For first time in a very long time, have been playing D&D (1st ed with small bits of 2nd) with Rey (DMing) and Ratboy (first-timer.) Tremendous fun. Rediscovered the joys of RPing with somebody else DMing.
Stats: Rolled well on 6x4d6. Decided to play a druid for a change, since I haven't done one before (and 'cause it's one of the few classes where half-elves don't have steenking level limitations); thus, bumped up Wisdom and Charisma. Had spare points floating around. Note to self: Nobody ever died from having too much Dexterity, and the fighter can carry the heavy stuff. Named Calair Icebrook, as envision a Cold Wastes style druid. Child of hippy-types who decided the Great Outdoors wasn't all that great after all, she stayed on.
Equipment selection: Looked through available options. Ooh, wood armour, funky! Just the sort of thing a druid could spend a few months making.
Eyes lit up upon noting Large Spear damage of 2d6 - pretty bloody decent for a druid weapon. Noted also that 1st level druids can cast Entangle. Trapping foes and then poking them with something longer than their own weapons appeals to Calair's sense of fair play, i.e. none.
Character-gen utility throws up a few random non-weapon proficiencies, inc. Sculpting and Leatherworking. Envision Calair's clothing as being largely made from miscellaneous furs from animals that didn't move fast enough. Some druids are tree-huggin'-hippy-type druids. Calair is a Circle-Of-Life-type druid. Envision spear as being adorned with a tooth or a bone from every critter that didn't move fast enough; after every battle, Calair salvages a bit from the body and adds it to create a very pretty effect.
Spell selection. Am entitled to three spells, as have high Wisdom, yay me. Look through wide range of possible first-level spells. Animal Friendship. Detect Magic. Faerie Fire. Locate Animals. Purify Water. Decisions. Eventually recall that the game ends when you run out of hit points; take two Cure Light Wounds, one Entangle for poking purposes.
Stalwart allies. Andrew, a 1st level human fighter, played by Ratboy. Sit down with Ratboy and help him optimise equipment - explain that AC should be _low_, not high. Note approvingly that Andrew has high ST, and will be able to carry heavy stuff and break things. And Ric, 2nd level dwarf thief, played as auxiliary by me.
Andrew buys pony and, looking at equipment options, decides to take two live chickens on our travels 'for the eggs'. He'll learn.
Off to adventure! Look for legendary 'buried mansion'. Misdirected by passer-by. Spend night camped in the snow. Chickens freeze to death. Argue about whether one gets XP for killing creatures by neglect. Fight wolves. Orcs show up. Andrew attempts to talk orcs out of fighting. Works. Orcs want to eat pony. Andrew attempts to talk them out of eating pony. Fails. Five minutes later, am sharpening orc tibia for inclusion in spear.
Eventually reach dungeon. Park pony outside; pony somewhat unimpressed. Explore. Run away from giant ants. Convert animated skeletons into conventional variety. Find room with lots of chests. Thief begins to earn his keep with trap-finding/lockpicking. Thief fails to spot acid trap. On her way to render first aid, Calair fails to spot spiky pit trap. Trap is worth 3d6 damage, bit of bummer as only have 5 hp. Fortunately, make a save against half Dex and nance across trap before covering has time to collapse. Still the prettiest.
Note to self: Nobody ever died from having too much Dexterity.
Loot chests. Smash one after unable to pick lock; bit of bummer, as one of the shards of damp glass inside reads 'Healing Potion'.
Some gamers have good luck on dice rolls, some have bad. With me, it depends on the characters. Calair appears to be a high-luck character, and succeeds in annoying Rey by repeatedly rolling '1's to spot secret doors.
Harpoon several aggressive rats. Consider leaving entire rat on spear and letting nature take its course; overruled by rest of party. Sulk.
Wander around abandoned stables, with dried flour wafting in the air. Squish giant centipedes. Wonder why Rey keeps making us roll a d8. Find nest of giant spiders. More d8 rolls. Suddenly realise that d8 rolls have to do with (1) large quantities of flour dust in air and (2) us carrying naked flames. Abandon spiders and make hasty exit. While able to roll '1's at will when looking for secret doors, am chronically unable to roll them when needed to trigger unintended fuel-air explosions. Still the prettiest.
Pony stolen. Regret decision not to harpoon person found skulking around earlier; glad of decision to stash all provisions in a Safe Place away from the pony.
Dwarf whining about always being the one to test things to see if they're dangerous.
Find large pool of mud. To demonstrate equity - and because she probably needs a bath anyway - Calair jumps in and scrabbles around for valuables. Find shiny nice-looking shortsword. Also, several giant leeches. Party's only healer passes out as other party members burn off leeches. Eventually recovers. Can never have too many Cure Light Wounds spells. Must figure out how to attach leech teeth to spear.
Find more secret doors. Go me!
Find chest. Dwarf fails to find poison pin trap. After some thought, decide that we probably _should_ take him to a healer, since he's not moving and his finger's gone an exciting colour. Arrive in town around midnight, one wolf later. V. glad took time to find healer's house earlier, _before_ needed. Pay extortionate fee to have dwarf healed.
While in town, must remember to buy crowbar and oil for use on chests/doors and beasties, in that order.
I'd forgotten how much fun this is :-)
Stats: Rolled well on 6x4d6. Decided to play a druid for a change, since I haven't done one before (and 'cause it's one of the few classes where half-elves don't have steenking level limitations); thus, bumped up Wisdom and Charisma. Had spare points floating around. Note to self: Nobody ever died from having too much Dexterity, and the fighter can carry the heavy stuff. Named Calair Icebrook, as envision a Cold Wastes style druid. Child of hippy-types who decided the Great Outdoors wasn't all that great after all, she stayed on.
