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Post by champskees on Dec 23, 2019 20:24:29 GMT
One missed room? There was the one, where Thrushbeard was held, and what about the room of the ogre? The room Thrushbeard was being held was in Marg the Slaymasters room, as a snack for Gnasher the Giant Rat (Dwarf meat is a bit too blubbery for your average green-skinned connoisseur). The room with the ogre is the missing one. I shouldn't have told you about the ogre, obviously it has dissuaded the party from entering the room (cowards!). Technically, there is no ogre in the room. Could have been some amazing treasure in there, guess we'll never know...
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Post by champskees on Dec 23, 2019 5:08:33 GMT
Some good points there. I think with the spider web mechanic Jackson probably intended for the stamina loss to occur every negative round, but as with the Skill bonus problem that is so frustrating with many FF books, I felt like I had to follow the letter of the rules there.
The path of the characters was also very interesting. There are 18 sections in the adventure, the party progressed roughly as follows:
1,2,3,4,5,6,7,8,9,10,11,13,14,15,16,18,17.
So only one room was missed, and they pretty much followed the perfect path haha.
I have read the Hives adventure, imo there are some interesting encounters, I was wondering if someone else wants to GM it? Any takers? Otherwise I might try to start it late Jan/early Feb, but it will only be with four adventurers if done with me as GM.
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Post by champskees on Dec 21, 2019 7:03:05 GMT
Thankyou TheCount for your points, most of which I agree with. I think I was a bit soft and as you say, no consequences for missing deadlines was probably a mistake. There were a couple of combats where I did inflict automatic hits on a couple of party members for not responding in time, but imo it felt wrong. I genuinely wanted to test the scenario and see how balanced the combat and traps were. In terms of wandering monsters, I hate using them in general, and the ones in the book are so weak that it would just waste more time and bog things down further.
And that's really the problem with forum play - the time and commitment required is significant. Players were generally really good sports, the treasure hoard was something I should have dealt with by making a decision for them perhaps. If I played the next adventure I would limit the group to four members - and response time would have to be formal and tight, as you say, 24hrs max from GM latest post or penalty.
I really liked the idea of Kradon, and wanted to develop his connection to the wishing well further with a bit of dialogue with the wizard, that is why I froze him, so he could speak to him privately. Of course the player decided to tell the story himself and as a result, my hand was forced. Best to let the GM control the story path imo. I also was waiting for Kradon and co to encounter the mermaid and choose Kradon as the 'lucky' mermaid victim. Would have been a clean way for the party to get rid of him, if they so desired. Looking back I was too dogmatic with the mermaid combat, the mermaid would have certainly retreated when facing such poor odds.
Mentioned the empty passageway next to the Mummy - as Greenspine has said, the book indicates it is a time waster. Looking forward to the next adventure, it too has an empty passage, as a way of allowing the GM to expand the adventure. So I guess it also adds that flexibility to it as well. Overall, the adventure is a series of serious combats with some goofy 'gotcha!' encounters placed in between, all tied up with a fairly clear end goal; get the crystal key, kill the spider king and get the treasure. As an introductory quest, I think it's ok, but the writing in the italics is fairly basic and rushed, and the big bad was not developed very well. I love that every section has a picture. He mentions that if the adventurers don't tether the rope off, they are trapped forever. That seems quite dogmatic, I could see many creative methods of getting out of that situation. But if they got down by climbing down the rope, the rope must have been fixed to something, correct? I do a lot of abseiling and rock climbing, I just cannot work out how they could descend safely without the rope being tied, taut and secured beforehand. Am I assuming too much here?
All of my rolls were 100% random, btw Thrushbeard was still alive but tied up and bleeding out; there was a trail of blood that went under the east door, so he could have been saved. A few little things I adjusted in the battles to make them more juicy; I rolled separate attack strengths for the octopus tentacles whereas by the letter adoption of the rules would have meant one roll for all eight attacks. The final battle was generated by all of the wandering monster rolls I made and instead of four random encounters, pooled them together for a fairer fight (not that mattered, rolled some absolute rubbish at the end).
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Post by champskees on Dec 20, 2019 12:25:03 GMT
...and that's a wrap!
