Difference between revisions of "Save or Die"

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* '''XP:''' 0 (1,200 needed)
 
* '''XP:''' 0 (1,200 needed)
 
* '''Money:''' 4 gp
 
* '''Money:''' 4 gp
* '''Equipment:''' leather armor, sling, sword, dagger, thieves’ tools, standard rations
+
* '''Equipment:''' leather armor, sling, Knobbly club, dagger, thieves’ tools, standard rations, coins in a sock.
 
* '''Encumbrance:''' unencumbered (324 coins) — 120’ (40’) movement rate
 
* '''Encumbrance:''' unencumbered (324 coins) — 120’ (40’) movement rate
  

Revision as of 02:21, 23 February 2016


A play-by-post game using homemade dungeon crawl adventures. This uses the 1981 version of Dungeons & Dragons, edited by Tom Moldvay (B/X series).

Recruitment Thread

Player Characters

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Nervous Ned

Played by Walkie Talkie Noise Decoder

  • Level 1 Thief
  • S 10; I 10; W 10; D 12; Co 7; Ch 13
  • HP 3; AC 8; AL N
  • XP: 0 (1,200 needed)
  • Money: 4 gp
  • Equipment: leather armor, sling, Knobbly club, dagger, thieves’ tools, standard rations, coins in a sock.
  • Encumbrance: unencumbered (324 coins) — 120’ (40’) movement rate

Special Abilities

  • Ability Scores: +1 reaction due to charisma
  • Thief Abilities: open locks 15%, find & remove traps 10%, pick pockets 20%, move silently 20%, climb walls 87%, hide in shadows 10%, hear noise 1-2 on 1d6
  • When striking unnoticed from behind, a thief gains a bonus of + 4 on "to hit" rolls and inflicts twice the normal amount of damage
  • Languages: speaks Common (Thyatian), and the alignment tongue of the character

Dim the Gregarious

Played by The Hooded Ronin

  • Level 1 Fighter
  • S 13; I 7; W 6; D 8; Co 14; Ch 12
  • HP 9; AC 3; AL L
  • XP: 0 (2,000 needed)
  • Money: 8 gp
  • Equipment: plate mail, shield, sword, backpack, rope, standard rations, wineskin
  • Encumbrance: moderately encumbered (758 coins) — 60’ (20’) movement rate

Special Abilities

  • Ability Scores: +1 to hit, damage and opening doors due to strength; -1 to saving throws vs. spells due to wisdom; -1 to hit with ranged weapons and +1 AC penalty due to dexterity; +1 hp per hit die due to constitution
  • Prime Requisite: +5% added to earned xp
  • Languages: speaks Common (Thyatian), and the alignment tongue of the character

Demius the Ultra-Righteous

Played by Mr. Kent

  • Level 1 Cleric
  • S 13; I 8; W 15; D 14; Co 6; Ch 11
  • HP 5; AC 3; AL L
  • XP: 0 (1,500 needed)
  • Money: 10 gp
  • Equipment: chain mail, shield, war hammer, holy symbol, standard rations, backpack
  • Encumbrance: moderately encumbered (620 coins) — 60’ (20’) movement rate

Special Abilities

  • Ability Scores: +1 to hit, damage and opening doors due to strength; +1 to saving throws vs. spells due to wisdom; +1 to hit with ranged weapons and -1 AC bonus due to dexterity; -1 hp per hit die due to constitution
  • Cleric Abilities: turn undead — skeletons (7), zombies (9), ghouls (11)
  • Prime Requisite: +5% added to earned xp
  • Languages: speaks Common (Thyatian), and the alignment tongue of the character

Magnus Soulbreaker

Played by Space Cowboy

  • Level 1 Dwarf
  • S 16; I 9; W 14; D 9; Co 13; Ch 11
  • HP 5; AC 4; AL L
  • XP: 0 (2,200 needed)
  • Money: 15 gp
  • Equipment: hand axe (1d6), chain mail armor, shield, backpack, lantern, oil (3 flasks), tinderbox, wine skin, rope, standard rations
  • Encumbrance: moderately encumbered (625 coins) — 60’ (20’) movement rate

