" I will, of course, represent the interests of the Academy to the best of my ability."Doc surveys the group, looking for a volunteer to lead the hunt. His eyes fall on Axel. "Good hunter, will you take point, please?"
Doc turns to River, listening intently as the group peppers her with questions, and takes out a book and quill, taking notes.
The soft spoken tiefling looks to Doc's bravado of research and such with a raised eyebrow.
"Bravo? It may as well be wasted paper, golden Delirium? What was I thinking. Still I see you're.. Full of energy still Doc."
She looks to Axel with a quizzical expression.
"It's only hearsay, there may be nothing at the tavern not even a crystal. Which is why I'm willing to pay you all one potion of healing each in advance. In case nothing turns out, we don't have enough manpower to send on every rumor but if it does turn out to be something that'd be exquisite"
River's expression softens ever so slightly to see her old childhood friend Avery.
"Avery.. Don't let you're feline curiosity guide you're movements it'd be preferable if you survived this excursion."
Her words are course and a bit cold but in her eyes are a tint of concern for the tabaxi. She than looks to Baldri next.
"I'm too assume you don't know how Delirium works. Some things are classified but.. When Delirium is broken down from a larger size it loses it's pure concentration. As it grows it's size it's arcane resonance takes on new forms and new molecules to inspect. Unique effects and sometimes even arcane anomaly's. When it's broken down these effects are lost, so it's size is what brings unique property so to speak."
She see's Doc ask Axel to take the front.
A non mage born.. Taking the front how.. Odd but it is you're survey squad today Doc.
OOC Delirium takes heavy leather gloves and mining tools.
The gloves cost 1 gold and the tools cost 4 gold per character. Each character who has one makes mining go by faster.
Heavy armor gauntlets if undamaged can handle delirium. You can take these supplies off you're starting gold.
"You are too modest, and too kind. Axel here is an accomplished hunter and will handle the rough stuff admirably, letting those of us with more cerebral talents lead from the rear." Doc nods enthusiastically." A tavern you say- do you have a map for us then?"
Rollback Post to RevisionRollBack
Old school AD&D player, now learning to be a better DM dad
When they are ready to head to the city here is how exploration rules work in Drakkenheim.
Plenty of Drakkenheim is in such ruin it's difficult terrain when traveling.
The haze makes it hard to see past 30 to 60 feet depending on the day.
Sunlight is artificial in the haze. When searching a landmark history checks are needed but River has marked the location on you're map so tracking the tavern down isn't as needed.
You can go at a fact pace. Helps you get to a place faster. This pace will be important in the Deep Haze later on. Can't stealth at a fast pace and become less perceptive. (Negative 5)
The normal haze you cannot long rest in. Eckerman Mill is outside that haze and commonly rested at so is Emberwood Village but that is farther.
If you are in the haze for 24 hours or longer you risk contamination.
6 levels of contamination and you become a monster. Every level of contamination has debilitating effects and each level risk a new mutation.
Normal pace allows investigation and perception checks at advantage (You can stealth but more on that later)
Slow pace.
Perception and Investigation at normal rolls but stealth at advantage but you get to locations a lot more snailish and at times this can cause a problem but some jobs require no rush.
Ability checks
When traveling you can choose to either.
1: Keep watch
You make a perception check and use the result if it's higher than you're passive perception. You can also warn you're friends of a threat protecting them from a surprise round.
2: Focus on stealth/ambush
Normal and slow paces you are stealthing, you make a stealth check and if it's higher than the enemy you run across's perception (Unless they are an active monster some can make a roll if alert) but if you beat their roll or passive depending you get a surprise round. However only those who were stealthing get a free round not the entire party.
3: Look for treasure
You can make either a..
Survival Check
Investigation Check
or Arcana Check
And search for Delirium and other treasures. You do steer the map a bit and failed checks increase the encounter rate. Here in the Outer City it's a DC 15.
If you roll a 20 however you gain two "Successes" the successes and failures are added together as a party so only make this check if you feel good about the modifier you are using.
