View Full Version : (Community) Roll For Initiative: The Dungeon Crawl Classics RPG Dynasty
SirFozzie
06-16-2012, 05:54 PM
So, recently released (on both PDF and in print) is Goodman Games's (Goodman Games (www.goodman-games.com)) Dungeon Crawl Classics, which is an early AD&D sensibility combined with 3E-based rules.
They have a very unique recommended method of generating characters.
Step 1: Roll 3d6 six times, assign stats in order as follows: Strength, Agility, Stamina, Personality, Intelligence and Luck (that's right, no arranging to fit, no point buy, no drop lowest die, etcetera. This game as the name states, is OLD school. Luck
Step 2: Roll a d100 (or choose) for your character's occupation. This does not mean his class, but what he did before becoming an adventurer.This determines what (if any) weapon you're trained in, and what (if any) trade goods you carry.
Step 3: Determine Alignment: (Lawful, Neutral or Chaotic. There is no good/evil axis)
Step 4:Add the following touches:
A) 1d4 HP, modified by stamina
B) 5d12 Copper Pieces
C) One random piece of equipment
D) One piece of equipment and one weapon that you're trained with according to your occupation (see step 2)
E) An attack and save modifier of +0.
Congrats, you've created your very own 0-level adventurer wanna be!
What's that you say? "O-level characters are awful. A pussycat can kill them. How the heck do you expect me to play with a character this bad?"
Well, that's the kick. The game recommends that you create two to four of them for the first game. It is likely that some or most of your characters will die in that first game. From the survivors form a true adventuring party, first level characters who from humble beginnings will grow and shake the world! (or be eaten by some horrible creature in a crypt below ground.. actually the whole being eaten thing is still more likely, Level 1 is miles better then 0-Level, but it's nowhere near EASY Street mind you.)
Once a 0-level character hits 10 XP, they can select a class and gain all the benefits of a 1st level character.
So the very brief storyline behind this Dynasty is as follows: The tiny hamlet of Karstings is under attack from a small travelling band of Orcs. The Karstings "militia".. (that is every person able to understand that you try to put the pointy end of the weapon into the enemy) has been called out to defend the town.
Rules to participate:
We will have a maximum of six players (24 0-level PC's in all). If there's more then five, I guess I'll have to create a second dynasty..
Use the "Party of Four" generator available at the Purple Sorcerer website:
Dungeon Crawl Classics 0-Level Party Generator (http://purplesorcerer.com/create.htm)
Copy the results here, giving each member of your "Party of Four" a name.
I'm going to post mine, but if I need to be DM only (IE, we get max players), I'll drop my players.
If your full party of four all gets killed, generate a fresh Party of Four (it'll be assumed they've either just shown up at the town, was too busy being craven and hiding in their homes, etcetera)
My Party Of Four will be posted in the next post.
SirFozzie
06-16-2012, 05:59 PM
Character 1: Argath
Alighnament: Neutral
Occupation: Dwarven Blacksmith
AC: 10 HP: 3 Speed:20, Initiative 0
Stats:
Strength: 8 (-1)
Agility 9 (0)
Stamina 13 (+1)
Personality 7 (-1)
Intelligence 8 (-1)
Luck 13 (+1)
Saves
Reflex 0, Fortitude +2, Will -1
Attack
Hammer (-1 to hit, 1d4-1 Damage)
Possessions: 19 Copper Pieces, 1 oz Mithril, Grappling Hook
Lucky Roll: Lived through a Famine (Bonus of +1 to Fortitude Save, already figured in)
Languages: Common, Dwarven
Dwarf ABilityL Infravision
Character 2: Illrion Fullbelly
Alignment: Neutral
Occupation: Halfling Trader
AC 9, HP 4, Speed 20, Initiative -1
Stats
Strength 10 (0)
Agility 7 (-1)
Stamina 13 (+1)
Personality 8 (-1)
Intelligence 9 (0)
Luck 11 (0)
Saves
Reflex -1, FOrtitude 1, Will -1
Languages: Common, Halfling
Halfling Ability: Infravision
Attack: Short Sword (+0, 1d6 damage)
Possessions: 42 Copper Pieces, 20 Silver Pieces, Waterskin
Lucky Roll: Lived Through Famine (Luck Roll doesn't change Fortitude stat as Luck is 0)
Character 3: Tanador
Alignment: Lawful
Occupation: Beekeeper
AC 10, HP 1, Speed 30, Initiative -1
Stats
Strength 8 (-1)
Agility 8 (-1)
Stamina 7 (-1)
Personality 9 (0)
Intelligence 13 (+1)
Luck 13 (+1)
Saves
Reflexes -1, Fortitude -1, Will 0
Languages: Common
Attack: Staff (-1, 1d4-1 damage)
Possessions: 19 Copper Pieces, Jar of Honey, small hammer)
Lucky Roll: Charmed House (Permanent +1 to Armor Class, already put in his stats)
Character 4: "Lucky" Hextor
Alignment: Chaotic
Occupation: Cutpurse
AC 10, HP 1, speed 30, Init 0
Stats
Strength 15 (+1)
Agility 10 (0)
Stamina 12 (0)
Personality 11 (0)
Intelligence 11 (0)
Luck 8 (-1)
Saves
Reflex 0, Fortitude 0, Will (-1)
Languages: Common
Attack: Dagger (+1, 1d4+1 damage)
Possessions: 39 CP, small chest, 50 feet of Rope)
Lucky Roll: Failed to Resist Temptation (-1 to Willpower saves due to luck modifier of -1, already figured in)
I'll give it a shot...though I'm not overly familiar...you'll have to let me get situated this morning, though.
