A Forest Romp in Dihad

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A one-shot Fantasy Trip campaign run by The Wyzard, using The Forest-Lords of Dihad module.

Forest Ruins by HeliusFlame.jpgf


thirdkingdom's figures

Principal Name

(Hero or Wizard)

Attributes

  • ST xx
  • DX xx(yy)
  • IQ xx
  • MA xx(yy)

Talents & Spells

  • Talents:
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (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:

Equipment & Encumbrance

  • Weapons
    • Weapon Name, damage, Weight.
    • Weapon Name, damage, weight.
  • Armor
    • Armor Name (-Dx), hits stopped, weight.
    • Shield (-DX), hits stopped, weight.
  • Gear
    • Gear Name, Weight
    • Gear Name, Weight
    • Gear Name, Weight
  • Money & Treasure
    • Coins:
    • Gems:
    • Other Valuables:
  • Total weight carried:
    • Encumbrance effects:

Agent Name

(Hero or Wizard)

Attributes

  • ST xx
  • DX xx(yy)
  • IQ xx
  • MA xx(yy)

Talents & Spells

  • Talents:
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (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:

Equipment & Encumbrance

  • Weapons
    • Weapon Name, damage, Weight.
    • Weapon Name, damage, weight.
  • Armor
    • Armor Name (-Dx), hits stopped, weight.
    • Shield (-DX), hits stopped, weight.
  • Gear
    • Gear Name, Weight
    • Gear Name, Weight
    • Gear Name, Weight
  • Money & Treasure
    • Coins:
    • Gems:
    • Other Valuables:
  • Total weight carried:
    • Encumbrance effects:

Agent Name

(Hero or Wizard)

Attributes

  • ST xx
  • DX xx(yy)
  • IQ xx
  • MA xx(yy)

Talents & Spells

  • Talents:
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (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:

Equipment & Encumbrance

  • Weapons
    • Weapon Name, damage, Weight.
    • Weapon Name, damage, weight.
  • Armor
    • Armor Name (-Dx), hits stopped, weight.
    • Shield (-DX), hits stopped, weight.
  • Gear
    • Gear Name, Weight
    • Gear Name, Weight
    • Gear Name, Weight
  • Money & Treasure
    • Coins:
    • Gems:
    • Other Valuables:
  • Total weight carried:
    • Encumbrance effects:

Tomas' figures

Principal Name

(Hero or Wizard)

Attributes

  • ST xx
  • DX xx(yy)
  • IQ xx
  • MA xx(yy)

Talents & Spells

  • Talents:
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (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:

Equipment & Encumbrance

  • Weapons
    • Weapon Name, damage, Weight.
    • Weapon Name, damage, weight.
  • Armor
    • Armor Name (-Dx), hits stopped, weight.
    • Shield (-DX), hits stopped, weight.
  • Gear
    • Gear Name, Weight
    • Gear Name, Weight
    • Gear Name, Weight
  • Money & Treasure
    • Coins:
    • Gems:
    • Other Valuables:
  • Total weight carried:
    • Encumbrance effects:

Agent Name

(Hero or Wizard)

Attributes

  • ST xx
  • DX xx(yy)
  • IQ xx
  • MA xx(yy)

Talents & Spells

  • Talents:
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (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:

Equipment & Encumbrance

  • Weapons
    • Weapon Name, damage, Weight.
    • Weapon Name, damage, weight.
  • Armor
    • Armor Name (-Dx), hits stopped, weight.
    • Shield (-DX), hits stopped, weight.
  • Gear
    • Gear Name, Weight
    • Gear Name, Weight
    • Gear Name, Weight
  • Money & Treasure
    • Coins:
    • Gems:
    • Other Valuables:
  • Total weight carried:
    • Encumbrance effects:

Agent Name

(Hero or Wizard)

Attributes

  • ST xx
  • DX xx(yy)
  • IQ xx
  • MA xx(yy)

Talents & Spells

  • Talents:
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (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:

Equipment & Encumbrance

  • Weapons
    • Weapon Name, damage, Weight.
    • Weapon Name, damage, weight.
  • Armor
    • Armor Name (-Dx), hits stopped, weight.
    • Shield (-DX), hits stopped, weight.
  • Gear
    • Gear Name, Weight
    • Gear Name, Weight
    • Gear Name, Weight
  • Money & Treasure
    • Coins:
    • Gems:
    • Other Valuables:
  • Total weight carried:
    • Encumbrance effects:

Cmdr_Bonehead's figures

Principal Name

(Hero or Wizard)

Attributes

  • ST xx
  • DX xx(yy)
  • IQ xx
  • MA xx(yy)

Talents & Spells

  • Talents:
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (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:

Equipment & Encumbrance

  • Weapons
    • Weapon Name, damage, Weight.
    • Weapon Name, damage, weight.
  • Armor
    • Armor Name (-Dx), hits stopped, weight.
    • Shield (-DX), hits stopped, weight.
  • Gear
    • Gear Name, Weight
    • Gear Name, Weight
    • Gear Name, Weight
  • Money & Treasure
    • Coins:
    • Gems:
    • Other Valuables:
  • Total weight carried:
    • Encumbrance effects:

Agent Name

(Hero or Wizard)

Attributes

  • ST xx
  • DX xx(yy)
  • IQ xx
  • MA xx(yy)

Talents & Spells

  • Talents:
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (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:

Equipment & Encumbrance

  • Weapons
    • Weapon Name, damage, Weight.
    • Weapon Name, damage, weight.
  • Armor
    • Armor Name (-Dx), hits stopped, weight.
    • Shield (-DX), hits stopped, weight.
  • Gear
    • Gear Name, Weight
    • Gear Name, Weight
    • Gear Name, Weight
  • Money & Treasure
    • Coins:
    • Gems:
    • Other Valuables:
  • Total weight carried:
    • Encumbrance effects:

Agent Name

(Hero or Wizard)

Attributes

  • ST xx
  • DX xx(yy)
  • IQ xx
  • MA xx(yy)

Talents & Spells

  • Talents:
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (Talent Name) (cost)
    • (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:

Equipment & Encumbrance

  • Weapons
    • Weapon Name, damage, Weight.
    • Weapon Name, damage, weight.
  • Armor
    • Armor Name (-Dx), hits stopped, weight.
    • Shield (-DX), hits stopped, weight.
  • Gear
    • Gear Name, Weight
    • Gear Name, Weight
    • Gear Name, Weight
  • Money & Treasure
    • Coins:
    • Gems:
    • Other Valuables:
  • Total weight carried:
    • Encumbrance effects:

Treasure

Log Treasure here. You may find it easiest to list each figure, along with their current encumbrance from their own personal possessions, and then add to that any treasure they gain during an adventure.

XP

Keep track of XP awards here.

Maps

This section is for area maps, treasure maps, information about the world, etc. Dihad.JPG

NPCs

List NPCs and other world data here.

House Rules

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.

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 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.

Coin Purse

Everyone has 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.

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.

Notes

To-do lists, bits of lore, plot hooks, mysteries you haven't solved, and the like.

Combats

This section is to record individual combats. It's probably best to link each to the google drawing for each individual fight.


Links & Logs

Record important events here by linking to the post.