holes then if there is nothing, they will explore some more. Another turn to pull
them all down, each as disappointing as the last, 3/6 NRE [12:40].
They backtrack to the Y-Junction and keep going. They come
up to a new corridor to the south. Dounil checks the map and said these rooms do
not enter onto the long corridor or the junction they went to yesterday, 4/6 NRE
[12:50].
As the tapestries were a bust, they go down there. One turn
is enough movement to reach the end and open both doors, revealing nothing
except stress and disappointment in Room 110 and Room 111 They have to rest
among the musty, if normal smells of Room 110, 6/6 NRE x 2 [13:10].
Another turn takes them to almost the four-way crossing they
know and pass the door Dounil thinks was where the southern gnolls with the
bastard swords came from, 1/6 NRE [13:20].
The next turn is at x 3 speed and takes them up and out of
the temple underground. Then it’s time to saddle the horses and get out, this
might be the last time they can use the temple as a stabling ground now they
have assaulted humanoids who can give and take orders. It’s [14:00] when they
get back to Nulb.
Still Day 184
After discussion with others, I decided to implement XP for
Magic Items, after the characters barely made any experience progress after A0
but AD&D handing out magical items quite freely. Dolmenwood said XP is
one-fifth the GP value. Checking the Ring of Invisibility in Dolmenwood and in
AD&D, they have the same sell price and XP. But I’ll double-check as I go
to make sure this isn’t a coincidence.
So Dounil gets XP for: +1 sword (400), +2 shield (1000), +1
plate (1000), 8 x +1 arrows (120x8/5 = 192) and ring of invisibility (1500)
562 FXP and 537 MUXP
Celest has: +1 sword (400), +1 shield (500), +2 chainmail
(1500), cloak of elvenkind (1200)
495 FXP and 472 MUXP
I’m not the counting spent arrow, potions or the magical
dagger because they drank them all or gave away prior to the decision. That
added effectively another A0’s worth of XP (minus what they skipped over giving
to the prisoners).
The pair debate what to do, especially now the foes know to
watch this tunnel and Dounil still needs a day to heal. Or they could visit
Mother Screng/Canoness Y’dey for the last HP needed by Dounil and return. They
decide to risk it and sneak into Nulb when it’s dark, so Dounil’s Ring of
Invisibility works more efficiently at hiding him.
At [8:30] they have finished feeding and exercising the
horses and themselves, with 3 days of rations left. They don’t renter the
tunnel but ride for the temple itself, hoping to repeat Dounil’s initial foray
style. Going overland imposes 1 encounter roll which is No Encounter, lucky for
a 7 out of 12 chances of one. Skirting the wall, they arrive at the door at
[10:30]. There are no random encounters. I realise the I should have made the
antipathy roll for the main door, not just the interior slope. But as Dounil
failed that roll, it is immaterial. I’ll just ay Dounil hewed one of the side
doors open retroactively. Though that begs the question of how the monsters get
in when the main doors are still barred and remained barred. They can’t all fit
through the secret tunnel that is hidden inside a well.
Letting the horses loose in the vestibule and central altar.
Celest asks how they can be sure the monsters won’t come up and eat them?
Dounil replies that the entire room was sealed, no one knew his horse was here
and the dungeon stone is too thick. It was before he left a trail up and down
the staircase but it’s not clear how to stable them elsewhere.
As Dounil entered
from the right staircase last time, they head for the left. Celest said this
place was as disturbing as she had heard. Dounil said he found a bunch of robes
here to disguise himself, but after dragging them across the desert and general
storage for a month, he wasn’t sure what state they would be to wear or what
they were for. They descend to Room 109a with Dounil in the front to act as the
front line and Celest supporting him from the back or alongside depending on
the danger of the foes. One turn to creep to the bottom of the staircase,
Dounil with his ring active and Celest with her cloak. Dounil remembers much
blood being spilt transversing the other staircase. The next hour is quite
boring, with no random encounters as they reach the four-way junction and go
south to confirm if the layout mirrors the other side, going each at the
T-intersection. They go to Room 112; see it’s ransacked and turn around to go
to Room 113 and repeat the process. They must rest about 10 feet from the
T-junction at [11:45].
They follow the corridor east, as Dounil wants to confirm
his map and mark off the shape. It takes 2 turns to reach Room 109 and the stop
to look at the immense cold bronze doors with their Darkvision, as the entrance
to Room 201. Approaching and return is another turn and the doors don’t glow
but it’s clearly too big to move on their own. They go back to the four-way
junction and head north, the remaining way, stopping to est about 20 feet from
the next junction with no random encounters [12:45].
Advancing again to the junction, they go left to clear the
outer edge. As they creep as silently as two armoured people can manage, they
come to a door in the left side, it’s well used but locked. They want the area
cleared first so they advance to further door to the east [12:55].
Activating the ring and hastening the cloak, they push the
door open and confront a room of 6 ghouls. The ghouls are aware of those who do
not try and be quiet I would assume but they can see nobody with a roll for the
cloak being unsuccessful. Equal chance of surprise and initiative.
The teams roll and the ghouls are surprised. The heroes must
act fast as they are facing 12 attacks per round and they are no immune to
paralysis. Sword and spell Fray destroy 1 and wounds another HD2 -> 1. Their
swords do 6 HD more, destroying 3 more, leaving 1 wounded and 1 fine.
Round 1, the heroes win initiative by 1. The ghouls don’t
have a chance to run for help in room 116 before being destroyed. While good,
their hiding magic won’t charge this turn. They press on, but which door?
They question is answered as 5 ghouls burst through the door
from Room 116, the 6th having gone to Room 117 to get the ghasts.
New rolling. Dounil and Celest are surprised (very bad). Only one claw attack
strikes Dounil but that’s enough for a saving throw, he also loses 1 HP, HP 17
-> 16. He fails the roll but Defies Death to pass, rolling 2 HP loss on 3
dice, HP 16 -> 14.
Round 1, ghouls go again first, Dounil is clawed again but
he saves, HP 14 -> 13. They do 11 HD of damage in retaliation due to the
magic swords pushing their attack bonuses by 1. That fortunately destroys the
ghouls.
Round 2, new fight as the ghasts and remaining ghoul come
through the door. The ghasts pause at the sight of 11 ghouls dismembered on the
floor. But there are only two foes. No surprise and the undead have initiative.
The ghast flee but are forced back by the leading ghasts in Room 118 as there
are only two foes. Leaving the remaining ghoul to slow down the heroes. It
attacks, misses and is destroyed.
Round 2, four ghasts, one at +1 to hit and damage advance,
thinking to smash the heroes down. Due to the stench Celest takes a -2 to hit.
But the heroes win initiative this round. Swords and spell Fray do 6 HD even
with Celest just hitting, one ghast is destroyed and another goes 4HD ->
2HD.
Dounil is hit and must Defy Death, taking a total of 3 HP
from the whole ordeal from random ones rolled during the process, HP 13 ->
10. Celest is clawed and must Defy Death for the first time to not being
paralysed, HP 8 -> 6.
Round 3, Dounil is clawed again for 1 HP, HP 10 -> 9, but
passes the saving throw. Heros do 8 HD in retaliation, destroying 2 of the
ghasts, including the leader and leaving only the wounded one.