Oh, holy cow. I've got a PDF to transcribe!
Character 1: Pentagarn
Alignment: Lawful (all of mine are...it's easier for me to play people I relate to :) )
Occupation: Human Scribe
AC: 10 HP: 5 Speed:30, Initiative 0
Stats:
Strength: 12
Agility 9
Stamina 14 (+1)
Personality 10
Intelligence 10
Luck 12
Saves
Reflex 0, Fortitude +1, Will 0
Attack
Dart,0. 1d4.
Possessions: 13 Copper Pieces, 10 sheets parchment, Grappling Hook
Lucky Roll: Four Leaf Clover (find secret doors)
Languages: Common
Character 2: Baltek
Alignment: Lawful
Occupation: Mercenary
AC 10, HP 1, Speed 30, Initiative 0
Stats
Strength 17 (+2)
Agility 11
Stamina 7 (-1)
Personality 9
Intelligence 16 (+2)
Luck 15 (+1)
Saves
Reflex 0, Fortitude 1, Will 0
Languages: Common
Attack: Long Sword +2, 1d8+2
Possessions: 39 Copper Pieces, Hide Armor, Thieves tools (25gp)
Lucky Roll: broken star (fumbles +1)
Character 3: Lydia
Alignment: Lawful
Occupation: Tax collector
AC 10, HP 4, Speed 30, Initiative 0
Stats
Strength 8 (-1)
Agility 12
Stamina 11
Personality 12
Intelligence 10
Luck 6 (-1)
Saves
Reflexes 0, Fortitude 0, Will 0
Languages: Common
Attack: Longsword -1, 1d8-2
Possessions: 27 Copper Pieces, 100 cp, small sack (8cp)
Lucky Roll: Born on the battlefield (damage rolls -1)
Character 4: Hell Atlantic
Alignment: Chaotic ( I mean, why not?)
