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[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]
 
[http://forum.rpg.net/showthread.php?682037-Recruitment-Dungeon-Survival-Horror-The-Hollow-Prison-AD-amp-D-2E-probably Recruitment Thread]
 
[http://forum.rpg.net/showthread.php?682806-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison IC Thread]
 
 
[http://forum.rpg.net/showthread.php?682809-AD-amp-D2E-Dungeon-Survival-Horror-The-Hollow-Prison OOC Thread]
 
  
 
==Player Characters==
 
==Player Characters==
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'''Alignment: LG'''
 
'''Alignment: LG'''
  
*'''Strength: 16''' (+1 damage, 70 lbs unencumbered weight allowed, 195 lbs max press, open doors 1-9 on 1d20, bend bars/lift gates 10%)
+
*'''Strength: 16'''
 
*'''Dexterity: 10'''
 
*'''Dexterity: 10'''
*'''Constitution: 12''' (80% system shock, 85% resurrection survival)
+
*'''Constitution: 12'''
*'''Intelligence: 14''' (4 languages)
+
*'''Intelligence: 14'''
*'''Wisdom: 13''' (1 bonus 1st level spell)
+
*'''Wisdom: 13'''
*'''Charisma: 10''' (4 henchmen)
+
*'''Charisma: 10'''
  
 
'''Secondary Skill: Siege Engineer'''
 
'''Secondary Skill: Siege Engineer'''
 
'''Languages:''' Dwarf, Common, Goblin, Troll, Gnome
 
  
 
'''Combat:'''
 
'''Combat:'''
*AC: 9
+
*AC: 10
 
*HP: 20/20
 
*HP: 20/20
 
*THAC0: 20  
 
*THAC0: 20  
*Weapon/Damage: 1d8+1 (Axe)
+
*Weapon/Damage: n/a
  
 
'''Class/Race Features:'''
 
'''Class/Race Features:'''
 
* Turn Undead
 
* Turn Undead
 
* Priest of Moradin -- Mending 2/day
 
* Priest of Moradin -- Mending 2/day
* Major access to the spheres of All, Combat, Creation, Divination, Guardian, Healing, Protection, Sun
 
* Minor access to the spheres of Astral, Elemental Earth, Necromantic
 
 
* +3 to save vs wands/spells/poison
 
* +3 to save vs wands/spells/poison
 
* +1 to hit goblinoids
 
* +1 to hit goblinoids
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'''Equipment:'''
 
'''Equipment:'''
*Angel's Medallion
+
n/a
*Stone Axe
 
*Shield
 
*spare wood rolled up in fur cloak
 
*2 broken brass lanterns
 
*3 sacks dried meat
 
*2 sacks
 
*Flint and Steel
 
 
 
 
-----
 
-----
  
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'''Alignment:''' LG
 
'''Alignment:''' LG
  
*'''Strength:''' 12 (45 lb unencumbered weight allowance, 140 lb max press, open doors 1-7 on 1d20, 4% bend bars/lift gates)
+
*'''Strength:''' 12
*'''Dexterity:'''  6 (+1 defensive adjustment)
+
*'''Dexterity:'''  6
*'''Constitution:'''  9 (65% system shock, 70% resurrection survival)
+
*'''Constitution:'''  9
*'''Intelligence:'''  9 (2 languages)
+
*'''Intelligence:'''  9
 
*'''Wisdom:''' 14
 
*'''Wisdom:''' 14
*'''Charisma:''' 17 (10 henchmen, +6 loyalty base, +6 reaction adjustment)
+
*'''Charisma:''' 17
  
 
'''Secondary Skill:''' Farmer
 
'''Secondary Skill:''' Farmer
 
'''Languages:''' Common, Western, Goblin
 
  
 
'''Combat:'''
 
