Rax
Dicemaster
Posts: 2,263
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Post by Rax on Aug 15, 2019 8:29:53 GMT -8
FYI, I don't expect to be able to post any IC responses today. Major problems with my train journey...
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Post by GreyWolfVT on Aug 21, 2019 16:08:20 GMT -8
So we're claiming all characters that didn't "spend" a NWP slot on reading/writing is illiterate? That's one of my few pet peeves. How would they learn anything ever just talking? Surely they must know how to at least read and write somethings even if it is only in their native tongue. I suppose there is a whole lot of illiterate characters and NPCs in a lot of D&D worlds then by those terms.
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Post by Daos on Aug 21, 2019 16:47:32 GMT -8
I mean, by core rules, that is how it works. It's actually a pet peeve of mine that the reverse is true in later editions, and everyone is literate, regardless of education, background or status.
Back in the Middle Ages (which D&D is loosely based on), most people were illiterate. Only nobles, clerks and clergymen knew how to read and write. People learned new things by having someone teach them how. And most people only bothered to learn things immediately useful to their jobs. So farmers didn't bother learning how to read and write, because they couldn't afford it and didn't see a reason to, as it wasn't necessary for tilling the soil or raising farm animals.
That said, I do make it very easy in my games to become literate. I have a house rule that says Reading/Writing is only 1 slot, regardless of class (by core rules fighters and thieves have to spend 2 slots on it) and another house rule that says if you take Reading/Writing, you become literate in every language you know (by core rules, you have to take that proficiency for each language, so once for Common, again for Dwarven, etc.).
EDIT: I did some research and found a solution. Drezden has 6 NWPs currently (Animal Handling, Bowyer/Fletcher, Hunting, Set Snares, Survival [Hills], Tracking). He gets 3 for being a warrior, 1 for his INT, and 1 for being level 3. That adds up to 5, and according to the PHB he gets Tracking for free, making 6. However, the Ranger's Handbook states rangers get Survival in their primary terrain for free automatically. So technically speaking, he should have one free slot. We can retroactively fill that empty slot with Reading/Writing, if you want. I can go back and edit my last post accordingly.
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Post by GreyWolfVT on Aug 22, 2019 2:37:00 GMT -8
That is an extremely fair compromise Daos. I appreciate it.
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Post by Daos on Aug 22, 2019 15:29:24 GMT -8
Okay, Drezden's stat block has been updated and my last post has been edited.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Sept 8, 2019 1:16:31 GMT -8
Am I understanding the map and description for area 12 correctly? It's a hallway with a door on its eastern wall to enter from the guardroom, and another door in its southern end? And the northern wall is open and instead blocked by iron bars from floor to ceiling? Weird setup if that's the case...
Addendum: Is the weapons rack in the hallway or the room?
Addendum 2: What condition is the weapons rack itself in? Broken and covered in cobwebs like the rest of the room or is it more or less intact and clean?
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Post by Daos on Sept 8, 2019 13:06:49 GMT -8
Correct.
In the room, up against the north wall.
Like most of the furniture encountered so far, it's covered in cobwebs and dust and starting to fall apart a bit, but still sturdy enough to hold the sword, which unlike many of the other weapons encountered so far, is not rusty at all, but in fairly good condition.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Sept 26, 2019 11:29:10 GMT -8
Thanks for the reminder, I'd forgotten about that.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Sept 27, 2019 14:08:00 GMT -8
Was there a way down in the room where we first arrived on this floor, or are these stairs the only ones we've found that lead further down into the tower?
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Post by Daos on Sept 27, 2019 14:11:55 GMT -8
This is the second set of descending stairs the party has found on this floor. The first set was way back in the room where the skeleton guards attacked.
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Post by Dallion80 on Sept 30, 2019 18:37:07 GMT -8
Dallion will memorize Armor
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Oct 1, 2019 10:17:42 GMT -8
Malavar will go for three CLW again. Dallion is still badly injured, so I'll expend one straight away to try and get him back to full HP.
Cure Light Wounds HU3ijx3R1d8
BTW, might it be time to give Krah a shot at raiding the dungeon with us and Taska can mind the camp? She's still a bit wounded and we need to conserve Malavar's spells as much as possible if we're to go down the same day as he regains his spells.
1d8
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Post by Daos on Oct 1, 2019 14:39:16 GMT -8
Okay, spells updated and Dallion has improved to moderately wounded.
As for swapping the NPCs, I'll leave that for the group to decide. Krah is a better warrior than Taska, but he cannot pick locks or disarm traps, so sort of a toss up depending on what you need.
By the way, I just realized that last month we hit the one year anniversary for this module. I wonder if I'll ever be able to run a module in less than a year. Probably not.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Oct 2, 2019 9:18:50 GMT -8
Yup, I'm aware of the tradeoffs, but we do have Dram to cover the lockpicking and trapfinding. Mostly I just thought it was about time Krah got some time in the spotlight, but everyone in the group should definitely give their input.
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Post by Dallion80 on Oct 2, 2019 12:35:44 GMT -8
i agree a change my be good
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