After many months of adventuring, the Wishing Well scenario has come to an end. A big thank you to all players involved, ended up being a lot more work than I initially imagined it would be. The other adventure in the book is indeed Shaggradd's Hives of Peril, but I am definitely GM'd out and it will be a while before I decide to run that adventure (it's over twice the size of the wishing well adventure!) So if someone else wants to take over the reins as GM, I am more than happy for that to happen!
Very interested in everyone's feedback in regards to the adventure itself, how it was run and any suggestions/criticisms for future reference.
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Post by champskees on Dec 20, 2019 12:16:54 GMT
*yes I agree with the suggestion of ignoring the hermitus encounter and the spoilers attached to it* == Epilogue == After helping Civil out of the well, the party divvies up the gold and gems found in the treasure room. The sky is now overcast, and the last rays of sunlight are signalling the end to the day. The party decide to return as a group to the nearby village, and after a short while they retire to the local inn for the night, just as the first droplets of rain begin to fall down around them. The seven adventurers, haggard, bleeding from a dozen cuts and armed to the teeth, cause the occupants of the inn to fall silent as they enter. After you and your friends stride the distance from the door to the bar, sit down and order some ale however, the patrons quickly return to their own drinks and conversations. One dwarven patron settles down next to you, and as you are about to pay for your drinks, he calls out to the barkeep. 'Their drinks are on me, Angus,' the dwarf says as he smiles toward you and your party, extending his hand. 'Barron's the name. I work for a small mercenary company that operates around these parts. Been waiting on a couple of prospects. One's a bit of a nut, the other's his daughter. Both dwarves, like me.' After hearing the descriptions of the dwarf's 'prospects', you decide to let him know of the fate that befell Thrushbeard and Moira, Thrushbeard's daughter. After hearing your story, Barron places one hand under his chin, makes a short 'hm' sound, and reaches into his jerkin. Pulling out a piece of vellum and a black ink pen, he crosses out a couple of lines on the document and puts it back, turning to the group. Impressed with their exploits in the Wishing Well, he offers them a quest, if they are interested. An old client of his, a dark elf named Shaggradd, has need of a group of treasure-hunters; warriors like yourselves who are experienced in the art of dungeon delving. A couple of the adventurers are keen for more information, but the rest are so tired that they decide to get up and enquire about rooms for the night. Barron offers to pay for all of your lodgings for the night, as long as you agree to consider his proposal in the morn. The next day, several members of the party accept Barron's quest, and, after replenishing their supplies and spending a few more days in town, head off toward their next adventure: SHAGGRADD'S HIVES OF PERIL
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Post by champskees on Dec 18, 2019 23:52:28 GMT
"Fair enough." Civil raises his eyebrows "What makes the goldpiece from the pouch so different from all the other goldpieces, that you would ask for it especially?" Good grief. I cannot believe someone has not helped you by now. The whole point of the strange items was some were cursed and some were not. I would have lowered the rope for 1 gold piece from the pouch because the pouch was magical and would have replaced the 1 gold piece ensuring none of you would have lost out. [Insult redacted]I am fully prepared to deal with brigands who might well be clever, bold, treacherous and creative depending on their personal proclivities. [Further insult redacted]I do not know how I can be any clearer than this. Can I politely suggest that you refrain from posting until I have concluded this adventure? Will have plenty of time to discuss the adventure afterwards, but creating a new character and forcibly inserting them as a way for you to spoil the adventure demonstrates a complete lack of awareness as does your rude and odious comments towards other players.
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Post by champskees on Dec 18, 2019 9:13:05 GMT
"I may be minded to take another search for loot if it is of a promising nature – after a tavern-break or two – and join with ye if ye have useful talents. I am somewhat less minded to pass you gold without excellent reason." I think you would have been pleasantly surprised if you had given me a gold coin from the pouch as carried by my distant relative. I wanted to make a gesture to lower the rope in case you had trapped yourselves as I am not sure the rope was securely tethered at the start of the journey. I remember a few things from the book such as the bizarre magical passageway. Also you are supposed to articulate the password with a distinct emphasis. I think avoiding that tedium was a good idea. I work in an office with a strange customer base and having similar encounters here was too much like being at work all day. If after a few weeks people want to do the second adventure that is fine. I am interested in bravery, humour, being resourceful, treachery and foolhardiness but I do not want to be at war like I am at work all day.