Round 4, the heroes go first and though Celest misses with
her sword and Dounil rolls a fizzle with his spell Fray, the ghast is very
overkilled.
After bandaging, Celest HP 6 -> 8 and Dounil HP 9 ->
11 take stock, the time is with rounding [13:05].
Disinterring the ghouls and ghasts from the treasure is a
tedious task. Room 115 has a hideous bas relief of a head surrounded by
prancing forces of evil, 6 cloth bedding that stinks in a way indescribable to
those not familiar with ghouls and a box. Inside: an old cloak described as
having no value, 263 cp, and a “6 inch tall finely carved ivory statuette”
(85gp). The larger ghast has a gold chain with rubies (7,000 + 3 x 1,000gp) the
other leader ghast is tossed carefully and I rolled a 6 to cover for the fact
the idea of having 6 to 8 characters individually searching a ghast’s left hand
specifically to see if a ring wasn’t just a bony growth or extra knuckle was
stupid. They find the 4,000gp ruby ring. This takes 1 turn, 1/6 [13:15].
Going into Room 116, they see lots of cloth bedding, a
barrel and a sack. On the second turn of searching out of three. They hear the
slurping noise and see a flowing grey form, like the floor has come alive slip
behind them, having sensed living flesh over the ghoul carcasses.
Neither the heroes nor the Grey Ooze are surprised, Heroes
gain the first round. Round 1, the grey ooze dies.
The next turn as they reach the last section of the ghouls’
room, eight brigands and a F2 leader arrive to check the trail of ghoul bodies.
The brigands are surprised and that is their doom. The heroes do 6 HD in the
surprise round, killing the leader and half the brigands. And then the heroes
win initiative for round 1 and despite horrible rolls, the heroes do 5 HD of
damage to 4 HD of brigands.
The heroes finally search the last 2 x 10-foot squares
leaving them with, at 4/6 [13:45]:
92sp and 47ep in a hole under a barrel, 54gp from the brigands
and a sack with 13 sets of clothes.
Another turn of searching Room 117 clears the bedding of
treasure, evidently the resting undead don’t leave non-edibles there. The
stench is so foul and the need to rest so great the heroes willingly move into
the corridor outside of Room 114 rather than spend more time among the quiet
dead, using their hidden abilities to try and keep safe.
Pity 2 ghouls coming back from their patrol interrupt them.
No one is surprised but the heroes not only go second, but they have -1 to
attacks due to no rest. Luckily the ghouls miss but only the Fray retaliates to
destroy one and do 1 HD to the other, 2HD -> 1 HD. Round 2, only the
negative AC saves Celest from a hit, they destroy the ghoul in return. The
ghouls had 9gp on them. They have to rest again but are no interrupted [14:15].
Back to Room 117, they only need two turns, one for the 2 x
10-foot squares containing bedding and one to realise the ironbound chest is
padlocked 2/6 [14:35]. Another turn search Room 118 as it’s a small trophy
room, nothing but a dirty shield on the wall. Mindful of the candelabra
enchanted with light and the magic swords, the pair debate how to find magic
items. They resolve to drag all loose weapons and items into a pile and Dounil
will cast Detect Magic at once. Another turn to heave the chest and shield back
to Room 115 3/6 [14:45]. Moving along the outer door they come to Room 119.
Entering and resting in Room 119, a banquet hall destroyed by a skirmish and
the detritus left, including dead warriors. Mindful of treasure, they spend a
turn searching, finding a shortsword and a battleaxe but nothing else useful
1/6 [15:25]. Moving on, it takes another couple of turns of creeping to move
beyond the hall and take an eastern turn into a disused kitchen. Besides the
large oven, skeletons and mysterious doors, there is nothing but detritus 3/6
[15:45]. No random encounters throughout.
Then the giant snake strikes but roll above 50%, meaning it
fails to surprise and the heroes have the initiative with another good roll.
The snake dies. The pair take 3 turns and a turn of rest to search what turns
out to be a ruined kitchen with a few skeletons inside it 2/6 [16:55]. This
extra added turn is because they were interrupted mid-rest by 7 brigands and a
F2 leader trying to figure out the event of the last two days.
Neither are surprised. For round 1, Celest goes first then
the brigands then Dounil. Celest kills 5 HD, leaving 4 brigands. Those brigands
pass morale but miss all attacks despite rolling a 19, as Celest’s negative AC
provides the edge. Though Dounil misses, his Fray kills 2 more.
Round 2, same order. Celest kills the remainder. Now they
complete their rest and have 39gp more. Dounil remarks his education was
greatly funded by fighting random gnoll and bugbear patrols beneath the
moathouse.
Most notably, one skeleton is an ogre who has a short sword
as its “dagger” and dried pout leather sack (I would assume to be openable)
containing 84gp. The side storage rooms are looked at and ignored.
Peeking from Room 120 down the corridor shows they are at
the terminus. With another door ahead 60 feet and to their left (eastward).
Advancing to it and opening it as silently as they can, they see another
passage heading north-east and NRE, 3/6 [17:05]. Celest asks if this is on his
maps and Dounil says no and they shouldn’t go down it until they have cleared
everything “behind” them (the connected western rooms).
Advancing another 10 feet and 10 again takes them to an open
corridor slanting north-west and a locked door. Dounil’s secondary skill being
a mapmaker, he tells Celest that these seem to connect to the rooms they
cleared. Another 30 feet has an open eastern passage. Again, the bypass it for
later. And 10 feet later they encounter an ogre looking for somewhere quiet to
deal with indigestion before they can end their turn 4/6 [17:15].
The heroes are surprised, though luckily the ogre fails to
hit Dounil.
Round 1, Celest goes before a simultaneous round. Only her
magic Fray can hit and does hit, so the ogre goes 4HD -> 3HD. Dounil does 2HD,
so 3HD -> 1HD. The ogre rolls a 1, which is just a miss in these rules.
Round 2, Celest, the ogre and Dounil is the order. Only
Celest’s magical Fray hits but it kills. The ogre has no treasure.
Another turn of movement brings them back to the four-way
junction that led to the undead, having explored all but 3 one branch, they
turn right to go west to Room 114, the locked room and stop outside for their
rest turn, becoming aware of faint noises inside, NRE 6/6 [17:35].
Unable to open the door with a lockpick or magic, they bust
it down by carefully applying their never-dulling magic blades and the
battle-axe they found for general violence. No one can be alerted and checking
the description of two attacks per person for a total of 4d8, it takes 3 rounds
to hack the door down. Which does make it an extra 3 minutes, but since things
generally aren’t measured in minutes outside of combat, I’ll just say 5 minutes
and round the time to [17:40] for ease of writing.
A horrible sight and smell assault them. Naked and chained
(the men) human (by default) prisoners are trapped here, two women among them.
They beg for help, saying ghouls captured them and they have taken away others
to a no-doubt gruesome fate. The heroes realise the clothe sin the ghoul’s lair
were taken from these people and as Dounil hacks away at the chains, Celest
goes to fetch them. I’m going to rule this takes the rest of the current turn
and the turn after, NRE x 2, 2/6 [18:00]. The women are family to a Nulb merchant
(though the text does not say if it is one of the two other merchants held captive).
