AstonishingSwordsmen&SorcerersOfHyperborea) GameNotes

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IC Thread[1]

OOC Thread[2]

Orokos Online Dice Roller.

TAKEN FROM DUNWICH[edit]

ASnSOH Cover.jpg

This site is for the characters and notes for my RPG.net game AS&SOH adventure Taken From Dunwich.

PLAYER CHARACTERS[edit]

Ratak Male Pict Shaman 4th level, played by @Paul Watson. Original Post

Tiller[3], Male Common man Magician 4th level, played by @tomas

Zosime[4] Female Amazonian Hunter 5th level, now played by @Xhaosdaemon

Phoibos the Brave[5], Male Kimerri-Kelt 5th Level Fighter played by @SullyB74

NPC hero Arlan[6], Male Kelt Paladin 3rd level played by @johnny D

NPC Hero, Yalak[7], Male Commoner Thief (4th)

HOW COMBAT WORKS[edit]

Astonishing Swordsmen & Sorcerers Of Hyperborea uses a mix of 1st edition target number (prior to THACO but effectively the same) and some new twists.

A Round (10 seconds) is split between 2 Phases (5 seconds each). 6 rounds (1 minute) equals a Turn. Combat typically entails melee, missiles, magic, and/or movement.

Before Initiative is rolled heroes must Declare their Actions for the Round. For a PBP game your declared actions and all your rolls (attack checks, damage rolls, etc.) are posted together as otherwise we will NEVER get through combat.

Note that you should POST your Whole Rounds Actions, Moves, etc. and post them in the OOC.

Initiative is a group opposed D6 roll, higher the better. In cases of a tie the highest DEX in either group means they go first.

First Strike: When two weapon-wielding melee combatants first clash, the one with the longer reach weapon strikes first, regardless of initiative results. Reference the applicable weapon class (WC) for each weapon. Again for a PBP I will figure that out in my post of the players and monsters actions and results.

Weapon Attack Rate

1/2 = one attack every two rounds
1/1 = one attack per round
3/2 = one attack one round, two attacks the next round
2/1 = two attacks per round
5/2 = two attacks one round, three attacks the next round
3/1 = three attacks per round


For the PBP game the GM rolls Initiative each round and the heroes all Declare their actions AND post their rolls, (melee attack & damage, missile attacks & damage, spells & effects, movement and any special actions etc.)

The heroes make all their attack rolls, saving throws, etc. Post the results in an OOC at the bottom of your post with your declared actions. You don't need to wait for each other to post your actions, I will sort it all out in my Post.

LOOT[edit]

  • Portable Hole. You would need to find a wizard willing to buy this and should be able to get up to 20,000gp+. Note that is ten feet deep and could hold around 2,000lbs of weigh. When rolled up and carried the hole weighs 1lb.
  • Electronic Torch (creates light out 90-foot beam that terminates in a 20-foot diameter spotlight). The right buy might pay 1,000gp for this.
  • two Laser Crossbows (one with a laser sight that grants +4 to hit). With 3 clips with 18, 12 and 10 shots in each 'clip' (basically look like a small version of an auto-crossbow clip with 6+ quarrels in it but no appearant quarrels). The right buyer might pay 10,000gp for each crossbow so long as it comes with a clip (depending on shots remaining).
  • a total of 15 ampoules and 5 syringes (which you could have identified by now.) The ampoule must be loaded into a syringe (one Action) and injected into a subject (Attack Action). The ampoules are cure disease (×3; as the spell), cure poison / radiation (×3; as the neutralize poison spell, but also cures radiation sickness), healing (×6; as the heal spell), a sedative (x3; subject must make death (poison) save or suffer extreme lethargy / sleep for 1d6+6 turns). The right buyer might pay 10gp for each syringe and 25gp for each the ampoules of cure disease and neutralize poison, 500gp for the heal and 20go for the sedatives.
  • Loose gems that can be sold for a total of 2,400 gold pieces.
  • Selling the cattle also got you 6,000 gold pieces total (the reward from the Druid to go recuse the townfolk of Dunwich)

NOTABLE LOCATIONS[edit]

Autun village of 200 or so Keltics located in the Gal Hills

Dunwich another Keltic village of under 200 in the Gel Hills

Gal is a Keltics port on the eastern parts of the Gel Hills. The town is around 5,000 souls, mostly Keltics with only the looses forms of governments.