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Post by champskees on Dec 17, 2019 6:44:24 GMT
"It'll take more than one person to lift that weight." * Joins in with trying to raise the bucket*It is indeed tiring, but the rope holds and Prex is soon over the edge of the well without any dramas. It appears there is only Civil who remains down there? While the party recovers from the ordeal, it occurs to you that you are all back to where you first met each other - in front of the well. Before you part company, perhaps it is a good idea to settle on how the treasure/gold is to be divvied up?
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Post by champskees on Dec 15, 2019 10:09:27 GMT
Start to climb the rope. (10) The rope holds your weight as it did when you descended, and after a few minutes of climbing you successfully manage to climb all the way to the top! You swing over the side of the well and breathe in the fresh air. You survived the depths of the Wishing Well! But what of the others who still remain?
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Post by champskees on Dec 14, 2019 23:22:46 GMT
The party re-light their lanterns and prepare to cross the tunnel to the well. This time, they are much better prepared and reach the end of the passage without incident. The bucket and the rope it is attached to is still sitting at the bottom of the well.
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Post by champskees on Dec 13, 2019 20:42:33 GMT
Cut off one of the Calacorm's heads. When I get a cage for the mouse, the skull can be a bit of scenery for it to scamper about in. You use the troll's loincloth to create a satchel to place the bloody remains of the 'good' head in. Add the Calacorm's Head to your possessions. So...what are we doing now? Continuing back to the entry I presume?
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Post by champskees on Dec 12, 2019 6:59:01 GMT
The next few moments are a bit of a bloodbath as the adventurers finish off their opponents in a series of lethal and coordinated strikes. Prex severs the jugular of one of the Calacorm's heads, sending it crashing to the floor, writhing in an ever growing pool of blood. Jack and Civil outflank the Gremlin and it is dispatched before it can even attempt another strike, its severed arm still clutching the stiletto knife. The goblin makes one last gurgling noise as Talbion pierces its black heart, killing the little monster instantly. As the Giant Rat leaps to attack Redric, he braces himself, holding his sword two- handed, attempting to impale the rodent in mid-air. His blade smashes through the Giant Rat's two oversized teeth and exits via the back of its skull. Seeing the rest of his party decimated, the Troll attempts a final wide sweeping attack before being slashed and hacked to pieces by Throma and Murg.
== Combat ends ==
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Post by champskees on Dec 11, 2019 4:08:29 GMT
The war cries of the combatants echo through the chamber as battle commences. Talbion is first to strike, piercing the goblin's leather hide and almost skewering him, inflicting 2 stamina damage. Jack attempts the coup de grace, but is instead stabbed in the side by the Gremlin's attack, losing 2 stamina. The Giant Rat is no match for Redric's swordplay, and it takes 2 stamina damage from a nasty swipe to its head. The Calacorm focuses his attack on Civil injuring him and inflicting 2 stamina damage. However, this allows Prex to sneak behind the Calacorm, and even with its two heads it is not able to spot the attack before it is too late, losing 2 stamina. Throma slashes out at the Troll, inflicting 2 stamina damage, followed by a brutal upwards chop from Murg, inflicting another 2 stamina damage.
Skill 5 Stamina 1 Attacks 1 Goblin
Skill 6 Stamina 4 Attacks 1 Gremlin
Skill 8 Stamina 3 Attacks 3 Troll
Skill 5 Stamina 2 Attacks 1 Giant Rat
Skill 9 Stamina 2 Attacks 2 Calacorm
== Round Two ==
Goblin attacks Talbion. Attack Strength 12. Gremlin attacks Jack. Attack Strength 14. Troll attacks Throma, Murg and Prex. Attack Strength 14. Giant Rat attacks Redric. Attack Strength 11. Calacorm attacks Prex and Civil. Attack Strength 14.
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Post by champskees on Dec 8, 2019 20:07:46 GMT
Yes, I really wanted some sort of party consensus on what happened in the treasure room as it was never really resolved, but I guess it can be worked out once/if the party escapes the well! Almost there guys!
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Post by champskees on Dec 7, 2019 21:29:32 GMT
*Oh and I have no idea what items/gold Talbion and Civil possess! That's no wonder, because I don't own anything. I do have 16 gold.
Before I punch something, I'm not quite clear - if I attack, say, the rat and at the same time the calacorm attacks me, it still needs to roll higher than my AS, correct?
Yes, every character/enemy needs only roll once each attack round. Redric has given me 2 rolls but I only count the first one. That attack strength will be used against all opponents in that round. Usually the monsters that a character attacks will attack them in the following round, fyi.