The sailor was brought here by Dick Rentsch for making a pass a Dala. But
Dounil killed Dala and Dick months ago before I read this section. We can say
it was the pirate tavern or leave it ambiguous. Dounil and Celest were not
feeling quite like they could tackle another area, but no they have an excuse
to escort these folk back to Nulb, where they all hail from. The fact the
region is generally Neutral Evil only applies to a Paladin, if this was even
thought of at the time of writing. This is also a great excuse for the heroes
(Celest) to make some goodwill in a village where they are not trusted. As they
dress, the heroes tell them they have one last task to do. They take the random
weapons and shield and throw them on the pile, then Dounil casts Detect Magic.
The Shield is revealed to be a +1 Shield, which neither have
need of (but is valuable). OSE said that magical items for sale are double the cost
of creation. Some quick back of the envelope math tells me the general cost of
making a new magical weapon is x 20 the base cost. So, a Shield +1 is 100 x 40
= 4,000gp. Lucrative if they can find a buyer to earn them that 250 XP. The chest
also has a magical scroll inside, a Protection from Undeath, but nothing else.
The heroes spend another tow turns bashing that chest open while the freed
prisoners cower inside the door, ruining the battleaxe and one of the short
swords they found, luckily NRE x 2, 4/6 [18:20]. Inside is a silver scroll tube
they know contains the magic scroll, 611sp and a brooch with a carnelian stone
with a cameo coat of arms. General knowledge tells them part of it is for
Veluna but neither took heraldry for their secondary skill and don’t know they what
it has been quartered with. Getting weighed down, even with the treasure distributed
between two. They give a man at arms the last short sword and tell them to
follow between them, and they will get them back to Nulb.
The people are injured and it is dark, but no one is moving
at the slower exploratory speed, so I’ll judge them going at still 60 feet a
turn. I assume that though Dounil and Celest are half-elves and so do not need
external lights, the rescued people do. Luckily, they killed some brigands, who
do need light and so I rule they can find a flint and steel on them as a matter
of course. Lighting one of the many unburned torches from the corridor
description.
They rest once more to refresh the turn rate [18:30] and it
takes 3 more turns to escort everyone up to the ruins of the temple on the
surface 3/6 [19:00].
On the stairs themselves, they encounter 9 brigands and a F2
leader, who like he last two groups, have explored the death and destruction
wrecked by the heroes on the Broken Tower brigands and the chaos downstairs,
found the horses and are sweep the area. None of the three groups have killed
the horses because horses are valuable and useful for humans. Monsters would
though. Only Dounil can engage with melee, the prisoners block Celest. The brigands
are surprised though.
Surprise round, it turns out a roll of 9 is enough to hit
the AC7 brigands. Two 8s from sword and spell kill the leader and 2 more,
leaving 7 left. Celest pushes up the stairs, using her spell Fray to kill
another.
Round 1, Celest goes first then the brigands then Dounil,
who is quite tired from the day’s exertions and wounds. Celest’s spell Fray
kills another; she’ll get to the frontlines next round. No brigands hit Dounil,
who returns with 4 HD of damage, killing all but 2 brigands.
Round 2, brigands go last, so Celest’s sword Fray kills one
and Dounil overkills the rest. They redistribute the swords to the survivors of
the cell and pocket the 42gp.
On the surface, they see faint moonlight as it is 7pm on the
13th of Ready'reat, the last season of autumn. It appears my detour
to A0 probably was a bit extreme considering how long my original character spent
walking about in the desert and on boats.
They extinguish the torch and tell the survivors they will
escort them by moonlight, though there is much fear among them. No encounter
getting them out of the temple grounds. It is an hour on foot, but I’ll say two
for the weakened state of the survivors.
Two random encounters which for time I am writing this, I will
turn into one encounter. 15 brigands lead by a 4th level leader and
a merchant caravan (rolled not evil pilgrims). The caravan failed to make it to
Nulb before sundown and the brigands are having a go at them. It’s up to the
heroes to save the evening.
100 yards distance between them. The brigands are surprised.
The pair will use their surprise round to ride forth on horseback to 20 yards
distance and dismount, as the horses are not battle-trained.
Round 1, The heroes go first, they charge forth into combat
with swords, 4 brigands die from sword Fray. Celest doesn’t hit any though with
her main attack and Dounil only does 2 HD to the leader, 4HD -> 2HD. Fortunately
the rolls for the brigands were all awful and only Celest was in danger if the
attack roll had been 20, but it was 19 instead.
Round 2, Dounil fights 6 brigands and the leader, Celest
fights 5. Heroes go first. Dounil kills the leader and 2 more brigands. Clest
kills 2 more as well. The 7 surviving brigands fail morale and flee.
Round 3, though they are far slower with their equipment
alone, the heroes cast spell Fray after them. Killing 2 more. I realise I never
accounted for the caravan guards and roll 2d6 to see if the guards did HD
damage, they did slay the remainder with crossbows and so the heroes don’t get
XP for the remaining 5 0-level brigands.
The party ask if they can spend the night with the caravan,
as they have too many people to safely escort back in the dead of night. The
caravan agrees and says it would be good for them too, as the heroes were
mighty and noble. The bodies were dumped some distance for the wolves and there
is not any description of treasure, so none. This is a great chance to tally XP
and finish the session.
XP from monsters alone: 34 level 0 brigands, 1 level 4 Fighter,
3 level 2 Fighters, 1 ogre, 1 giant snake, 1 grey ooze, 12 ghouls and 4 ghasts.
IN OSE XP that is 5 x 34 + 75 + 3 x 20 + 125 + 200 + 4 x 175 = 1330/16 = 83 x
1.1 or 1.05 = 91 FXP or 87 MUXP.
Very importantly here, I am only doing the 5.5E supplements and not including Lorwyn: First Light. As that as originally concieved for the Planeshift extra line for 5E and secondly because it's not very good. With non-functioning mechanics, obtuse wording and generally horribly sanded-down content from what was a very thematically strong and and dual-focused set.
In 5.5E, skill and tool proficiencies are a binary thing. You either have it or you don't while RED is more about the skill point totals. So whenever a species description said to add proficiencies, I interpreted that as adding to a skill twhen in 5E it would be flipping a switch from equal to none.
Changeling
Creature Type: Fey
About 4-7 feet tall or about 2-4 feet tall
Change Changeling Instincts. Thanks to your
connection to the fey realm, add extra skill points equal to half your LUCK stat to
two of the following skills of your choice: Acting, Dance, Human Perception, Interrogation,
Persuasion, Play Instrument or Singing.
Change Shape-Shifter. As an action, you can
shape-shift to change your appearance and your voice. You determine the
specifics of the changes, including your coloration, hair length, and sex. You
can also adjust your height and weight and can change your size between Medium (4-7
feet tall) and Small (2-4 feet tall). You can make yourself appear
as a member of another playable species, though none of your game statistics
change. You can't duplicate the appearance of an individual you've never seen,
and you must adopt a form that has the same basic arrangement of limbs that you
have. This trait doesn't change your clothing and equipment.
While shape-shifted with this trait, you have Advantage on EMP
checks.
You stay in the new form until you take an action to revert
to your true form.
Dhampir
About 4-7 feet tall or about 2-4 feet tall
Your MOVE increase by 1
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Spider Climb. You may climb equal to
your MOVE. When you reach LUCK 6, you can move up, down, and across
vertical surfaces and along ceilings while leaving your hands free.
Trace of Undeath. You have Resistance to Necrotic damage.
