Post by zipp on Jan 13, 2009 7:45:47 GMT
Trent wasn't lying about making himself useful. Though you are far better at identifying the plants and their properties, Trenton is the one who often leads you to the plants, knowing where to look for mushrooms and weeds and flowers. You've done little field work, so Trenton's knowledge comes in handy, indeed.
After an hour, you have collected two bags of ingredients. One bag is mostly made up of Bangaa Mushrooms, known for their ability to enhance the effects of many potions. The other bag is made up of Danni Weed, which has a stimulating quality when chewed.
Deciding it's time to make your way back to camp, the two of you start winding through the forest. Trenton's skills again come in handy, as his sense of direction is flawless, allowing you to travel a somewhat different route back with safety.
It's along this route that you find a patch of flowering Bloodroot. This purple flower is known for having strong hallucinogenic properties. You can take some of these flowers, if you wish.
Each of the bags of ingredients can be mixed with each other or other ingredients to make potions. I'm open to suggestion here. The closer the suggestion adheres to the properties of the plants and the slighter the potion's effect, the easier the DC to make. Getting certain abilities can help this, too, if you wish. As with abilities, I'm open to suggestion as to what kind of potions you want to make. Taken alone, the ingredients don't have enough of an effect to affect the game.
The Bloodroot flowers, if ingested by a character, send that character into a hallucinogenic daze equivalent to a level 4 insanity activation.
Each ingredient, as well as the bloodroot if you decide to take it, takes up one slot, and each has two uses.
Suddenly you hear Trenton call you in a low voice:
"Come this way," he says. "And don't make a sound."
Following his orders brings you to the Eastern edge of the forest, which rests on the top of a hill. Looking down, you see thirty feet below you a small camp, lit by a large fire. At this distance and through the rain it is hard to see exactly what occupies the camp, though you see the unmistakable forms of giaks (you count at least twelve). You also see armoured soldiers that can only be Drakkarim (a fear Trenton confirms by hissing out the name).
But your attention is taken up by the creature sitting closest to the fire. It seems to be a large lizard from all appearances, though it stands on two legs and snarls at the Giaks occasionally in the dark tongue. It is a Gourgaz, and nearby sits its mount, a humongous creature which looks somewhat like a reptilian rhinoceros.
"An Arakrawna," Trenton says, his voice filled with fear. "I met one in the Maakenmire. Hoped I'd never have to again. I don't know what such a gathering of the dark foes is doing this close to Sommerlund, but I think me we should get back to the others and tell them of this."
Before you two can leave, however, a crashing through the bushes behind you announces the arrival of a Drakkarim carrying a load of firewood. Though still just a boy, his face, lacking their usual helmet, shows all the signs of Drakkarim cruelness: he has more scars than you ever hope to have.
At the sight of you two the boy drops the wood and draws an axe, yelling a war cry.
You have enough time to prepare for the Drakkarim's attack that we won't call this a surprise. In any case, welcome to your first combat! The first thing to do is to know what's happening. In this case, there is one Drakkarim. He has 3 health. He rolls 2 dice each turn. His ax deals +2 damage. Armour is factored into his life.
I spent 2 threat to generate him (2 to create him with a D20 roll, divided by 4).
You have to fight this first round with him.
So, how do you fight? Well, the basics are to roll dice equal to your Combat score and arrange them in the order you want to "match" mine. By besting my numbers, you can deal damage.
I suggest you read over the combat rules again, but some basic stuff to keep in mind is that the last number is the "decider" of who wins the combat and deals damage. Also remember the "switch ups" and that you can save numbers for different effects. And finally, if you aren't proficient in the weapon you are using, you lost 4 dice from your pool (you always roll at least one die, though).
Of course, abilities may also be able to affect combat.
Remember that Trenton gives you an extra dice to attack with.
