we rejoin our brave adventurers about to descend into the dark bowels of the earth!
GM Elle: Well I heard at least one "Yes!" from Claire during the Experience rolling last time ... did that mean a new Heroic Ability?
Claire: Uh-huh, but I just used it to get myself more Willpower points with the Focused deal again, so kinda boring. I thought about using the Magic Talent one to learn Elementalism so I could use those elementy spells in the extra grimoire we found, but then I read the rules a little more closely and realized -- even with the Magic Talent ability, you've still got to find a teacher to show you the ropes on any new school of magic. So I figured I'd better hold off on that until we bumped into one.
Ariel: But what if we bump into one while we're out traveling and they're out traveling too and then even though you bumped into them, you wouldn't be able to learn from them because you don't have the learny ability?
Claire: Well, dang-o mango, I didn't think of that. But I'll just have to lump it if that happens. Anyway, that gives me enough WP that I could cast two Power Level 3 spells in a single round using my Master Spellcaster ability, which seems like a good ace to have in the hole, right?
Akane: Yes. I was very lucky to have so many WP from the very start, but if Filvius continues to progress, Zedeja will feel pressure to achieve more Heroic Abilities also, or be exceeded by her junior.
Harriet: And most certainly none of us want to hear her feelings on that!
GM Elle: Anyone else have new Heroic Abilities to brag about? No? Then it's time to head down the crude stone stairs into the cave. Who's carrying lights?
Ariel: I have a lamp!
Harriet: Dilfriida does as well.
Heddy: Do we need three? Because I've got one too, and I'd feel a lot less terrified holding a light instead of depending on someone else's. On top of that, I'm terrible at fighting, so I don't need to keep a hand free for anything.
Harriet: Dilfriida says if you're especially worried, she'll leave her lamp in her pack so the two of you can hold hands. But you'll have to let go if anything jumps us.
Heddy: Brandy will take her up on that.
GM Elle: The group winds its way down the stairs for several rounds, then, until the way levels out at the intersection of one reasonably wide passageway and one very narrow one. The small one looks like a tight enough squeeze that it would be easy to get stuck in places.
MSG: Dolora's in favor of heading down the wider one for a bit, then.
Akane: Zedeja insists everyone must follow the dwarf's advice. "Good planning, dwarf!"
GM Elle: After 10 or 12 meters, the passageway opens up into a yawning gulf of a cavern. It's wide enough that your lamplight doesn't reach the far side, and there's no sign of a bottom. There's a bridge of sorts stretching out into the dark, though -- it appears to be woven of immense strands of webbing, thick enough that it can probably support a fair amount of weight.
Claire: I'm not sure I want to test that.
Heddy: I know I certainly don't.
MSG: Dolora says, "Well, we won't know unless we try, right, Filvius?"
Claire: Curse you.
Heddy: I'm going to suggest that maybe we should rope ourselves together.
Sasha: One fall, all fall, huh?
Heddy: Well, I was hoping more like, no one fall, but if one does, the others can hold on and keep them from dropping into the endless void.
MSG: I think it's worth a try, and I have rope.
Harriet: I have some too. Should we tie up into two groups? Hopefully with at least one strong member in each?
MSG: That would be Dolora in one group and Quackenscrump in the other.
Claire: Which group has three and which has four, though?
Ariel: We need a light in each group, right? So I'd be in one and Brandy will be in the other.
Sasha: Dolora and Filvy won't be willing to split up and let one or the other find out how it goes first, so how about you three in the front group and the other four of us in the back. Except I guess Dilfriida and Zedeja won't be happy about being in the same group.
Akane: Incorrect! Zedeja is not happy about being in either group. Crossing a dangerous web bridge is not an activity for merriment. Also, both Zedeja from extreme scrawniness and the halfling from being only half a person are very light.
Harriet: I tell Zedeja if she falls I won't even half try to catch her.
Akane: This threat is unconvincing, because Zedeja has a Magic Trick of Slow Fall. Impossible for her to be harmed from any drop. Also, she insists on being first in the group of four, then with a duck following, after which a satyr, then a halfling. The climbing then proceeds as so: Zedeja climbs to the farthest of rope slack; our knight climbs to catch up to her, then our satyr, lastly a halfling. I tell our satyr if she has a knife and the halfling falls, it's okay to cut the weight loose to save herself.
Harriet: Dilfriida says Brandy would be doing her a favor in that case, as she'd never have to listen to Zedeja's screechy hag voice again.
