Editing A Forest Romp in Dihad

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
A one-shot Fantasy Trip campaign run by The Wyzard, using The Forest-Lords of Dihad module.  
 
A one-shot Fantasy Trip campaign run by The Wyzard, using The Forest-Lords of Dihad module.  
  
[[File:Forest Ruins by HeliusFlame.jpg]]f
+
[[File:Forest Ruins by HeliusFlame.jpg]]
  
  
Line 15: Line 15:
 
*MA xx(yy)
 
*MA xx(yy)
  
'''Talents & Spells'''
 
 
*Talents:
 
*Talents:
 
**(Talent Name) (cost)
 
**(Talent Name) (cost)
Line 60: Line 59:
 
*MA xx(yy)
 
*MA xx(yy)
  
'''Talents & Spells'''
 
 
*Talents:
 
*Talents:
 
**(Talent Name) (cost)
 
**(Talent Name) (cost)
Line 105: Line 103:
 
*MA xx(yy)
 
*MA xx(yy)
  
'''Talents & Spells'''
 
 
*Talents:
 
*Talents:
 
**(Talent Name) (cost)
 
**(Talent Name) (cost)
Line 142: Line 139:
  
 
= Tomas' figures =
 
= Tomas' figures =
== Remig ==
+
== Principal Name ==
(Hero)
+
(Hero or Wizard)
  
 
'''Attributes'''
 
'''Attributes'''
*ST 13
+
*ST xx
*DX 14(12)
+
*DX xx(yy)
*IQ 11
+
*IQ xx
*MA 10(yy)
+
*MA xx(yy)
  
'''Talents & Spells'''
 
 
*Talents:
 
*Talents:
**Knife (1)
+
**(Talent Name) (cost)
**Axe (2)
+
**(Talent Name) (cost)
**Naturalist (2)
+
**(Talent Name) (cost)
**Alertness (2)
+
**(Talent Name) (cost)
**Bow (2)
+
**(Talent Name) (cost)
**Tracking (1)
+
*Spells:
**Woodsman (1)
+
**(Spell Name) (Cast/Maintain Cost)
 
+
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 
*Talents Being Learned:
 
*Talents Being Learned:
**Two-weapon fighting
+
**
 
**
 
**
 
**
 
**
Line 168: Line 167:
 
'''Equipment & Encumbrance'''
 
'''Equipment & Encumbrance'''
 
*Weapons
 
*Weapons
**Small axe, 1d6+2, 2.5kg.
+
**Weapon Name, damage, Weight.  
**Dagger, 1d6-1, 0.1kg.
+
**Weapon Name, damage, weight.
**Horse Bow, 1d6, 2kg.
 
 
*Armor
 
*Armor
**Leather(-2), 2 hits stopped, 8kg.
+
**Armor Name (-Dx), hits stopped, weight.
 +
**Shield (-DX), hits stopped, weight.
 
*Gear
 
*Gear
**Backpack, Weight
+
**Gear Name, Weight
**Waterskin, Weight
+
**Gear Name, Weight
**Three days ration, Weight
+
**Gear Name, Weight
**Firestarting kit
 
 
*Money & Treasure
 
*Money & Treasure
 
**Coins:
 
**Coins:
Line 185: Line 183:
 
**Encumbrance effects:
 
**Encumbrance effects:
  
== Brent ==
+
== Agent Name ==
Hero
+
(Hero or Wizard)
  
 
'''Attributes'''
 
'''Attributes'''
*ST 12
+
*ST xx
*DX 12(10)
+
*DX xx(yy)
*IQ 8
+
*IQ xx
*MA 10(yy)
+
*MA xx(yy)
  
'''Talents & Spells'''
 
 
*Talents:
 
*Talents:
**Swords (2)
+
**(Talent Name) (cost)
**Bow (2)
+
**(Talent Name) (cost)
**Running (2)
+
**(Talent Name) (cost)
**Boating (1)
+
**(Talent Name) (cost)
**Swimming (1)
+
**(Talent Name) (cost)
 +
*Spells:
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 
*Talents Being Learned:
 
*Talents Being Learned:
**Move silently
 
 
**
 
**
 
**
 
**
 +
**
 +
 
'''Equipment & Encumbrance'''
 
'''Equipment & Encumbrance'''
 
*Weapons
 
*Weapons
**Broadsword, 2d6, 2.5kg.
+
**Weapon Name, damage, Weight.  
**Horse bow, 1d6, 1kg.
+
**Weapon Name, damage, weight.
**Knife, 1d6-1, 0.1kg.
 
