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Post by Daos on Sept 3, 2022 18:29:47 GMT -8
I can redo the math, if you like.
Go Your Own Way - 261 XP Planets of the Universe - 660 XP Sorcerer - 847 XP Worst Job Ever - 1,012 XP TOTAL: 2,780 XP
As for the title, it doesn't really mean anything. It's a throwback to 1E level titles, which 2E largely eschewed (in 2E, a Fighter is considered a 'Lord' at level 9; that's a reference to the old days). Dragonlance 2E kept a few, mostly for any class that is part of an organization (so the Wizards of High Sorcery, the Knights of Solamnia, and the Holy Orders of the Stars). It's a way to identify a person's ranking in the hierarchy. A level 1 mage is a Student, a level 2 mage is a Novice. It's also a way to discuss power level with other members of your organization without getting meta. It would be weird if Parra said, "I'm a level 2 mage." But she could say, "I am a Novice Mage."
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Post by Igordragonian on Sept 3, 2022 20:28:15 GMT -8
I was wrong once agaiiiiiiiiin I see. I am sorry for my derpiness. (I probably was a terrible DM back in the day... I was.. so unlike that) And thank you for your patience. Actually the thing with Novice make a lot of sense. So would Parra in world know it? "Move away barnacles! J am no more a mere student! I am a novice! Muahahaha!" And she can sense that, by the specific amount of power she can wield? It facinating in it's own way. I vagully remember the clerics having something like that, at certain level they were called "Bishop" and at later level "Dali Llamma" or something like that. also also,Parra was injured, I asummed only her max HP rise up? edit: sheet is updated www.myth-weavers.com/sheet.html#id=2494823
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Post by Daos on Sept 4, 2022 1:15:55 GMT -8
Yep, that's right. Back in the day, a level 7 Cleric was called a Llama. A level 8 Fighter was a Superhero, a level 5 Paladin was a Warder, and so forth.
And Parra is back to full health; she healed up from her injuries days ago, in-game.
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Post by Dallion80 on Sept 4, 2022 6:01:28 GMT -8
Granker's HP MsLkTKdN1d10+21d10+2
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Post by Daos on Sept 4, 2022 12:07:24 GMT -8
You guys are nailing those HP rolls.
Hopefully we can get most, if not all, of the party to level 3 by the end of this module.
Anyway, new chapter will go up tomorrow.
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Matt4
Paragon
Posts: 3,545
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Post by Matt4 on Sept 4, 2022 12:48:38 GMT -8
We like our minotaurs bulky!
Daos which point of the module would you say we reached (if you want to say it) so far? Midpoint, one third of the way, etc.
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Post by Daos on Sept 4, 2022 13:53:09 GMT -8
It really depends on what the party does, and things like roleplaying scenes, random encounters, and so forth. But I'd say probably half-way, maybe a little bit less.
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Post by Daos on Sept 4, 2022 18:57:20 GMT -8
My notes for the chapter:
Title and Theme The title of this chapter, “Worst Job Ever” is a bit of a Simpsons reference, but mostly just referring to the joke of how frustrating it is to try and round up a large group of Kender children.
Introducing Harbyn Harbyn is Kaelestia's brother. He's mentioned in her backstory as accompanying her, which I took to mean he was part of the crew of the Dark Squall. We didn't get to see him last adventure, since we never actually saw the ship, but it's usually assumed he stays with the ship whenever the party goes ashore, to watch over it, work on repairs, and that sort of thing. He's not really the adventuring type anyway, and somebody needs to stay with the ship. Maybe later on he can get some development and more screen time with the party.
Setting Things Up Like last time, I had to tweak a few things to make this module work. The module assumes the party is heroic and will obviously want to help find some missing children, so no reward is offered. It also assumes the party is in the town of Kendknow when they learn of the missing children. For the life of me, I couldn't think of any reason the party would willingly enter a kender town, so I decided they had to make an emergency landing on Balifor's shores and were in desperate need of coin to make repairs, and then changed it so the kender offered a reward of a big bag of gemstones.
Attack of the Draconians This was our first encounter with draconians. None appeared in the last module (it was theoretically possible I could roll a random encounter with them, but I didn't), so this was their official introduction to the game. The module indicated several were wounded from the kender's caltrops, and that the party should get a free surprise round (unless they go out of their way to make their presence known), probably to go easy on the party. But as they quickly learned, draconians are no joke! Especially the spellcasting bozaks. Draconians have magic resistance, death throes and are otherwise fairly tough. I imagine the next time the party faces a bozak, they'll take care not to cluster up like that.