Heddy: I will assure Dilfriida that I would never cut her loose. I won't add that it's in part because I need one hand to grab hold of the webs while climbing and the other to hold onto the lamp, so there's no chance I could get out my knife.
MSG: Hearing those discussions, I'll suggest Dolora go in the middle of our group, with Fidu up front to light the way and Filvius in back.
Claire: I'll tolerate it since I definitely want to maximize Dolora's effectiveness as an anchor.
GM Elle: If that's the plan, then Fidu is first to move out onto the bridge. Make an Acrobatics check to climb across.
Ariel: Oh ... uh, my Acrobatics is not very good ... YIKES! Even if it was good, I rolled a Demon.
GM Elle: You fall immediately. Normally you'd get an Evade roll to avoid plummeting into the pit, but the Demon negates that, and also means Dolora doesn't get a chance to grab you. All she can do is make a Strength check to avoid being pulled off the bridge after you.
MSG: Thank heavens I'm really strong. I make it with an 18.
GM Elle: Fidu is now dangling from the rope, right along the edge of the pit. You can pull him up without rolling, since you've got two people on solid ground to do so.
MSG: What if we just let him dangle and climb across that way?
GM Elle: You'd have a Bane on your Acrobatics roll to make progress. And of course, if you messed it up, it would be a bitch and a half for Filvius to support both of you.
MSG: All right, I guess we pull Fidu up and let him give it another try, then.
Ariel: I'm really embarrassed. Okay, so this time I get a 10, but that's still a fail. I'm going to get disheartened and Push it ... fail-o again.
GM Elle: You can only Push once, so now you need to roll Evade to keep from falling.
Ariel: My Evade is super-great! I make it easy. So ... another Acrobatics roll? Whew! It's a 5 this time.
GM Elle: Dolora is up, then.
MSG: I easily make my roll with a 3.
Claire: I roll the same. Does that mean we're across?
GM Elle: Yes.
MSG: I'll wave the other group across, then. Also, I'll look around and see where we are on this end of the bridge.
GM Elle: The passageway continues off into darkness toward the north. Akane, make Zedeja's Acrobatics roll.
Akane: 18. It's a poor showing for oldsters being first in their group. I become Disheartened at these signs of how age enfeebles all. My Push of the roll becomes ... 9. A success.
Sasha: Quackers gets a 9 also.
Heddy: I'm next? This is terrifying, because my Acrobatics is only 5. Brandy is a quivering wreck as she moves onto the bridge. 19. I suppose if it's any consolation, that would have failed even if my Acrobatics were fantastic. Obviously, I Push the roll by becoming Scared. Aaand, Demon.
GM Elle: You fall. No chance to use Evade to save yourself and no chance for your companions to grab you. Quackenscrump needs to make a Strength check. If he succeeds, Dilfriida will get a Boon on her Strength check.
Sasha: Got it, no problem.
Harriet: With the boon, I make my check as well. Can I keep moving while supporting Brandy's weight?
GM Elle: Strength check to keep moving. Even if you make it, you'll have a Bane on your Acrobatics. And you definitely don't want to Demon anything.
Harriet: Please don't jinx me that way. I already have the most wretched luck with dice. Strength check is a failure.
GM Elle: You can try again. On a failure, you become Exhausted, but I'll let you proceed to your Acrobatics roll with the Bane.
Harriet: Definitely exhausted.
Heddy: I'm whimpering and praying to the satyr gods at this point.
Harriet: Acrobatics rolls are 9 and 9, so we're apparently fine.
Heddy: Once they pull me up, I'll give Dilfriida a hug and call her my hero and apologize for being such a burden.
Akane: Avoid such displays of emotions! So inefficient and time-wasting!
Harriet: I will prolong the hug with my tongue stuck out at Zedeja.
MSG: Should we untie ourselves and put our rope away? Or go on up this passageway and see if there's another web bridge right around a corner.
Sasha: There might also be a monster right around the corner, though, and Quackers doesn't want to be dragging Zedeja, Dilfriida, and Brandywise all over the field of battle by a rope in a fight.
Akane: Zedeja insists on unropedness.
GM Elle: In that case, once you proceed along the passageway, it angles left and continues for some distance. The way is quiet, just an empty, narrow stretch of cavern with quiet echoes of dripping water far off somewhere. You travel 50 or 60 meters before you see the way open up ahead. There seems to be a much larger open space, partly obscured by enormous strands of spiderwebs.