 
*Armor
 
*Armor
**Leather(-2), 2 hits stopped, 8kg.
+
**Armor Name (-Dx), hits stopped, weight.
 +
**Shield (-DX), hits stopped, weight.
 
*Gear
 
*Gear
**Backpack, Weight
+
**Gear Name, Weight
**Waterskin, Weight
+
**Gear Name, Weight
**Three days ration, Weight
+
**Gear Name, Weight
**Firestarting kit
 
**Dungeon Delver kit
 
 
*Money & Treasure
 
*Money & Treasure
 
**Coins:
 
**Coins:
Line 225: Line 227:
 
**Encumbrance effects:
 
**Encumbrance effects:
  
== Zazax the Zebraic ==
+
== Agent Name ==
Wizard
+
(Hero or Wizard)
  
 
'''Attributes'''
 
'''Attributes'''
*ST 9
+
*ST xx
*DX 11(yy)
+
*DX xx(yy)
*IQ 12
+
*IQ xx
*MA 10(yy)
+
*MA xx(yy)
  
'''Talents & Spells'''
 
 
*Talents:
 
*Talents:
**Literacy
+
**(Talent Name) (cost)
**Orcish
+
**(Talent Name) (cost)
**Dwarvish
+
**(Talent Name) (cost)
 +
**(Talent Name) (cost)
 +
**(Talent Name) (cost)
 
*Spells:
 
*Spells:
 
**(Spell Name) (Cast/Maintain Cost)
 
**(Spell Name) (Cast/Maintain Cost)
**Blur
+
**(Spell Name) (Cast/Maintain Cost)
**Detect Magic
+
**(Spell Name) (Cast/Maintain Cost)
**Light
+
**(Spell Name) (Cast/Maintain Cost)
**Staff
+
**(Spell Name) (Cast/Maintain Cost)
**Reverse Missiles
 
**1-Hex Illusion
 
**Fireball
 
**Freeze
 
**Break Weapon
 
 
*Talents Being Learned:
 
*Talents Being Learned:
 
**
 
**
Line 263: Line 261:
 
**Shield (-DX), hits stopped, weight.
 
**Shield (-DX), hits stopped, weight.
 
*Gear
 
*Gear
**Waterskin (1kg)
+
**Gear Name, Weight
**3x Rations (1.5kg)
+
**Gear Name, Weight
**Backpack (2kg)
+
**Gear Name, Weight
**Staff (1.5kg)
 
 
*Money & Treasure
 
*Money & Treasure
**Coins: 18gp + 25sp
+
**Coins:
 
**Gems:
 
**Gems:
 
**Other Valuables:
 
**Other Valuables:
Line 275: Line 272:
  
 
= Cmdr_Bonehead's figures =
 
= Cmdr_Bonehead's figures =
== Principal Brother Melvin ==
+
== Principal Name ==
Human Male Hero
+
(Hero or Wizard)
  
 
'''Attributes'''
 
'''Attributes'''
*ST 13(10)
+
*ST xx
*DX 14(12)
+
*DX xx(yy)
*IQ 11
+
*IQ xx
*MA 10(8)
+
*MA xx(yy)
  
'''Talents & Spells'''
 
 
*Talents:
 
*Talents:
**Axe/Mace (2)
+
**(Talent Name) (cost)
**Shield (1)
+
**(Talent Name) (cost)
**Charisma (2)
+
**(Talent Name) (cost)
**New Followers (2)
+
**(Talent Name) (cost)
**Tactics (1)
+
**(Talent Name) (cost)
 
*Spells:
 
*Spells:
**Aid (T/-)
+
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 
*Talents Being Learned:
 
*Talents Being Learned:
**Persuasiveness(T, 2/1)
+
**
**Literacy(1)
+
**
**Priest(2)
+
**
  
'''Equipment & Encumbrance'''
 
 
*Weapons
 
*Weapons
**Mace, 2d6-1, 3kg.  
+
**Weapon Name, damage, Weight.
 +
**Weapon Name, damage, weight.
 
