Orokos Online Dice Roller.
TAKEN FROM DUNWICH
This site is for the characters and notes for my RPG.net game AS&SOH adventure Taken From Dunwich.
played by @fireinthedust
Tiller, Male Common man Magician 4th level, played by @tomas
Zosime Female Amazonian Hunter 4th level, played by @whiskeytangofoxtrot
NPC Hero, Yalak, 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.
Autun village of 200 or so Keltics located in the Gal 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
Malvek older Keltic Druid
CHARACTER CREATION RULES
Start with 10,000 XP. If you have the Prime Attribute(s) of your class equal to 16 or higher you gain +10% so you start with 11,000. This means that most characters will be at least 4th level. There are a few classes, like the Barbarian, require more XP whom might only be 3rd level and others, like Thief, will be close to 5th level.
1. ATTRIBUTES: Generate your character’s physical attributes -- strength (ST), dexterity (DX), constitution (CN), intelligence (IN), wisdom (WS), and charisma (CH). Method III: Roll 4d6 and discard the lowest die roll. Generate six scores using this method. Assign scores to attributes as desired. Also if you don't roll at least one 15 you may replace any one of your rolls with a 15 in one of your Primary Attributes.
2. CLASS: Review available classes (and subclasses), and then select one. Note and record all class abilities.
3. RACE: Review available races, and then select one.
4. PHYSIQUE: Determine gender, age, height, weight, and appearance.
5. ALIGNMENT: Select character alignment or “ethos”. Before selecting an alignment, refer to your class (or subclass) entry to see which alignments are allowed.
6. BACKGROUND: Determine character name, personality, language(s), religion, and secondary skill(s). For Secondary Skills you roll for one random Background skill (roll 1d6 and then 1d20) but your Race also grants you one Background skill of choice that fits your races outlook. For example an Amazon might choice bower/fletcher or hunter/trapper while the Hyperboreans might include a choice between engineer or tinker.
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.
9. OTHER STATISTICS: Review the definitions of armour class, casting ability, fighting ability, hit dice, hit points, movement, saving throw, and turning ability.
- Armour class (AC) is determined by armour worn (see Step 8), but it is modified by dexterity (DX); too, some character classes have abilities that modify AC.
- Casting ability (CA) applies strictly to spell-casting character classes; refer to your class entry.
- Fighting ability (FA) applies to all characters; refer to your class entry and note your character’s starting FA.
- Hit dice (HD) and hit points (hp) apply to all characters; refer to your class entry for your character’s HD type, and then roll your starting hp. You can roll the HD twice and take the best of the two each level.
- Movement (MV) is determined by armour worn (see Step 8); though, some classes have abilities that modify MV.
- Saving throw (SV) applies to all characters; note your character’s starting SV. Each class also has unique saving throw modifiers that must be noted; refer to your class entry.
- Turning ability (TA) applies to clerics and some subclasses; refer to your class entry.
10. SPELLS: Determine starting spells for spellcasting characters. Refer to the class entry’s sorcery ability, and then consult your referee. Also, some spell-casting subclasses (the legerdemainist, shaman, and warlock) must select the school(s) of magic they cast. This election is detailed in each subclass’s respective sorcery ability.
11. MAGIC ITEMS: heroes gain two types of magic items (Magical Rod, Staves or Wands, Magical Rings, Magical Armour, Magical Shield, Magical Swords or Other Magical Melee Weapons, Magical Missile Weapon and Miscellaneous Magical Items) that is then rolled randomly by the GM. Most will be on the lower end. Characters might also have a couple of potions and/or scrolls.