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Sexy funtimes later, okay?Oil. Lots and lots of oil.
Wrong kind of oil but unlike where your head is.Sexy funtimes later, okay?
This is as good a time as any to dole it out. I have to get back to you a little later today, though.So have the survivors gotten their XP yet?
I just finished up with Thad's equipment - added a nonstandard item (the chisel) but figured it would cost as much as a hammer or mallet. He'll show up the next morning.That's a great idea!
I just got a look at your character. That's absolutely fine, or you can be present in the current tavern scene. However you prefer at this stage is fine by me.
The SP100 from the bandit's trap, although I don't think that'll raise the bar much.Wow, that's harsh...let me know if I'm missing anything.
Hmm, the OSE rules don't say anything about traps, but I'll count the trap as a special ability of the bandits. That adds 24 XP to the total, which gives each of you 4 more.The SP100 from the bandit's trap, although I don't think that'll raise the bar much.
That particular area in Stonehell is probably intended to be a little light on treasure, because it is supposed to be the area most picked-through.Or maybe Stonehell is just stingy with treasure?
You could...if I had invented them. I don't have any creation myths or other similar kinds of scripture, so it's an open field. This is one of those areas where I'm totally fine with player authorship at this stage of a campaign. I'd be inclined to edit an idea that was tonally out-of-step or otherwise clashed with any existing aspects of the setting, but the field is currently pretty open.Question regarding the Divine Riot - can I get the names of a few of the gods and their particular aspects, so I know who Hekima would be calling upon in the moment for a given spell or action?
Well, uh, I didn't want to brag...You expect! So you admit to running a dungeon game without reading the classic monograph:
My bad! Let me go check...So I realized I never saw an answer to how spells are selected for wizards at 1st level. Ridgel still doesn't have any at the moment.
INT | Starting 1st level spells | Chance to successfully copy |
---|---|---|
3 | 1 | 20 |
4-5 | 1 | 30 |
6-7 | 2 | 35 |
8-9 | 2 | 40 |
10-12 | 3 | 50 |
13-14 | 3 | 70 |
15-16 | 4 | 75 |
17 | 4 | 85 |
18 | 5 | 90 |
Second system works for me. I'll try and update the roster today.My bad! Let me go check...
<two hours pass>
So, there are two options. I had forgotten this, but you're actually the first PC with spells, so this is when it came up.
The default OSE rules say that either you or me picks your starting spells, and you pick more as you level. The numbers and levels of spells you know is equal to the number for each level you can cast. Very simple.
The advanced genre rules bring in a more AD&D approach. You start with more spells (depends on you INT, but four is typical), and you learn new spells by finding them and trying to copy them into your book (from scrolls and other books). I don't think you learn any automatically.
If you don't have a preference, I lean towards the latter. But if you (or anyone else) doesn't like that system, I have no problems going with the simple default system. Either way, you can choose your starting spells.
Here is the table for starting spell count based on INT (if you're OK with the second system):
INT Starting 1st level spells Chance to successfully copy 3 1 20 4-5 1 30 6-7 2 35 8-9 2 40 10-12 3 50 13-14 3 70 15-16 4 75 17 4 85 18 5 90
Incidentally, it would be helpful if you added your character to the roster here. That way, I can look up that sort of thing for you.
Added his spells to the roster but came up with another question. Is read magic a spell that I need or innate for mages? If so I'll swap detect magic for read magic.My bad! Let me go check...
<two hours pass>
So, there are two options. I had forgotten this, but you're actually the first PC with spells, so this is when it came up.
The default OSE rules say that either you or me picks your starting spells, and you pick more as you level. The numbers and levels of spells you know is equal to the number for each level you can cast. Very simple.
The advanced genre rules bring in a more AD&D approach. You start with more spells (depends on you INT, but four is typical), and you learn new spells by finding them and trying to copy them into your book (from scrolls and other books). I don't think you learn any automatically.
If you don't have a preference, I lean towards the latter. But if you (or anyone else) doesn't like that system, I have no problems going with the simple default system. Either way, you can choose your starting spells.
Here is the table for starting spell count based on INT (if you're OK with the second system):
INT Starting 1st level spells Chance to successfully copy 3 1 20 4-5 1 30 6-7 2 35 8-9 2 40 10-12 3 50 13-14 3 70 15-16 4 75 17 4 85 18 5 90
Incidentally, it would be helpful if you added your character to the roster here. That way, I can look up that sort of thing for you.