Legend Game Questions

Hopeless

Mongoose
Okay hopefully will be running my first Legends game this sunday and the players have generated their characters;

One is playing a Barbarian Woodsman, another a Barbarian Blacksmith with the last two playing Civilised Nobles whom from their chosen skill list have more to do with the Italian side of the Renaissance than medieval europe!

I allowed them to select their own armour with one noble having a scale mail breastplate his "sister" clad in Hard leather whilst I allowed the Blacksmith to select some metal armour under the prefix that he had made it himself.

Problem is after figuring out the armour penalty it means at least 2 players will have great difficulty scaling the hill that I described as an opening to the adventure before they generated their characters so they wouldn't be caught out.

The game I'm planning involves them trailing a nomadic band of raiders who have pillaged their village/town and have taken captives along with other loot.

Intent on rescuing them their foe has laired atop a hill that served as an ancient watchpost ages past (think Weathertop from the Fellowship of the Ring) now they have posted guards on the path that leads up to the top they're unaware that there's another way up being scaling one side of the hill that the woodsman knows about.

This is so they avoid having to fight all of the raiders before they reach the captives however none of the PCs have any magic and whilst I didn't intend the raiders to have any I am wondering how they're going to make it to the top without removing some armour in the case of those clad in metal.

Is there something else I've missed?

Should i simply rule that the difficulty is actually more stealth than the climb itself so to avoid making the opening adventure becoming stuck in the rut through this oversight?
 
If it's a ruin like Weathertop, you'll just have to rule that they need some sort of Common Magic enchantment to help get them up to the top, perhaps some sort of rings the party can wear that bestows on the wearer a one-use Common Magic spell that'll enable them to make any ascent of any height without accumulating fatigue, at normal speed and ignoring armour encumbrance. Then just mark down the ascent as taking place in Strategic Time and handwave it through, saying "Thanks to the magic rings, you manage to make it to the ledge at the top of the hill quickly and without alerting the guards."

They can owe the enchanter they buy them from a favour later - like another adventure, maybe.

If they haven't been to the place yet, and you haven't told them what it's like, you could describe it as a fortress that is still more or less intact, a sort of Monte Cassino that was perhaps only recently vacated and occupied by the raiders as squatters.

In that case, you could have the characters learn of a secret passage cut through the heart of the mountain, unknown to the raiders and dating back to a time when the place was a pagan temple before it was rededicated and built upon. This passage can be found near the base of the hill, and it has a set of winding stairs to take the characters up into the heart of the building, opening in a secret hatchway set in the floor of a ladies' boudoir that the raiders don't know about, having not explored this wing of the fortress.

Due to the dormant vampires that are rumoured to lair there ... :D
 
Hopeless said:
Problem is after figuring out the armour penalty it means at least 2 players will have great difficulty scaling the hill that I described as an opening to the adventure before they generated their characters so they wouldn't be caught out.

Well. Time to just hitch the things until situation becomes more appropriate ;)

Armours aren't necessarily best of things to carry around while climbing a cliff!

Weird idea anyway that everybody would be carrying their armour all the time. Imagine the pain of putting it on every day while you are resting in that town ;) And guards might be just a tad suspicious about somebody walking around like prepared for major battle!

Of course magic help can be done too if you don't mind magic being such a mundane thing. For me magic is best when it's scarce and powerful.
 
Why shouldn't it be difficult to climb in armour? It's realistic and makes sense.

Let them try climbing in their armour and see them have problems, then let them take their armour off and climb that way. If you give them a few rounds grace when they get to the top to put their armour back on then they should be OK.

Alternatively, let the best climber go first without armour. When he gets to the top he can let down ropes and pull the others up, in their armour.