Makland, Joween and Raddell The module is surprisingly detailed in how the children behave, and gives each one their own personality. I added to it, though, borrowing heavily from the Animaniacs for their dynamic (Yakko and Dot fighting, Wakko being annoying). So far they are a lot of fun to play.
Squirrels! The random encounter chart provided by this module is a little weird. There's an entry for 'forest critters' but also one for 'squirrels.' Aren't squirrels forest critters? Anyway, I rolled for squirrels and had no idea how to turn that into a viable encounter, so decided they would accidentally lead the party to the tower to rest. Maybe Chislev sent them as guides, who can say? The tower wasn't part of the module, but I thought it'd make a good camp site for the night, since the party was pretty beaten up from the draconian fight.
Oghog the Giant The module actually had a contingency in case the party decided to kill Oghog despite the children's protests; they would moan and groan about it for the rest of the game, asking the party if they were 'Evil' and then criticizing them for not wearing more black and spikes, because that's what Evil people wear, you know. Although kind of ironic, as the party is mostly Evil in this instance, but the module assumes they are Good anyway.
Wekkon and Buldris The module doesn't specify they are actually brothers, but Buldris is not given a surname, so I decided they were related. Like the other three, they can be a lot of fun to roleplay.
Sleeping Baaz This was a random encounter I rolled. As I thought 11 Baaz might be too much for such a rookie party, I decided to have most of them be asleep and see if the party could find a way to take them out without fighting them all at once, which they did.
Wetherback Wetherback's challenge could only be performed by someone from the Fighter class, but I expanded it to Warriors in general, so Sha'al and Arthogate could have tried had Granker failed. If Granker had backed out after agreeing to the challenge, he would have been cursed (-2 hits and saves) until the curse can be removed. Had Granker chosen to take the advantageous position over the risky one, Wetherback still would have beaten him easily, but he would have failed the test. Had the party attacked Wetherback, they would have quickly discovered he was immortal--because he was actually an avatar of the god, Kiri-Jolith. He would have mopped the floor with them, than put a Geas on them to recover the Kender children as a punishment before sending them on their way.
The reward for passing the test had to be changed. In the module, the reward is the player can change their class to Knight of Solamnia. This was a problem, because 1) Granker is not Solamnic 2) Granker is not human 3) Granker is not Good. But again, the module assumes the PCs are heroic and human (or mostly so). So instead, I decided to reward him with a Granted Power, usually given to priests of Kiri-Jolith. Because Granker is not a priest, though, but a warrior, that means he can use it on himself, too, if he chooses. His gift will also work on Arthogate and Sha'al, as well. Had Wetherback's true identity been revealed (if the party attacked him or if they just figured it out), he would have wiped their memory afterward. They would have remembered that they took the trial, and whether they won or not, but not any details.
So hey, only level 2 and you guys have already traveled to another planet and met a god. How about that?
Divine Favor No divine favor was earned this chapter.
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Post by Dallion80 on Sept 4, 2022 20:39:01 GMT -8
Granker reasoned that was the case with the challenge. that and his pride wouldnt let him take the easy way.
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Matt4
Paragon
Posts: 3,545
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Post by Matt4 on Sept 5, 2022 8:25:40 GMT -8
It really depends on what the party does, and things like roleplaying scenes, random encounters, and so forth. But I'd say probably half-way, maybe a little bit less. Thanks! I'd say there is a pretty high chance the party (minus Parra, maybe) will be able to reach level 3 easily then. (Hopefully I'm not jinxing it lol)
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Post by Daos on Sept 5, 2022 12:38:06 GMT -8
Yeah, it's doable. Most of you need around 800-900 XP or so. But it all depends on what actions you take, and what (if any) random encounters I roll up on the way.
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Post by Igordragonian on Sept 7, 2022 11:57:29 GMT -8
Thank you for the review. I guess Para cant get Nuitari-senpai's favor without breaking the game. Ohwell.
But I am enjoying playing Parra quite a lot. Thank you.
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Post by Daos on Sept 7, 2022 13:03:53 GMT -8
I guess Para cant get Nuitari-senpai's favor without breaking the game. Ohwell. I don't know what you mean by that.
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Post by Igordragonian on Sept 8, 2022 12:11:04 GMT -8
Well. To get Nuitari's favor, Parra need to *act* evil, and the module is built upon the idea that the group is heroic. Unless as usual I get something wrong.
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Post by Igordragonian on Sept 8, 2022 12:19:34 GMT -8
More practical question- Can cantrip be used to set the bushes on fire? Or an illusionary fire?
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