MSG: Enormous enough to have been made by a kilometer-long spider?
GM Elle: No, but probably by a pretty big one.
Sasha: I'm heading that way, then. Way too many trolls and giants and orcs lately turning out to be too people-ish and not monster-ish enough for me to fight, so I'm itching to get at a giant spider.
Akane: This itch should not promote insubordinance!
Sasha: What? I couldn't hear you because my helmet gives me a Bane on Awareness.
Akane: There was no roll!
MSG: I'll keep up with Quackenscrump so he doesn't go up against anything too dangerous all by himself.
Claire: And I'll keep up with Dolora so she doesn't learn something about giant spiders before I do.
GM Elle: Is anybody not keeping up? In that case, you arrive at a huge, web-encrusted chamber -- and immediately notice something large start to move in the darkness of the far corner. Its great, claw-tipped legs clack against the stone. It looks like there may be another exit from this cavern toward the south.
Sasha: It doesn't start talking, does it? 'Cause I'm all set to charge it and carve into it with my longsword if it doesn't talk.
GM Elle: Actually --
Sasha: Aw, dammit. Okay, go on.
GM Elle: A whispery voice seeps into your minds, quiet but also somehow enormous. It asks, "Little creatures ... Why have you invaded our home?"
MSG: I'll say that we're looking for a piece of a statue.
Sasha: I'll walk toward this thing and say, "Yeah, have you seen one around here?" Oh -- I see something hanging in those webs over on the left side. Does Quackenscrump spot that? Can he tell what it is?
GM Elle: Only if someone with a light goes along with him.
Sasha: I'll tell Fidu to get on up here so we can see who we're talking to.
Ariel: I kinda think this doesn't seem like a great idea, especially since Quackers is probably all set to just attack the monster as soon as he gets the chance. But I also figure if he's going to attack it, we'd better have light so we can help out or he'll get eaten pretty quick. So I guess I go up a few steps behind him.
MSG: I'll move closer too so I can see what a spider this big looks like.
Claire: Me too. But I'm not going to be too close to Sir Q in case the spider goes after him without a warning.
GM Elle: As Fidu moves forward with the light, you see that the shadowy creature is a hideously large spider, as big around as two stout horses and with a multitude of gleaming round eyes. It braces itself along the walls and looms over you. The voice comes into your heads again. "What would you have to offer, if I knew of such a statue?"
Sasha: Is it close enough for me to move up and strike? Because if it is, I'm going to.
Akane: Zedeja is prepared for the casting of spells.
Harriet: I guess Dilfriida is moving up where she could get into the action if she needs to.
Heddy: I'll stay near the entrance and provide light for any sudden retreat we might need.
GM Elle: Since everybody seems primed for a fight, let's go ahead and draw initiative.
MSG: 2.
Claire: 7.
Ariel: 3.
Sasha: 5. Dang, I was hoping for that 1.
Akane: 4.
Harriet: 6 for Dilfriida.
Heddy: And I get the 8.
GM Elle: The spider gets everything that's left and then some. 1, 9, 10, and 11 to 13.
MSG: Yikes.
GM Elle: And because it's telepathic, it senses Quackenscrump's intent and decides to teach you all a lesson. It stares at everyone within 10 meters with mesmerizing eyes, forcing a Will roll against Fear. Everyone will need to roll but Zedeja, Dilfriida, and Brandy.
MSG: I make it.
Claire: I don't, so I guess I'll Push the roll and get Exhausted from being weak in the knees with fright. Woohoo, Dragon!
Ariel: I have a Fearless ability I got a while back, so I'm spending WP to not have to roll.
Sasha: Quackers fails, which makes him Disheartened because he's so itching for a monster fight. I make it on the Push roll.
GM Elle: Claire, your Dragon means Filvius will get a Boon on any further Fear checks this combat. Your turn, Dolora.
MSG: Well, we seem to be in it now, so I guess I'll move up and smack it with my warhammer. That's a hit for 14 points of damage if it doesn't dodge.
GM Elle: Hearing the whistling power of your hammer swinging through the air, it does attempt a dodge, and succeeds.
Ariel: I'm next, right? I'll put my lamp on the ground and try shooting it with my shortbow. Swish.
Akane: Zedeja expends many WP to cast spells. Stone Skin first, Power Fist next. Both succeed! I cautiously move closer.
Sasha: Quackers, right? Charge! I roll a hit. Does it dodge?
GM Elle: It tries ... and succeeds.