If you were being a nice GM then you could have the sentries looking outwards at the plains below rather than down the cliff, so no pesky rolls to see the climbers, which should make it easier. If you were feeling nasty you would ask them to climb quietly, making every fail a creaking clanking one with rockslides as well. Have the sentries occasionally put their heads over the cliff and roll dice - don;t have them actually do anything, but it will scare the players. Also, one which I always like, is to have one of the guards relieve himself over the edge of the cliff and ask the players to make a luck roll - the one who fails the most gets it, if they all succeed then it goes nearby.
 
Handwave it.

I once ran a game with one percentile-based system not a million miles from Legend, and one guy kept fumbling every single roll he made. Sneak, Climb, you name it - fumble, fumble, fumble. Nothing went right for him, and in the end he got shot. (It could have been worse though - he could have managed to get into combat and been shot by his own gun ...)

Worse, consequences followed on which led to the entire party getting put out of action, all because I failed to just handwave it.

This is one of those times when you just need to run the scene as a narrative version of a montage, showing just a bunch of guys scaling a big cliff, and just talk their way through it. A few dummy dice rolls, a look of disappointment as the alert guard "fumbles" a Perception roll you had no intention of having him succeed in, a tense moment when the players realise they can't fight with both hands holding the ropes and all the bad guy needs to do is just cut the ropes and let them all fall ... but he fails to spot the ropes, moves away and everybody breathes a sigh of relief.

Then in the next scene, cut to the characters having managed to get to the top of the cliff, and they are ready to do battle.

Handwave it.
 
alex_greene said:
If they haven't been to the place yet, and you haven't told them what it's like, you could describe it as a fortress that is still more or less intact, a sort of Monte Cassino that was perhaps only recently vacated and occupied by the raiders as squatters.

In that case, you could have the characters learn of a secret passage cut through the heart of the mountain, unknown to the raiders and dating back to a time when the place was a pagan temple before it was rededicated and built upon. This passage can be found near the base of the hill, and it has a set of winding stairs to take the characters up into the heart of the building, opening in a secret hatchway set in the floor of a ladies' boudoir that the raiders don't know about, having not explored this wing of the fortress.

Due to the dormant vampires that are rumoured to lair there ... :D

Or a ghoul... actually thats not a bad idea!
 
Hopeless said:
alex_greene said:
If they haven't been to the place yet, and you haven't told them what it's like, you could describe it as a fortress that is still more or less intact, a sort of Monte Cassino that was perhaps only recently vacated and occupied by the raiders as squatters.

In that case, you could have the characters learn of a secret passage cut through the heart of the mountain, unknown to the raiders and dating back to a time when the place was a pagan temple before it was rededicated and built upon. This passage can be found near the base of the hill, and it has a set of winding stairs to take the characters up into the heart of the building, opening in a secret hatchway set in the floor of a ladies' boudoir that the raiders don't know about, having not explored this wing of the fortress.

Due to the dormant vampires that are rumoured to lair there ... :D

Or a ghoul... actually thats not a bad idea!
"Raid on Mount Maleek," one of my earlier stories from way back. I need to dig up "The Nomad's Daughter" and "The Wandering Stones" some time, dust them down and see what I can do with them ...
 
Okay planning on having them go up against a disgruntled former village woodsman who has led a group of nomad raiders (mercenaries think the Mongols of Disney's Mulan in appearance) to his village and has captured three wagons worth of booty along with a number of captives intended to be sold as slaves.

However the Pc's include a pair of newcomers to the area namely the two nobles who see this as an opportunity to secure some loot and reputation by helping to rescue the captives and recovering some of their booty of which some would be returned unless a reward is offered.
The other two are a village woodsman and the village blacksmith both from families located near the village but not as civilised as their new acquaintances.

My intention is to involve the woodsman by saying he knows a quick way up there that the nomads shouldn't know about especially as it can't be used whilst mounted and as the only other way up to the top is being guarded by pairs of nomad raiders (8 in all at certain points up the hill) the four will only have to contend with what they think is 10 or so raiders who by the time they come to the trail will be audibly singing badly indicating they have broken into the wagon of ale and wine they have stolen.