Occupation: Gambler
AC 11, HP 4, speed 30, Init 1
Stats
Strength 13 (+1)
Agility 15 (+1)
Stamina 14 (+1)
Personality 12
Intelligence 15 (+1)
Luck 10
Saves
Reflex 1, Fortitude 1, Will 0
Languages: Common
Attack: club +1, 1d4+1
Possessions: 39 CP, dice, iron spike (1sp)
Lucky Roll: birdsong (number of languages, 0)
hoopsguy
06-17-2012, 08:48 AM
Character 1: Waldak Songsteel
Alighnament: Neutral
Occupation: Trapper
AC: 10 HP: 2 Speed:30, Initiative 0
Stats:
Strength: 15 (+1)
Agility 10 (0)
Stamina 11 (0)
Personality 8 (-1)
Intelligence 16 (+2)
Luck 14 (+1)
Saves
Reflex 0, Fortitude 0, Will 0
Attack
Sling (+1 to hit, 1d4+1 Damage)
Possessions: 35 Copper Pieces, Badger pelt, Waterskin (5 sp)
Lucky Roll: Resisted temptation (Willpower saving throws) (+1)
Languages: Common
Character 2: Belgold Huntinghawk
Alignment: Neutral
Occupation: Radish Farmer
AC 10, HP 2, Speed 30, Initiative 0
Stats
Strength 14 (1)
Agility 10 (0)
Stamina 9 (0)
Personality 16 (+2)
Intelligence 14 (1)
Luck 10 (0)
Saves
Reflex 0, Fortitude 0, Will +2
Languages: Common
Attack: Pitchfork (+1, 1d8+1 damage)
Possessions: 45 Copper Pieces, Goose, Rope - 50' (25cp)
Lucky Roll: The raging storm (Spell damage) (0)
Character 3: Ianrry Foechuckle
Alignment: Lawful
Occupation: Halfling mariner
AC 10, HP 3, Speed 20, Initiative 0
Stats
Strength 15 (+1)
Agility 11 (0)
Stamina 8 (-1)
Personality 13 (+1)
Intelligence 8 (-1)
Luck 11 (0)
Saves
Reflexes 0, Fortitude -1, Will 1
Languages: Common, Halfling
Halfling ability: Infravision
Attack: Knife (+1, 1d4+1 damage)
Possessions: 29 Copper Pieces, Sailcloth (2 yards), Chalk - 1 piece (1cp)
Lucky Roll: Path of the bear (melee damage rolls) (0)
Character 4: Fruster Swordsteel
Alignment: Chaotic
Occupation: Dwarven herder
AC 10, HP 3, speed 20, Init 0
Stats
Strength 6 (-1)
Agility 9 (0)
Stamina 12 (0)
Personality 11 (0)
Intelligence 13 (1)
Luck 9 (0)
Saves
Reflex 0, Fortitude (-1), Will 0
Languages: Common, Dwarven
Dwarven Ability: Infravision
Attack: Staff (-1, 1d4-1 damage)
Possessions: 28 CP, Sow, Holy symbol (25 gp)
Lucky Roll: Fortunate date (missile fire attack rolls) (0)
hoopsguy
06-17-2012, 08:49 AM
I have low hopes for this group - expect that someone will slit the throat of the dwarf to take/sell his holy symbol :)
SirFozzie
06-17-2012, 02:44 PM
So we have twelve so far.. room for 3 more players (12 PC's) and then the Orcs will show up hungry and wanting to wipe out their town (they're a small band that escaped from the latest "Orc army rises up and gets smacked down by the King's army"
law90026
06-17-2012, 09:29 PM
Character 1: Woodie
Alignment: Lawful
Occupation: Woodcutter
AC: 9 HP: 3 Speed:30, Initiative -1
Stats:
Strength: 6 (-1)
Agility 8 (-1)
Stamina 12 (0)
Personality 10 (0)
Intelligence 7 (-1)
Luck 10 (0)
Saves
Reflex -1, Fortitude 0, Will 0
Attack
Handaxe -1 (1d6-1)
Possessions: 33 Copper Pieces, Bundle of Wood, Chest (empty) (2gp)
Lucky Roll: Lucky Sign (Saving Throws) (0)
Languages: Common
Character 2: Sleazy
Alignment: Chaotic