Sasha: Well, at least I don't have to spend WP on my Dragonslayer ability this round.
Harriet: My turn? How far outside the 10 meters of its mesmerizing stare was I? I did say I was moving up.
GM Elle: I'll let you be within a single move of melee.
Harriet: Superb. I advance on the spider and spend points for both my Backstabbing and Assassin abilities. I definitely hit ... and proceed to roll two 1's, a 2, and an 8. 12 points.
Heddy: That was unfortunate.
GM Elle: Filvius is next.
Claire: I'll step back a little and try hitting it with my sling. But I miss.
Heddy: I don't really even know what to do with my turn. Can I use it to watch the spider's movement and shout a warning to help someone dodge? Can anyone even dodge at this point since I'm the last one taking a turn?
MSG: I've got Fast Footwork, so I can spend WP to dodge.
Harriet: Likewise for Dilfriida.
Heddy: Then I'll definitely do that if I can.
GM Elle: I'll allow it. Especially since the spider now has 4 turns to take.
Claire: Gulp.
GM Elle: Mandibles! It attempts to bite Dilfriida in two, since she managed to damage it and no one else did.
Heddy: Look out, Dilfriida! Jump right!
Harriet: I spend my WP and succeed at a dodge.
Heddy: Good job!
GM Elle: Tearing attack! The spider frantically stabs at all characters within 2 meters using its multitude of barbed, hairy legs. Each character in melee will take 2d8 damage.
MSG: I'll spend WP to dodge, and I succeed.
Claire: Glad I moved back to use my sling.
Ariel: I'm glad I stayed back and used my bow!
Sasha: I'll let my armor soak it up.
GM Elle: 12 points.
Sasha: Ouch. So 4 get through.
GM Elle: Poison Sting! It's jabbing its venomous stinger at you, Sir Q. But I only roll 7 points, so it doesn't get through. Last attack -- Mandibles again. I think it will go for Dolora and her nasty-looking warhammer this time.
MSG: I pay to dodge again. Oof, I miss, so I'm definitely Disheartened that it's treating me as a threat. I make the Push roll.
GM Elle: All right, new initiative.
MSG: 8.
Claire: 7.
Ariel: 6.
Sasha: 4.
Akane: 5.
Harriet: 3.
Heddy: 2.
GM Elle: Looks like the spider's on the same turns it had last time. And it starts the turn off with Mesmerizing Eyes again. Only Brandy, Fidu, and Filvius are outside of 10 meters this time.
MSG: Failure again. I'm pretty Angry that I'm getting so scared of bug eyes, and I Push and make it.
Sasha: I'll spend 3 WP on my Ill-Tempered ability, because it would really piss me off to get scared of this spider and run. With a Boon, I make it.
Akane: Inconceivably, Zedeja fails. She is so old, though. Too weak to become scared! I Push the roll with Exhausted, and this time succeed.
Harriet: My Will is insufficient, and I'm not confident that a Push will do me any good. I think I'll just take the Fear table roll.
GM Elle: You're Enfeebled. You lose 8 WP and become Disheartened. Heddy?
Heddy: Can I try shining the lamp in the spider's eyes so someone has a better chance of hitting it?
GM Elle: Sure. Het?
Harriet: I'm entirely bereft of WP for either dodging or Backstabbing ... but I don't have that much sense, so I suppose I'll try a standard attack, since Brandy's trying to blind it for me. I hit for 9 points.
GM Elle: It tries to dodge ... and fails!
MSG: Good job, Dilfriida.
Sasha: Here comes some longswording ... I hit! Is it dodging?
GM Elle: It tries but fails again.
Sasha: I'm activating Dragonslayer, then. Only 13 points, though. What are we up to, 34 now?
Akane: This is my math also. Zedeja's turn? She will Brawl this spider! A hit!
GM Elle: The spider thinks your scrawny physique suggests that you're being extremely overconfident in thinking you can hurt it, so it doesn't dodge.
Akane: Then with Iron Fist, I roll 5d6. The damage is 16 -- now math says it is 50 points damaged!
GM Elle: It's definitely not happy about that.
Ariel: I'm next, right? Shortbow! Boo, I miss. I'm going to Push the roll, dang it! I worked so hard trying to shoot it, now I'm Exhausted. No! I miss that one too! Poop.
Claire: Filvius tries his sling again ... got it!
GM Elle: The spider isn't keen on underestimating any of you at this point and has taken enough damage that it's going to go ahead and dodge. It succeeds.