'''Combat:'''
*AC: 9
+
*AC: 10
 
*HP: 20
 
*HP: 20
 
*THAC0: 19
 
*THAC0: 19
*Weapon/Damage: 1d10 (two-handed sword)
+
*Weapon/Damage:
  
 
'''Class/Race Features:'''
 
'''Class/Race Features:'''
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'''Equipment:'''
 
'''Equipment:'''
* Angel's two-handed sword
 
* Padded armor
 
  
 
'''Background:'''
 
'''Background:'''
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'''Class and Level:''' Half-Elf Mage 1 / Cleric 2
 
'''Class and Level:''' Half-Elf Mage 1 / Cleric 2
'''Alignment:''' Neutral Good
+
'''Alignment:'''
  
 
*'''Strength:''' 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)
 
*'''Strength:''' 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 4-in-20, 0% bend bar/lift gates)
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'''Secondary Skill:''' Herbalist
 
'''Secondary Skill:''' Herbalist
 
'''Languages:''' Common, Elven, Celestial, Northern, Western
 
  
 
'''Combat:'''
 
'''Combat:'''
 
*AC: 10
 
*AC: 10
*HP: 8/10
+
*HP: 10
 
*THAC0: 20
 
*THAC0: 20
*Weapon/Damage: 1d6 (wooden club, -1 to hit)
+
*Weapon/Damage:
  
 
'''Class/Race Features:'''
 
'''Class/Race Features:'''
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'''Equipment:'''
 
'''Equipment:'''
*wooden club
 
*scroll case with spell book and blank parchment
 
*2 small sacks of rice
 
*fur cloak
 
  
 
'''Description:'''
 
'''Description:'''
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'''Combat:'''
 
'''Combat:'''
 
*AC: (10 -1 dex) 9
 
*AC: (10 -1 dex) 9
*HP: 15 (HD 3d6) / Current: 10
+
*HP: 15 (HD 3d6)
 
*THAC0: 19
 
*THAC0: 19
 
*Parry Bonus (1/2 level): +2
 
*Parry Bonus (1/2 level): +2
*Weapon/Damage: 1d6 (short sword), 1d3 (knife), 1d4 (stone arrow), 1d4 (silver dagger), 1d6 (spear)
+
*Weapon/Damage:
  
 
'''Racial Features:'''
 
'''Racial Features:'''
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'''Equipment:'''
 
'''Equipment:'''
*(1) short sword
+
*None
*(1) knife
 
*(1) silver dagger
 
*(1) spear
 
*(1) short bow
 
*(1) quiver with 8 stone arrows (1d4 damage)
 
*(2) small sacks
 
*(3) sticks incense
 
*(1) bottle of fragrant oil
 
  
 
'''Vital Statistics:'''
 
'''Vital Statistics:'''
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-----
 
-----
  
===Alfurr, Human Fighter===
+
===Unnamed Dwarf?===
''NPC''
+
''played by Sam I Am''
  
'''Class and Level:''' Fighter, level 2
+
'''Class and Level:'''
 +
'''Alignment:'''
  
'''XP:''' 3,600 (next 4,000)
+
*'''Strength:'''
 +
*'''Dexterity:'''
 +
*'''Constitution:'''
 +
*'''Intelligence:'''
 +
*'''Wisdom:'''
 +
*'''Charisma:'''
  
'''Alignment:''' CN
+
'''Secondary Skill:'''
 
 
*'''Strength:'''  10 (40 lb unencumbered weight allowance, 115 lb max press, open doors 1-6 on 1d20, 2% bend bars/lift gates)
 
*'''Dexterity:''' 10
 
*'''Constitution:''' 14 (88% system shock, 92% resurrection survival)
 
*'''Intelligence:''' 10 (2 languages)
 
*'''Wisdom:''' 8
 
*'''Charisma:''' 11 (4 henchmen)
 
 
 
'''Secondary Skill:''' Hunter (butchery, tracking, wood lore)
 
  
 
'''Combat:'''
 