Change Vampiric Bite. When you use Brawling
or unarmed Martial Arts and deal damage, you can choose to bite with
your fangs. You deal Piercing damage equal to 2 plus half your BODY
stat.
In addition, when you deal this damage to a creature that
isn't a Construct or an Undead, you can empower yourself in one of the
following ways:
Drain. You regain Hit Points equal to the Piercing damage
dealt.
Strengthen. You gain a bonus to the next stat check
or attack roll you make within the next minute/20 turns; the bonus is
equal to the Piercing damage dealt.
You can empower yourself with this trait a number of times
equal to half your LUCK stat, and you regain all expended uses when you
finish a Long Rest.
Hexblood
Creature Type: Fey
About 4-7 feet tall) or about 2-4 feet tall
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Eerie Token. Once per turn, in
addition to any actions taken this turn, you can create a magical token by
harmlessly removing a lock of hair, detaching a nail, or using some other
method. While the token exists, you gain the following benefits:
Distant Message. As an action, you can send a
telepathic message of 25 words or fewer to a creature holding or carrying the
token, as long as you are within 10 miles/16 kilometres of it.
Remote Viewing. If you are within 10 miles/16 kilometres
of the token, you can take an action to extend your senses through the
token for 1 minute/20 turns, until you have the Incapacitated condition,
or until you end this state (no action required). During this state, you can
see and hear from the token as if you were located where it is. When this state
ends, the token is harmlessly destroyed. Unless the token is destroyed early,
it lasts until you finish a Long Rest. Once you create a token using this
feature, you can't do so again until you finish a Long Rest.
Hex Magic. You always have the Disguise Self and Hex spells prepared. You can cast each spell once and you regain the ability to cast it in that way when you finish a Long Rest. INT, WILL, or EMP is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
Kalashtar
Creature Type: Aberration
About 6–7 feet tall
Dual Mind. You have Advantage on WILL + Concentration and EMP + Concentration rolls.
Mental Discipline. You have Resistance to Psychic damage.
Mind Link. You have telepathy with a range in feet equal to 5
times your LUCK stat. When you're using this trait to speak
telepathically to a creature, you can take an action to give that
creature the ability to speak telepathically with you for 1 hour or until you
take another action to end this effect.
Severed from Dreams. You can't be the target of the Dream
spell. In addition, when you finish a Long Rest, you add half your LUCK stat
to a non-weapon skill. This proficiency lasts until you
finish another Long Rest.
Khoravar
About 4-6 feet tall or about 2-4 feet tall
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Fey Ancestry. You have Advantage
on rolls you make to avoid or end the Charmed condition.
Change Fey Gift. You know the Friends cantrip.
Whenever you finish a Long Rest, you can replace that cantrip with a different
cantrip from the Cleric, Druid, or Wizard spell list. INT, WILL, or EMP is
your spellcasting ability for it (choose the ability when you select this
species).
Change Lethargy Resilience. When you fail a roll
to avoid or end the Unconscious condition, you can succeed instead. Once you
use this trait, you can't do so again until you finish 1d6-2 (minimum 1)
Long Rests.
Skill Versatility. You can add half your LUCK
stat to one non-weapon skill. Whenever you finish a Long Rest, you can replace it with another
skill.
Lupin
About 4-7 feet tall or about 2-4 feet tall
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Feral Pounce. Damage from your Brawling
attacks halves armour SP. In addition, once per turn, when you hit a
creature with an Unarmed Strike as part of the Attack action on your turn, the
creature must make a DEX + Athletics or DEX + Dodge/Evasion roll (their choice)
to avoid being pushed 1.5 yards/metres.
Change Howl. Once per turn, in addition to
any actions taken this turn, you let out an unearthly howl. Each creature
of your choice within 5 yards/metres of you must succeed on a WILL +
Concentration against a DV of 11 + BODY or have Disadvantage on rolls until
the start of your next turn.
You can use this trait a number of times equal to half
your LUCK stat, and you regain all expended uses when you finish a Long
Rest.
Werewolf Instincts. You add half your LUCK stat to
the Perception, Stealth, or Wilderness Survival skill.
Reborn
About 4-7 feet tall or about 2-4 feet tall
Change Escaped Death. You have Advantage on
Death Saves.
Change Everlasting. You are immune to the effects of Fatigue, Drowning
and Asphyxiation, dehydration or malnutrition. You don't need to
sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours
if you spend those hours in an inactive, motionless state, during which you
retain consciousness.
Change Knowledge from a Past Life. You add half your LUCK
stat to one non-weapon skill of your choice.
In addition, you can temporarily peer into the past to aid
you in the present. When you fail an ability check, you can roll 1d6 and add
the number rolled to the result, potentially turning the failure into a
success. You can do this a number of times equal to half your LUCK stat,
and you regain all expended uses when you finish a Long Rest.
Strange Endurance. You have Resistance to one of the
following damage types of your choice: Cold, Necrotic, or Poison and toxins.
Shifter
About 4-7 feet tall or about 2-4 feet tall
Change Bestial Instincts. Channeling the beast
within, you add half your LUCK stat to one of the following skills of
your choice: Athletics, Contortionist, Interrogation, or Wilderness
Survival.
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Shifting. Once per turn, in addition
to any actions taken this turn, you can shape-shift to assume a more
bestial appearance. This transformation lasts for 1 minute/20 turns or
until you revert to your normal appearance, in addition to any actions taken
that turn. When you shift, you gain Temporary Hit Points equal to your
LUCK stat. You can shift a number of times equal to half your LUCK stat,
and you regain all expended uses when you finish a Long Rest.
Whenever you shift, you gain the benefit of one of the
following options (choose when you select this species)
Beasthide. You gain 1d6 additional Temporary Hit Points.
While shifted, you have a natural 5 SP to all locations.
Longtooth. When you shift and on your other turns while
shifted, once per turn, in addition to any actions taken that turn. You
can use your elongated fangs as part of a Brawling or Martial Arts attack.
If you hit with this attack and deal damage, you halve the SP and do 1d6
plus half your BODY stat, instead of the normal damage.
Swiftstride. While you are shifted, your MOVE
increases by 2. Additionally, once per turn, you can immediately move up
to 1.5 yards/metres when a creature ends its turn within 1
yards/metres of you.
Wildhunt. While shifted, you have Advantage on WILL +
Concentration rolls. Additionally, no creature within 10 yards/metres of
you can have Advantage on an attack roll against you unless you have the
Incapacitated condition.
Warforged
Creature Type: Construct
About 6-8 feet tall or about 3-4 feet tall
Change Construct Resilience. You have
Resistance to Poison and toxin damage. You also have Advantage on rolls
to avoid or end the Poisoned condition.
Change Integrated Protection. You have a
natural 5 SP on all locations. In addition, armor you have donned can't be
removed against your will while you're alive.
Sentry's Rest. You don't need to sleep, and magic can't put
you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in
an inactive, motionless state. During this time, you appear inert but remain
conscious.
Change Specialized Design. You add half
your LUCK stat to two non-weapon skills, one of which must be a TECH skill.
Change Tireless. You are immune to the effects
of Fatigue, Drowning and Asphyxiation, dehydration or malnutrition.
And as an extra because someone asked to play one in the game:
Eladrin
(Interesting to see if this ever gets readapted between 5E and 5.5E).
