Daybreak in the Wasteland

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Revision as of 23:19, 26 November 2016 by 207.189.225.108 (talk) (Treasure)
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A B/X D&D Campaign

Characters

Treasure

  • Alda
    • 200gp (ogres loot)
    • 20cn Complexity I Relic (southern doorway room)
  • Radnar
    • 187gp (ogres loot)
    • 50cn Complexity I Relic (southern doorway room)
    • 150cn Complexity I Relic (southern doorway room)
  • Dergeil
    • 3gp (ogres loot)
    • 20cn Complexity III Relic (southern doorway room)
    • Well-made spoon made of unknown silvery metal (10 cn)
  • Adyo
    • 40cn Complexity I Relic - Staff (southern doorway room)
    • 50cn Complexity I Relic (southern doorway room)
    • 50cn Complexity I Relic (southern doorway room)
  • Rikka
    • 10gp (ogres loot)

Encumbrance Ape

  • Alda the Anxious
    • Gear: 580
    • Treasure: 200gp and one 20 cn Relic
    • Total Encumbrance: 800
    • Movement: 60/20/60
  • Radnar Silvertongue
    • Gear:413
    • Treasure: 187gp, one 50 cn Relic, and one 150 cn Relic
    • Total Encumbrance: 800
    • Movement: 60/20/60
  • Dergeil the Bronze
    • Gear: 765
    • Treasure: 13gp, one 20 cn Relic
    • Total Encumbrance: 798
    • Movement: 60/20/60
  • Adyo the Addlepated
    • Gear: 136
    • Treasure: 40 cn Staff Relic, two 50 cn Relics
    • Total Encumbrance: 276
    • Movement: 120/40/120
  • Rikka Ravenhair
    • Gear: 370
    • Treasure: 10gp
    • Total Encumbrance: 380
    • Movement: 90/30/90

Marching Order

  • Dergeil | Radnar
  • Adyo | Rikka
  • Alda

Watch Order

  • Radnar
  • Dergeil | Rikka
  • Adyo | Alda

Houserules

Identifying Relics of the Old Ones

Anyone can try to figure out how something works. Something with a Complexity Class 1 has a base two hour time to figure out how to use it. Something with a Complexity Class 2 has a base three hour time. Something with a Complexity Class 3 has a base four hour time.

Figuring out a Complexity Class I item has a base 25% chance of success. Class 2: 15%. Class 3: 5%. The base chance is modified by INT. INT 3 subtracts 15% from the chance of success. INT 4 to 5 subtracts 10%. INT 6 to 8 subtracts 5%. INT 9 to 12 neither adds nor subtracts from the base chance. INT 13 to 15 adds 5%. INT 16 to 17 adds 10%. INT 18 adds 15%.

So, you roll d100 to see if you figure out anything. It's a roll-under roll. A rule of 01 is an automatic success regardless of how many penalties are stacked against you. Conversely, "a roll of 99-00 always indicates that the roll has failed drastically, and the character will have damaged himself and/or nearby characters if the item such that this is possible." Unlike some stuff in D&D where if you fail you can't try again until you level up, you can keep trying an unlimited amount of times to figure out how an item works. It takes the full time each time. So, if Erg Few-Fingers wants to roll again, he has to burn another two hours. A little bit of teamwork is permissible: "One other character may lend a hand, adding 1/2 of his technology roll bonuses (or penalties) from INT...to the die roll. This does not shorten the time necessary for the examination of artifacts." original post


Threads

IC

OOC

Recruitment thread

Maps

The Place of the Old Ones

Links

Equipment