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Post by champskees on Dec 7, 2019 5:20:02 GMT
Throma's dagger lodges itself in between two of the lizard's scaly shoulder plates, and he cries in pain, losing 2 stamina. Prex throws his iron pendant straight at the goblin, hitting him on the side of the head. It doesn't appear to have hurt the goblin, but you do hear a nasal 'Oi!' from the little monster. After the party's initial fusillade, it is clear that there is only one way this will end. The heroes make one final charge toward the Calacorm and his allies; once they defeat these adversaries, the path to the well's entrance will be wide open.
Skill 5 Stamina 3 Attacks 1 Goblin Skill 6 Stamina 4 Attacks 1 Gremlin Skill 8 Stamina 7 Attacks 3 Troll Skill 5 Stamina 4 Attacks 1 Giant Rat Skill 9 Stamina 4 Attacks 2 Calacorm
== Round One ==
Goblin attacks Talbion. Attack Strength 14. Gremlin attacks Jack. Attack Strength 14. Giant Rat attacks Redric. Attack Strength 11. Troll attacks Murg, Throma and Redric. Attack Strength 15. Calacorm attacks Civil and Talbion. Attack Strength 15.
*Oh and I have no idea what items/gold Talbion and Civil possess!
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Post by champskees on Dec 5, 2019 23:20:34 GMT
Thankyou for the update on equipment/gold. Still not sure about how much gold Talbion, Prex and Civil have, nor am I sure of your items, but if you are able to let me know before the end of the adventure that would be great!
Moving on...
After defeating the Spider-King, its minions and looting his treasure hoard, the party decide it is time to leave. They travel the way they came; through the Nandibear's cave, the Calacorm's quarters, the prison room with the five skeletons still hanging there, and finally into the first room they entered, where they encountered Thrushbeard the Dwarf.
But Thrushbeard is no longer here. A bloody trail can be seen that starts in the centre of the room and disappears under the door to the east. Several birds are lying dead on the ground; one has been splattered into a bloody, feathery mess.
Standing at the other end of the room, barring the exit, is a small group of foes. A snarling Goblin wielding a spiked wooden club, stained with blood, a smaller Gremlin chewing on the bird that he has skewered on his stiletto knife, and a large Troll, holding a leash that is attached to a Giant Rat! In centre of this group, a tall, two-headed reptilian creature steps forward and addresses the adventurers. You notice the small puncture marks all over his face and that his right eye is now swollen shut.
'Hsss....you look much worssse for wear sinccce I lasst saw you, heh heh. We know you've ssstolen from the master. Give uss a share of the treasure and we'll let you pass. 10 Gold Pieces!' He extends his right hand, waiting for payment. 'Oh, and if you even think of getting that little mouse out again,' hisses the Calacorm, 'I'll let Gnasher here eat it!' One look at the Giant Rat's huge teeth is enough to work out who Gnasher is.
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Post by champskees on Dec 3, 2019 21:25:44 GMT
Redric was unsuccessful in his second attempt to free Throma - does that mean he needs to make another Luck Test to avoid being caught in the web again? The spreadsheet is correct regarding his stats and equipment. Yes it does. I wasn't going to bring it up as the web situation was getting a bit tedious. If you wouldn't mind testing luck while we are working out gold tallies that would be nice! Will need someone to pull you out if trapped.
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Post by champskees on Dec 3, 2019 3:07:29 GMT
Well, it appears that everyone is now free of the webbing, correct? Prex and Jack eat a portion of provisions, both restoring 4 stamina each. It appears everyone is keen to return to the surface at this point, before we move on though I would like to confirm everyone's possessions and gold. This will require some negotiation as I believe the treasure from the previous room was not distributed due to a lack of agreement. There has been other amounts of gold/treasure that has been collected which needs to be added for some of you too. I have done with the 18gp as Murg suggested, 2gp per adventurer plus the remaining 4 for Murg, please review the spreadsheet here: The Wishing Well Character SheetsOnce I have all adventurers items/gold accounted for, then I will continue the adventure.