*Armor
 
*Armor
**Leather (-2DX), 2 hits stopped, 8kg.
+
**Armor Name (-Dx), hits stopped, weight.
**Small Shield (-0DX), 1 hits stopped, 5kg.
+
**Shield (-DX), hits stopped, weight.
*Gear
 
**Waterskin, 1kg
 
*Money & Treasure
 
**Coins: 10 s
 
**Gems:
 
**Other Valuables:
 
*Total weight carried: 17kg
 
**Encumbrance effects: no penalty on land
 
  
== Agent Lefty ==
+
=== Agent Name ===
Human Male Hero
+
(Hero or Wizard)
  
 
'''Attributes'''
 
'''Attributes'''
*ST 10
+
*ST xx
*DX 12(12)
+
*DX xx(yy)
*IQ 10
+
*IQ xx
*MA 10(10)
+
*MA xx(yy)
  
'''Talents & Spells'''
 
 
*Talents:
 
*Talents:
**Knife(1)
+
**(Talent Name) (cost)
**Literacy (1)
+
**(Talent Name) (cost)
**Thrown Weapons (3)
+
**(Talent Name) (cost)
**Alertness (2)
+
**(Talent Name) (cost)
**Detect Traps (2)
+
**(Talent Name) (cost)
**Thief (2)
 
 
*Spells:
 
*Spells:
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 
*Talents Being Learned:
 
*Talents Being Learned:
**Acrobatics
+
**
**Recognize Value
+
**
**Master Thief
+
**
  
'''Equipment & Encumbrance'''
 
 
*Weapons
 
*Weapons
**Dagger, 1d6-1, .1kg.  
+
**Weapon Name, damage, Weight.  
**Dagger, 1d6-1, .1kg.
+
**Weapon Name, damage, weight.
 
*Armor
 
*Armor
**No Armor (-0Dx), 0 hits stopped, 0kg.
+
**Armor Name (-Dx), hits stopped, weight.
**No Shield (-0DX), 0 hits stopped, 0kg.
+
**Shield (-DX), hits stopped, weight.
*Gear
 
**Waterskin, 1kg
 
**Backpack, 2kg
 
***Labyrinth kit, 3kg
 
***Rations x5, 2.5kg
 
***Lantern, 1kg
 
***Molotail x2, 2kg
 
*Money & Treasure
 
**Coins: 200s
 
**Gems:
 
**Other Valuables:
 
*Total weight carried: 11.7 kg
 
**Encumbrance effects: no penalty on land
 
  
== Agent Rick ==
+
=== Agent Name ===
Human male Hero
+
(Hero or Wizard)
  
 
'''Attributes'''
 
'''Attributes'''
*ST 10
+
*ST xx
*DX 11(9)
+
*DX xx(yy)
*IQ 11
+
*IQ xx
*MA 10(8)
+
*MA xx(yy)
  
'''Talents & Spells'''
 
 
*Talents:
 
*Talents:
**Bow (2)
+
**(Talent Name) (cost)
**Sword (2)
+
**(Talent Name) (cost)
**Missile Weapons (3)
+
**(Talent Name) (cost)
**Naturalist (2)
+
**(Talent Name) (cost)
**Tracking (1)
+
**(Talent Name) (cost)
**Woodsman(1)
 
 
*Spells:
 
*Spells:
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 +
**(Spell Name) (Cast/Maintain Cost)
 
*Talents Being Learned:
 
*Talents Being Learned:
**Silent Movement(2)
+
**
**Animal Handler (2)
+
**
**Physicker (2)
+
**
  
'''Equipment & Encumbrance'''
 
 
*Weapons
 
*Weapons
**Horse Bow, 1d6, 2kg.  
+
**Weapon Name, damage, Weight.  
**Cutlass, 2d6-2, 1.5kg.
+
**Weapon Name, damage, weight.
 
*Armor
 
*Armor
**Leather Armor (-2Dx), 2 hits stopped, 8kg.
+
**Armor Name (-Dx), hits stopped, weight.
**No Shield (-0DX), 0 hits stopped, 0kg.
+
**Shield (-DX), hits stopped, weight.
*Gear
 
**Arrows(20), .5kg
 
**Waterskin, 1kg
 
**Backpack, 2kg
 
**Rations x4, 2kg
 
*Money & Treasure
 
**Coins: 0s
 
**Gems:
 
**Other Valuables:
 
*Total weight carried: 17kg
 
**Encumbrance effects: no penalty on land
 
  
 
= Treasure =
 
= Treasure =
Line 404: Line 376:
 
= XP =
 
= XP =
 
Keep track of XP awards here.
 
