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Fimbulvinter

Started by Steerpike, January 22, 2012, 05:04:09 PM

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O Senhor Leetz

Let's go teach these monkeys about evolution.
-Mark Wahlberg

Xathan

Sjack is rather indifferent as to location.

And unfortunately, I have work then. :(
AnIndex of My Work

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[/spoiler]

Superfluous Crow

North-east sounds okay. Back to Kvenland!
We are playing monday, right?
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development


O Senhor Leetz

what time are we looking at?
Let's go teach these monkeys about evolution.
-Mark Wahlberg


O Senhor Leetz

excellent, I think Aeskil will be there, cursed and all.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Steerpike

Something to think about with Aeskil's curse - if you go up a level, the hp you gain from an additional HD adds to your current hp, not just your total, so you're not stuck at 10 hp or lower - your hp could increase (of course you could take an axe-blow or whatever and be in serious trouble...).

O Senhor Leetz

Quote from: Steerpike
Something to think about with Aeskil's curse - if you go up a level, the hp you gain from an additional HD adds to your current hp, not just your total, so you're not stuck at 10 hp or lower - your hp could increase (of course you could take an axe-blow or whatever and be in serious trouble...).

Haha, I'm not overly worried about dying, but I am glad I have 16 Con. And Toughness.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Steerpike

A summary of the xp rewarded so far, for those that missed certain sessions (I think I caught all the experience awarded, but if anyone notes an error let me know, it's not impossible I somehow miscalculated... if you can confirm these numbers are correct that would be great):

Session 1 (Bloodbeards, escaping): 540 xp (everyone but Sirje)

Session 2 (Sirje, the forest): 600 xp (goes to everyone)

Session 3 (the warren, first session): 1000 xp (goes to everyone)

Session 4 (the warren, Eyfura): - anyone who was in the warren (i.e. everyone but Sirje & Sjack), 960 xp
                                               - everyone (including Sirje & Sjack), 750 xp

Session 5 (wolves): 850 xp (goes to everyone)

Polycarp

Your total is 4,700 while my total is 4,770.  I have no explanation as to that additional 70 xp.  If nobody else shows any discrepancy I'll assume I just miscalculated (and cry myself to sleep for my lost 70 xp  :cry: ).
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Ghostman

#176
I got the same results as Polycarp. This is the breakdown for all the XP gains for Katla I've recorded:
Blóðbards: 600 XP
Kobolds outside: 600 XP
Kobold warren part I: 1000 XP
Kobold warren part II: 960 XP
Eyfura: 250 XP
Completing the quest: 500 XP
Vargs: 860 XP

Looking into my IRC logs, I can see that the wolf encounter was called 860 rather than 850 XP. There was no mention of XP at all in the logs for escaping from the Blóðbards, but I can simply quote a post from this very thread:
Quote from: Steerpike
First session is completed!  It went very well - some close scrapes but with cleverness and coordination, no one died and the party escaped their captors.

Everyone who participated gets 600 xp.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]


Polycarp

Excellent work, Ghostman.  That's a much better explanation for the 70 xp than me giving myself 5 xp per bear pun.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Steerpike

#179
[ooc]Comments welcome.

If anyone dies and wants to create Trollblood character, that's fine.

I want them to have a kind of mutant, twisted feel, with almost a touch of the Lovecraftian in the "inbred atavistic monster-people" sense.[/ooc]

Trollblood

Also called Half-Trolls, Trollspawn, and Trollkin, Trollbloods are humans with partial Troll parentage. Though some are solitary creatures many are members of degenerate tribal lineages, born into the primitive hill-clans of savage wildmen found in remote mountain valleys and rugged highlands throughout the North.  In many cases full-blooded Trolls rule over such tribes, keeping harems of wives (or husbands) and placing the offspring resulting from such unions in positions of power.  In the harsh days of Fimbulvinter increasingly famished Trollblood clansmen often descend from their caves and fastnesses to raid the settlements of more civilized folk.

Physically, Trollbloods may inherit any number of attributes from their monstrous parents; Trollish heritage can manifest in a variety of ways.  Many sport fangs, tusks, claws, or pointed ears.  Some possess great stature, prodigious physical strength and toughness, stony skins, and hunched postures.  Others have multiple heads or limbs, and others still are born with natural sorcerous talent, able to weave enchantments and hexes as easily as breathing.

Typically, Trollbloods are shunned and ostracized outside of the insular clans most originate in.  With the slow collapse of civilization during Fimbulvinter, however, some Trollbloods have found greater degrees of acceptance, often making excellent warriors.  In the dark, cold days of winter unending, old prejudices are forsaken along with the laws of decency and restraint, and thus Trollbloods are becoming a more common sight throughout the North.

Trollblood Characters:

+2 to One Ability Score: Trollblood characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Trollbloods are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Trollbloods have a base speed of 30 feet.

Darkvision: Trollbloods can see in the dark up to 60 feet.

Intimidating: Trollbloods receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Troll Blood: Trollbloods count as both humans and Trolls for any effect related to race.

Troll Ability: Select two of the following:

•   Ferocity: Once per day, when the Trollblood is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

•   Two-Headed: The Trollblood receives the Two-Weapon Fighting feat as a racial bonus feat even if they do not meet the prerequisites.

•   Tusks or Fangs: The Trollblood gains a Bite attack (1d4).

•   Claws: The Trollblood gains two Claw attacks (1d3).

•   Stony Skin: The Trollblood gains +1 AC.

•   Regeneration: The Trollblood heals at twice the normal rate when resting.

•   Sly: The Trollblood possesses a fiendishly cunning tongue, granting it a +2 racial bonus on all Bluff checks.

•   Extra Limb: The Trollblood has an additional off-hand (if the Trollblood also selects the Claws Troll Ability, he does not gain three Claw attacks).

Weapon Familiarity: Trollbloods are proficient with greataxes, greatswords, and greatclubs, and treat any weapon with the word "Troll" in its name as a martial weapon.

Illiteracy: Trollbloods do not automatically know how to read and write, and must spend two skill points to gain the ability.

Light Sensitivity: Trollbloods are dazzled as long as they remain in an area of bright light.

Languages: Trollbloods begin play speaking Giantish.