Spiral Mountain Array are located to the northwest of the Gal Hills and visible anywhere within these lands

NOTABLE NPCs[edit]

Malvek older Keltic Druid

CHARACTER CREATION RULES[edit]

Start with 10,000 XP. If you have the Prime Attribute(s) of your class equal to 16 or higher you gain +10% so you start with 11,000. This means that most characters will be at least 4th level. There are a few classes, like the Barbarian, require more XP whom might only be 3rd level and others, like Thief, will be close to 5th level.

1. ATTRIBUTES: Generate your character’s physical attributes -- strength (ST), dexterity (DX), constitution (CN), intelligence (IN), wisdom (WS), and charisma (CH). Method III: Roll 4d6 and discard the lowest die roll. Generate six scores using this method. Assign scores to attributes as desired. Also if you don't roll at least one 15 you may replace any one of your rolls with a 15 in one of your Primary Attributes.

2. CLASS: Review available classes (and subclasses), and then select one. Note and record all class abilities.

3. RACE: Review available races, and then select one.

4. PHYSIQUE: Determine gender, age, height, weight, and appearance.

5. ALIGNMENT: Select character alignment or “ethos”. Before selecting an alignment, refer to your class (or subclass) entry to see which alignments are allowed.

6. BACKGROUND: Determine character name, personality, language(s), religion, and secondary skill(s). For Secondary Skills you roll for one random Background skill (roll 1d6 and then 1d20) but your Race also grants you one Background skill of choice that fits your races outlook. For example an Amazon might choice bower/fletcher or hunter/trapper while the Hyperboreans might include a choice between engineer or tinker.

7. WEAPON SKILL: Review weapon skill rules, including favoured weapons listed at your character’s class (or subclass) entry. For fighters and fighter subclasses, select mastered weapons; however, if you elect to use a quick-start equipage pack (see p. 128: Equipage, quick-start equipage packs), you would be wise to select a weapon from the pre-generated pack.

8. COINAGE and EQUIPAGE: Roll for initial funds (6d6x10gp base starting funds; if you want to take the Quick Start Equipment ASSH pg. 128 you gain that plus 3d6x10gp); purchase armour, weapons, and gear. Note that armour directly impacts armour class and movement.

9. OTHER STATISTICS: Review the definitions of armour class, casting ability, fighting ability, hit dice, hit points, movement, saving throw, and turning ability.

  • Armour class (AC) is determined by armour worn (see Step 8), but it is modified by dexterity (DX); too, some character classes have abilities that modify AC.
  • Casting ability (CA) applies strictly to spell-casting character classes; refer to your class entry.
  • Fighting ability (FA) applies to all characters; refer to your class entry and note your character’s starting FA.
  • Hit dice (HD) and hit points (hp) apply to all characters; refer to your class entry for your character’s HD type, and then roll your starting hp. You can roll the HD twice and take the best of the two each level.
  • Movement (MV) is determined by armour worn (see Step 8); though, some classes have abilities that modify MV.
  • Saving throw (SV) applies to all characters; note your character’s starting SV. Each class also has unique saving throw modifiers that must be noted; refer to your class entry.
  • Turning ability (TA) applies to clerics and some subclasses; refer to your class entry.

10. SPELLS: Determine starting spells for spellcasting characters. Refer to the class entry’s sorcery ability, and then consult your referee. Also, some spell-casting subclasses (the legerdemainist, shaman, and warlock) must select the school(s) of magic they cast. This election is detailed in each subclass’s respective sorcery ability.

11. MAGIC ITEMS: heroes gain two types of magic items (Magical Rod, Staves or Wands, Magical Rings, Magical Armour, Magical Shield, Magical Swords or Other Magical Melee Weapons, Magical Missile Weapon and Miscellaneous Magical Items) that is then rolled randomly by the GM. Most will be on the lower end. Characters might also have a couple of potions and/or scrolls.