History checks are for finding
4: Looking for a new area
A new landmark/adventure site/location
You will make a history check as you travel.
You can even choose an area on the map and keep searching if you wish. Or collect rumors and info back at town may be easier as well.
For certain area's you hunt later on I may require a nature check. (If you hunt for it without outside help.)
"Planning to leave without me?" Leaning on the doorway, the slender human covered in leather armor and a dark hood. "So we are to chase a rumor of a rock. Well something that sized should make quite a mark. I would think it will stand out like a splinter in felines paw" Smirking at the Tabaxi.
River marks on Docs map where to find the Rat's Nest Tavern and wishes them luck as she gives each of them one healing potion. She notions for her construct to follow as she begins to make her exit.
OOC
The survivor background gets tools and gloves for free. If Avery has that than he'd have them. If he doesn't have that or the money than he's most likely be letting his friends get their hands dirty for now until he can afford his own tools. The academy doesn't give free tools away when they graduate.
Also no additional money added to you're background. 300 GP is pretty big for some adventurers who have only started somewhat recently and been just killing stray monsters. Living in itself isn't the cheapest in Emberwood Village. So they'd certainly have been scraping by till this big job chance.
"Well, I think that about covers it!" Doc snaps his notes shut and puts them away.
"Fast and Loud or Slow and Sneaky, let's all cast votes. I vote for the cautious approach so we can pick up any treasures along the way and don't blunder into any trouble we don't want to handle."
"or we can go slow and look for valuables- I know some of you prefer that."
Baldri sheepishly ask, "Is there anything special about this piece of delerium? Other than its size?"
" I will, of course, represent the interests of the Academy to the best of my ability."Doc surveys the group, looking for a volunteer to lead the hunt. His eyes fall on Axel. "Good hunter, will you take point, please?"
Doc turns to River, listening intently as the group peppers her with questions, and takes out a book and quill, taking notes.
Old school AD&D player, now learning to be a better DM dad
(OOC - Have we learned how to handle Delerium?)
D&D since 1984
*OOC I assume Doc knows*
Old school AD&D player, now learning to be a better DM dad
“It would be my pleasure to lead the hunt.” Axel answers Doc.
"Sounds good. I'm in!"
D&D since 1984
The soft spoken tiefling looks to Doc's bravado of research and such with a raised eyebrow.
"Bravo? It may as well be wasted paper, golden Delirium? What was I thinking. Still I see you're.. Full of energy still Doc."
She looks to Axel with a quizzical expression.
"It's only hearsay, there may be nothing at the tavern not even a crystal. Which is why I'm willing to pay you all one potion of healing each in advance. In case nothing turns out, we don't have enough manpower to send on every rumor but if it does turn out to be something that'd be exquisite"
River's expression softens ever so slightly to see her old childhood friend Avery.
"Avery.. Don't let you're feline curiosity guide you're movements it'd be preferable if you survived this excursion."
Her words are course and a bit cold but in her eyes are a tint of concern for the tabaxi. She than looks to Baldri next.
"I'm too assume you don't know how Delirium works. Some things are classified but.. When Delirium is broken down from a larger size it loses it's pure concentration. As it grows it's size it's arcane resonance takes on new forms and new molecules to inspect. Unique effects and sometimes even arcane anomaly's. When it's broken down these effects are lost, so it's size is what brings unique property so to speak."
She see's Doc ask Axel to take the front.
A non mage born.. Taking the front how.. Odd but it is you're survey squad today Doc.
OOC
Delirium takes heavy leather gloves and mining tools.
The gloves cost 1 gold and the tools cost 4 gold per character. Each character who has one makes mining go by faster.
Heavy armor gauntlets if undamaged can handle delirium. You can take these supplies off you're starting gold.
All of you as hunters would know.
Avery would have the gloves and tools.
D&D since 1984
(BTW, what monies should we have being level 3?)
D&D since 1984
OOC(i dont gots no gold so i get no tools is what im understandin)
300gp?
D&D since 1984
"You are too modest, and too kind. Axel here is an accomplished hunter and will handle the rough stuff admirably, letting those of us with more cerebral talents lead from the rear." Doc nods enthusiastically." A tavern you say- do you have a map for us then?"