Occupation: Dwarven Miner
AC: 12 HP: 1 Speed:20, Initiative 2
Stats:
Strength: 12 (0)
Agility 16 (2)
Stamina 11 (0)
Personality 8 (-1)
Intelligence 10 (0)
Luck 10 (0)
Saves
Reflex 2, Fortitude 0, Will -1
Attack
Pick +0 (1d4)
Possessions: 30 Copper Pieces, Lantern, Mirror - Handsized (10gp)
Lucky Roll: The Raging Storm (Saving Throws) (0)
Languages: Common, Dwarven
Racial Ability: Infravision
Character 3: Leia
Alignment: Neutral
Occupation: Slave
AC: 11 HP: 1 Speed:30, Initiative 0
Stats:
Strength: 12 (0)
Agility 9 (0)
Stamina 10 (0)
Personality 14 (+1)
Intelligence 9 (0)
Luck 13 (+1)
Saves
Reflex 0, Fortitude 0, Will 1
Attack
Club +0 (1d4)
Possessions: 41 Copper Pieces, Strange Looking Rock, Backpack (empty) (2gp)
Lucky Roll: Charmed House (Armour Class) (+1)
Languages: Common
Character 4: Madame Xanadu
Alignment: Lawful
Occupation: Fortune Teller
AC: 9 HP: 2 Speed:30, Initiative -1
Stats:
Strength: 10 (0)
Agility 7 (-1)
Stamina 13 (+1)
Personality 11 (0)
Intelligence 8 (-1)
Luck 14 (+1)
Saves
Reflex 0, Fortitude +1, Will 0
Attack
Dagger +0 (1d4)
Possessions: 52 Copper Pieces, Tarot Deck, Mirror - Handsized (10gp)
Lucky Roll: Struck By Lightning (Reflex Saving Throws) (+1)
Languages: Common
ntndeacon
06-18-2012, 12:30 PM
Character 1: Shep Hovel
Alignment: Lawful
Occupation: Potato Farmer
AC: 11 HP: 4 Speed:30, Initiative 1
Stats:
Strength: 10 (0)
Agility 14 (1)
Stamina 9 (0)
Personality 7 (-1)
Intelligence 10 (0)
Luck 10 (0)
Saves
Reflex 1, Fortitude 0, Will -1
Attack
Pitchfork +0 (1d8)
Possessions: 36 Copper Pieces, goat, rations (1 day) (6 cp)
Lucky Roll: Struck by Lightning (Reflex Saving Throws) (0)
Languages: Common
Character 2: Golly Gimble
Alignment: Neutral
Occupation: Dwarven Stonemason
AC: 9 HP: 2 Speed:20, Initiative -1
Stats:
Strength: 9 (0)
Agility 8 (-1)
Stamina 5 (-2)
Personality 7 (-1)
Intelligence 10 (0)
Luck 6 (-1)
Saves
Reflex -1, Fortitude -2, Will -1
Attack
Hammer +0 (1d4)
Possessions: 43 Copper Pieces, Fine Stone (10 lbs), Chain-10" (30gp)
Lucky Roll: Four Leaf Clover (Find Secret Doors) (-1)
Languages: Common, Dwarven
Racial Ability: Infravision
Character 3: Faloola
Alignment: Chaotic
Occupation: Outlaw
AC: 10 HP: 2 Speed:30, Initiative 0
Stats:
Strength: 13 (2)
Agility 12 (0)
Stamina 4 (-2)
Personality 12 (0)
Intelligence 8 (-1)
Luck 14 (+1)
Saves
Reflex 0, Fortitude -2, Will 0
Attack
Short Sword +1 (1d6+1)
Possessions: 30 Copper Pieces, Leather Armor, Flask (empty) (3 cp)
Lucky Roll: Unholy House (Corruption Rolls) (+1)
Languages: Common
Character 4: Bill Diamond
Alignment: Neutral
Occupation: Gambler
AC: 9 HP: 1 Speed:30, Initiative -1
Stats:
Strength: 10 (0)
Agility 7 (-1)
Stamina 9 (0)
Personality 10 (0)
Intelligence 14 (1)
Luck 9 (0)
Saves
Reflex -1, Fortitude 0, Will 0
Attack
Club +0 (1d4)
Possessions: 27 Copper Pieces, Dice, Lantern (10gp)
Lucky Roll: Four-leafed Clover (Find Secret Doors) (0)
Languages: Common
SirFozzie
06-18-2012, 11:08 PM
Alright, we're up to 20.. shall we go ahead or shall we wait for one more player?