Choose your eladrin's season: autumn, winter, spring, or
summer. When finishing a long rest, you can change your season.
You are also considered an elf for any prerequisite or
effect that requires you to be an elf.
Change Darkvision. You can see in dim light
within 20 yards/metres of you as if it were bright light and in darkness
as if it were dim light. You discern colours in that darkness only as shades of
gray.
Change Fey Ancestry. You have Advantage
on rolls you make to avoid or end the Charmed condition.
Change Fey Step. Once per turn, in addition
to any actions taken this turn, you can magically teleport up to 10
yards/metres to an unoccupied space you can see. You can use this trait a
number of times equal to half your LUCK stat, and you regain all
expended uses when you finish a long rest.
When you reach LUCK 6, your Fey Step gain an
additional effect based on your season; if the effect imposes a roll, the DV
is 11 + your INT, WILL, or EMP modifier (choose when you select this race):
Autumn. Immediately after you use your Fey Step, up to two
creatures of your choice that you can see within 3 yards/metres feet of
you must succeed on a WILL + Concentration roll or be charmed by
you for 1 minute/20 turns, or until you or your companions deal any
damage to the creatures.
Winter. When you use your Fey Step, one creature of your
choice that you can see within 2 yards/metres of you before you teleport
must succeed on a WILL + Concentration roll saving throw or be
frightened of you until the end of your next turn.
Spring. When you use your Fey Step, you can touch one
willing creature within 1.5 yards/metres of you. That creature then
teleports instead of you, appearing in an unoccupied space of your choice that
you can see within 10 yards/metres of you.
Summer. Immediately after you use your Fey Step, each
creature of your choice that you can see within 1.5 yards/metres of you
takes fire damage equal to half your LUCK stat.
Change Keen Senses. Add half your LUCK stat
to your Perception skill.
Change Trance. You don't need to sleep, and
magic can't put you to sleep. You can finish a long rest in 4 hours if you
spend those hours in a trancelike meditation, during which you retain
consciousness.
Whenever you finish this trance, you can change your season,
and you can add half your LUCK stat to two TECH, REF or DEX skills, so long as the skill involves using a hand tool. You
mystically acquire these proficiencies by drawing them from shared elven
memory, and you retain them until you finish your next long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
My holiday interrupt the tedious process of preparing for my next camapign, so I own everyone two weeks of Cyberpunk RED meets 5.5E D&D crossover fun.
Species is a stupid thing to call what was previously races, kin and ancestry would be better. Not to mention getting rid of half-Elves and half-orcs only to start trickling them back in via setting-specific supplments. It's just the equivalent of weasel words in that case. Especially as it cuts all of Greenwood and other FR author's specific Half-Elf and Half-Orc cultures out because of course FR has to be bog standard, depsite getting Greyhawk back for 5.5E, this is how they got in this mess to begin with.
5.5E really front loads the species.
For people who use metric, assume the small categories are 0.61-1.22 metres and Medium ranges up to 2.44 metres.
Aaismar
About 4-7 feet tall or 2-4 feet tall
Change Celestial Resistance. You take half damage from Necrotic damage and Radiant damage.
Change Darkvision. You
have Darkvision with a range of 20 yards/metres.
Change Healing Hands. Healing is a number of
d6 equal to Half your LUCK score.
Change Light Bearer. Casting this cantrip
requires a EMP + Magic roll.
Change Celestial Revelation. If your LUCK is 6 or
higher you can transform once per turn, in addition to any actions taken this turn using one of the options
below (choose the option each time you transform). The transformation lasts for
1 minute (20 turns) or until you end it (no action required). Once you
transform, you can't do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends,
you can deal extra damage to one target when you deal damage to it with an
attack or a spell. The extra damage equals your half your LUCK stat, and the extra
damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly
Wings and Inner Radiance.
Here are the transformation options:
Change Inner Radiance. Searing light
temporarily radiates from your eyes and mouth. For the duration, you shed
Bright Light in a 3 yards/metres radius and Dim Light for an additional 3
yards/metres, and at the end of each of your turns, each creature within 3
yards/metres of you takes Radiant damage equal to half your LUCK.
Change Necrotic Shroud. Your eyes briefly
become pools of darkness, and flightless wings sprout from your back
temporarily. Creatures other than your allies within 3 yards/metres of
you must succeed on a D10 + EMP + Concentration roll vs a DV of 11+ EMP or
have the Frightened condition until the end of your next turn.
Dragonborn
About 5-7 feet tall
Change Breath Weapon. When you take an Attack
action on your turn, you can replace one of your attacks with an exhalation of
magical energy in either a 5 yards/metres Cone or a 10 yards/metres
Line that is 1.5 yards/metres or 1 Square wide (choose the shape each
time). Each creature in that area must make a D10 + DEX + Dodge/Evasion roll
vs a DV of 11 + BODY. On a failed save, a creature takes 3d6 damage
of the type determined by your Draconic Ancestry trait. On a successful save, a
creature takes half as much damage. If your LUCK is 8, the damage is
increased to 6d6. You can use this Breath Weapon a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a
Long Rest.
Change Damage Resistance. You take half damage to the
damage type determined by your Draconic Ancestry trait.
Change Darkvision. You have Darkvision with a range of 20
yards/metres.
Change Draconic Flight. If your LUCK is 8, you can
channel draconic magic to give yourself temporary flight. Once per turn, in addition to any
actions taken this turn, you sprout spectral wings on your back that last
for 10 minutes or until you retract the wings (no action required) or have the
Incapacitated condition. During that time, you have Flight equal to your
MOVE. Your wings appear to be made of the same energy as your Breath
Weapon. Once you use this trait, you can't use it again until you finish a Long
Rest.
Dwarf
About 4-5 feet tall
Change Darkvision. You have Darkvision with a
range of 40 yards/metres.
Change Dwarven Resilience. You take half damage to Poison and
toxin damage. You also have Advantage on saving throws you make to avoid or
end the Poisoned condition.
Change Dwarven Toughness. Your Hit Point increases by 5.
Change Stonecunning. Once per turn, in addition to any actions taken this turn, you gain Tremorsense with a range of 20 yards/metres for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a Long Rest.
Elf
About 5-6 feet tall
Change Darkvision. You have Darkvision
with a range of 20 yards/metres.
Change Elven Lineage. You are part of a lineage that grants you
supernatural abilities. Choose a lineage from the Elven Lineages table. You
gain the Luck 2 benefit of that lineage.
When you reach LUCK 6 and LUCK 8,
you learn a higher-level spell, as shown on the table. You always have that
spell prepared. You regain the ability to cast it in that way when you finish a
Long Rest.
INT, WILL, or EMP is your spellcasting ability for
the spells you cast with this trait (choose the ability when you select the
lineage).
Elven Lineages
Drow
LUCK 2 - The range of your Darkvision increases to 40
yards/metres. You also know the Dancing Lights cantrip.
LUCK 6 - You also know the Faerie Fire cantrip.
LUCK 8 - You also know the Darkness cantrip.
High Elf
LUCK 2 - You know the Prestidigitation cantrip.
Whenever you finish a Long Rest, you can replace that cantrip with a different
cantrip from the Wizard spell list.
LUCK 6 - You also know the Detect Magic cantrip.
