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Post by GreyWolfVT on Aug 28, 2022 15:46:24 GMT -8
The necklace is valued at about 1 000 gp
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Aug 29, 2022 12:55:35 GMT -8
Then Roshek will use part of his share to buy Identify spells for the mace and the plate mail.
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Post by GreyWolfVT on Aug 29, 2022 14:59:29 GMT -8
The mace is identified as a Mace +1 that acts like a staff of striking and has 20 charges remaining.
The Plate Mail armor is +1 armor nothing further is discovered about it.
The wand that Daos wants identified is a Wand of Magic Missiles that has lV5ZY2g32d6 charges remaining2d6
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Post by Daos on Aug 29, 2022 18:48:08 GMT -8
Well, I guess it can be a backup in case I can't use the Ring of Magic Missiles for some reason...
I'll subtract 100 GP from my inventory then.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Aug 30, 2022 13:17:11 GMT -8
The mace is identified as a Mace +1 that acts like a staff of striking and has 20 charges remaining. The Plate Mail armor is +1 armor nothing further is discovered about it. Ooh, nifty mace! But obviously I immediately have questions. The full text for a staff of striking in my revised DMG 2e is: Which of the properties of the staff does the mace have? I assume doing 1d6+3 damage or better for expending charges is one of the properties (since it has charges) and that it's not the equivalent of a +3 magical weapon (since it's a +1 mace), but does it have the property of always using the most favourable weapon type against any armour? Can it be recharged?
Also, when a charge is expended, I assume that the +1 damage for being a +1 mace isn't added to the damage (since 1d6+3 is better), but a footman's mace naturally does does 1d6+1 damage against S-M creatures (unlike a staff which does 1d6 against everything). Is the +1 from that included against appropriately sized creatures?
If my assumptions are correct, I assume an attack by Roshek against a medium sized creature where he expends a single charge would work as follows:
+1 to hit for weapon specialization +1 to hit for mace +1 Total: +2 to hit
1d6 base damage
+1 damage for mace vs. medium creature
+2 damage for weapon specialization +3 damage for expending a charge Total: 1d6+6 damage
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Post by GreyWolfVT on Aug 30, 2022 14:53:06 GMT -8
Firstly it's by far not oaken so it does not have that aspect This you are correct on. Can it be recharged? Yes. Does it have the property of always using the most favourable weapon type against any armour? No, this part I'm willing to adjust to be favorable in melee vs "most" armor types. (Still a work in progress on my part.)
I am also thinking the user can expend no more than two charges in one attack swing for the total bonus of +4 dmg. Essentially I've converted this to a lesser staff of striking Mace.
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Post by GreyWolfVT on Aug 30, 2022 14:54:21 GMT -8
Well, I guess it can be a backup in case I can't use the Ring of Magic Missiles for some reason... I'll subtract 100 GP from my inventory then. It was an item not originally in the module so I kind of rolled for what type of wand it was. Sorry Magic Missile is what I resulted in.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Sept 3, 2022 6:36:51 GMT -8
Firstly it's by far not oaken so it does not have that aspect Can it be recharged? Yes. Does it have the property of always using the most favourable weapon type against any armour? No, this part I'm willing to adjust to be favorable in melee vs "most" armor types. (Still a work in progress on my part.)
I am also thinking the user can expend no more than two charges in one attack swing for the total bonus of +4 dmg. Essentially I've converted this to a lesser staff of striking Mace. Regarding the weapon type vs. armour, it's worth considering the bludgeoning weapons already have the best modifiers vs. almost all types of armour. The only improvements the mace would get is a lower modifier vs. banded mail, splint mail and studded leather, and an outright bonus vs. leather armour. So if you're looking to find a middle ground between that and the ordinary bludgeoning modifiers, I think it would probably be simplest just to drop the "most favourable weapon type" property.
Regarding reducing the bonus damage, I'd point out that if the bonus damage is reduced to +2 per charge, then the mace basically has charges to add +1 damage for one charge, which seems a bit weak for an expendable resource. (Normal damage with no charges would be 1d6+4/1d6+3 (+1 mace, +2 weapon specialization); with altered damage from charges, one charge would be 1d6+5/1d6+4 (+2 weapon specialization, +2 bonus damage from charge)).