Rather than impede them with the armour check I was thinking a straight athletics check which if failed requires a Resilience check to indicate they are finding the trail hard going and will only need a Stealth check once they're within 5-10' from the hilltop itself since any guards other than being in various stages of inebriation will not be expecting company so soon and given they'd make the ascent once it starts getting dark.

As said the former woodsman will be easily recognised by his former PC colleague and upon confronted will flee down the hill via another trail one not familiar to the PC (barring a good regional lore or survival check one to show it wasn't one he knew about and the other its obviously been set up in advance) now depending on what happened up to this point the former woodsman could raise the alarm before escaping but there would be a chance for the nomads to be made aware that their scout has made off with some of their loot and has a chance of having the guards down the hill setting off in pursuit meaning the PCs may only have to worry about the remaining nomad raiders either out cold from drink or aroused enough to stumble around.

If they're smart they could lead the captives down the trail they just came up from with little trouble however trying to retrieve any of the loot on the wagons would prove more dangerous but that would depend on how they handle this barring any outright stupidity or worst of all fumbled rolls they might be able to steal back one of the wagons before the nomads who set after their former comrade return.

What do you think?

Anything I should consider adding or more importantly what would serve as a suitable reward for a starting group and I don't mean money, should i throw in say a subplot or two for them to follow up?

Knowing a former villager led the raiders to their settlement, what do they do about it?

How did he managed to recruit a band of Nomad Mercenaries and more importantly does this mean he was working for someone else?

Who were they going to sell their captives to?

Was there something special they were hunting for in the village?

And just as a final note as the player characters have no magic at all I was going to have their treacherous woodsman turn out to be able to cast minor sorcery through the aid of an amulet he's wearing.
I'm not planning on them killing him but remembering Dragonslayer i couldn't help adding a possible introduction to magic in a low magic setting.
I'm currently keeping it that the only spellcasters are those who follow professions such as priest, shaman, sorceror or witch are able to cast magic but until i can get a better handle on religious faiths and cults I figure that will do for now.

So anything i missed?
 
Write down all the unanswered questions. Make a list.

1. Who's the slaver? Stat him up and his henchmen and a few handlers, design a nomadic wagon train of slaves or design the slaver's compound with mercenaries and slave cages. Possible adventure there - opening the cages to set the slaves free as a distraction while the characters loot the slaver's payroll just hours before the mercenaries' payday perhaps;

2. What business would the nobles have here? Perhaps that amulet used by the sorcerer is a clue ...

3. The henchman, who remains conspicuously sober throughout, may have been caught in the middle of doing something else when the PCs stumble upon him. What was that thing he was doing, and why? (Perhaps he was acting under instructions being given to him remotely, through the amulet ...)

4. News of the traitor has to be brought to the village elders. Has he been working for the slavers and nobody knew? If so, how long has he been working for them? Have other people been disappearing - there's been a falloff of wanderer foot traffic of late, and the region used to be well known as a waypoint for pilgrims until recently, so have the slavers been busy, aided by the traitor, waylaying people that the locals would not miss? (And if so, people outside the area could do with being told ...)

5. The traitor and his henchmen are working for someone more powerful - a sorcerer who is looking for something. He'd hoped to have found it in the ruin, but it had already been looted. Either that, or once again the player characters stumble upon the MacGuffin in the ruins, spotted but overlooked by the traitor. The amulet is a conduit, allowing the sorcerer to cast his sorcery spells through the wearer and perceive the world through his senses while at the same time controlling him via Dominate Scumbag. Ranges for the sorcery spells are determined from the locus of the amulet, and only when worn by the Scumbag. But if the caster can create something so powerful, what kind of artifact is he after so much that he would tear apart an entire region to get a hold of it?

As for what the Scumbag was looking for, not even he knows. The sorcerer knows, but he is not telling; just directing Scumbag's searches telepathically.

H'mm. Minor sorcery. How about the following possibilities?

