The Wyzard Runs OD&D

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PCs

Karame

  • Played by Dorsai
  • Neutral Human Fighting Woman
  • Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)
  • HP 4
  • AC 7

Equipment Large Sack, Water Skin, Normal Rations (7), Rope, Torches (6), Steel Mirror, Leather Armor, Light Crossbow, Quarrels (29), Dagger, Club, 10 GP

Burig

  • Played by Asen G
  • Neutral Human Fighting Man
  • STR 14 (5% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1)
  • HP 7 max/7 currently
  • AC 4 (5 without the shield)
  • XP 24, 32

Equipment Warhammer, Dagger, Halberd, Javelin, Chain Armor, Helmet, Shield, 100' Rope, 10' Pole, 12 Iron Spikes, leather backpack, waterskin, 6 torches, flask of oil, 3 stakes & mallet, 1 quart wine, 2 GP, 52 GP

Caleb Thistledown

  • Played by Craftzero
  • Lawful Human Magic-User
  • STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11
  • HP 1
  • AC 9
  • XP 29

Equipment Quarterstaff, Large Sack, 50' Rope, Waterskins 2, Lantern, Flask of Oil 3, Normal Rations 2 weeks, Holy Water 1, GP 89

  • First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile
  • Memorized: Charm Person

Gworg the Unwise

  • Played by Julius Sleazer
  • Neutral Human Fighting Man
  • STR 12 INT 10 WIS 5 CON 11 DEX 9 CHA 5
  • HP 4
  • AC 6
  • XP 24

Equipment Leather Armor, Shield, Helmet, One-Handed Sword, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, One Week Normal Rations, Leather Backpack, Waterskin (x1), 50' Rope, 7 Torch(es), 3 Flasks of Oil, 52 gp

Korg

  • Played by Ashikaider
  • Neutral Human Fighting Man
  • STR 14 (5% bonus XP) INT 7 WIS 5 CON 10 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)
  • HP 5
  • AC 3

Equipment Big 2-handed axe, Plate Mail, Draft Horse, Saddle Bags, 50' Rope, 10' Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 1 week Iron Rations, 15 GP left,

  • XP 33

7+

  • 50 GP

Randall

  • Played by radiant song
  • Neutral Human Fighting Man
  • STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8
  • HP:5
  • AC:5

Equipment:Axe, Leather backpack, Waterskin, Quart of wine (2), Normal rations (7 days), Torches (6), Large sack (1), Chain mail, Helmet, Sling, Sling Bullets (19), 4 gp

Corvus

  • Played by Kacie
  • Human Fighting Woman
  • Str 14 (+5 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5
  • HP:3
  • AC:4

Equipment:Chain Mail, Long Sword, Shield, Helmet, Light Crossbow & quarrel of 30 bolts, 50' Rope, 12 Iron Spikes, leather backpack, waterskin, 6 torches, lantern, flask of oil, 1 quart wine, 1 wk iron rations, 1 wk normal rations

Cariman of the Green

  • Played by Mandacaru
  • Human Cleric Level 1
  • STR 9 INT 9 WIS 12 CON 11 DEX 10 CHA 4
  • HP:5
  • AC:4
  • XP:13

Equipment Chain Armor, Helmet, Shield, Mace, Sling & Bullets, leather backpack, waterskin, 6 torches, steel mirror, wooden holy symbol, 1 wk iron rations, 1 wk normal rations,

  • Remaining GP: 16

Sarlinha, the Silver Owl

  • Played by Andrensath
  • Human Cleric Level 1
  • Deity: She Who Lives In Darkness
  • STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12
  • XP: 30
  • HP: 1
  • AC: 4
  • Equipment: Light horse, Saddle, Saddlebags, Backpack, Flint & tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 2 wks normal rations, 50' rope
  • Remaining GP: 0

Frederik, the Friendly

  • Played by Nick the Nevermet
  • Lawful Human Magic-User
  • Strength: 12 Intelligence: 12 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)
  • HP:1
  • AC:9

Equipment:

  • 3 daggers
  • Mule (named "Pregib"), Saddle, saddlebags, 50' rope, 12 iron spikes, 2 small sacks, 1 large sack
  • waterskin, Iron Rations, 2 weeks
  • 12 torches, 3 flasks of oil
  • Remaining GP: 4
  • 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)

Ganch of Pine

  • Played by TrogdorTheBurninator
  • Neutral Human Fighting Man
  • Strength: 11 Intelligence: 9 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12
  • HP:6
  • AC:6 (with shield)
  • XP: 30

Equipment:Short Bow, Spear, 19 Arrows, 2 Silver-Tipped Arrows, Leather Armor, Helmet, Shield, One wk normal rations, Quart of wine, 6 torches, waterskin, large sack, Remaining GP: 50

Outstanding Plot Hooks

A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.

Unassigned Loot

This is loot that doesn't yet "belong" to a PC, or has not yet been identified. It should nonetheless be noted who is carrying any given item, in case they fall into a pit or are devoured. Any item not listed on a particular character's sheet or indicating whom is carrying it may be judged lost.

Ebony and silver scroll case worth 50 gp - with Professor Randall

Pearl, worth ~100gp - with Frederik

402gp - roughly equally shared amongst the cave-party

From goblin archer: Short bow, crude quiver of (?) arrows, dagger, 2 gp, sack with some vegetables and dead rabbits - with Professor Randall

Mask worth ~5,000gp - roughly shared between Caleb, Frederik, and Sarlinha.

NPCs

The players may wish to make note of important or interesting NPCs

Maps

From time to time, the players may map wilderness or dungeon areas. Links to maps and descriptions of those areas should be placed here.

  • Map showing location of standing stones:
    • Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator
    • It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.
    • In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.
    • "Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all."


Locations

Notes on unmapped areas such as cities, &c.

House Rules & Other Behind-the-Curtain Matters

To the extent that the players are informed, this information will go here.

  • Hit Points: Unlike future editions of the game, all of a PC's hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.
  • Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player. If one is reduced to 0 HP, one is semiconscious and prone. Further activity is likely to prove fatal, and a period of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being. At the player's option, the PC can simply lack the will to live and expire normally.
  • Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate. Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.
  • Weapon Damage: As written in book 1, all weapons do 1d6. In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat. Poor-quality weapons are less expensive, but have some drawback. Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage. Large, two-handed weapons are slightly more expensive and require both hands. However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.
  • Combat Modifiers & Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited. In those situations, the +2 or -2 modifier referred to above will apply. It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc. This is not the same as a "stunt bonus" and no particular artfulness is required in the description. This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect. In extreme cases, the weapon damage might be modified as well.