X4: Master of the Desert Nomads - OOC

Rhun said:
You guys kinda blasted the hut to kindling, remember? Plus, we didn't get any response until the mud was disturbed. And it looks different. Everything kinda points to the mud.
"YOU GUYS"???? Bevin was totally innocent in that destruction. He was a mere spectator. But, ok, the mud it is then.
 

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Dad, are you really sure that you want to lower yourself to our level??!! It was your post that started the thoughts along these lines, but Rhun and I still couldn't make the connection until the DM gave us a Hint for the Mentally Impaired.
 

Actually the hut was still mostly intact; Nargon just blasted a hole in the wall.

You were supposed to use the spell on the hut, but the green mud works too, so I allowed it. The module says "In the ooze under the house lives an evil influence. It is not a monster, but an evil force." So I added the greenish mud as flavor text :)

It is not uncommon to find magical traps in the old modules that can only be overcome with exactly the right spell. The writer of this module was generous - teleport would have worked too :)
 

kinem said:
It is not uncommon to find magical traps in the old modules that can only be overcome with exactly the right spell. The writer of this module was generous - teleport would have worked too :)

LOL. I remember the old modules. They could definitely be rough with some of the magical traps. Of course, Dispel Evil is a higher level spell that our level of character, even if we had a true cleric. LOL. I'm glad you gave us the dust!
 


Yes, but contrary to Rhun's Princess Bride reference, there were no actual trees near the swamp hut.

Will Girgal change his spell selection for subsequent days?

Assume that on an average day in this terrain it is very hot for about 4 hours, requiring 4 Fort saves to avoid taking 1d4 nonlethal damage each.

If you find shelter in a crevice instead of travelling you can avoid the need for the saves.

I assume that the native people must use tents to shield themselves during the hot hours.

Coming next week ... you may join a large caravan with nearly a hundred camels ... and yes, there will be combat!
 

kinem said:
Yes, but contrary to Rhun's Princess Bride reference, there were no actual trees near the swamp hut.

I kinda figured, but I just had to throw it out. I'm glad somebody picked up on it. :D

kinem said:
Assume that on an average day in this terrain it is very hot for about 4 hours, requiring 4 Fort saves to avoid taking 1d4 nonlethal damage each.

If you find shelter in a crevice instead of travelling you can avoid the need for the saves.

I assume that the native people must use tents to shield themselves during the hot hours.

Althought Aram cannot see in the dark, he is fine with travelling at night if it helps us avoid heat damage.
 


Nargon's perfectly fine with nightime travel.. in fact, he prefers it, being able to see better than most creatures (including dragons!) in the dark. Since he's not too good at withstanding such extremes (fort +3), he'd vote for staying out of the sun durin it's peak.
 

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