MSG: Here comes Dolora's warhammer, then. That's a hit.
GM Elle: That's a dodge. The spider has only a single turn left, and it's going to do a Ramming Attack. Zedeja, it's targeting you since you did more damage to it with a single hit than anyone else, and it thinks it can pulverize your stick-like body. 12 points of damage, and you're knocked down.
Akane: The protection of a Stone Skin spell prevents disaster, then.
GM Elle: Everyone draw initiative for the new round.
MSG: 4.
Claire: 8.
Ariel: 6.
Sasha: 2.
Akane: 10.
Harriet: 9.
Heddy: 7.
GM Elle: Spider is on 1, 3, 5, and 11 through 13. Its first move is a Poison Sting! It's going for Quackenscrump again. 12 points if you don't dodge or parry.
Sasha: Poison sucks in this game, so I think I'm going to parry. Pting!
GM Elle: That uses up your turn, though, so the spider goes again. Tearing Attack! That's the 2d8 one on everybody in melee. Anyone dodging?
MSG: I think I can take the 2d8.
Claire: I'm not in melee, so I'm good.
Ariel: Samesies!
Sasha: No dodges left for Quackers.
Akane: Zedeja intends more Brawling. She will accept damage.
Harriet: I think I'll take it too.
GM Elle: All right, then. 14 on Dolora. 5 on Quackenscrump. 14 on Zedeja. 4 on Dilfriida.
MSG: Oof.
Sasha: Pting!
Akane: I feel very harmed.
Harriet: I'm okay for now.
MSG: All right, it's hammer time. I hit.
GM Elle: It dodges.
Ariel: I'll try my bow again ... hit! 11 points if it doesn't dodge!
GM Elle: It does.
Heddy: I'll shine my light again on my turn.
Claire: A sling and a miss for Filvius. Oh, wait, with Brandy's boon, that's a hit! 11 points for me too, if it doesn't dodge.
GM Elle: Demon! Roll an extra damage die.
Claire: Wooho... bleh, 1 more point.
Harriet: That still puts us at 62 damage on it. Surely it can't have too many more hit points? Dilfriida attempts a daggering. Success, but only 4 points even if it fails its dodge.
GM Elle: It's trying to dodge everything at this point. And it succeeds here.
MSG: That's its last turn for the round, right?
Akane: Zedeja rises and Brawls this spider, then! 18 points of damages!
GM Elle: The spider looks wobbly and near collapse. Draw for initiative.
MSG: 7
Claire: 8
Ariel: 9
Sasha: 3
Akane: 4
Harriet: 10
Heddy: 2
GM Elle: Spider on 1, 5, 6, and 11 through 13. It attempts to withdraw and climb up into its webs. That means it has to Evade Dolora, Quackenscrump, Zedeja, and Dilfriida. It succeeds on the first three, but fails on Dilfriida. You get an attack on it, Dilfriida.
Harriet: That's a hit for 11 points.
GM Elle: With a groan and a whisper of despair in your heads, it collapses into a heap of sticklike legs that twitch a few times in a pool of spreading green ichor.
Ariel: Ew!
Sasha: I poke it with my sword and then kick it a few times to make sure.
Akane: I request healing from a junior mage!
Claire: Sure, I'll just -- urk. Demon.
Ariel: Uh-oh. That's bad!
Harriet: Dilfriida thinks it worked out all right for Dranath, so maybe you're not in too much trouble.
GM Elle: Roll a d20.
Claire: 12.
GM Elle: Hmm. Okay.
Claire: So what happens?
GM Elle: It seems like nothing, as far as you can see.
Ariel: Ooh, that is bad. Seeming like nothing seems like it's definitely worse than seeming like something.
Akane: Zedeja complains. "Nothing has happened! Try again, Junior Mage!"
Claire: I shake off my nerves and give it another shot. Better. 9 points of healing.
Akane: This is acceptable.
Harriet: Meanwhile, Dilfriida is going to have a look around for loot. Do you mind bringing the light, Brandy?
Heddy: Of course. But is it all right if we swing very wide of the enormous spider corpse?
Harriet: Fine by me.
Ariel: I'm going to spend 3 WP on my Treasure Hunter ability to find out which direction leads to the greatest treasure in here!
GM Elle: Your nose for treasure leads you to a heavy crossbow.
Ariel: Not like, gold or anything?
GM Elle: Well, the retail value on a heavy crossbow is 200 gp.
Ariel: Never mind, I'll take it!
