Difference between pages "Pandred" and "Treborg in Mid-to-Late June"

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=== Pandred ===
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[[File:Strong Breeze.jpg|right|350px]]
 +
Weather becoming important again, the morning of the 20th starts with a strong breeze and a moderate rainfall (5mm over a 3 hour period). This is enough to produce a steady downpour, something [https://youtu.be/XhJ0_1BwALI equal to this].  Nadia is game to go nonetheless, though you're all going to get very wet, as the wind will blast the rain sideways.  She feels she can get you across the bay in about five hours.  I'd intended to describe the journey, but given the conditions, the players will have to decide their intentions first.
  
Human Fighter
+
Obviously the sky is very grey.  The temperature is merely cool, however, this being June; it's much better than brisk.  Think 13°C or 55°F.
  
Female, 18 (Feb 15, Christiania, Norway)
+
'''Marcule''':Out
  
5'8", 143lbs - Northern European
+
'''[[Pandred]]''': I'm okay with making the crossing.
  
Chestnut Brown Eyes, Russet Brown Hair, luxuriant and with healthy growth.
+
'''[[Pandred]]''': Out.
  
"Swordsman"
+
'''[[Embla Strand]]''' In/Out. Let's cross. I've taken care of wages on my end.
  
Level 4 --- XP:8491/18001
+
'''[[Vafrandir]]:''' I am as well. We make sure all the supplies are strapped down tight, we've enough rope. I've accounted for all food to this point.
  
[[File:Battered_Fighter.jpg|thumb|Resting After Mimmarudla]]
+
'''[[Vafrandir]]:''' Out.
  
{| class="wikitable"
+
'''The DM:''' Out.
| '''HP''' || style="text-align:right;" | 28
 
|-
 
| ''Current'' || style="text-align:right;" | 28
 
|}
 
  
{| class="wikitable" style="text-align: center;"
+
'''The DM:''' In.
! STR !! INT !! WIS !! CON !! DEX !! CHA
 
|-
 
| 18/26 || 11 || 12 || 15 || 14 || 13
 
|}
 
  
:+1 Melee To-Hit, +3 Melee Damage
+
'''The DM:''' So long as we understand it is dangerous.  The weather algorithm effectively dumped the storm on me and I have no special plans for it.  During the crossing, there is a small percentage, 2%, of something troublesome happening.  There are six of you in the boat, and to save time, I will roll for each of you: Embla, Marcule, Nadia, Pandred, Vafrandir, Valda.  Pandred, sorry to say, your number came up (I rolled 1 in 50 for each of you alphabetically).  I will need Pandred to roll a d% as the fjord is crossed.  I'd rather the player rolled; if I don't hear from her in half an hour, however, I'll make the roll.
  
:+1 Hp/level, Resurrection 94%, System Shock 93%
+
'''Marcule''':In
  
:Maximum Henchmen 5
+
'''The DM:''' The storm is severely unpleasant and you're all forced to bail the boat as you make your way across.  If anything, the rain is heavier towards noon; but though you're drenched, the water is cold.  It is more the stinging spray being blasted off the water that makes the journey hard.  Thankfully, as you get into the leeward of each island along the way, places Nadia steers for, you get a respite from the wind that lets you catch your breaths.
  
{| class="wikitable"
+
'''The DM:''' Okay, rolling for Pandred.  This is on the [https://tao-dndwiki.blogspot.com/search?q=Malady+Check Malady Checks table], still on the old wiki. 64 indicates that Pandred slips and falls, suffering 1d4 damage.  A dexterity check would be needed to determine if she falls into the water, since you're on a boat; I'm very uncomfortable with making that check, since it ''could'' result in Pandred falling in, the others failing to catch her, ''and her being lost forever.'' So, again, I believe I'll wait another half an hour before I make that roll.
| '''AC''' || style="text-align:right;" | '''4''' || ''Chain Mail'', ''Shield''
 
|}
 
  
''' Weapon Proficiencies:''' Battleaxe (Native Weapon), Handaxe, Heavy Crossbow, Spear, Dagger, Club
+
'''[[Vafrandir]]:''' In.
  
:'''Legacy Skills:''' Teamster - Can drive a donkey, team of Oxen (4 in hand), or draft horses (2 in hand), Can play the Horn.
+
'''[[Pandred]]''': In. And also, apparently, fuck this boat.
  
====Equipment====
+
'''[[Pandred]]''': What do you want me to roll for, Dex, the damage, what's up?
  
