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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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[[Ratak]] Male Pict Shaman 4th level, played by @Paul Watson. [https://wiki.rpg.net/index.php/ASSH2e_Players_Ratak#Ratak.2C_Pict_Shaman Original Post]
  
<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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<u>'''Tiller'''</u>[https://wiki.rpg.net/index.php/ASSH2e_Players.Tiller], Male Common man Magician 4th level, played by @tomas
 
 
<u>'''Ragnar'''</u>[https://wiki.rpg.net/index.php/ASSH.HoMSA.Ragnar], Male 5th level Berserker.
 
 
 
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)
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<u>'''Zosime'''</u>[https://wiki.rpg.net/index.php/ASSH2e_Players_Zosime] Female Amazonian Hunter 4th level, played by @whiskeytangofoxtrot
  
 
== HOW COMBAT WORKS ==
 
== HOW COMBAT WORKS ==
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'''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.
 
'''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.
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<u>'''The Basic Combat Sequence'''</u>
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:'''Phase One'''
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::Melee (½ move melee and charge attacks made)
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::Missiles (stationary missile shots fired)
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::Magic (stationary magic discharged)
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::Movement (½ move achieved)
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:'''Phase Two'''
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::Melee (full move melee and charge attacks made)
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::Missiles (½ move missiles fired, albeit at reduced ROF)
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::Magic (½ move magic discharged)
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::Movement (½ move achieved)
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Basic Breakdown of these actions...
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:'''Melee''':
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:*Phase One: Melee and charge attacks (within ½ move)
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:*Phase Two: Melee and charge attacks (within full move)
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:'''Missiles''':
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:*Phase One: Missile shots fired from stationary position
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:*Phase Two: Missile shots fired following a ½ move (reduced ROF)
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:'''Magic''':
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:*Phase One: Cast spell, use ability, or discharge device from stationary position
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:*Phase Two: Cast spell, use ability, or discharge device following ½ move
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:'''Movement''':
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:*Phase One: Advance ½ move
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:*Phase Two: Advance ½ move
  
 
'''Weapon Attack Rate'''
 
'''Weapon Attack Rate'''
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:5/2 = two attacks one round, three attacks the next round
 
:5/2 = two attacks one round, three attacks the next round
 
:3/1 = three attacks per round
 
:3/1 = three attacks per round
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So if the character has more then one attack in a Round it generally is split between the two phases. For example a fighter with a 3/2 attacks one in the first round, either in Phase 1 or 2 depending on how far he wants to move, etc. One Round 2 he can either attack and move in Phase 1 and attack again in Phase two or he can attack twice in Phase 1 if he does not move, and then can move in Phase 2 (½ move). Not super clear cut but we will see how it works out in the end.
  
  
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== 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.
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None... yet
* '''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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