LUCK 8 - You also know the Misty Step cantrip.
Wood Elf
LUCK 2 - Your MOVE increase by 1. You also
know the Druidcraft cantrip.
LUCK 6 – You also know the Longstrider cantrip.
LUCK 8 - You also know the Pass without Trace cantrip.
Change Fey Ancestry. You have Advantage on rolls you make
to avoid or end the Charmed condition.
Change Keen Senses. You add half your LUCK stat to one of the following skills : Human Perception, Perception, or Wilderness Survival skill
Gnome
About 3-4 feet tall
Change Darkvision. You have Darkvision
with a range of 20 yards/metres.
Change Gnomish Cunning. You have Advantage on WILL
+ Concentration and EMP + Concentration rolls.
Change Gnomish Lineage. You are part of a
lineage that grants you supernatural abilities. Choose one of the following
options; whichever one you choose, INT, WILL, or EMP is your
spellcasting ability for the spells you cast with this trait (choose the
ability when you select the lineage):
Forest Gnome. You know the Minor Illusion
cantrip. You also always have the Speak with Animals spell prepared. You can
cast a number of times equal to half you LUCK stat, and you regain
all expended uses when you finish a Long Rest.
Rock Gnome. You know the Mending and
Prestidigitation cantrips. In addition, you can spend 10 minutes casting
Prestidigitation to create a Tiny clockwork device (1 HP), such as a toy, fire
starter, or music box. When you create the device, you determine its function
by choosing one effect from Prestidigitation; the device produces that effect
whenever you or another creature activate it with a touch once per turn, in addition to any actions taken this turn. If the chosen effect has options within it,
you choose one of those options for the device when you create it. For example,
if you choose the spell's ignite-extinguish effect, you determine whether the
device ignites or extinguishes fire; the device doesn't do both. You can have
three such devices in existence at a time, and each falls apart 8 hours after
its creation or when you dismantle it with a touch as an action.
Goliath
About 7-8 feet tall
Your MOVE increase by 1
Change Giant Ancestry. You can use the chosen
benefit a number of times equal to half your LUCK stat, and you
regain all expended uses when you finish a Long Rest:
Cloud's Jaunt (Cloud Giant). Once per turn, in
addition to any actions taken this turn, you magically teleport up to 10
yards/metres to an unoccupied space you can see.
Fire's Burn (Fire Giant). When you hit a target with an
attack roll and deal damage to it, you can also deal 3d6 Fire damage to
that target.
Frost's Chill (Frost Giant). When you hit a target with an
attack roll and deal damage to it, you can also deal 1d6 Cold damage to that
target and reduce its MOVE by 2 until the start of your next turn.
Hill's Tumble (Hill Giant). When you hit a Large or smaller
creature with an attack roll and deal damage to it, you can give that target
the Prone condition.
Stone's Endurance (Stone Giant). When you take damage, you
can roll once per turn to immediately to roll 1d10+BODY. Reduce the
damage by that total.
Storm's Thunder (Storm Giant). When you take damage from a
creature within 20 yards/metres of you, you can once per turn, immediately
deal 2d6 Thunder/Sonic damage to that creature.
Change Large Form. Starting at LUCK 8, you can change your
size to Large Once per turn, in addition to any actions taken this turn,
if you're in a big enough space. This transformation lasts for 10 minutes or
until you end it (no action required). For that duration, you have Advantage on
DEX + Athletics checks, and your MOVE increased by 2. Once you
use this trait, you can't use it again until you finish a Long Rest.
Powerful Build. You have Advantage on any ability check you
make to end the Grappled condition. You also count as one size larger when
determining your carrying capacity.
Halfling
About 2-3 feet tall
Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition.
Halfling Nimbleness. You can move through the space of any creature that is a size larger than you, but you can't stop in the same space.
Change Luck. When you roll a 1 on the d10 of a Skill Check Resolution (Critical Failure), you can reroll the die, and you must use the new roll.
Change Naturally Stealthy. You can take an action to hide with a Stealth roll even when you are obscured only by a creature that is at least one size larger than you.
Human
About 4-7 feet tall or about 2-4 feet tall
Change Resourceful. You may reroll one dice result per 24 hours, whenever you finish a Long Rest.
Change Skillful. You add half your LUCK score to your starting Skill Points.
Change Versatile. You start with 1 extra Role Rank of your choice. This can include specialities within the current role.
Orc
About 6-7 feet tall
Change Adrenaline Rush. You may choose to
double MOVE stat when moving. When you do so, you gain a number of
Temporary Hit Points equal to half LUCK stat. These do not stack with other subsequent
Temporary Hit Points and disappear after being depleted or a Long Rest.
You can use this trait a number of times equal to half
LUCK stat, and you regain all expended uses when you finish a Short or Long
Rest.
Change Darkvision. You have Darkvision with a
range of 40 yards/metres.
Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest.
Tiefling
About 4-7 feet tall or about 3-4 feet tall
Change Darkvision. You have Darkvision with a
range of 20 yards/metres.
Change Fiendish Legacy. You are the recipient of a legacy that
grants you supernatural abilities. Choose a legacy from the Fiendish Legacies
table.
When you reach character LUCK 6 and LUCK 8, you learn
a higher-level spell, as shown on the table. You always have that spell
prepared. You regain the ability to cast it when you finish a Long Rest.
INT, WILL, or EMP is your spellcasting ability
for the spells you cast with this trait (choose the ability when you select the
lineage).
Fiendish Legacies
Abyssal
LUCK 2 - You have Resistance to Poison or toxin
damage. You also know the Poison Spray cantrip.
LUCK 6 - Ray of Sickness
LUCK 8 - Hold Person
Chthonic
LUCK 2 - You have Resistance to Necrotic damage. You
also know the Chill Touch cantrip.
LUCK 6 - False Life
LUCK 8 - Ray of Enfeeblement
Infernal
LUCK 2 - You have Resistance to Fire damage. You also
know the Fire Bolt cantrip.
LUCK 6 - Hellish Rebuke
LUCK 8 - Darkness
Otherworldly Presence. You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait.
Still Day 161
Riding horses
go at 45 miles a day I decided. So, they cross one and a half flat 30-mile
hexes per day. On the Darlene map I would have them ride for Narwell then
across the lower part of the Gnarley Forest, then turn north from Hommlet. But
Anna Meyer’s more detailed map shows they should turn off prior to Narwell or
make a big detour from arriving in Narwell then pass through some small
woodland settlements on the High Road. To be consistent with both, they will
make time across the flatlands of the Wild Coast and go north to the High Road
from Narwell. They reach the bend in the Selintan where One Ford and
Crossford are. But as they are not on the map, nor is there a mention of a
bridge, they ford it the next morning. No random encounters, not lost on
signposted roads.
Day 162
Rations 12/14, they ford the Selintan, which takes them half
a day and so they can only move to the edge of the hex. As they are camping
now, there is a night encounter roll as well, but neither have an encounter.
Not lost now they are beyond civilisation.
Day 163
Rations 10/14, no encounters in the day or night and not
lost.
Day 164
Rations 8/14, only 15 miles to Narwell now. They will stop
there for the night. However, that day they unfortunately come across one of
the many hazards of the Wild Coast, a lair of four trolls. But they are not
lost.
Neither are surprised so the encounter starts 160 yards away.