:'''Encumbrance/AP'''
+
'''The DM:''' A dexterity check, rolling a d20 against your dexterity.  The damage is 4.
  
'''5''' - 32lb '''4''' - 65lb '''3''' - 98lb '''2''' - 130lb '''1''' - 163lb
+
'''[[Pandred]]''': 20. Blub blub.
  
'''Current:''' 62.06 lb or '''<4>''' AP/Round
+
'''The DM:''' Okay, this is getting dire. Vafrandir, you're nearest Pandred; I will need you to start with an intelligence check, to see if you're too dullwitted by the storm to be paying attention to Pandred's slip. d20, please.
  
:'''Current Monies:''' 166 '''GP''' 31 '''SP''' 24 '''CP'''
+
'''[[Vafrandir]]:''' '''[5]''', my Int is 12.
  
''Indents below indicate equipment currently carried by Oddsdrakken.''
+
'''The DM:''' Okay. Temptation is to say, "You see Pandred start to fall, what do you do?"  But I think we'll assume that you try to catch her.  That's a dexterity check.
  
* Battleaxe - 7.5
+
'''[[Vafrandir]]:''' The first thing I do is holler for the others: perhaps I can't be heard above the storm but it can't hurt. '''[12]''', Dex is 16.
* Handaxe - 5
 
* Chain Mail - 30
 
* Chausses, Linen - 3.99
 
* Hauberk, Linen - 5.99
 
* Helmet, Iron - 3
 
* Cowhide Boots, High/Hard - 2.28
 
* Belt, Cowhide - 0.44
 
* Loin Cloth, Cotton - 0.53
 
* Shirt, Cotton - 1.05
 
* Shield, Small Wooden - 2.63
 
  
'''Oddsdrakken'''
+
'''The DM:''' You catch her, and a heart-pounding moment is finished. Chances are, you wouldn't have had time to think about hollering; the dexterity check is a reflex check, to see if you would habitually just reach out and steady her; there wouldn't have been planning in it. But don't forget to keep reminding Pandred that you saved her life. You're a hero.
:* Coat, Rabbit - 16.67
 
:* Backpack, Leather - 3.1
 
:* Thong, Leather (x3) - 0.012
 
:* Iron Bottle, Dispenses 1 Salve/Day - ?
 
:* Cloak, Wool Capelet and Hood - 5.20
 
:* Heavy Crossbow - 7.53
 
:* Heavy Crossbow String - 0.33
 
:* Quiver, Small Cowhide - 0.76
 
:* Bolt, Heavy Crossbow (x9) - 2
 
  
Odds' Total: 35.602
+
'''[[Vafrandir]]:''' Everyone here has saved my life many times! I am honored to return the favor. My heart was honestly in my mouth.
  
'''Pandred's Trunk'''
+
'''Marcule''': Deep exhale.
  
* Plate Mail
+
'''[[Pandred]]''': Alright, so next adventure is to slay Poseidon himself. Guy tried to ambush me, you all saw it.
* Studded Leather
+
:'''The DM:''' Men.
* Bowl, Teak
 
* Mug, Teak
 
* Spoon, Copper
 
* Knife, Copper
 
* Tinderbox
 
* Adventurer's Wear
 
  
====Sage Abilities====
+
'''The DM:''' Well, a lot of Norwegian kings have died by drowning in the fjords.  The boat finishes its journey safely, pulling up at the dock in Treborg about three in the afternoon.  By then, thankfully, the wind has diminished to a moderate breeze, the rain has lessened by two thirds to a light shower and the clouds have lifted, though it is still overcast.  The wind is blowing out of the southwest now, so that Treborg harbour is comparatively calm.  You pull the boat towards one of the many posts driven deep into the sand and clay, where the boat can be tied for security (there are no docks here).
  
'''Animal Training'''
+
'''[[Vafrandir]]:''' How does the shore look? We may want to wait to unload until its less muddy.
  
:Camelback Riding - 8 . Dog Training - 8 . Falconry - 7 . Flying Mounts - 6 . Horseback Riding - 8 . Mahout - 6 . Underwater Mounts - 3
+
'''The DM:''' The shore is rocks. The mooring post is about 6 feet from the water's edge, and being a Norwegian, you jump into the water and get your legs wet. Marcule makes a nimble jump from the boat's prow and lands about two feet from the water's edge, so he doesn't sink up to his neck. Then the boat is pulled around and emptied while you all stand in calf deep water (except for Marcule, who can't reach above the gunnel; if he were to help unload, he would do it from inside the boat.
  