Equipment selection: Looked through available options. Ooh, wood armour, funky! Just the sort of thing a druid could spend a few months making.
Eyes lit up upon noting Large Spear damage of 2d6 - pretty bloody decent for a druid weapon. Noted also that 1st level druids can cast Entangle. Trapping foes and then poking them with something longer than their own weapons appeals to Calair's sense of fair play, i.e. none.
Character-gen utility throws up a few random non-weapon proficiencies, inc. Sculpting and Leatherworking. Envision Calair's clothing as being largely made from miscellaneous furs from animals that didn't move fast enough. Some druids are tree-huggin'-hippy-type druids. Calair is a Circle-Of-Life-type druid. Envision spear as being adorned with a tooth or a bone from every critter that didn't move fast enough; after every battle, Calair salvages a bit from the body and adds it to create a very pretty effect.
Spell selection. Am entitled to three spells, as have high Wisdom, yay me. Look through wide range of possible first-level spells. Animal Friendship. Detect Magic. Faerie Fire. Locate Animals. Purify Water. Decisions. Eventually recall that the game ends when you run out of hit points; take two Cure Light Wounds, one Entangle for poking purposes.
Stalwart allies. Andrew, a 1st level human fighter, played by Ratboy. Sit down with Ratboy and help him optimise equipment - explain that AC should be _low_, not high. Note approvingly that Andrew has high ST, and will be able to carry heavy stuff and break things. And Ric, 2nd level dwarf thief, played as auxiliary by me.
Andrew buys pony and, looking at equipment options, decides to take two live chickens on our travels 'for the eggs'. He'll learn.
Off to adventure! Look for legendary 'buried mansion'. Misdirected by passer-by. Spend night camped in the snow. Chickens freeze to death. Argue about whether one gets XP for killing creatures by neglect. Fight wolves. Orcs show up. Andrew attempts to talk orcs out of fighting. Works. Orcs want to eat pony. Andrew attempts to talk them out of eating pony. Fails. Five minutes later, am sharpening orc tibia for inclusion in spear.
Eventually reach dungeon. Park pony outside; pony somewhat unimpressed. Explore. Run away from giant ants. Convert animated skeletons into conventional variety. Find room with lots of chests. Thief begins to earn his keep with trap-finding/lockpicking. Thief fails to spot acid trap. On her way to render first aid, Calair fails to spot spiky pit trap. Trap is worth 3d6 damage, bit of bummer as only have 5 hp. Fortunately, make a save against half Dex and nance across trap before covering has time to collapse. Still the prettiest.
Note to self: Nobody ever died from having too much Dexterity.
Loot chests. Smash one after unable to pick lock; bit of bummer, as one of the shards of damp glass inside reads 'Healing Potion'.
Some gamers have good luck on dice rolls, some have bad. With me, it depends on the characters. Calair appears to be a high-luck character, and succeeds in annoying Rey by repeatedly rolling '1's to spot secret doors.
Harpoon several aggressive rats. Consider leaving entire rat on spear and letting nature take its course; overruled by rest of party. Sulk.
Wander around abandoned stables, with dried flour wafting in the air. Squish giant centipedes. Wonder why Rey keeps making us roll a d8. Find nest of giant spiders. More d8 rolls. Suddenly realise that d8 rolls have to do with (1) large quantities of flour dust in air and (2) us carrying naked flames. Abandon spiders and make hasty exit. While able to roll '1's at will when looking for secret doors, am chronically unable to roll them when needed to trigger unintended fuel-air explosions. Still the prettiest.
Pony stolen. Regret decision not to harpoon person found skulking around earlier; glad of decision to stash all provisions in a Safe Place away from the pony.
Dwarf whining about always being the one to test things to see if they're dangerous.
Find large pool of mud. To demonstrate equity - and because she probably needs a bath anyway - Calair jumps in and scrabbles around for valuables. Find shiny nice-looking shortsword. Also, several giant leeches. Party's only healer passes out as other party members burn off leeches. Eventually recovers. Can never have too many Cure Light Wounds spells. Must figure out how to attach leech teeth to spear.
Find more secret doors. Go me!
Find chest. Dwarf fails to find poison pin trap. After some thought, decide that we probably _should_ take him to a healer, since he's not moving and his finger's gone an exciting colour. Arrive in town around midnight, one wolf later. V. glad took time to find healer's house earlier, _before_ needed. Pay extortionate fee to have dwarf healed.
While in town, must remember to buy crowbar and oil for use on chests/doors and beasties, in that order.
I'd forgotten how much fun this is :-)
no subject
Ah, going against type, I see!
But I can't talk. Having uber-fun playing cute boy-genius inventor drow who can't really speak Common. Although Sithen has learned 'Excuse me!' and 'Sorry!' pretty quickly.
no subject
Date: 2002-08-27 10:42 am (UTC)no subject
Date: 2002-08-27 02:46 pm (UTC)Someday, must write about highlights from the campaigns I'm in. (I think Stalks Hidden is about to go completely apes**t. I mean, just because we've brought a lupus Garou aboard a multi-kilometer long orbital SuperDreadnaught with it's own OneMind is no reason for her to feel itchy... ;-) )
no subject
Date: 2002-08-27 03:50 pm (UTC)no subject
Date: 2002-09-07 10:42 am (UTC)As regards leeches...
Date: 2002-08-27 06:03 pm (UTC)Re: As regards leeches...
Date: 2002-08-27 07:41 pm (UTC)