Other Games Adventure in The Raven Lands

#41
Pedlars, bards, pastry chefs, flouncy riders and chartered accountants are all essential for making a mark in these Forbidden Lands, but could I have at least a couple of chunky warrior types too?

:p
I bet everyone in the dangerous lands is a part time warrior, more or less.

Still, it is more embarrassing to hear that some adventurer died of hunger or thirst or even disease, than it is to hear one died by "taking an arrow to the knee" from the rare marauder.

Ha ha ha!
 
#42
The bigger question is if we need horses? My human, Elowin, gets a free horse in her kit, and yes, she is the rare fighter in the line up. But suffers sub-optimal training being a horse archer who fights defensively (that is parry with a spear and shield, I believe, due you random rolls).
 

First Age

D&D h@ck3r
Staff member
#43
The bigger question is if we need horses? My human, Elowin, gets a free horse in her kit, and yes, she is the rare fighter in the line up. But suffers sub-optimal training being a horse archer who fights defensively (that is parry with a spear and shield, I believe, due you random rolls).
Archers are essential. Cos you can try to take the horrors down before legging (or horsing) it.

Horses are so tasty.
 
#46
I bet everyone in the dangerous lands is a part time warrior, more or less.

Still, it is more embarrassing to hear that some adventurer died of hunger or thirst or even disease, than it is to hear one died by "taking an arrow to the knee" from the rare marauder.

Ha ha ha!
This is one of the things I’ve been thinking as I’ve looked at the options. It’s sensible to take skills and talents which help with killing things/not dying in combat ... but does that leave a character stuck when the water runs out or in any of the other phases of the game. I like the challenge of making someone who’ll survive in the Forbidden Lands - and also the necessity for a party which can cover all the bases (preferably with a backup character for each!)

Has anyone who’s read the book more clearly come to a clear sense of what the various things the party has to do are?

Two characters I’ve started putting together are a blood sorcerer and a defensive shield wielding dwarf. I’m also thinking about some kind of more offensive combat character.

(How dangerous is having 2 in an attribute? Seems like you could end up broken quite easily!)
 

First Age

D&D h@ck3r
Staff member
#47
This is one of the things I’ve been thinking as I’ve looked at the options. It’s sensible to take skills and talents which help with killing things/not dying in combat ... but does that leave a character stuck when the water runs out or in any of the other phases of the game. I like the challenge of making someone who’ll survive in the Forbidden Lands - and also the necessity for a party which can cover all the bases (preferably with a backup character for each!)

Has anyone who’s read the book more clearly come to a clear sense of what the various things the party has to do are?
Survival (WITS) is a key skill backed up by some talents. Scouting (WITS) will get you on the right path andnot leave you exposed too readily to unwelcome surprises.

Or just forge a stronghold and populate it with hirelings that will provide you with some comforts! :D

Two characters I’ve started putting together are a blood sorcerer and a defensive shield wielding dwarf. I’m also thinking about some kind of more offensive combat character.

(How dangerous is having 2 in an attribute? Seems like you could end up broken quite easily!)
Excellent. I'd be tempted to keep 3 in Strength, but that might dent some awesomeness elsewhere.
 
#53
Rules question, as I can't see anywhere in the book which spells it out: does a spellcaster have to spend willpower equal to the rank of the spell? If so, why does Mend Wounds say 'a lethal injury requires Power Level 2'?
 
#54
I'm still quite undecided about my character, and not sure what essential things we do and don't have covered!

The simplest I have created so far is probably the young dwarf fighter. Do let me know if anyone can see gaps/problems! I've been using the standard creation system rather than the random one, though I might roll random past events for background, and not take the mechanical bits from them.

Race: Dwarf
Profession: Fighter
Strength: 6 Agility: 2 Wits: 4 Empathy 3
Skills: Might 1, Endurance 1, Melee 3, Crafting 1, Move 1, Survival 1
Talent: True Grit (Dwarf), Path of the Blade (Fighter), Axe Fighter

I have an old shield dwarf with defender and smith also made, a young dwarf 'minstrel' whose reverberating deep bass hymn singing revives the broken, and a decidedly creepy half elf blood sorcerer.
 
#56
Some resources from the Google+ community I just found (I don't think these have been posted before):

Daily actions planner: https://drive.google.com/file/d/1zo4_M75N-y6Y8D_KBiQuTnVjX_4jHw4Q/view
Talents cribsheet: https://drive.google.com/file/d/1b5VCM-brOxupkbUCALZTV0jqeetszZ3l/view
Actions/attacks information: https://drive.google.com/file/d/1mON_euR3ZK1qOu_smvA-xpSP-jykTlu5/view
The daily actions sheet is useful to track daylight, since I learned that hunting in poor light risks spraining the ankle or damaging the hunting gear.
 

Dom

SuperMunchkin
#57
Rules question, as I can't see anywhere in the book which spells it out: does a spellcaster have to spend willpower equal to the rank of the spell? If so, why does Mend Wounds say 'a lethal injury requires Power Level 2'?
You need your magic skill rank to cast a spell of a certain rank. If I remember right, if your skill rank is > spell rank you can reduce the number of WP you need to roll by casting safely (but my book is not to hand).

Willpower gets you a power level a point (and potentially more if you over-charge by rolling a 6, and also a mishap from rolling a 1) but you - in theory - only need 1 WP plus spell ingredients to achieve a power level of 2 (because the ingredients add a power level when they are consumed).

Does that help?
 

Dom

SuperMunchkin
#59
Another rules question (one for Graham to deal with in reality). Does anyone understand how the number of D6's linked to reputation (but with a minimum of 2D6) works with the events at a stronghold table on p12 of the Gamesmaster's Book? It's a D66 table you're rolling on, so I assume you need pairs of dice or you roll an extra to give you choice if you have 3D6?
 

First Age

D&D h@ck3r
Staff member
#60
Another rules question (one for Graham to deal with in reality). Does anyone understand how the number of D6's linked to reputation (but with a minimum of 2D6) works with the events at a stronghold table on p12 of the Gamesmaster's Book? It's a D66 table you're rolling on, so I assume you need pairs of dice or you roll an extra to give you choice if you have 3D6?
The number of d6 are rolled and the highest number is the first result of the d66. You then take 1d6 and roll for the second number of the d66 result.

The theory is that you are more likely y to attract the more meaty encounters at the higher end of the table if you have a high reputation.
 
Top