Zinto
06-19-2012, 12:08 AM
Character 1: Panian Laughshield
Alighnament: Lawful
Occupation: Halfling Glovemaker
AC: 11 HP: 4 Speed:20, Initiative 1
Stats:
Strength: 14 (+1)
Agility 13 (+1)
Stamina 13 (0)
Personality 6 (-1)
Intelligence 16 (+2)
Luck 14 (+1)
Saves
Reflex +1, Fortitude 0, Will -1
Attack
Awl +1 (1d4+1)
Possessions: 29 Copper Pieces, Gloves (4 Pairs), Thieves' tools(25 gp)
Lucky Roll: Birdsong (Number of languages) (+1)
Languages: Common, Halfling
Halfling ability: Infravision
Character 2: Adros Glimmergaunt
Alignment: Chaotic
Occupation: Elven artisan
AC 10, HP 2, Speed 30, Initiative 0
Stats
Strength 11 (0)
Agility 11 (0)
Stamina 12 (0)
Personality 10 (0)
Intelligence 13 (+1)
Luck 12 (0)
Saves
Reflex 0, Fortitude 0, Will 0
Attack: Staff -1 (1d4 -1)
Possessions: 23 Copper Pieces, Clay (1 Pound), Chain 10'(30 GP)
Languages: Common, Elven
Elven Traits: Heightened senses, Iron vulnerability
Lucky Roll: Born Under the Loom (Skill checks, including thief)(0)
Character 3: Davward Silverkin
Alignment: Lawful
Occupation: Cooper
AC 9, HP 3, Speed 30, Initiative -1
Stats
Strength 9 (0)
Agility 8 (-1)
Stamina 8 (-1)
Personality 11 (0)
Intelligence 10 (0)
Luck 6 (-1)
Attack: Crowbar +0(1d4)
Saves
Reflexes -1, Fortitude -1, Will 0
Possessions: 20 Copper Pieces, Barrel, Candle (1 CP)
Languages: Common
Lucky Roll: Unholy house (Corruption rolls) (-1)
Character 4: Seamorn Shieldheart
Alignment: Neutral
Occupation: Soldier
AC 10, HP 2, speed 30, Init 0
Stats
Strength 15 (+1)
Agility 9 (0)
Stamina 13 (+1)
Personality 9 (0)
Intelligence 13 (+1)
Luck 14 (+1)
Saves
Reflex 0, Fortitude +1, Will 0
Languages: Common
Attack: Spear (+2, 1d8+2 damage)
Possessions: 29 CP, Shield, Sack(large)(12 CP)
Lucky Roll: Pack hunter (Attack/damage rolls for 0-level weapon) (+1)
ntndeacon
06-19-2012, 12:15 AM
Well it looks as if we won't have to wait!.
Izulde
06-19-2012, 12:35 AM
What an insanely cool idea.
CrimsonFox
06-19-2012, 12:47 AM
Character 1: Gronk Furface
Alignment: Neutral
Occupation: Dwarven mushroom farmer
AC: 10 HP: 2 Speed:20, Initiative 0
Stats:
Strength 12 0
Agility 12 0
Stamina 9 0
Personality 12 0
Intelligence 6 -1
Luck 11 0
Saves
Reflex 0, Fortitude 0, Will 0
Attack
Shovel +0 ()
Possessions: 37 Copper Pieces, Sack, Iron Spike (1 sp)
Lucky Roll: Speed of the cobra (init 0)
Languages: Common
Dwarven ability: infravision
Character 2: Banc Furface
Alignment: Chaotic
Occupation: Dwarven stonemason
AC: 9 HP: 2 Speed:20, Initiative -1
Stats:
Strength 16 +2
Agility 8 -1
Stamina 6 -1
Personality 6 -1
Intelligence 12 0
Luck 11 0
Saves
Reflex -1, Fortitude -1, Will -1
Attack
Hammer +2 (1d4+2)
Possessions: 36 Copper Pieces, Fine stone (10 lbs), Pole 10 ft (15 cp)
Lucky Roll: Survived a spider bite (Saving throws against poison) (0)
Languages: Common, Dwarven
Dwarven ability: infravision
Character 3: Tinker Badgerbottom
Alignment: Lawful
Occupation: Halfling dyer
AC: 10 HP: 3 Speed:20, Initiative 0
Stats:
Strength 4 -2
Agility 12 0
Stamina 9 0
Personality 7 -1
Intelligence 12 0
Luck 6 -1
Saves
Reflex -1, Fortitude -1, Will -2
Attack
Staff -2 (1d4-2)
Possessions: 35 Copper Pieces, Fabric (3 yards), Sack (large) (12 cp)
Lucky Roll: Lucky sign (saving throws) (-1)
Languages: Common, Halfling
Halfling ability: infravision
Character 4: Randolph Scott
Alignment: Chaotic
Occupation: Trapper
AC: 9 HP: 1 Speed:30, Initiative -1
Stats:
Strength 12 0
Agility 8 -1
Stamina 7 -1
Personality 13 +1
Intelligence 12 0
Luck 15 +1
Saves
Reflex -1, Fortitude -1, Will +1
Attack
Sling 0 (1d4)
Possessions: 19 Copper Pieces, Badger pelt, Holy Symbol (25 gp)
Lucky Roll: Born under the loom (skill checks, including thief) (+1)
Languages: Common
SirFozzie
06-19-2012, 08:51 AM
Well now, it looks like we have seven, I'll just run with it. Might take a bit longer to do turns... ;)
The tiny hamlet of Karstings has spent the last week rejoicing. The Orc Lord Shammoth's massive army has been repulsed, thanks to the assistance of the King's Guard, and some high level magics. But even as the Orc Lord was slain, some of his Orcs and Goblins were fleeing, and not even the valient efforts of the badly mauled King's Guard could not round them all up,
Yesterday, a rider on an exhausted pont rode in to town. It seems a remnant of the fiendish army had been spotted making a beeline for the small town. They obviously wante to plunder the town in an attempt to forget their great loss, and to perhaps start gathering up other such remnants to possibly start the process of rebuilding the green skin army..