Keep track of XP awards here.
 
*Melvin +4 +1 +6 +9 +2 +12 = 34
 
*Lefty +2 +1 +4 +10 = 17
 
*Rick +10 +5 +2 = 17
 
  
 
= Maps =
 
= Maps =
 
This section is for area maps, treasure maps, information about the world, etc.
 
This section is for area maps, treasure maps, information about the world, etc.
[[File:Dihad.JPG]]
 
  
 
= NPCs =
 
= NPCs =
 
List NPCs and other world data here.
 
List NPCs and other world data here.
 
= Posting Guidelines =
 
All posts should be in proper English to the best of your ability. I won't make fun of people for whom English is a second language, but I appreciate it if people try.
 
 
Take OOC stuff to the OOC thread. If you're making a post that is JUST an sblock, it maybe goes in the OOC thread.
 
 
Do use sblocks.
 
 
Your IC posts should include something that another figure in the same area should react to, some positive statement of action. "Grom the Gravid decides that his companions are stupid ingrates" is a bad IC post on its own, for a variety of reasons. Your figures are men and women of action. Act like it! Yes, you're scrubs, but you won't get anywhere by sitting around and working as a miller.
 
 
Your statements of action should be definite. I shouldn't wonder what it is your character is doing.
 
 
Adventurers are canny. Don't be afraid to ask me what your character can perceive, infer, guess, or find out with some asking around.
 
 
PC Figures should be acceptably antiheroic at worst. Generally speaking, children under the age of 14 or so will not appear on-screen. This is because I don't like bad things happening to kids, and anyone appearing on-screen in my campaigns is passing likely to have bad things happen to them. No portrayals of cold-blooded torture, rape, or bigotry resembling real-world types should in my games. I won't do these things, neither should the PC Figures. Please try to keep this in mind as a player!
 
 
If we are remotely in combat, your posts should be topped with your character's name, what weapon they have drawn (if any), and their current HP and Fatigue totals.
 
 
= House Rules =
 
 
== Skill Checks ==
 
I am a great fan of fail forward, "yes, and", "no, but", stakes-setting, and the like. Expect your attempts to use your talents to be fraught with these types of flourishes. This may in many cases override the normal rules given for the skills, which are essentially boring in my opinion. Because of this added risk, I'm likely to award XP for skill checks even when the rules would not normally indicate it.
 
 
== Hits & Fatigue ==
 
The standard rule is that you take damage from getting hit and fatigue from casting spells. Both are subtracted from your Strength score (although most referees don't actually make you recalculate what weapons and such you can use, and in fact I don't intend to mid-combat. If you're gravely injured you might have to give up some of your load to walk back to civilization, but this will be adjudicated on a case-by-case basis. You're forewarned.) Fatigue comes back much more quickly than damage, but they add up to kill you. You're unconscious at one strength left, and dead at zero. I'm going to tune this a little bit.
 
 
Damage is recorded D&D-style. If you have 14 strength and take 5 damage, you have 9/14 hit points left. We're going to say HP because that's basically what they are, and I tend to use terminology from different games interchangeably for some reason. Fatigue is recorded separately and counts up. So if you cast three spells at a cost of 2 fatigue each, you have six fatigue.
 
 
You drop unconscious if your HP is at or below your total fatigue. This means someone with no fatigue drops unconscious at zero. You are dead if you have -1 or lower HP. If a wizard casts six fatigue worth of sells, and then takes a hit that knocks them down to 5HP, they are unconscious rather than dead. This is because I am merciful. You cannot voluntarily spend more fatigue than the precise amount necessary to reduce you to unconsciousness.
 
 
This is very close to the RAW, although you basically end up with 1 more HP than you would otherwise have. This does need to be tracked in your posts. Whenever you make a post for one of your characters, the top of the post needs to be the character's name in bold, followed by hit point and fatigue totals. I'll be relaxed about that in scenes where nobody is taking damage and not much is going on, but in combat it's essential.
 
 
== Experience Points ==
 
XP from treasure is divided equally among the whole party. It doesn't matter if a PC is present or not.
 
