Hopefully it wouldn't hurt, but you do kind of have a -1 in arcana. . .
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The scroll is a teleportation scroll that leads to somewhere on the surface. To be more specific, it leads not too far from here, near the cliff, but you can't place exacty where.
EDIT: My bad.
And no one is curious in what way the falchion is magical?
Ramsus, is it just me, or is the standard tresure parcels a little much? A level 5 magic item for level 1 characters? Really? Even if we create characters of a higher level, it's one magic item above, one magic item below, etc, etc.
Honestly, I don't even pay attention too closely the amount of treasure I'm supposed to be giving out. I tend to start my games with level 2 characters and give them: one treasure of level 3, one of level 2, and two level 1's, between 10-100 gp depending on what makes sense for the character and a d100 roll, and for ritual casters a handful of reagents (usually around 100-150 gp worth), and ritual ink specifically only for copying down rituals/scroll making (because if I'm giving out rituals as a reward it's sorta bull**** to say "ok, here's your 'free' reward, now pay for it").
I do think by 5th level item they mean "healing potion" and other consumables. It would be a little nuts if in the first encounter you got a level 5 weapon on 1st level characters. I point out the value of a consumable is way less than a permanent item and I can't believe they didn't distinguish between them.
I probably give out a lot more lower value stuff and the occasional large value item of awesome or piles of money when earned. It probably adds up to about the same on average though. *shrug*
Edit: I also like to give about half the magical permanent items not after combat but, in rest periods where people of magical persuasion just caused something to gain more magic for reason the make sense for the character. Anyone with enchant item probably just had an idea and made a new item out of an old one, sorcerer or warlock's magic surged suddenly and was directed into an implement upgrading it, shaman had their armor blessed by spirits, paladin's weapon blessed by their god while they were sleeping, etc.
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I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
checking for magic with same resonance as the lock (cause that's a thing right)
arcana: (1d20+10)[11]
11? no! that is horrible. would probably do better just to make something up right here and now. and it would probably be more accurate.
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Last edited by usourselves&we : 10-06-2012 at 01:23 PM.
You rolled a natural 1 on that arcana roll...which is an automatic fail. For laughs, you feel that if you wag your tongue enough, it can resonate at the same frequency as the lock, whereby you can unlock it by licking it while talking extremely fast.
bugger that. he'll take it as if he speaks for a long time about nothing in particular that it will open, chee will not degrade himself like that.
But, his long rant about magic, dogs, the smell of rain, frozen food, and whatever else that can be thought up will have to come the next day. yes all of those are in reference of thinking he has to lick something that he has no clue who or what it has touched, save for rain that's a comment about dogs.
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It's very easy, actually. We need to go through the locked door. Locked doors are good. Doors are only ever locked when there's something valuable behind it. The only thing we need to do now is figure out how to get to the other side of the locked door.
Options:
1. Open it
2. Go around it
3. Go under it
4. Go over it
5. Go through it
6. Break it
7. Intimidate it
8. Teleport it
9. Teleport ourselves
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but with this being a magical lock it might not work, but as Chee is currently enraged (not the right word) by what he thinks he will have to do to open the lock he could just burst into sand and throw himself through/at the door, if that would work.
so yeah, Vesth does there 'look' to be a way sand could get into that room?
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