- Form/Set Granite to turn part of the path beneath the characters' feet slick and near-frictionless; immediate Athletics rolls to keep from slipping and falling over the edge;

- Animate (Rocks) to trigger a prepared deadfall that prompts the characters to make immediate Evade skills rolls to get out from underneath it, the rocks also blocking their path and preventing them from following;

- Hinder, to slow the characters down;

- Teleport, if the characters manage to corner the traitor.

And what would that MacGuffin be? A Grimoire containing a really powerful Sorcery spell? A matrix that doubles the sorcerer's available Manipulation factors or increases the range entries on the sorcery table from metres to kilometres, or the duration from minutes to weeks? A hoard of a deceased alchemist's Philosopher's Stone, of such purity and such quantity that it could render the sorcerer fully immortal and unaging? A Power Crystal with a capacity for a hundred Magic Points, small enough to wear in a ring? Whatever it is, the MacGuffin must be both priceless and useful to the player characters somehow.
 
I have a related question - I thought armour penalty only affected strike rank rolls (i.e. initiative) - I agree armour should affect all sorts of movement etc but where is the rule that tells me that?

Cheers
 
Page 93.

Subtract armour penalty from three quarters of base movement. If the result is zero or less - hence if your armour penalty is 6 or more - you can't climb.
 
Simulacrum said:
Page 93.

Subtract armour penalty from three quarters of base movement. If the result is zero or less - hence if your armour penalty is 6 or more - you can't climb.

ahhh..cheers!!
 
alex_greene said:
Write down all the unanswered questions. Make a list.
1. Who's the slaver? Stat him up and his henchmen and a few handlers, design a nomadic wagon train of slaves or design the slaver's compound with mercenaries and slave cages. Possible adventure there - opening the cages to set the slaves free as a distraction while the characters loot the slaver's payroll just hours before the mercenaries' payday perhaps;

Hadn't thought that far ahead, have an idea involving them tracking down the traitor only to find he's taken shelter in an old cavern system thats also home to an Ogre unaware that the villain has his lair hidden below the Ogre's own lair.

alex_greene said:
2. What business would the nobles have here? Perhaps that amulet used by the sorcerer is a clue ...

Didn't consider that!

alex_greene said:
3. The henchman, who remains conspicuously sober throughout, may have been caught in the middle of doing something else when the PCs stumble upon him. What was that thing he was doing, and why? (Perhaps he was acting under instructions being given to him remotely, through the amulet ...)

Interesting idea it might be worth setting a scene where they think they've taken him unaware until he starts talking to someone they can't see nor hear who alerts him to their presence...

alex_greene said:
4. News of the traitor has to be brought to the village elders. Has he been working for the slavers and nobody knew? If so, how long has he been working for them? Have other people been disappearing - there's been a falloff of wanderer foot traffic of late, and the region used to be well known as a waypoint for pilgrims until recently, so have the slavers been busy, aided by the traitor, waylaying people that the locals would not miss? (And if so, people outside the area could do with being told ...)

I was thinking he had been outcasted after a fellow woodsman had been "lost" in a suspicious accident and he was blamed although the missing woodsman was turned into an Ogre by the villain who recruited the traitor and used him to set up the deal with the nomads in return for the captives who he plans on sacrificing to power a fiendish summoning ritual he's planning.

alex_greene said:
5. The traitor and his henchmen are working for someone more powerful - a sorcerer who is looking for something. He'd hoped to have found it in the ruin, but it had already been looted. Either that, or once again the player characters stumble upon the MacGuffin in the ruins, spotted but overlooked by the traitor. The amulet is a conduit, allowing the sorcerer to cast his sorcery spells through the wearer and perceive the world through his senses while at the same time controlling him via Dominate Scumbag. Ranges for the sorcery spells are determined from the locus of the amulet, and only when worn by the Scumbag. But if the caster can create something so powerful, what kind of artifact is he after so much that he would tear apart an entire region to get a hold of it?