'''Leadership'''
+
'''[[Pandred]]''': Then let's get these chests and whatnot indoors. If Odds has stayed dry, I won't trouble him.
  
:Judgement - 5 . Logistics - 6 . Morale - 3 . Motivation - 9
+
'''[[Vafrandir]]:''' We'll start unloading then.
 
 
'''Mastery of Arms''' -Selected Sage Field ''(Study in Bold)''
 
 
 
:Balance - 25 . Martial Discipline - 11 . '''Puissance''' - 28 . Unarmed Combat - 20
 
 
 
::*[https://wiki.alexissmolensk.com/index.php/Balance_Load_(sage_ability) Balance Load]: increases the amount the character can carry over a long distance at the cost of immediate flexibility.
 
::*[https://wiki.alexissmolensk.com/index.php/Firm_Footwork_(sage_ability) Firm Footwork]: gives the character improved dexterity checks when fighting on a precarious surface or when using a handhold.
 
::*[https://wiki.alexissmolensk.com/index.php/Leap_to_Feet_(sage_ability) Leap to Feet]: reduces the number of action points required when standing from a laying or seated position.
 
::*[https://wiki.alexissmolensk.com/index.php/Mariner_Combat_(sage_ability) Mariner Combat]: gives the character improved attack while fighting in water environments.
 
::*Artillerist I: the character is able to manage a team in order to fire a ballista or a catapult.
 
::*[http://tao-dndwiki.blogspot.com/2018/03/phalanx-sage-ability.html Phalanx] : the character is trained to stand in line, to defend against one hex.
 
::*Close Drop: reduces the likelihood that combatants will drop a weapon outside of the hex in which they are fighting.
 
::*Gain Proficiency: character begins with one more proficiency than is otherwise normal.
 
::*[https://wiki.alexissmolensk.com/index.php/Hereditary_Weapon_I_(sage_ability) Hereditary Weapon I]: character receives a +1 bonus to-hit when using the most familiar weapon of their place of birth.
 
::*Shield as a Weapon: enables the character to use the shield as a weapon, causing 1d4 damage per hit.
 
::*Strengthened Arm: the character is able to hurl weapons a greater distance than normal.
 
::*Boxing: improves the effectiveness of pummelling when striking with a closed fist.
 
::*Clinch Fighting: a grappling technique used to eliminate an opponent's effective use of kicks, punches and melee weapons.
 
 
 
'''Training'''
 
 
 
:Athletics (Swimming) - 8 . Empowerment - 6 . Instruction - 5
 
 
 
====Background Priors and Particulars====
 
 
 
:*'''Childhood and Upbringing''': Raised by both parents. Eldest of two, with a brother 3 years younger.
 
:*'''Physical Prowess''': Enjoys acting in strange environments: '''+1 To-Hit Male Humans/Demi-Humans'''.
 
:*'''Choices and Decisions''': Through long contact with a bard, Pandred can pleasantly play the horn.
 
:*'''Talents''': Pandred began play with an additional weapon proficiency.
 
:*'''Personal Relationships''': Pan is treated as a family favorite, regularly receiving gifts from home. They look forward to visits and news. Her friends will be treated well. All of her family would be glad to work as hirelings, starting with a Morale of 3.
 
:*'''Tendencies and Interests''': She knows the exact time of day when out of doors.
 
:*'''Health''': She saves vs. Magic at one level higher.
 
:*'''Composition''': Highly resistant to hunger and dehydration, she reduces damage from either by 1/day.
 
:*'''Agility''': Requires an additional round to load a shortbow or longbow.
 
:*'''Gymnastics''': Pandred can perform handwalking, roundoffs, side aerials and the splits.
 
:*'''Reflexes and Coordination''': Sensitive to flashing lights, she will be blinded for 1d4 rounds if a dark environment (darkness to torchlight) is suddenly lit up.
 
:*'''Beauty''': Pandred has a bulbous nose, and her body gives off an intoxicating, musky odor.
 
:*'''Personal Magnetism''': She increases her odds of obtaining hirelings by 50%.
 

Revision as of 13:10, 15 January 2021

Strong Breeze.jpg

Weather becoming important again, the morning of the 20th starts with a strong breeze and a moderate rainfall (5mm over a 3 hour period). This is enough to produce a steady downpour, something equal to this. Nadia is game to go nonetheless, though you're all going to get very wet, as the wind will blast the rain sideways. She feels she can get you across the bay in about five hours. I'd intended to describe the journey, but given the conditions, the players will have to decide their intentions first.