Special Abilities

  • Ability Scores: +2 to hit, damage and opening doors due to strength; +1 to saving throws vs. spells due to wisdom; +1 hp per hit die due to constitution
  • Dwarf Abilities: 60’ infravision; detect masonry on 1-2 on d6
  • Prime Requisite: +10% added to earned xp
  • Languages: speaks Common (Thyatian), Dwarvish, and the alignment tongue of the character, plus the languages of gnomes, kobolds, and goblins

Osseus Pyrus

Played by Vektunaxa

  • Level 1 Magic-User
  • S 6; I 16; W 14; D 10; Co 7; Ch 9
  • HP 1; AC 9; AL ?
  • XP: 0 (2,500 needed)
  • Money: 80 gp
  • Equipment: ?
  • Encumbrance: unencumbered (160 coins) — 120’ (40’) movement rate

Special Abilities

  • Ability Scores: -1 to hit, damage and opening doors due to strength; +2 added languages due to intelligence; +1 to saving throws vs. spells due to wisdom; -1 hp per hit die due to constitution
  • Magic-User Abilities: Spells — magic missile (1st)
  • Prime Requisite: +10% added to earned xp
  • Languages: speaks Common (Thyatian), and the alignment tongue of the character, plus two other languages — ?, ?

Memorial of Dead Heroes

  • none

Posting Protocol

Dice Rolls: When action or clues take place, state directly in character what your character is doing. I'll make rolls as the DM behind the screen. There will be tons of rolls made, so I won't bother linking dice roller results. If you want to preemptively roll a first attack roll or make a saving throw knowing that one wis coming up, feel free to do so. But generally, I'll be handling rolls.

The Dangerous Job of Adventuring: There is lots of assumed things happening each turn. These include careful exploration, mapping, being quiet, and resting briefly for at least one turn per hour. Faster movement than normal is possible, but not assumed. Let me know that your characters are going to run for it. Likewise, assumed actions does not include searching for traps and secret doors and the like. Be specific when describing attempts to do these special things. Anytime you wish to do something not among the default of assumed things, it must be stated.

It all comes with a cost — searching takes time. Being careless risks death. Time = lost resources and the potential for more dangerous encounters.

Combat: This will happen frequently. Be sure to be clear about such things as maneuver descriptions and combat tactics, such as forming lines to protect spell casters and ranged combatants, etc. You can even come up with standard modus operandi to save time. I may run multiple rounds of combat until events trigger a need for new tactics or orders. Stating what you want in the long term can be helpful, such as "continue melee until I'm down to 3 hp".

There's a few general maneuvers to note:

  • defensive movement only allowed (up to 1/2 movement rate) allowed and still make an attack
  • fighting withdrawal is moving 1/2 rate backward; attack allowed
  • faster than 1/2 speed is considered retreating speed, and grants a +2 bonus to the opponent and negates shield bonuses
  • cover can provide -1 to -4 in penalties to the ranged attacker

Character Death

PC's will probably die in this adventure. When this happens, choose a new one (by character generation or pregen selection), and the character will be introduced within the adventure as soon as possible, possibly in a harrowing circumstance requiring the party's rescue, assistance, or what have you. I'll also try to keep this area stocked with pregens.

Community Treasure

XP: 0

Treasure:

  • pp:
  • gp: 0
  • ep: 0
  • sp: 0
  • cp: 0

Gems:

  • 0

Jewelry:

  • 0

Rare or Magic Items:

  • none

Other Items:

  • none

Total weight of goods: 0 cn

House Rule Repository

There aren't any!

Time Tracking/Notes

Here, I'll record progress in terms of time for the purpose of tracking resources and making wandering monster checks.