-Nice way of getting rid of the magical boots -Can use all 3 professionals on the same character, if you want. (That’s for future reference.) -You can equip the lantern bearer with a one-handed weapon. -The spear carrier can fight with the weapon they are carrying for your character, but once they hand it over, they will fight with a sword. -With the Mass Teleport, you could teleport all six of the party, losing 5 life. Keep that in mind. -A 5th level Elf should have 5 spells prepared and is able to cast those spells per each adventure, as long as they are wearing light armor and not using a shield. -The final boss has +1 life, +1 attack. Level remains the same until more than half the life points are gone, then -1 level. -For the doors, may want to roll d6 to see if they are locked, d8 to find out the level. That way rolling the d6 the chances are the same for being locked. Of course, you could do a 3 in 8 chance of a door being locked. That would be a 37.5% chance of being locked opposed to the 2 in 6 chance or 33.33% chance. Roll d8, 1-4, door is level 4; 5-8 door is that level? -Usually I orient the room I’m drawing to match the map. That way I don’t have to think as much. In other words, I turn the book to match the orientation of the map. -With Madness, it has to be higher than their level for them to run away. No moving items or gold from a character with Madness. Wizards have a +1, so a 5th level wizard would run away at Madness 7. -Since a 6 was always a success on Defense in the Darkness, I assume that a 7 or 8 is a success on Defense in the Abyss. -Hirelings can fight, but with a d6. If they die, they can be resurrected. -Retainers must make a morale roll when a party member dies, is turned to stone, or runs off completely mad. -I think when the Treasure Table says (your choice), it means to choose either option but you still have to roll on the table, if you choose that option. -Good luck with the Chaos Fanatics and Dark Lord of Xichtul! (Maybe you could get some aggressive snails to help out?)
Ha! I wish I'd thought of weaponizing those snails. :) - Hmm. I think I forgot about the 6 on a defense roll always succeeding. - Ah yes you're probably right about what "your choice" means. - I think it's hilarious that my level 0 hirelings would run off screaming into the depths of the dungeon in the very first room past the entrance... but it would also make me never bother with hirelings. So I think I'm going to wind up assuming that hireling sanity is steeled by their leader as long as the leader is alive and not gone mad himself. - The phrasing in the spells section of the wizard and elf confuse the heck out of me. The way the elf's is written it looks to me like the number you can prepare caps at 3, but you can cast your level number of spells. So a level 5 elf can have 3 spells in her head, and has enough mana perhaps to cast 5 spells in any combination of those 3 prepared.
@@liamperrin When the rules were first written, Elves were capped at level 3. But, once the Abyss was introduced, they're allowed to go higher. So, the phrasing in the Elf description is actually from when they could only go to level 3. You can still prepare 1 spell per level. On page 24 of the Abyss rules, it says how a character can learn a spell from a scroll. I assume that would work the same in the core rules.
@ericvancura9764 Ah interesting. I did not know this history. That helps. Thank you! Here are my notes from page 50 of the core rules about scrolls (I assume these rules apply to elves too): wizard can copy spell from scroll to spellbook - and then prep it the following adventure - wizard spellbooks are not like scrolls - cannot be passed to other wizards, the spells are lost with the wizard
@@liamperrin -Elves don't get a spellbook. I think elves memorize their spells. So the wizard can copy a scroll to their spellbook or an elf can memorize a spell from a scroll. Either way, the scroll would be destroyed. -You could prep the new spell for your next adventure of when you level up. So if a wizard puts a spell in their spellbook and then levels up, they could have 1 use of that new spell prepared, if they wanted. -Spellbooks can not be passed on. That is correct. -And keep in mind in the Abyss, if a wizard or elf loses a level, they also lose use of one spell slot. (page 36) -There's a lot to remember in the Abyss. First time through, the first few rooms, I was still rolling a d6.
I used an AI to make the images (if you're interested in using AI and concerned about the ethics, Adobe Firefly guarantees it uses public domain and/or compensates artists for images it trains on), and then any image editor to paste them on the cards. Free things like Paint or Gimp would work just fine :)
-Nice way of getting rid of the magical boots
-Can use all 3 professionals on the same character, if you want. (That’s for future reference.)