Obviously the sky is very grey. The temperature is merely cool, however, this being June; it's much better than brisk. Think 13°C or 55°F.

Marcule:Out

Pandred: I'm okay with making the crossing.

Pandred: Out.

Embla Strand In/Out. Let's cross. I've taken care of wages on my end.

Vafrandir: I am as well. We make sure all the supplies are strapped down tight, we've enough rope. I've accounted for all food to this point.

Vafrandir: Out.

The DM: Out.

The DM: In.

The DM: So long as we understand it is dangerous. The weather algorithm effectively dumped the storm on me and I have no special plans for it. During the crossing, there is a small percentage, 2%, of something troublesome happening. There are six of you in the boat, and to save time, I will roll for each of you: Embla, Marcule, Nadia, Pandred, Vafrandir, Valda. Pandred, sorry to say, your number came up (I rolled 1 in 50 for each of you alphabetically). I will need Pandred to roll a d% as the fjord is crossed. I'd rather the player rolled; if I don't hear from her in half an hour, however, I'll make the roll.

Marcule:In

The DM: The storm is severely unpleasant and you're all forced to bail the boat as you make your way across. If anything, the rain is heavier towards noon; but though you're drenched, the water is cold. It is more the stinging spray being blasted off the water that makes the journey hard. Thankfully, as you get into the leeward of each island along the way, places Nadia steers for, you get a respite from the wind that lets you catch your breaths.

The DM: Okay, rolling for Pandred. This is on the Malady Checks table, still on the old wiki. 64 indicates that Pandred slips and falls, suffering 1d4 damage. A dexterity check would be needed to determine if she falls into the water, since you're on a boat; I'm very uncomfortable with making that check, since it could result in Pandred falling in, the others failing to catch her, and her being lost forever. So, again, I believe I'll wait another half an hour before I make that roll.

Vafrandir: In.

Pandred: In. And also, apparently, fuck this boat.

Pandred: What do you want me to roll for, Dex, the damage, what's up?

The DM: A dexterity check, rolling a d20 against your dexterity. The damage is 4.

Pandred: 20. Blub blub.

The DM: Okay, this is getting dire. Vafrandir, you're nearest Pandred; I will need you to start with an intelligence check, to see if you're too dullwitted by the storm to be paying attention to Pandred's slip. d20, please.

Vafrandir: [5], my Int is 12.

The DM: Okay. Temptation is to say, "You see Pandred start to fall, what do you do?" But I think we'll assume that you try to catch her. That's a dexterity check.

Vafrandir: The first thing I do is holler for the others: perhaps I can't be heard above the storm but it can't hurt. [12], Dex is 16.

The DM: You catch her, and a heart-pounding moment is finished. Chances are, you wouldn't have had time to think about hollering; the dexterity check is a reflex check, to see if you would habitually just reach out and steady her; there wouldn't have been planning in it. But don't forget to keep reminding Pandred that you saved her life. You're a hero.

Vafrandir: Everyone here has saved my life many times! I am honored to return the favor. My heart was honestly in my mouth.

Marcule: Deep exhale.

Pandred: Alright, so next adventure is to slay Poseidon himself. Guy tried to ambush me, you all saw it.

The DM: Men.

The DM: Well, a lot of Norwegian kings have died by drowning in the fjords. The boat finishes its journey safely, pulling up at the dock in Treborg about three in the afternoon. By then, thankfully, the wind has diminished to a moderate breeze, the rain has lessened by two thirds to a light shower and the clouds have lifted, though it is still overcast. The wind is blowing out of the southwest now, so that Treborg harbour is comparatively calm. You pull the boat towards one of the many posts driven deep into the sand and clay, where the boat can be tied for security (there are no docks here).

Vafrandir: How does the shore look? We may want to wait to unload until its less muddy.

The DM: The shore is rocks. The mooring post is about 6 feet from the water's edge, and being a Norwegian, you jump into the water and get your legs wet. Marcule makes a nimble jump from the boat's prow and lands about two feet from the water's edge, so he doesn't sink up to his neck. Then the boat is pulled around and emptied while you all stand in calf deep water (except for Marcule, who can't reach above the gunnel; if he were to help unload, he would do it from inside the boat.

Pandred: Then let's get these chests and whatnot indoors. If Odds has stayed dry, I won't trouble him.

Vafrandir: We'll start unloading then.