If there are any questions, feel free to ask. I've already got my numbers lined up and ready to match, so as soon as you've posted, the first round of fighting will begin. Incorporate some description of your actions (and Trenton's) into your post (I kick the wood towards the boy, causing him to trip as me and Trenton drive our weapons into his spine).
After an hour, you have collected two bags of ingredients. One bag is mostly made up of Bangaa Mushrooms, known for their ability to enhance the effects of many potions. The other bag is made up of Danni Weed, which has a stimulating quality when chewed.
Deciding it's time to make your way back to camp, the two of you start winding through the forest. Trenton's skills again come in handy, as his sense of direction is flawless, allowing you to travel a somewhat different route back with safety.
It's along this route that you find a patch of flowering Bloodroot. This purple flower is known for having strong hallucinogenic properties. You can take some of these flowers, if you wish.
Each of the bags of ingredients can be mixed with each other or other ingredients to make potions. I'm open to suggestion here. The closer the suggestion adheres to the properties of the plants and the slighter the potion's effect, the easier the DC to make. Getting certain abilities can help this, too, if you wish. As with abilities, I'm open to suggestion as to what kind of potions you want to make. Taken alone, the ingredients don't have enough of an effect to affect the game.
The Bloodroot flowers, if ingested by a character, send that character into a hallucinogenic daze equivalent to a level 4 insanity activation.
Each ingredient, as well as the bloodroot if you decide to take it, takes up one slot, and each has two uses.
Suddenly you hear Trenton call you in a low voice:
"Come this way," he says. "And don't make a sound."
Following his orders brings you to the Eastern edge of the forest, which rests on the top of a hill. Looking down, you see thirty feet below you a small camp, lit by a large fire. At this distance and through the rain it is hard to see exactly what occupies the camp, though you see the unmistakable forms of giaks (you count at least twelve). You also see armoured soldiers that can only be Drakkarim (a fear Trenton confirms by hissing out the name).
But your attention is taken up by the creature sitting closest to the fire. It seems to be a large lizard from all appearances, though it stands on two legs and snarls at the Giaks occasionally in the dark tongue. It is a Gourgaz, and nearby sits its mount, a humongous creature which looks somewhat like a reptilian rhinoceros.
"An Arakrawna," Trenton says, his voice filled with fear. "I met one in the Maakenmire. Hoped I'd never have to again. I don't know what such a gathering of the dark foes is doing this close to Sommerlund, but I think me we should get back to the others and tell them of this."
Before you two can leave, however, a crashing through the bushes behind you announces the arrival of a Drakkarim carrying a load of firewood. Though still just a boy, his face, lacking their usual helmet, shows all the signs of Drakkarim cruelness: he has more scars than you ever hope to have.
At the sight of you two the boy drops the wood and draws an axe, yelling a war cry.
You have enough time to prepare for the Drakkarim's attack that we won't call this a surprise. In any case, welcome to your first combat! The first thing to do is to know what's happening. In this case, there is one Drakkarim. He has 3 health. He rolls 2 dice each turn. His ax deals +2 damage. Armour is factored into his life.
I spent 2 threat to generate him (2 to create him with a D20 roll, divided by 4).
You have to fight this first round with him.
So, how do you fight? Well, the basics are to roll dice equal to your Combat score and arrange them in the order you want to "match" mine. By besting my numbers, you can deal damage.
I suggest you read over the combat rules again, but some basic stuff to keep in mind is that the last number is the "decider" of who wins the combat and deals damage. Also remember the "switch ups" and that you can save numbers for different effects. And finally, if you aren't proficient in the weapon you are using, you lost 4 dice from your pool (you always roll at least one die, though).
Of course, abilities may also be able to affect combat.
Remember that Trenton gives you an extra dice to attack with.
If there are any questions, feel free to ask. I've already got my numbers lined up and ready to match, so as soon as you've posted, the first round of fighting will begin. Incorporate some description of your actions (and Trenton's) into your post (I kick the wood towards the boy, causing him to trip as me and Trenton drive our weapons into his spine).