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Night's Embrace: Part 1--A Touch of Darkness


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Well, Kelloran rolled half hit points anyway:
Night's Embrace: roll hp for 2nd level (1d4=2)

With his CON bonus that means he picks up 3 hp.

So, he's going to go Wizard - which means he's going to have to find someone to train him. Am I right in thinking that, apart from BAB, hp and saves, nothing changes yet? (Unless I choose to advance some existing skills, which isn't the most efficient way of doing it.)

His BAB doesn't change: 0 + 0 is still zip.
His hp go from 7 to 10.
His saves take the standard bump.

Is there anything else?

Oh, BTW, life is extraordinarily hectic at the moment, so my posting will be patchy for the next while. I may throw in a few one-liners just to let you know I'm still here. Once you confirm what changes actually happen straight away, I'll try to update Kel's character sheet ASAP. :)
 


RA, I mentioned that Kel would pay for the second night using the second gem. Did that work out OK? And should I assume that the same transaction takes place? That is, gem given and 45gp offered in change?

That would mean that the party has a grand total of 90 gp & 4 cp (from the tumbling - can't forget the copper pieces!)

'N
 

Boddynock said:
RA, I mentioned that Kel would pay for the second night using the second gem. Did that work out OK? And should I assume that the same transaction takes place? That is, gem given and 45gp offered in change?

That would mean that the party has a grand total of 90 gp & 4 cp (from the tumbling - can't forget the copper pieces!)

'N
Sure--that's fine :)
 

90gp? Well, I think we need to spend 36gp on food (12 days by 6 people @ 5sp/day), assuming Nhalia joins us and requires us to purchase rations for her as well.

The rest I think we should save for when we arrive in the capital. Not that 54gp will go far... but it's all we have.

Do we need to replace the rope we left in the warehouse? I was going to add that after Blunt's experiences that maybe a climber's kit would be in order... but at 80gp that is well out of the question.

Maybe some sunrods wouldn't go astray for when we are ambushed at night on the road to the capital ;)
 

Jolmo said:
(OOC: That's because Shan's not in the room. ;) )
Whoops! My bad. I just assumed he was because of Sulannus' comment. Ah well.

On another note, Blunt is now a substantially better tumbler (from +7 to +10 modifier, a 43% improvement!) and so stands a chance to make some real money (silver pieces) if we need it. :)
 

Boddynock,

Do you want to continue handling the party's finances? If so, do you want to amend the pool of loot to reflect the rations (6x12=72 days) for everyone (including Nhalia), sunrods (pick a number) [do we need a lantern], and 50ft of rope (to replace that left behind at the warehouse).

RA, only Shan Murkly is wearing medium armor (chain mail). So Jolmo would need to make a decision about that. But Blunt would be more than happy for the party to spend 10gp on a suit of leather armor for Shan for both traveling and sleeping purposes.

Legildur
 

I'm happy to go on handling the finances. I'll update in a while about the cash spent. I'm also in favour of buying leather armour for Shan. And while we're at it, Kelloran would like to purchase a rapier.

Kel would argue for torches instead of sunrods, or else a lantern.

Actually, it'll be interesting for Kel to realize that the party does trust him with the valuables! ;)

'Nock
 

Boddynock said:
I'm happy to go on handling the finances. I'll update in a while about the cash spent. I'm also in favour of buying leather armour for Shan. And while we're at it, Kelloran would like to purchase a rapier.

Kel would argue for torches instead of sunrods, or else a lantern.

Actually, it'll be interesting for Kel to realize that the party does trust him with the valuables! ;)
Have we got the wealth for a rapier (20gp) and still have enough to get us through a few days in the capital? If so, then go for it.

Shan's amor seems more of a priority to me.

I prefer sunrods, for the extra burn time (thinking about encumbrance v torch's 1 hour at 1lb for each item), extra light radius (30ft v 20ft), and quicker activation. But I acknowlege teh 2gp cost per rod could be an issue for us until the DM throws some wealthier opponents our way. ;)
 

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