 
Individual XP from combat and spellcasting is divided among a principal and their agents, regardless of who actually deals the damage, spends the Strength, etc. It is not divided among the whole party, and it doesn't matter if a PC is present or not. This encourages teamwork and somewhat mitigates the incentive against characters with less combat ability.
 
 
XP from skill checks and the like accrues to the individual character.
 
 
Also, all XP awards will be doubled. TFT characters start out as complete scrubs, we might as well let them benefit greatly from their successes.
 
 
== Character Creation ==
 
It looks like I'm going to have three players. I'm going to have each of them make three characters. Two of these characters are agents (think henchmen) and one of them is the principal (the person who has henchmen, if you can dig it.) What is the difference? I will tell you. The principal character starts with a 10 in each attribute and then distributes 8 points, whereas the agents use standard character creation. All PCs are going to be human.
 
 
Only the principal can take the followers-oriented talents (although they don't have to!) and their agents count as followers. If your principal is a wizard, they may take the followers-oriented talents without paying double cost. If your agents get killed you can probably recruit more, although they won't have earned XP and may or may not have the full 8 points of discretionary stats that normal starting PCs have (that is, if you recruit agents and don't have the followers-oriented talents, you're going to have to go into town and see what likely lads and lasses want to become adventurers, instead of being able to recruit badasses on the spot.) If your principal gets killed, you can promote one of your existing agents to principal status, BUT, they won't get the boost of 6 extra stat points that your starting principal has. You'd better guard your principal carefully!
 
 
You are free to treat your agents somewhat more expendably than I would typically allow with henchmen in a D&D campaign. You may or may not decide to bring your whole crew along for an adventure. Up to you guys.
 
 
== Starting Equipment ==
 
Each principal begins play with a Labyrinth Kit. They may desire to make their underlings carry it for them.
 
 
Each new figure entering play, ''unless stated otherwise'', may begin with a dagger or club, a backpack, a waterskin, and three days worth of rations. They also have, in essence, a belt pouch. See house rules.
 
 
== Starting Money ==
 
To avoid a huge amount of fiddling and dice rolling, we're going to simplify starting money. Pick any career your character qualifies for. You get five weeks of their pay to buy your starting equipment with. We won't roll for disasters or bonus attributes for this starting period. If you hold a job once gameplay begins, we will.
 
 
== Coins & Coin Purses ==
 
All figures have, ''unless stated otherwise'', a coin purse, which takes up a belt slot. It doesn't weigh anything on its own. It lets you carry up to 1kg of coins which don't count against your encumbrance. This is to mitigate bookkeeping somewhat. Additional belt pouches follow the RAW.
 
 
For purposes of this game, all coins and regular gems are 1/100th of a kilogram. Therefore, you can fit 100 of them in your coin purse. If you find some specifically fist-sized ruby, then it's going to weigh more. You're welcome to leave it behind if you think it's too heavy.
 
 
== Combat ==
 
No polearm charge cheese. If you want to charge with a polearm (you might!) then you need to start from a reasonable distance away and move more-or-less straight towards the target. You can't withdraw-then-charge or nonsense like that..
 
 
I find that high randomness disfavors PCs. Therefore, I'm mitigating criticals somewhat. If you get a double damage result, instead add 1d6 to the damage roll. If you get a triple damage result, instead add 2d6 to the roll. This should still make critical hits pretty goddamn lethal, and actually just regular TFT combat is pretty damn lethal.
 
 
== Initiative ==
 
We do initiative in "blocks." What this means is that I make an initiative count for the round, listing who acts in what order. If three PC Figures act in a row, then those players can post their actions in whatever order they like. This is purely to save a little time.
 
 
== Player Rolls ==
 
In combat, you may make your own rolls so long as you know what it is you need to roll. If for some reason you should have rolled one more or fewer dice, you reroll the entire roll. If there's just a +/- of a flat number you missed, we'll apply it and move on. In order to do this, you MUST have an account on Orokos or a similar service, and put a link to your rolls in your sig, or alternately in an sblock in each of your combat posts. You will also need to list something about what the roll is for in the Notes section before hitting the button to roll the dice. I prefer if you also mention what you rolled and the results in an sblock.
 
 
When posting your hits and damage, post raw damage roll results. I'll subtract the armor for NPC figures. Similarly, when I tell you how much damage you've taken, you apply armor and et cetera yourself.
 
  
 
= Notes =
 
= Notes =

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)