I figure only partly, the traitor has been taught how to cast spells and is actually trying to find out the spell to turn his Ogrefied friend back to normal and the sorceror only agreed to teach him if he swore a pact with him and plans on turning his apprentice into an ogre if he betrays him or once he no longer has any use for him.

alex_greene said:
As for what the Scumbag was looking for, not even he knows. The sorcerer knows, but he is not telling; just directing Scumbag's searches telepathically.

The ritual which he wants captives for and I want to use this to reveal he has already summoned a demonic aide de camp who is using him in pretty much the same way as the villain is using his apprentice, should the players get far enough to defeat the villain I figure his demonic friend will cause the collapse of the lair to release a virulent plague into the water table below but only if its plans are dashed after all it wants the sorceror to summon its master before overcoming its summoner so its master has free rein on the world.

alex_greene said:
And what would that MacGuffin be? A Grimoire containing a really powerful Sorcery spell? A matrix that doubles the sorcerer's available Manipulation factors or increases the range entries on the sorcery table from metres to kilometres, or the duration from minutes to weeks? A hoard of a deceased alchemist's Philosopher's Stone, of such purity and such quantity that it could render the sorcerer fully immortal and unaging? A Power Crystal with a capacity for a hundred Magic Points, small enough to wear in a ring? Whatever it is, the MacGuffin must be both priceless and useful to the player characters somehow.

I plan on giving them the chance to secure the sorceror's grimoire but really think it better that they only manage to grab a few pages before it falls into the chasm the demon creates so they have enough for one to use them to pay for training.

I am thinking of throwing in a cache hidden somewhere on that hilltop, doubt they'd have time to search if they want to get their captives away but did think of throwing in a violent thunderstorm where they hear something laughing behind them as they flee the hilltop and the nomads screaming in alarm indicating someone else is up there.

I figure the demon would secure the nomads as replacement sacrifices once the villagers have been freed and escape with the only trail left would be the ones left by the mounted nomad riders who left in pursuit of the traitor.

Maybe if the Pcs return the next morning and discover the carnage they have a chance of uncovering a long forgotten shrine with a hidden panel revealing either a stone tablet or bronze knife that looks immaculate or maybe a string of pearls that when detached and thrown detonate like 2pt fireballs, well maybe a bit too much probably better off saying its glowing and if they put an item upon it its temporaily enchanted for the rest of the adventure like bladesharp or protection?
 
Good ideas.

I like the idea of that immaculate blade. Perhaps it's immune to the villain's sorcery, grants immunity to the villain's sorcery to whoever wields it - and it is the only item capable of permanently killing the sorcerer (because even a mortal wound would heal right up thanks to copious magics enchanted into his own body by the sorcerer, all of which enchantments of course this blade is enchanted to cheerfully ignore).
 
alex_greene said:
Good ideas.

I like the idea of that immaculate blade. Perhaps it's immune to the villain's sorcery, grants immunity to the villain's sorcery to whoever wields it - and it is the only item capable of permanently killing the sorcerer (because even a mortal wound would heal right up thanks to copious magics enchanted into his own body by the sorcerer, all of which enchantments of course this blade is enchanted to cheerfully ignore).

Actually that might be interesting if it actually dispels magic on contact rather than just ignore magical defences, would be interesting to see how the player's react if they use the dagger on the Ogre only to have it turn back into a human as a result!

Still it would make a fine weapon against the sorceror's demon even if it doesn't do as much damage it might provoke it into collapsing the chamber to escape.

As for the sorceror I wonder how they'd react if they throw the dagger at him and he promptly collapses aged to dust and then the chamber collapses with no chance of retrieving either the dagger nor the sorceror's grimoire... a bit unfortunate but only if they throw it, wonder how they'll react if the chamber starts collapsing around them...

Athletics check perhaps aid actions so if someone stays by the entrance they can grab each other and haul themselves out before its too late unless of course they get greedy...

