Re: Letters From the Front
Quote:
Originally Posted by Dad_Scaper
Pasting in my posts from the other thread, in which I was also describing a D&D 5E campaign:
Quote:
Originally Posted by Dad_Scaper
I play a weekly D&D game, which isn't exactly a board game, but I'll mention it here anyway. My character is a sorcerer, a "wild mage" whose magic is barely under control. Sometimes when he does stuff he sets off something he didn't intend, and it might be good (turn invisible), there's a good chance it'll just be weird (turn blue), and there's a moderate chance it'll be bad (a fireball detonates, centered on you). The fireball, of course, is extremely unlikely, but last night I triggered it.
My party is only level 4, and we'd already been fighting for a while, so between our existing injuries and a few failed saves, all of us but one were knocked unconscious. And the big bad boss guy was just outside of the blast zone. Also my zombie minion survived. So we scrambled to throw around heals while the zombie minion grappled the boss. Somehow everyone is now barely conscious, dragging each other away from the battle, while the big bad end guy (hopefully) gets distracted by his big evil-magic tree, which is, on account of the fireball, totally engulfed.
Wish us luck for next week. I really like this character, I hope I didn't kill him. Or anyone else in the party. 
|
Quote:
Originally Posted by Dad_Scaper
Wild mage is a subclass of sorcerer. Wizards, intelligence-based casters, learn their spells from books and study. Sorcerers, which are (theoretically, and probably actually) rarer, have innate magical powers, and are charisma-based. They don't develop the magical brute force that wizards do.
Sorcerers have two existing subclasses, though reportedly others are on their way: "draconic origins," meaning they have natural magical ability from dragon in their bloodline, and "wild mage," meaning they have some story-based reason for naturally-occurring raw magical power that they have not earned with study or, yet, practice. Wild mages get some extra powers *but* they also, from time to time, trigger a roll on a table that will provide some unexpected side-effect of an attempt to use magic.
Del, my sorcerer, is a half-elf wild mage, and the rest of our party is also a combination of handsome, lightly armored fellows: a ranger, a bard, and a monk. So we are going tank, and heavy-armor, free. A tanky big bag of hit points would have helped when I blew up the fireball last week, but luckily the bard survived, and he resuscitated the ranger, and the two of them had (barely) enough healing to get us all off the ground and mobile.
Tonight is our next chapter, which I will keep to myself. Unless there is any interest, in which case I will move the discussion to another thread. Thanks for your interest, Tornado!
|
Before tonight, I will add a word about the heroics of my zombie minion last week: First, know that there is utterly nothing special about him, stat-wise. I have a magic item that lets me check once a day to see if I can animate some dead thing, and this day I got lucky so I got to animate a zombie. Second, he was only intended to do stuff like open doors in case they were trapped. Third, in this combat, he managed to successfully grapple a *pair* of very dangerous bad guys, to keep them from getting away and to (somehow) soak their attacks while we could do the real damage.
He rolled very high on various saves and, when necessary, on the d20 to keep from dying, like zombies do. Sadly, after a couple of rounds of grappling the big bad end guy, he finally missed one of those zombie-death saves, and he perished from the face of the earth. He will be remembered fondly as the MVP of the fight, assuming we survive.
|
The zombie is part of being a sorceror correct? My friend is playing one on EverWinter so I am getting an understanding of them.
That is a pretty awesome and resourceful escape from peril.
In my description of Wild Mage, I state that their power usually leads to the demise of their friends. Here is the chart for Wild Magic from a mercenary ship to ship battle we ran at GC.
Spoiler Alert!
HP = Hit Points
DL = Defense Level (Armor Class)
AB = Attack Bonus
Roll Wild Effect
1-6 Target's left leg is now a wooden peg from the knee down. -50 on Fall rolls.
7-8 The deck opens up & swallows the caster to the neck. Reappear on solid deck in 1 round.
9-11 A rolling ball appears on deck. Whoever grabs it may give out 3 Hero Points.