'''Combat:'''
*AC: 10
+
*AC:  
*HP: 20
+
*HP:  
*THAC0: 19
+
*THAC0:  
*Weapon/Damage: 1d6 (club)
+
*Weapon/Damage:
  
'''Class/Race Features:''' Universally accepted, excepting the fact that he's quite rough around he edges
+
'''Class/Race Features:'''
  
'''Spells:''' Nope.
+
'''Spells:'''
  
 
'''Equipment:'''
 
'''Equipment:'''
*club
 
*candlestick with candle
 
 
'''Background:''' Alfurr died when his neck was bitten by a nobleman's sword. But he died with an axe in his hand. So he will now drink mead in the halls of his gods!
 
  
 
-----
 
-----
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''played by MonsterMash''
 
''played by MonsterMash''
  
*'''Class and Level:''' Magic User L2 (3,600/5000)
+
'''Class and Level:''' Magic User L2
*'''Race:''' Human
+
'''Alignment:''' NG
*'''Alignment:''' NG
 
  
*'''Strength:''' 6 (-1 to hit, 20 lb unencumbered weight allowance, 55 lb max press, open doors 1-4 on 1d20)
+
*'''Strength:''' 6
 
*'''Dexterity:''' 13
 
*'''Dexterity:''' 13
*'''Constitution:''' 8 (60% system shock, 65% resurrection survival)
+
*'''Constitution:''' 8
*'''Intelligence:''' 14 (4 languages, max spell level 7th, 60% chance to learn spell)
+
*'''Intelligence:''' 14
 
*'''Wisdom:''' 13
 
*'''Wisdom:''' 13
*'''Charisma:''' 12 (5 henchmen)
+
*'''Charisma:''' 12
  
'''Secondary Skill:''' Scribe
+
'''Secondary Skill:'''
'''Languages:''' Eastern (native), Common, Ogre, Elf, Dwarf
 
  
 
'''Combat:'''
 
'''Combat:'''
*AC: 10
+
*AC:  
*HP: 8/8
+
*HP:  
*THAC0: 20
+
*THAC0:  
*Weapon/Damage: 1d3 (steel knife, -1 to hit)
+
*Weapon/Damage:
*Dart 1d3 (+0 to hit)
 
  
 
'''Class/Race Features:'''
 
'''Class/Race Features:'''
  
 
'''Spells:'''
 
'''Spells:'''
* Charm Person
 
* Sleep
 
  
'''Equipment:''' Ink and Pen, Jar(large) of lamp oil, steel knife, darts
+
'''Equipment:'''
  
 
-----
 
-----
  
===Geridel Jayflight, Human Bard===
+
===Geridel Jayflight===
 
''played by CalamaroJoe''
 
''played by CalamaroJoe''
  
 
'''Class and Level:''' Bard 3 (XP 3600/5000)
 
'''Class and Level:''' Bard 3 (XP 3600/5000)
 
'''Race:''' Human
 
  
 
'''Alignment:''' Neutral/Good
 
'''Alignment:''' Neutral/Good
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'''Instrument:''' Flute
 
'''Instrument:''' Flute
 
'''Languages:''' Common, Western, Southern, Elven, Sylvan, Dragon
 
  
 
'''Combat:'''
 
'''Combat:'''
 
*AC: 10
 
*AC: 10
*HP: 16/18
+
*HP: 18
 
*THAC0: 19  
 
*THAC0: 19  
*Weapon/Damage: macahuitl / 1-8/1-8
+
*Weapon/Damage:
  
 
'''Class Features:'''
 
'''Class Features:'''
*Can use any weapon
 
*Can wear armor up to chain mail, cannot use a shield
 
*Influence reactions
 
*Rally friends and allies
 
*Counter magical attacks involving songs and poetry
 
*Knowledge of local history
 
*Identify general purpose and functions of magic items (5% per level = 15%)
 
*Bard abilities (base + points for levels + armor):
 