Round 1, the trolls win initiative and charge from their
ill-concealed stinking hollow, moving 120 yards forward. The pair decide to trust
fate and steel and swing down from the panicking horses, drawing swords and firing
spell bolts into the front. First troll HD 6->4.
Round 2, equal initiative and a meeting in the middle of
claws, teeth and swords. 9 HD of damage dealt to the trolls, they deal 2 HP
damage to Dounil and 5 HP to Celest. First troll HD 4->0 (for now), 2nd
troll HD 6->4, Dounil HP 18->16 and Celest HP 7->2.
Round 3, The heroes win initiative by 1, Dounil tells Celest
to get back after her attack. Fray defeats the wounded troll, no swords hit.
Troll 1 - 1/3 till it starts healing, troll 2 – 0/3. Trolls bite once and claw
for 5 HP damage to Dounil, HP 16->11.
Round 4, heroes win initiative, both swords land and do 6
HD, disabling another troll but remaining one does 3 damage to Dounil, HP
11->8. Troll 1 - 2/3 till it starts healing, troll 2 – 1/3 and troll 3 – 0/3.
Round 5, troll wins initiative, does 2 damage to Dounil HP
8-> 6. 6 HD in return disables the last one. Now they lack oil to burn the bodies,
so they are forced to grab their frightened horses and flee. Bandaging around
the campfire, Dounil HP 6->8 and Celest HP 2-> 4. No XP can be awarded as
the trolls were merely inconvenienced and no treasure could be taken from their
lair.
It is further tragic they encounter something again at
night. 12 Wolves who smell blood and are probably part dog considering how long
civilisation has endured in Grayhawk. And so are unafraid of people. They surprise
the party at 10 yards. There is one advantage, the reaction roll is 10 Indifferent,
may negotiate. How to negotiate with a wolf?
Dump all the rations far away with a well-aimed throw and
move the horses to the fire. Cast light on the fire so it glows like day. That’s
enough to sacrifice to keep the wolves at bay for a sleepless and sore night.
Day 165
0/14 rations, not even iron rations. It’s a hungry and tired
set of riders who stagger into Narwell. They pay 1sp to enter and another for
the horses, they take a shared room with food and pay for 2gp a night another 4gp
for the stabling. 62sp just to get somewhere safe, let alone recoup. Now they
have 1402sp. To rest 10 days more will cost them 600sp, they won’t get another chance,
but Celest is most unhappy.
Day 176
They set off again with 2 weeks of fresh rations 14/14,
costing Celest another 100sp for 702sp remaining. The horse fodder has been
eaten during stabling, but now they are fine to graze them. If not, they will
just turn them loose. They only make it to the edge of the wooded hex with the
forest slowing them. Luckily there are no encounters, nor are they lost.
Day 177
Rations 12/14, neither lost nor encounter anything in the day
or night.
Day 178
They begin rising into the wood hills now, fortunately not
imposing any additional penalties in OSE. Rations 10/14, neither lost nor
encounter anything in the day or night.
Day 179
Rations 8/14. They are lost but fortunately are going where
they thought they were going, that does means as the wander off the High Road,
they encounter something during the day. 100 elves and their leaders, arrayed
for patrol emerge from the woods where their clan hall lies. Dounil and Celest
being half-elves, hail them in Elvish. That raises their reaction from 5 to 7,
making them uncertain about wander strangers. Dounil and Celest quickly relate
their tale. The elves do remember defeating the temple forces at the Battle of
Emridy Meadows some 7 years ago. They redirect them back to the road.
Day 180
Rations 6/14. They repeat the same mistake and wander off
the road but still in the right direction, leading to another day encounter.
This time it’s a tribe of Woodmen in their long hall and palisade. While
neutral in alignment and indifferent in rection once they hear the friendly
Elvish greeting. They hold no love for the Temple and its humanoids, and once
again direct the pair on the High Road.
Day 181
Rations 4/14. They are lost again and wander south. Dounil
is sure they should be at the abandoned farmstead by now and they make camp,
only to encounter something in the dark. It said to use the standard encounter table,
so I will assume it being forest overrides the green hill icon. They are not surprised
by the approach of 3 huge spiders at 120 yards through the undergrowth.
Round 1, the spiders move first, advancing 180 yards to
attack, no hit. Dounil’s Fray kills one and his sword kills another. Celest is
suffering from still being level 1. The spider just passes morale and keeps at
it, not yet processing its companions’ deaths.
Round 2, The spider is hacked to bits by the pair with great
vigour.
Day 182
Rations 2/14. They figure out their location and become
unlost, they are still 1 hex away from their destination, so they can make it
today. No encounter that day or in the night. They reach the abandoned farm and
barn as night closes. They put the horses in the barn and settle down within
some crumbling walls.
Day 183
Rations 0/14, Celest is told who to contact in Nulb to
assure people they have returned and are going to tear into the temple. She
also needs to buy another week of supplies. Dounil will scout the tunnel. It is
[8:00].
Celest rides to Nulb and finds it as bad as described. She
stables her horse with Otis and tells him she is friends with the blonde
half-elf. Otis tells her it’s good, the temple is back up from whatever blow
that was dealt, and not to breathe who her friend is here. Mother Scragg is
please and let’s her know she can get healing if she does well. Celest buys 1
week of rations for 7 days, trying to keep that fact she has 50sp on her to a minimum.
She says she is a woodsman looking for a lost family member who joined a bandit
group a year ago.
Dounil searches out the tunnel. He cannot find the bandit leader’s
body, which would be normal in an active woodland after 121 days. But not even
gear. Entering the tunnel, he does not spend 20 turns moving and resting but 5
turns of movement, 1 turns of rest and 1 more turn to reach the trapdoor at [9:10],
which is shut. Activating the mechanism, he finds the formerly rich bedroom in
the tower stripped bare.
Here I must digress a bit from the narrative. The temple is
an active site, and the rules are clear that no only are foes replenished if
not killed fast enough and their leader still lives. But the numbers grow beyond
the listed of appearing. But that is listed after the section where Dounil
first entered the tower and left for his extended detour. And I am inclined for
purposes of keeping the game manageable, that merely all encounters (bar the
harpies/ghouls/ghasts) have replenished.
Dounil can hear with a heavy heart the sound of rancorous men
below. The brigands have reoccupied the tower. He makes a strategic retreat,
the tunnel is not safe, and neither is the cottage. At [10:30], ten minutes
after returning, Celest appears and Dounil discusses the problem. Celest’s opinion:
sharpen by delays, near-death and costs; is that if Dounil did them in last
time, he can do them in again.
OK, follow behind and this time they’ll split the loot
evenly. Accompanying Dounil, Celest makes good time, she questions why they
don’t camp in this cave instead once, they clear the brigands and Dounil said
he doesn’t know what lives there. Celest said they can double-check it later. At
[11:40], they are peaking through the trapdoor and entering the old bedroom.
Dounil will turn invisible and begin to kill, Celest will wear her Elven Cloak
and shoot with the bow to take out any crossbowmen first. The door opens and another
tower of slaughter begins.
The brigands fail to see through Celest and they really fail
to see Dounil, who might not have surprise but cannot be seen. For convenience
of the module increasing the danger of foes after the initial encounter, I will
assume everyone is already armed and assembled in Room 1, the Main Room or
their watchposts.
