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<u>IC Thread[https://forum.rpg.net/index.php?threads/assh-heroes-of-a-more-savage-age.866998/]</u>
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<u>IC Thread</u>
  
<u>OOC Thread</u>[https://forum.rpg.net/index.php?threads/assh-heroes-of-a-more-savage-age.866997/]
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<u>OOC Thread</u>
  
 
<u>[http://orokos.com/roll/?action=roll Orokos]</u> Online Dice Roller.
 
<u>[http://orokos.com/roll/?action=roll Orokos]</u> Online Dice Roller.
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== PLAYER CHARACTERS ==
 
== PLAYER CHARACTERS ==
  
<u>[[Ratak]]</u> Male Pict Shaman 4th level, played by @Paul Watson. [https://wiki.rpg.net/index.php/ASSH2e_Players_Ratak#Ratak.2C_Pict_Shaman Original Post]
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played by @Paul Watson
  
<u>'''Tiller'''</u>[https://wiki.rpg.net/index.php/ASSH2e_Players.Tiller], Male Common man Magician 4th level, played by @tomas
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played by @thirdkingdom
  
<u>'''Zosime'''</u>[https://wiki.rpg.net/index.php/ASSH2e_Players_Zosime] Female Amazonian Hunter 5th level, now played by @Xhaosdaemon
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played by @fireinthedust
  
<u>'''Phoibos the Brave'''</u>[https://wiki.rpg.net/index.php/ASSH2.Phoibos_the_Brave], Male Kimerri-Kelt 5th Level Fighter played by @SullyB74
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played by @tomas
  
<u>'''Ragnar'''</u>[https://wiki.rpg.net/index.php/ASSH.HoMSA.Ragnar], Male 5th level Berserker.
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played by @Daz Florp Lebam
 
 
NPC hero <u>'''Arlan'''</u>[https://wiki.rpg.net/index.php/Https://wiki.rpg.net/index.php/AstonishingSwordsmen%26SorcerersOfHyperborea_Arlan#Arlan], Male Kelt Paladin 3rd level played by @johnny D
 
 
 
NPC Hero, <u>'''Yalak'''</u>[https://wiki.rpg.net/index.php/ASSH.NPC_Hero1], Male Commoner Thief (4th)
 
 
 
== HOW COMBAT WORKS ==
 
 
 
'''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 ==
 
== LOOT ==
* '''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 '''ampoule'''s 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 ==
 
== NOTABLE LOCATIONS ==
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'''Dunwich''' another Keltic village of under 200 in the '''Gel 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
 
'''Spiral Mountain Array''' are located to the northwest of the '''Gal Hills''' and visible anywhere within these lands
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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.
 
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.
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8. '''COINAGE and EQUIPAGE''': Roll for initial funds (x2 base starting funds); 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.
 
9. '''OTHER STATISTICS''': Review the definitions of armour class, casting ability, fighting ability, hit dice, hit points, movement, saving throw, and turning ability.

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