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Carousing Rules Summary
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Ookla the Mok
I understand that there is some sort of thing where carousals from the previous session were meant to have been understood as having happened although our whereabouts was somewhat odd and I'm not really sure if this was ever resolved. If not, I'll try to roll this out one more time!
Back on the trail of an elven cobbler who can repair and shrink the giantesses' boots of elven kind, Ookla would like to try to visit an elven village hopefully not populated by drug addicts. Something I'm unclear about is whether we as a party, or Ookla individually, knows the whereabouts of another elven village. Ookla's first carousal was a successful one where he spent some small amount of gold to gain knowledge of the whereabouts of his lost people, that is, his tribe from over a thousand years ago. Whether that plays into it I don't know.
So I don't know whether there needs to be a separate carousal to find a reasonable elven village or not. However, I roll a 9 on the success roll. Do I have any stats/abilities which might push this over the edge to a 10? Which ones might apply?
Jarri the Pale
Jarri wants to send messengers to the clans of the Dwarven Nation, informing them of the rousing victory he and his 40 stonebeards won over the giant caravan, and how they drove off and nearly killed the white dragon. He will send a letter from the surviving 40 to each of their tribe/clan, describing how they stood strong against the boulders of the foes, only to cut them down like redwoods. With whatever fanfare and serious ceremony can be bought, he's looking for qualified messengers who can tell the story of an up-and-coming hero. I rolled an unmodified 5.
E.N. Lightenment
As much as he enjoys using the Ring of Regeneration, E.N. Lightenment really wants to get his arm back. He will investigate various methods of doing so: spells, potions, prayers, etc. Anything which has a reasonable chance of permanently restoring his arm. He's not even looking to get experience for it, so this doesn't have to be a carousal. (I'm not sure where the party is at the moment, so whatever large city is nearby will do.)
Tobias the Awkward
Tobias continued to reside in Squidtown, and has been turning his magical research efforts toward the Gold Relocation problem. He is exploring a few possible schema with the help of his monkey assistant:
1- Summon some being or creature that is capable of carrying the gold a sufficient distance. He is not too hopeful for this avenue, as any creature strong enough to move large quantities of gold would be difficult to control.
2 - Animate the gold- basically some sort of gold or coin golem type spell. This would allow the caster to direct the treasure where to move itself. This has a lot going for it, but tobias has concern that crafting a spell capable of imbuing inert matter with life may be above his ability.
3 - Transform the gold into something lighter, like a picture of the gold. Spell lasts until the dispelled. Risky- in that if the picture is damaged the treasure is lost forever.
4 - Change the properties of the gold. This one has promise- his theory is that objects possess many attributes (color, smell, sound when struck, etc) and one of those is weight. So some sort of spell capable of siphoning off the weight from one object to another could be very convenient. For instance if Tobias wanted to move one of the gold thrones from the treasure room of the Pharaoh, he could cast this spell on it, and transfer its weight to one of the stone columns, until the throne is only a few pounds. He could then carry it back to Bell tower, where he then could cast the spell again and transfer the weight from one of the village trees until the throne is roughly the correct weight again.
(Some considerations) transferring too much wright from the gold might cause it to float away. Also one must make careful notes of where the weight has been put and taken from- using the same column too many times might cause a tomb collapse from its super heavy stone.)
…he will investigate various possible methods before settling on the most promising one. (also, has he leveled up? I am not sure where he is at in terms of XP…)
Sans will continue with his last carousing mission if that is sensible given where the game is (in Limbo, in search of possible location and price of magical armor or other protection usable by a fighting-man. He is laughable, so relies on his brightness and toughness, engaging in contests of wit and offering free drinks to loosen tongues to gain the information he seeks.)
Xeno will continue doing research, but will have to be played out at the table since we have not had a chance to resolve his last two carouses, so he does not know how much money he has.
Looking forward to the game on Sunday -
When carousing before last session, John Fighter made an excellent (2d6=12) impression on the lawfully inclined aristocrats of the city, who were largely werebears, and sorta connected his associations with them and Brunhilde's people to the south. This time, he'd like to accomplish a few things to cement his alliance with the werebears.