Surprise round, Dounil rolls a 1 on the attack, as his go
wide charging down the stairs. He kills a guard though with his Fray. Celest’s
arrow may have failed to penetrate, but these crossbowmen are level 0 and so her
Fray chops down 2 of the 4.
Round 1, the brigands rally and attack, going first. A crossbowman
firing point blank hits Celest without off her magic shield. Doing 2 damage, HP
7->5. No spears and bows down in the room, just maces and swords and they
try to beat Dounil to death and stab what is left. 3 men on each side for 12
attacks against him, 8 footmen, 2 sergeants and 2 lieutenants.
They roll a 19 and three 18s, but it’s not enough to
penetrate the magic armour and shield. The other 12 wait to see. Dounil slashes
and Frays and 4 footmen die. Celest kills the remaining Crossbowmen and is
ready to fire into the crowd below.
Round 2, equal initiative. Dounil will kill a lieutenant and
another footman. The footmen, sergeants and lieutenants will be unable to penetrate.
The four dead footmen will be filled with the 4 surviving guards, one who hits Dounil
for 2 damage, HP 18->16. Celest will pick at the leader hanging back and
fire Spell Fray at him too, doing 2 HD of damage, HD6->4. He directs the 4
archers to fire at Celest, who of course cannot have her +2 shield out, so she
merely has an AC of 1. All miss.
Round 3, the heroes go first and Dounil kills the other lieutenant
and a sergeant. Celest shoots at the archers, killing all 4. The remaining
brigands pile into Dounil, the leader hoping his 6H means he can hit Dounil
well, he can but he lacks the multiple attacks that make ghouls and trolls so
frightful. No one hits Dounil.
Round 4, equal initiative, Dounil has a bad round, missing
and rolling a 1 on his Fray, his aim is getting worse as the blood and tumult grows.
A guard and footman do 1 damage apiece with short and longsword, HP 16->14. Celest
misses the leader but her magical Fray does 1 HD damage, HD4->3.
Round 5, equal initiative again, Dounil kills the leader and
the other sergeant. Celest kills 3 footmen.
Round 6, the brigands finally get a go, the 5 surviving
brigands fail morale and move to open the door and escape into the courtyard.
Dounil gives chase and kills 2, Celest fires from the arrow slits and kills 1
more.
Round 7, the brigands are faster, but Dounil and Celest can
cast magic. Their Fray finish off the last 2. Not great though for the Giant
Ravens know who their friends are and are coming to attack Dounil. He is not surprised
for the roll means he remembered the ravens have an optical illusion.
Round 8, there are 16 giant ravens, each with 3 HD. Fortunately
Celest is inside the tower, but random encounters for the daytime will be
rolled as the fighting goes on. Luckily the heroes roll 1 more than the ravens
for initiative. As the ravens come in to peck and claw, Dounil does 3 HD and
kills one. Celest fires arrow and spell but is running out of arrows, she’ll
need to take a round to scavenge some from downstairs and another to return up.
She does 2 HD, Giant Raven 3->1.
A vertical square is still a square, so 3 raven attack, doing
1 damage, HP 16->15.
Round 9, Ravens go first and none hit, Dounil kills 1 and the
wounded one. Celest scavenges.
Round 10, Dounil kills 2 more Ravens. Celest returns to the
firing position, a whole turn has passed so I roll for a random encounter.
Nothing. No ravens hit. Dounil cannot take much more, he will retreat next
turn.
Round 11, Raven goes first and do 2 damage to Dounil, HP
15->13. Dounil makes a fighting retreat to the doorway, killing 1 and
wounding another HD 3->2. Celest only hits it with magic, HD 2->1.
Inside, things are grim. Everyone will know they are here, they
can’t assault the temple now and the brigands will easily be able to put together
how they got in. They bandage, HP 13->15 and HP 5->7.
Celest says they have one option, kill the ravens and stop
the noise, then ambush whoever comes out of the tunnel when they go looking for
them. It’s a plan but Dounil is incredibly tired. But this is D&D not GURPS,
so he’ll just have to bear the fatigue.
He opens the door again and faces the ravens cawing on the
ground for their dead kin.
Round 1, Dounil charges forth and does 5 HD of damage,
killing one, killing the wounded one and doing 1 HD damage to one more, HD
3->2. Celest fires from the doorway, killing the newly wounded one. Also 60
giant rats are approaching across the ground from 130 yards away.
But now 3 ravens can attack on the ground, 3 in the air and
the rest from the sides. Dounil takes 1 HP damage, HP 15->14.
I then realise Celest has a maximum HP of 8 and so she should
have had 1 more from Darkshelf onwards, this is corrected, she has 8 HP now.
Round 2, The giant ravens attack and do 3 HP damage, HP
14->11. The rats are almost to the carcasses. Only Celest manages to hit
anything with her magical Fray, doing 1 HD to a raven, HD 3->2.
Round 3, Dounil and Celest go first, the sword killing 2
raven and the range killing another. Rats begin to swarm the carcasses for a
round, forcing the 3 ravens on the ground to lift off. Dounil backs towards the
door. The ravens dive bomb doing 3 damage to Dounil, HP 11->8
Round 4, The heroes kill another and wound 1, HD 3->2. Dounil
shuts the door. Preventing the rats from entering.
As they bandage, they take stock. HP 8->10 and remains at
8. They need to kill the giant ravens but are prevented by the rats. The decide
to go and search the brigand’s materials. Looking at the torches, Dounil thinks
he can levitate up there and ignite the nests. But how would he get down?
Celest would provide covering fire for him. It’s crazy but it might work as it
will last 90 minutes for him.
After an hour [12:00], the rats look like they have
subsided.
Round 1, Opening the door, Dounil rises at a rate of 20 feet
per round, he seems to shrink though he is nearly at the top of a 25 foot
tower.
Round 2, Dounil is now level with the top and he sees the giant
ravens nest in the timbers caused by the collapse of the thid story into the second.
He throws the torch and the 3 remaining ravens take off the strike him out of
the air. They do no damage.
Round 3, Dounil descends to 5 feet above the ground, he
cannot hit nor does his Fray have any effect, Celest misses too but her spell
hurts the injured one, HD 2->1.
Round 4, Celest kills the wounded one and wounds another, HD
3->1, it is finished off by Dounil’s Fray as he touches down. The remaining giant
raven divebombs Celest but misses.
Round 5, Celest’s arrow and Dounil’s Fray kill the last.
That took way too long for everyone.
There is a deeper problem, if the tower was reinforced, then
they knew about the tunnel and the old farmhouse. It was probably only
logistics that prevented brigand horses being present when the pair arrived.
That means their sleeping area isn’t safe and if there was an affray such as
what has happened here, they would check there and Nulb. Which is what sending
Celest only was supposed to prevent. They are stuck, unless they can ambush the
person who checks the farm.
Scavenging the bodies gets them: 63cp, 96sp, 24ep, 35gp, 47pp
and the XP is 92 FXP and 87 MUXP.
Celest rests in preparation for that night. Dounil takes the
horses some several miles away and makes a cold camp while Celest hides in a tree
with a view of the well with her cloak of Elvenkind.
She sees nothing all night.
Day 184
The next morning, Celest rolls her find secret doors roll
and sees footprints around the well. Someone who they couldn’t see was here,
but could that person see them while hidden?