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Post by champskees on Dec 1, 2019 2:38:13 GMT
As round count still has an impact on the trapped adventurers, i'll keep it going. == Round Thirteen == Redric eats one of his provisions, restoring 4 stamina. Murg frees Prex from the web. The rest of the characters are still trapped. == Round Fourteen == Redric attempts to free one of his friends, but stumbles. He needs to successfully Test his Luck to avoid becoming trapped once again in the webbing! Murg is able to free Talbion from the web. There are a couple of adventurers that are still trapped in the web and need to roll for this round. Prex may take a retroactive action for this round too if desired. == Round Fifteen == Murg searches the throne and finds a small, well-crafted box hidden underneath. Opening it, he finds 18 Gold Pieces and a note. The note reads (for Murg): The Treasure Room door can only be opened with a spell, a spell which is guarded by a Hellhound. Talbion is free to act this round, as is Prex and possibly Redric. The remaining adventurers will need to roll the dice to escape the webbing as usual.
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Post by champskees on Nov 29, 2019 4:28:31 GMT
== Round Twelve ==
The web is proving to be deadlier than the heroes could have ever imagined, sapping their life force moment by moment. Talbion, Jack, Throma and Prex lose 1 stamina. The Spider-King makes a desperate lunge at Redric, who parries the blow, but at that moment the monster catches Murg in his periphery, leaping towards him. He sees a flash of silver before Murg's axe drives deep into his ugly, arachnoid head, delivering a critical hit, inflicting 4 stamina damage! The King's giant body spasms uncontrollably, and then it rolls on its back, legs curled up. The Spider-King is defeated.
== End of Combat ==
*Note: those still trapped in the web are still trapped! You can roll as many rounds as you want, or one at a time if you want help. Freed characters can attempt to Test Skill to help a character out of the webbing though.
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Post by champskees on Nov 26, 2019 7:10:21 GMT
== Round Eleven ==
The Spider-King slams into Murg, who loses another 2 stamina. Redric tries an attack from behind, but the Spider-King brushes his sword away like it's a stick, and then bites deeply into Redric's shoulder, inflicting 4 stamina damage!
== Round Twelve ==
Spider-King Skill 10 Stamina 4 Attacks 2
Spider-King attacks Murg and Redric. Attack Strength 13...
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Post by champskees on Nov 23, 2019 23:05:59 GMT
== Round Ten ==
Prex and Talbion are looking very weak, each losing 1 stamina point from the effects of the web.
Redric attempts to parry, but the Spider-King's attacks are relentless, and he loses 2 stamina. The Spider-King also tries to take a bite out of the barbarian, but instead of trying to evade, Murg steps into the attack, moving under the arachnid's bulky frame and delivering a nasty cut to its abdomen, inflicting 2 damage and leaving the Spider-King howling in pain.
== Round Eleven ==
Spider-King Skill 10 Stamina 4 Attacks 2 Spider-King attacks Murg and Redric. Attack Strength 18 (sk's att rolls have been great but managed to deliver zero poison attacks thus far!)
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Post by champskees on Nov 22, 2019 9:52:53 GMT
== Round Nine ==
The Spider-King manages to slap both Redric and Murg with one of its heavy forelegs, inflicting 2 stamina damage to each of them!
== Round Ten == Spider-King Skill 10 Stamina 6 Attacks 2
Spider-King attacks Murg and Redric. Attack Strength 18.
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Post by champskees on Nov 20, 2019 22:38:47 GMT
== Round Eight ==
Now in a position to attack both Redric and Murg, the Spider-King strikes, clubbing Redric over the back of the head, inflicting 2 stamina damage. Murg takes advantage of the situation, cutting deep into the abomination's abdomen with a critical hit, inflicting 4 damage.
== Round Nine ==
Spider-King Skill 10 Stamina 6 Attacks 2 Spider King attacks Redric and Murg. Attack Strength 19.
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Post by champskees on Nov 18, 2019 23:49:56 GMT
== Round Five ==
Murg is still fighting the Spider-King solo, but this does not appear to be a problem as his axe connects with another of the monster's legs, this time severing it with a lucky strike, inflicting 4 stamina damage to the Spider-King! The rest of the party struggle within the web, but to no avail.
== Round Six ==
Spider-King Skill 10 Stamina 10 Attacks 2 Spider-King attacks Murg. Attack Strength 19.
With one of the arachnid's legs now twitching on the ground, Murg decides to continue to go for the legs with his axe. He takes a swipe, but the Spider-King is ready for him, and one of its powerful forelegs smacks Murg straight in the chest, sending him to the stone floor and inflicting 2 stamina damage.