MSG: I'll search around with Fidu.
Claire: Once I'm done healing Zedeja, I'll go over with Brandy and Dilfriida, hoping to find something worth knowing about that Dolora isn't around to see.
GM Elle: Each person searching roll Spot Hidden.
MSG: Failure.
Claire: 5! Whew, because my skill is only 7.
Ariel: I roll a 2 if I still get to roll after the crossbow.
Harriet: Dilfriida fails with a 19.
Heddy: I'm more helping Dilfriida than searching myself, if that gets her a Boon.
GM Elle: I'll allow it.
Harriet: Then my 19 transforms into a 3.
GM Elle: Each person who succeeded gets to pick one of these 5 cards.
Claire: How about ... this one.
GM Elle: You spot a fancy silver bracelet by a gleam it throws off in the lamplight.
Claire: I'll pick it up and see how much it looks like it's worth.
GM Elle: Unfortunately, the moment you touch it to pick it up, it disintegrated into dust.
Claire: Uh ... silver dust?
GM Elle: No, just worthless dust.
Akane: If Zedeja sees this, she is alarmed. "What! Why did you touch me for healing when you have such destructive hands?"
Harriet: I'll say, "Because you told her to, you old crank!"
Claire: Can I roll something to see if I recognize this as a possible result of a magical mishap?
GM Elle: Sure. Roll your skill for your school of magic.
Claire: I make it.
GM Elle: You definitely know magical mishaps can result in a variety of cursed effects.
Claire: Do I know if it can be fixed?
GM Elle: You know that some wear off over time, while others can be removed with Dispel.
Claire: I don't have Dispel.
Akane: Zedeja does! But ... no WP for casting it.
Ariel: Can I pick my card now?
GM Elle: Yes.
Ariel: Hmm, a melee weapon. It says to roll a d6.
GM Elle: I already did. It's a scimitar.
Ariel: Oh. Not nearly as good a haul as a heavy crossbow, plus my backpack is full. I'll let somebody else have it. Here's the cards for you to pick from, Hettie.
Harriet: Ah, a silver necklace. Assuming it doesn't turn to dust as soon as I touch it.
GM Elle: It doesn't. It looks to be worth 55 silver.
Harriet: I'll give it to Brandy and say I think it would look pretty on her. I'll even offer to put it on for her if she'll bend down to my level.
Heddy: The alarming fate of the bracelet makes me concerned about how safe the silver jewelry is in this lair ... but I'm embarrassed to say so and also flattered and pleased at Dilfriida's attention, so I'll nervously lean down.
GM Elle: The necklace goes on with no ill effects. All of the searchers can draw Initiative to see who finds the last 2 treasure cards.
Ariel: Wait! Can I spend 3 more WP to use my Treasure Hunter ability again?
GM Elle: Yes.
Ariel: A bag of silver coins.
GM Elle: There are 20 of them.
Ariel: Eh, not terrible I guess.
Harriet: I draw the 3 card.
Heddy: 8.
MSG: 4.
Claire: Woohoo! 1!
Ariel: Whatever it is, just look, don't touch it!
GM Elle: It appears to be a magical grimoire.
Claire: Sweeeeet. I know I just got warned not to touch it, but I can't resist checking out more magical knowledge. What do I find when I open it? Or does it crumble to dust too?
GM Elle: It appears to contain three Animism spells.
Claire: Even sweeter! Unless they're ones I already know.
GM Elle: One is the magic trick Birdsong, and the other two are Rank 2 spells: Sleep and Lightning Bolt.
Claire: I've already got Lightning Bolt. But not Sleep! Oh. But looking at it in the book, it seems kind of lame. But ... it's still magical knowledge, so I'm hyped about it even if it's lame. I'm going to have to get learning ASAP.
GM Elle: Well, it will have to wait until you've got a shift to spare studying. Which is not right now, because you're still in the dungeon, and I think it's a good spot to wrap this gaming session. Experience questions ... participation, yes. Exploring a new location, yes. Overcoming an obstacle without violence, yes. And defeating a dangerous enemy, definitely. I'll also say everyone gets their Weakness mark as well instead of making you figure it out yourselves.
MSG: Did I do anything knowledge-hungry?
Ariel: You walked right up to that huge-o spider just to learn what a huge-o one looked like up close!
MSG: Oh yeah, thanks!
Ariel: Anytime! I mean, anytime I'm paying attention and that Fidu isn't too lazy to point it out to you.

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