Hmm maybe a chest upstairs filled with silver which they have a chance to empty a portion, downstairs perhaps a few books worth a bit but not grimoires in nature.

A few art objects say something portable with throw in a few items that are actually enchanted but they don't know that...

Ladies Hand Mirror that allows the holder to view someone they know over some distance... perhaps a cloak that unknown to them will turn the wearer into a wolf during the next full moon with the unwary left as a lycanthrope as a result, need a bit more thought I think!
 
A Dagger with Countermagic 10 and then i wondered about what if they found a heavy military styles trenchcoat and a box holding an old army revolver with a small box of bullets marked "Armour Piercing" and this in a Legend game that up to that point is set in a renaissance-medieval era only its actually a few centuries from now!

Maybe a bit too much but given at least one of my players is a Stargate fan there is no way I'm letting him find a working FN-P90 with a couple of spare magazines!

What is this weird hand device?

Why is the bad guy's eyes glowing and he's talking in a weird voice?

I think I found my "demon"!!!
 
Finally ran the game, only two of the PC's were winded by the trail up the hill but the fearless tracker took point and moved to check on the captives who were all ties up in two locations.
The enemy I mentioned earlier in this thread spotted the Tracker and did a runner only for one of the two nobles to use a crossbow to pretty much take his left leg off sending him rolling down the otherside of the hill out if sight!

The blacksmith managed to take out the only guard who was coherent enough to turn and look at what the outcast was yelling about leaving a group of 4 who pretty much was drunk enough to not notice anything but wonder why they couldn't see the guard outside the two sections holding their captives.

The blacksmith wandered up to one of them and began swinging his hammer only not only did he not connect but none of the raiders' assumed anything out of the ordinary was going on!

The female noble started taking pot shots with her crossbow missing so badly that all she hit was a tent set on the otherise od the hilltop knocking a lantern over and starting a fire that kept the other raiders' busy since none of them noticed the two bolts currently stuck on the outside of their large tent...

The blacksmith finally managed to connect as the male noble and the tracker decided to open fire with arrows but only the Blacksmith could actually claim to have felled anyone when they started using select location to target the heads of their foes!

The Tracker had given his spare knife to the captive he freed and they got busy freeing the others a pair of her comrades looted the raider guard's body so they had two blades to speed up things but they only managed to free everyone once the Tracker and the female noble joined in to help.

The female noble has the distinction of having hit many times but every time doing almost 1pt of damage stabbing her foe through the left foot, his groin then twice in the head after he wouldn't stop rolling around shrieking even with the help of the male noble pc!

With the mounted guards the raiders' left guarding the trail up to the hilltop arriving they managed to retreat back down the trail they first came up but only by holding hands since the only light source was being used by the Tracker!

They returned to the village with only the female noble wounded mostly due to her victimising said raider whose comrades managed to peg her thanks to his screaming and what little visibility they had.

They learned there was three shrines the main one was dedicated to a Greco-roman pantheon the one on the outskirts was dedicated to the Norse pantheon preferred by the barbarian locals and the third was dedicated to the Lightbringer faith which consisted of heroes and was the usual place people could purchase healing potions.

The raiders' were assumed to have been targetting the courier for the Lightbringer faith who was delivering the latest batch of healing potions but she had escaped capture mostly because she had been the only one to actually kill her opponents before the raiders' fled with what loot and captives they had acquired.

Asking about her they were told she had left shortly after they had returned to investigate an area where a massive amount of magic had been cast the previous night.
It was following this they were asked to return to the hilltop to investigate and see if they could find out who the raiders' had been waiting for after evidence from the captives mentioned why they were being held on the hilltop.

Returning to the hilltop the male noble discovered the shattered remains of his bolt and no sign of the traitor he had shot the night before and with the tracker and blacksmith's help they discovered a major battle had been fought some time after they had fled the area involving the raiders' and two humanoids with hooved feet one apparently had flown in and stayed in the centre whilst another wandered around the area with visible signs of scorch marks seemingly the result of fire being thrown around.