Prex, Jack and Talbion have exhausted themselves in their efforts to escape the web, each losing 1 Stamina due to fatigue.
== Round Seven ==
Spider-King Skill 10 Stamina 10 Attacks 2 Spider-King attacks Murg. Attack Strength 14.
The Spider-King clumsily presses its attack on Murg, attempting to stomp on him whilst he is prone. Its foreleg slams down on Murg's upper left leg, pinning him, but the arachnid is forced to pull away to avoid a counter-strike from the deadly axe. Roaring in pain, Murg manages to roll over and get up again, but has lost 2 stamina from the attack.
After what seems an eternity, Redric's sword slices through part of the web strands that have him trapped, and he carefully slides out of a small opening in the webbing he has created, ready to act. This Spider-King has seen the little worm escape from his trap, and prepares to attack.
== Round Eight ==
Spider-King Skill 10 Stamina 10 Attacks 2. Spider-King attacks Murg and Redric. Attack Strength 19.
Talbion and Prex are starting to fade, each losing 1 stamina. After round 8 is resolved, we will move back to just one round at a time.
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Post by champskees on Nov 16, 2019 11:51:56 GMT
Round 5: -3 Round 6: -10 Round 7: -6 Round 8: -12 Is that -4 stamina? Going by the letter of the rules, it appears that you would only lose 1 stamina point when you dropped below zero i.e. in round 4. I read it as daredevil suggested.
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Post by champskees on Nov 16, 2019 11:44:45 GMT
== Round 3/4 ==
Most of the party is struggling to break free from the heavy webbing, but the webs are not strong enough to hold someone the size of Murg for very long. The sticky, rope-like strands tear apart under the barbarian's thick, corded muscles. Still partly covered in webbing, Murg leaps forward into combat with the Spider King, who, anticipating some of the heroes would break free, has scuttled across the room to meet the lone warrior's charge. The Spider-King is a formidable foe and will not be defeated easily.
Spider-King Skill 10 Stamina 16 Attacks 2 Note: 1 in 3 chance a successful attack will be a poisonous bite, inflicting 4 stamina loss instead of 2.
Spider King attacks Murg. Attack Strength 17. The two combatants clash head on, both the Spider-King and the barbarian lunging at their opponent with a furious rage. But the barbarian's attack is simply too ferocious, and at the last moment the giant arachnid hesitates and brings two of its legs up to protect its hideous face. Murg's axe blade cuts deep through its chitinous armour and inflicts 2 stamina damage. Grey fluid sprays out from the wound on one of its middle legs, and the Spider-King attacks with a more cautious approach.
== Round 5 == Spider-King Skill 10 Stamina 14 Attacks 2. Spider-King attacks Murg. Attack Strength 16.
*special note from GM*
Yep, combat has begun, so we need to resolve these rounds before more rolls are made. Rolling up to round 8 is fine with me. When you free yourself, the next round you may take an action. As it has been asked, yes, I will allow a character to attempt to assist another character caught in the webbing, but you run the risk of being caught in it yourself! If you wish to attempt this, first nominate who you wish to assist, then Test your Skill. Note that the Spider-King can attack 2 opponents at once and is in range to attack anyone who frees themselves from the webbing. If you attempt to free someone and the Spider-King attacks you, it will be an automatic hit & it will make your roll more difficult i.e. modifiers will be applied as it will be possible for the Spider-King to essentially shove you back into the webbing! What's that saying about turning your back on the enemy?
Murg can roll for round 5, 6 & 7 now (if he is planning on just attacking) and i'll break down each round after collating all other rolls/posts.
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Post by champskees on Nov 14, 2019 23:41:48 GMT
Updated to Round 4. Post your rolls for round 5&6 (4 remaining?). I've corrected Jack's provisions, thanks.
The Spider-King is watching the adventurers struggle within his web, salivating at the prospect of collecting his seven deliciously wrapped meals once they cease their pathetic struggling.
If no one is freed in round 5, might as well post your rolls for 7 & 8.
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Post by champskees on Nov 13, 2019 11:55:03 GMT
By my reckoning I have 9 Stamina rather than 10 Rd 5: 3 Rd 6: -3 Make that 8 Stamina! Yes you do. At the bottom of the sheet it tells you how current it is ie at end of Rd 2.
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