Can this be used with Al-Rathak as well?
Bookwizard
Recent community posts
I think I can solve the "odd" scale of the map for you. Since this is an "Outdoor Survival Hexmap", it is based on the Avalon Hill board game Outdoor Survival (which was a piece of equipment needed/strongly recommended) when playing the Original edition of D & D. The map in that board game is 22" x 24". I don't think this is an exact reproduction (in terms of what is in the hexes, it is hard to tell from the samples provided), but rather a map in that style and for the same purpose.
They are awesome! Are the stamps the size of the hexes when printed out are they larger? If they are the same size as when printed out, how did you get those details in such a small Space? Did you carve then on rubber, linoleum or wood (or something else)? Finally, Are Aelwine, Black March and Tarvannion all in the same "world)?
On page 15 it states: "No defensive move can be used twice in a row, unless doubling down." Yet on page 16 it says: Doubling Down must be declared before your first roll and can only be for a move different than your previous defense." Which is it? Can you use the same defense twice when doubling down or not?
Is there one Boss for each area, or only one Boss for the entire quest (if a quest is made up of multiple areas)?
If there is only one Boss for the entire quest, then learning the Boss's weakness is easier the more areas you have. In this situation, I suggest that in order to learn the Boss's weakness in a multi area quest, you have to collect a total number of clues equal to three times the number of areas in the quest [so, for example, if there are three areas you would need a total of 9 clues to discover the boss's weakness (3 x 3 =9)].
Do I have this sequence correct: The "Room Sequence" is: Roll for room contents, then roll to see the kind of enemy you are facing, then roll to see the number of enemies, then roll to see the enemy's reaction. IF the enemy attacks, then you roll to see what kind of an attack they make, and finally roll to see who they attack (if there is an NPC with you). Then you move on to your chance/attempt to Avoid a Fight. Then, after the fight is over (or after the fight is avoided), you move on to exploring the room?
Under Money and Items it says you can "Purchase items in between quests." Under Advancement it says "After an area or quest feel free to narrate a rest to restore your health, visit a town or hone your skills..." So, my question is: can you purchase items when you return to town to rest? If not, why not? If so, the first sentence under Money and Items should be revised to say: "Purchase items in between areas and/or quests."
I am wondering about overland travel. I see on page 18 how to create other enemies you meet on the way to the "Dungeon" (play area); but do I use the Oracle line Travel (per day) for checking what happens in the overland journey? Assuming the answer is yes, the Lost (roll again) does not seem to be much of a penalty (you just reroll) - It seems like losing a day of travel would make more sense (since you are lost); then you would roll on the table on the next day, having been delayed by a day. Your thoughts?
I bought the game (which came yesterday from EF) and was somewhat surprised that there were no examples of "Monsters" (though there is a picture of a rat, on page 7.2), and no examples of Treasure (though XP are given for cursed artifact destruction, so they must play a part in the implied world [there is an implied world, whose tone you can sense by the occupations, spells, XP awards, etc.]). Ghosts, Demons and Spirits are mentioned under the Summon Entity spell. Can you please provide three (or more) varied Monster stat blocks and descriptions as an example for us to use when crafting/designing our own monsters? What information do you write down for monsters in your own game prep? Can you elaborate on the cursed artifacts and the role they play in the game (and perhaps on treasure a well)? Thank you for your anticipated reply.