If you want to limit the capacity for a big wallop, using the regular bonus damage but limiting charge exepnditure to a maximum of two charges seems more reasonable to me. It's worth factoring in the the charges are a limited resource - even though they're rechargeable, it's up to you how difficulty it will be - and it's likely that the opponents against which it would be most useful to be able to ramp up the damage are also more likely to have better AC, thus increasing the chances of Roshek missing and wasting the charges.
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Post by GreyWolfVT on Sept 3, 2022 12:44:26 GMT -8
Rax I am sold on your proposal to just drop that "most armor types bit" you have convinced me. I also agree to your terms about the dmg lets just change it to limit only 2 charges. I like it to have a wallop but I didn't mean to negate it entirely.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Sept 6, 2022 11:57:11 GMT -8
Cool, I'll update Roshek's character sheet so I don't forget.
Re the 1,000 gp necklace from Lareth. Daos and Roshek are the only ones sharing the profit from that loot, is that correct? Is it fair to assume we've been able to convert it into easily portable stuff like gemstones instead of 500 gp in coin? (or 300 gp for Roshek and 400 gp for Daos once the cost of buying identify spells is deducted)
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Post by Daos on Sept 7, 2022 13:23:33 GMT -8
Re the 1,000 gp necklace from Lareth. Daos and Roshek are the only ones sharing the profit from that loot, is that correct? I'm not sure how realistic it is to assume that Narya and Tristen would have left the party before settling loot division. That'd be like quitting your job and then never bothering to pick up your last paycheck.
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Post by GreyWolfVT on Sept 7, 2022 13:52:39 GMT -8
Daos has a point, but for the sake of the indentify spells lets just say the old group agreed to just split what was left from that value evenly.
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Post by GreyWolfVT on Sept 9, 2022 13:00:03 GMT -8
sorry it's been a little crazy the last two weeks at work, and then the last two days were busier for me both during and after work. Finally got time to post and check the forums today.
So it looks like we have 3 characters in the "cast of" area and I think Gravitiy is really close to done polishing up the character there. Not hits on the recruitment area for the game so I may have to just toss the two NPC's from Hommlet back in unless anyone has any other ideas. We may be ok with 4 but I may not want to toughen up the encounters as much as my initial intent.
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Post by Daos on Sept 9, 2022 17:50:25 GMT -8
If you want to bring back Hekras and Q, I'm okay with that. I'm definitely on board with making things more challenging, as well.
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Post by GreyWolfVT on Sept 10, 2022 13:27:40 GMT -8
Well just as an example with my original group that I ran this with initially we lost 2 players shortly after they started the first dungeon so I killed them in a cavern cave-in. But the remaining PC's faced a flesh golem but it was 6 vs 1. That was my first change to the monsters to try and beef them up. I have other plans in mind this time. Like I have made orcs level 2-3 and upped their HP as well to boost the toughness level the first time.
Just as some examples not really spoilers I also always give monsters max HP per level. Though I did adjust what the "default" HD is per level with monsters rather than BTB. So that is a "teaser" I suppose.
The alternative to Hekras and Q would be I can use one of the pregen characters that the module has and they can join the group.
The pre-gen characters are as follows: (mind you I would up their levels to the 4,000 xp range per their class. These are merely what they would convert to for 2nd edition)
Fighter Human lvl 1 (16 STR, 16 CON) Cleric Human lvl 1 (14 DEX, 17 WIS) Mage Elf Lvl 1 (13 INT, 15 DEX, 14 CON) Thief Human Lvl 1 (18 DEX) Mage Human Lvl 1 (17 INT, 16 DEX) Fighter Dwarf Lvl 1 (STR 18) Cleric Human Lvl 1 (18 WIS, 17 DEX)
Or I have a large number of pre-gen characters in paper format & PDF (using CORE 2.0 + Expansion software)
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