Unable to identify the creatures the Tracker discovered 2 of the raiders' had taken shelter in one of the areas that had held most of the captives and may have fled down a set of stairs he hadn't noticed the night before (it was on the map they just didn't ask about it).

Heading down the stairs the male noble encountered a woman looking at one of the doors inside the first chamber she drew her bow in response whilst the male noble took cover.

Eventually the blacksmith decided to calm things down and eventually it was revealed the woman was the courier from the Ligthbringer shrine and the hilltop was where the magic she had sensed had been cast.

She believed the 2 raiders' had fled inside the crypt and she was trying to find out what had happened, the male noble picked the lock of the door she was trying to open revealing the mummified corpse of one of the raiders who turned out to have quite a bit of money on them!
(Although they had felled 5 of the raiders' they hadn't checked what they had been carrying other than noting what weapons and armour they were using)

His dagger was coated in green blood which none of them knew what it came from although when wiped clean on the corpse it behaved like acid but had no effect on the dagger (no they didn't wonder why! :wink: )

They ventured beyond the door and found another corpse this time in a chamber with a cenotaph depicting some vile goat headed creature with a mural on the wall behind it depicting an ancient battle where humans, elves, dwarves and halfling fought alongside a massive dragon the tracker identified through lore was the terrifying red dragon known as the Red Death against an army of cloaked sorcerors aided by goat headed abominations with hooved feet (and yes they noticed that part!)

The corpse had three bags worth of coin but otherwise unremarkable following which they followed this corridor which opened into a circular chamber with a pit in its centre and a small walkway leading halfway across it upon which was another cenotaph this one depicting a man his wife and two children.

Most of the writing across the wall was of a prayer to an unspecified deity but next to the exits from this chamber were lines of names seemingly in memory of quite alot of people.

The male noble opened one of the other 2 doors (in addition to the 1 they came through) and found himself looking into a chamber with a stairway leading down out of sight at the other end.

Thats where we stopped, since one of the other players runs Runequest (not Mongoose version) they haven't questioned about the dagger and accepted the wide use of bronze weapons and armour with the blacksmith's player very happy at the idea his character will be getting much more important once he can start messing around with iron!

Going to have to print out a separate section of the combat bits after overlooking the massive damage and bypass armour options can only be used with a critical success which is how the noble took the leg off of the former villager but he's quite possibly still alive and I'm wondering if i should find a pic of John Thaw in the Sherlock Holmes series with Jeremy Brett and use that as the image of this character next time they see him!

The map for the Crypt of the Everflame came very useful now I have to figure out how to explain whats going on here, I could simply explain the humanoids didn't come down and the raider survivors released something that killed the pair they've found so far...

Still since it'll be April when i run the next part should be plenty of time to run through the options!

By the way Healing Potions in Legend, don't seem to be in any of the books, I've let them buy a couple with the nobles paying 100 silver each for 2x1pt healing potions whilst the Tracker being local bought a 2pt healing potion for 100 silver.

According to RQ1 its looks like it should have been 200 silver per point of magnitude for the healing potions, is that still the case?

Will they be listed in their own book if its not in any yet released?
 
tneva82 said:
What struct me from the report is just how much the villains missed seeing :D
Were they particularly drunk?-)

Oh yes four of them were roaring drunk before the PCs reached the top and had the Pcs not bothered them even with the inattentive guard set on the other side they wouldn't have noticed them freeing the captives and leading them back down the trail.

The Blacksmith managed to knock out the inattentive guard after the traitor raised the alarm and the male noble took the traitor's leg off sending him rolling down the hill, however what caused the other to start fighting wasn't even this nor after the blacksmith waded in knocking out one of the four drunks with his hammer but when the female noble managed to shatter the wine bottle one of the remaining three was drinking from causing him to burst into tears!
 
Back
Top