-You can equip the lantern bearer with a one-handed weapon.
-The spear carrier can fight with the weapon they are carrying for your character, but once they hand it over, they will fight with a sword.
-With the Mass Teleport, you could teleport all six of the party, losing 5 life. Keep that in mind.
-A 5th level Elf should have 5 spells prepared and is able to cast those spells per each adventure, as long as they are wearing light armor and not using a shield.
-The final boss has +1 life, +1 attack. Level remains the same until more than half the life points are gone, then -1 level.
-For the doors, may want to roll d6 to see if they are locked, d8 to find out the level. That way rolling the d6 the chances are the same for being locked. Of course, you could do a 3 in 8 chance of a door being locked. That would be a 37.5% chance of being locked opposed to the 2 in 6 chance or 33.33% chance. Roll d8, 1-4, door is level 4; 5-8 door is that level?
-Usually I orient the room I’m drawing to match the map. That way I don’t have to think as much. In other words, I turn the book to match the orientation of the map.
-With Madness, it has to be higher than their level for them to run away. No moving items or gold from a character with Madness. Wizards have a +1, so a 5th level wizard would run away at Madness 7.
-Since a 6 was always a success on Defense in the Darkness, I assume that a 7 or 8 is a success on Defense in the Abyss.
-Hirelings can fight, but with a d6. If they die, they can be resurrected.
-Retainers must make a morale roll when a party member dies, is turned to stone, or runs off completely mad.
-I think when the Treasure Table says (your choice), it means to choose either option but you still have to roll on the table, if you choose that option.
-Good luck with the Chaos Fanatics and Dark Lord of Xichtul! (Maybe you could get some aggressive snails to help out?)
Ha! I wish I'd thought of weaponizing those snails. :)
- Hmm. I think I forgot about the 6 on a defense roll always succeeding.
- Ah yes you're probably right about what "your choice" means.
- I think it's hilarious that my level 0 hirelings would run off screaming into the depths of the dungeon in the very first room past the entrance... but it would also make me never bother with hirelings. So I think I'm going to wind up assuming that hireling sanity is steeled by their leader as long as the leader is alive and not gone mad himself.
- The phrasing in the spells section of the wizard and elf confuse the heck out of me. The way the elf's is written it looks to me like the number you can prepare caps at 3, but you can cast your level number of spells. So a level 5 elf can have 3 spells in her head, and has enough mana perhaps to cast 5 spells in any combination of those 3 prepared.
@@liamperrin When the rules were first written, Elves were capped at level 3. But, once the Abyss was introduced, they're allowed to go higher. So, the phrasing in the Elf description is actually from when they could only go to level 3. You can still prepare 1 spell per level.
On page 24 of the Abyss rules, it says how a character can learn a spell from a scroll. I assume that would work the same in the core rules.
@ericvancura9764 Ah interesting. I did not know this history. That helps. Thank you!
Here are my notes from page 50 of the core rules about scrolls (I assume these rules apply to elves too):
wizard can copy spell from scroll to spellbook
- and then prep it the following adventure
- wizard spellbooks are not like scrolls
- cannot be passed to other wizards, the spells are lost with the wizard
@@liamperrin -Elves don't get a spellbook. I think elves memorize their spells. So the wizard can copy a scroll to their spellbook or an elf can memorize a spell from a scroll. Either way, the scroll would be destroyed.
-You could prep the new spell for your next adventure of when you level up. So if a wizard puts a spell in their spellbook and then levels up, they could have 1 use of that new spell prepared, if they wanted.
-Spellbooks can not be passed on. That is correct.
-And keep in mind in the Abyss, if a wizard or elf loses a level, they also lose use of one spell slot. (page 36)
-There's a lot to remember in the Abyss. First time through, the first few rooms, I was still rolling a d6.
I picked up those character sheets/cards... wondering how you put the faces on them. Where you got the faces too actually. Cheers
I used an AI to make the images (if you're interested in using AI and concerned about the ethics, Adobe Firefly guarantees it uses public domain and/or compensates artists for images it trains on), and then any image editor to paste them on the cards. Free things like Paint or Gimp would work just fine :)
@@liamperrin Thank you