12 A silver tree sprouts from the ground, drops a leaf then burns to ashes. Leaf: Transforms PC into Racoon Suit Mario(DL 80) No other weapons or equipment. Flight, lasts 2 rounds.
13 A potion lies before target on the ground. Unknown effect. GM's choice.
14-15 A rat crawls up target's back and bites their left ear for a 5 HP(diseased). 8 HPs/round
16-17 Target's backpack explodes, all onboard 20 HPs. Save Vs magic , ½ damage[80]
18 A warrior’s sword slashes through a hole in space hitting target for 5d10 damage.
19-21 All gold on target's ship turns to acid. 1HP/ 100 gold
22-26 Sword of the Darkstar appears in the middle of the deck.
27-31 Caster's max Hit Points increases by 20.
32-34 Time warp. Target takes two more turns.
35 A rune covered white longbow appears mid deck of caster. +50AB
36 Erie music begins to play and a cloud of smoke surrounds the caster. +20 DL 2 rounds
37 Rogue wave. All most roll % vs. 75 or fall. Fall Chart: 10', Hard ground.
38 Fate sees caster as a promising investment &awards you 3 Hero points but reminds you of his existence by making you forget the attempted spell, so that you won’t bother him again. or #22
39 Lightning strikes randomly. All roll %. All rolls under 30 are struck for 20 HPs.
40 Maggots infest target's brain. Insanity: Fear of drowning.
41 Caster becomes afraid of party members. 2 rounds.
42 The deck beneath target's feet opens up and you fall 50 feet down a hole [roll on fall chart, Hard ground] and then reappear on a solid deck.
43 Oops, levitation on caster, 2 Rounds. You also cannot control it. “The sky is the limit”
44 Smile sucker! The corners of your mouth get stuck and you look like the Joker now.
45 All of target's belongings except magic are lost, the items just disappear into thin air.
46-50 Target may catch all arrows fired at them for the rest of game and throw them back, %+50
51-53 Caster grows vampire like fangs. 15 damage on a bite, which heals for 30 HPs. d100+50
54 Target quickly rises and falls. Roll on Fall Chart: 30' Hard ground.
55 Healing showers. All target's enemy PCs heal 3d10+10 Hit Points.
56-58 Healing showers. Target and all of target's friendly PCs heal 3d10 Hit Points.
59-61 The two PCs with the highest base Hit Points from each ship, swap locations.
62 Caster vomits uncontrollably a strange green foul smelling liquid for 1 round, 10 damage
63 A fireball is directed at your intended target, if self, then fireball hits you. [Dam 25]
64 Somehow you didn’t quite do it right, spell is not the desired one, GM’s choice or #11
65 Target is dressed in the finest silk garments(fancy pants) but armor is gone. DL 10
66 Instant death for caster, maybe. Avoid on 66+. Good time to use a Hero point.
67 Spell Strength tripled or Roll twice on this chart, picking two new targets.
68 Target is poisoned for 1d10 rounds. 13 damage per round until cured.
69-71 Target finds a dagger in their boot. Auto-strike when thrown, 10 damage
72-74 Target has superhuman strength for the game. +12 damage
75-77 Rangers switch locations if both still exist, otherwise caster may switch with any other PC.
78-80 All Thieves become Kleptomaniacs. Must steal soon or suffer nervous breakdown.
81-83 Target grows roots and cannot move for 1d10 rounds, unless someone cuts off your feet.
84-86 A Blue Battle-Axe appears on target's deck. +20 critical bonus(Warriors only), easily disarmed.
87 You realized what’s bugging this spell and it’s never unstable anymore. or #69
88-90 Target receives a natural DL of 60 since your skin is turned into bronze scales.
91 The intended spell functions, but effects caster as well as target. or #51
92 Target goes berserk for a moment. Roll to attack all engaged.
93 Electrical balls of power erupt from target's face; strike all on their ship, 1d10x3HPs each
94 Target's eye pops out and hangs swinging by its nerve threads.
95 The next weapon that hits target will simply slide through, no damage.
96+ HPs healed to full. Roll again. Must pick a new target.
|