**'''Climb walls''': 50% + 10% + 10% = '''70%'''
 
**'''Detect Noise''': 20% + 20% + 0% = '''40%'''
 
**'''Pick pockets''': 10% + 0% + 5% = '''15%'''
 
**'''Read Languages''': 5% + 20% + 0% = '''25%'''
 
  
 
'''Spells:'''
 
'''Spells:'''
*Charm person
 
*Color spray
 
  
 
'''Equipment:'''
 
'''Equipment:'''
*macahuitl
 
*2x empty gourds
 
*large wicker basket
 
*small sack
 
**glass bottle
 
**8x long-burning candles
 
**5 yards hemp rope
 
**1 bottle of old wine
 
**wooden club
 
*stone spear
 
 
'''Background:''' Geridel always traveled a lot in his lust for learning stories and knowing new cultures. He then joined the company of baron Geoffrey Wyne in his years-long campaign against the orc tribes, as a fighting man and court minstrel. In an unfortunate battle he died at the side of his patron.
 
 
  
 
-----
 
-----
 
==Special Rules==
 
 
===Cantrips===
 
 
Mages and specialty wizards can cast specific applications of the ''cantrip'' spell as often as they like.  Remember that in 2nd edition, ''cantrips'' have a number of restrictions beyond that of other editions.  They can't do damage, cannot affect spellcaster concentration, and if used to create temporary materials, they're obviously magical and extremely fragile.  ''Cantrips'' cannot duplicate other spell effects.
 
 
===Orisons===
 
 
Clerics, druids and specialty priests can cast specific applications of the ''orison'' spell, which is presented in ''Players Option: Spells and Magic''.  Like a ''cantrip'', it is a very basic divine effect, essentially a minor blessing.  I'm adding a rule that an individual can only benefit from a specific ''orison'' effect once per day, because they're a little more powerful than ''cantrips''.
 
 
Some of the specific effects presented in ''Spells & Magic'' I've listed below; other ones are possible too.
 
*Alleviate: Relieve nausea and pain in a single creature, or allow another saving throw with a -2 penalty if it's magically induced.
 
*Calm: Soothe a single creature that's been startled or frightened, or allow another saving throw with a -2 penalty if it's magical fear.
 
*Clarity: The priest can speak free of mundane impediments like stuttering.
 
*Courage: The priest gains a +1 to next attack roll.
 
*Guidance: Priest gains a +1 bonus to solve a moral dilemma or puzzle.
 
*Healing: Heal 1 point of damage by touch.
 
*Memory: Commit to memory one item, gaining a later bonus to recall exact appearance, wording, or meaning.
 
*Resistance to Magic: The priest gains a +1 bonus to next saving throw versus magic of any type in the next turn.
 
*Resistance to Poison: The priest gains a +1 bonus to next saving throw versus poison in the next turn.
 
  
 
==Accounting==
 
==Accounting==
 
===Party XP===
 
===Party XP===
XP: 95 (7 bakemono)
+
XP: 0
  
 
===Player Notes===
 
===Player Notes===
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===Map===
 
===Map===
[https://docs.google.com/drawings/d/1K1pIH5kWOA_KZRS2csiCAE5tH2mf9wSUYSpx2e5Z69s/edit Dungeon Map]
+
''Use this space to put a link to the players' map.''
  
 
===Time===
 
===Time===
 
''Use this space to keep track of time exploring.''
 
''Use this space to keep track of time exploring.''
 
*0 d: 00 h: 00 m : Awake in room with deva
 
*0 d: 00 h: 10 m : Exit room, search hallways
 
*0 d: 00 h: 20 m : Searched store rooms
 
*0 d: 00 h: 30 m : Fought bakemono
 
*0 d: 00 h: 40 m : Encounter with deep mold in furniture storeroom
 
*0 d: 00 h: 50 m : Encounter with haun in cold room
 
*0 d: 01 h: 10 m : Current time
 

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