Old school AD&D player, now learning to be a better DM dad
OOC
Exploration Rules
When they are ready to head to the city here is how exploration rules work in Drakkenheim.
Plenty of Drakkenheim is in such ruin it's difficult terrain when traveling.
The haze makes it hard to see past 30 to 60 feet depending on the day.
Sunlight is artificial in the haze. When searching a landmark history checks are needed but River has marked the location on you're map so tracking the tavern down isn't as needed.
You can go at a fact pace. Helps you get to a place faster. This pace will be important in the Deep Haze later on. Can't stealth at a fast pace and become less perceptive. (Negative 5)
The normal haze you cannot long rest in. Eckerman Mill is outside that haze and commonly rested at so is Emberwood Village but that is farther.
If you are in the haze for 24 hours or longer you risk contamination.
6 levels of contamination and you become a monster. Every level of contamination has debilitating effects and each level risk a new mutation.
Normal pace allows investigation and perception checks at advantage (You can stealth but more on that later)
Slow pace.
Perception and Investigation at normal rolls but stealth at advantage but you get to locations a lot more snailish and at times this can cause a problem but some jobs require no rush.
Ability checks
When traveling you can choose to either.
1: Keep watch
You make a perception check and use the result if it's higher than you're passive perception. You can also warn you're friends of a threat protecting them from a surprise round.
2: Focus on stealth/ambush
Normal and slow paces you are stealthing, you make a stealth check and if it's higher than the enemy you run across's perception (Unless they are an active monster some can make a roll if alert) but if you beat their roll or passive depending you get a surprise round. However only those who were stealthing get a free round not the entire party.
3: Look for treasure
You can make either a..
Survival Check
Investigation Check
or Arcana Check
And search for Delirium and other treasures. You do steer the map a bit and failed checks increase the encounter rate. Here in the Outer City it's a DC 15.
If you roll a 20 however you gain two "Successes" the successes and failures are added together as a party so only make this check if you feel good about the modifier you are using.
History checks are for finding
4: Looking for a new area
A new landmark/adventure site/location
You will make a history check as you travel.
You can even choose an area on the map and keep searching if you wish. Or collect rumors and info back at town may be easier as well.
For certain area's you hunt later on I may require a nature check. (If you hunt for it without outside help.)
And that is everything needed to know for now ^^
Baldri takes off his backpack, rummages through, and makes sure he has mining tools.
"Planning to leave without me?" Leaning on the doorway, the slender human covered in leather armor and a dark hood. "So we are to chase a rumor of a rock. Well something that sized should make quite a mark. I would think it will stand out like a splinter in felines paw" Smirking at the Tabaxi.
River marks on Docs map where to find the Rat's Nest Tavern and wishes them luck as she gives each of them one healing potion. She notions for her construct to follow as she begins to make her exit.
OOC
The survivor background gets tools and gloves for free. If Avery has that than he'd have them. If he doesn't have that or the money than he's most likely be letting his friends get their hands dirty for now until he can afford his own tools. The academy doesn't give free tools away when they graduate.
Also no additional money added to you're background. 300 GP is pretty big for some adventurers who have only started somewhat recently and been just killing stray monsters. Living in itself isn't the cheapest in Emberwood Village. So they'd certainly have been scraping by till this big job chance.
Also don't forget to add you're potion ^^
Baldri reports to Axel, and offers a vague salute.
"Well, I think that about covers it!" Doc snaps his notes shut and puts them away.
"Fast and Loud or Slow and Sneaky, let's all cast votes. I vote for the cautious approach so we
can pick up any treasures along the way anddon't blunder into any trouble we don't want to handle.""or we can go slow and look for valuables- I know some of you prefer that."
Old school AD&D player, now learning to be a better DM dad
Avery does a big toothy smile at the snail (last one here). "'Bout time you got here. And, A rumor is better than nothing out there."
D&D since 1984
'i agree with Doc here we should take this aprouch carefully"