A rider has been dispatched to summon the King's Guard, but there's no way that the Guard can return in time to save the town. This looks like a job for seasoned adventurers, ones whocan effortlessly slay tens of the foul Greenskins at a time. Unfortunately, there's no such bands in the area. Instead, it is up to the humble Karsting's Militia to defend the town. Can they hold off the raving greenskins, or will Karstings possibly be the first step towards forming a new Greenskin horde to threaten the Kingdom again?
SirFozzie
06-19-2012, 09:05 AM
((Rules for Combat))
To save time, I will roll initiative for each PLAYER (not each character).. When your turn comes up in initiative, any and all characters you have at the scene take an action.
Assuming you're attacking, roll all your dice at the same time
A) A d20 for your attack (modified by your weapon's to hit modifier from your character sheet)
B) Your weapon's damage (again from your character sheet)
Special Rules:
A) If you roll a natural 20, that's a possible critical. Roll another d20 to "confirm" the critical, if that second roll beats the opponent's Armor Class, you critically hit (and I'll roll for the exact effect)
B) If you roll a natural 1, that's a fumble. I get to roll on a fumble table to determine what's happening to you.
C) You can spend points of the character's Luck score to modify dice rolls (on a 1 for one case). These points will not refresh during the battle for Karstings, and there will be instances where the modifier to your CURRENT Luck Score will be applied to a roll. so if you need a bit of luck, go ahead and spend some points, but remember, Karma can be a bitch
D)Any monster reduced to 0 HP or less is out of combat (and assume slain). ANy 0-level character (like the characters in this game) reduced to 0 or less is instantly slain. So any fight can be your character's last. So, look for ways to stack the deck before combat if you can :)
E) Each "encounter" will be worth 2-4 XP, depending on how difficult it is. THe less players you bring (and the less survive), the more XP it's worth. Remember, you need 10 XP to level your character up to first level.
F) You can commit any or all of your characters to an encounter (you can save them for future encounters if need be), but only characters present at an encounter earn XP.
http://invisiblecastle.com/roller/ is a dice roller I use for online games, you can use it or a similar dice roller, just post a URL to the results so I can confirm.
ntndeacon
06-19-2012, 12:27 PM
Death to the Greenskins!
SirFozzie
06-19-2012, 12:46 PM
The first two encounters are as follows:
Encounter 1: "Scuttle the Scouts" -- STORYLINE
As the various members of the stranded traders party and the town's Militia form up in the center of town, an eagle eyed scout reports that a number of goblin scouts have been spotted, Obviously, they goblins have spotted the town, but aren't onrushing.. being naturally cowardly, they'e sneaking up on the town to try to catch any townsmen unaware (and of course, to get first crack at any loot from the homes, and the chance to burn things first as well)
So, obviously, a party must be formed to drive the goblin scouts away, and ideally slay them all before they can report back to the orc band.
Encounter 2: "Recover the supplies" -- OPTIONAL
One of the trade caravans that were attacked was carrying a couple crates intended for the King's Guard. Perhaps the caravan would have items that would aid the town's defense? But a group must quickly set out, if the orcs get a hold of it, then the remaining supplies will be of no use to the town's defenders.
Decide the following things for your characters:
A) Which members of your "Party of Four" are going to which encounter. Encounter 1 is a "Storyline" encounter. Failure to defeat the goblins will make future encounters more difficult. Encounter 2 is an OPTIONAL mission. Recovering the supplies will provide equipment to make future encounters easier, but failing to complete it (or attempt it) will not make things any harder.
B) Characters can only go to ONE encounter. If you choose to send a character to repel the goblin scouts, they won't be available to raid the caravan for supplies. Same applies vice versa
C) You CAN split the party of four, to be at both encounters
Encounter 1 Victory Terms
Goblins Total Victory: More then 50% of townsfolks slain (rest fled), more then 50% of Goblins survive
Goblins Victory: More then 50% of townsfolks slain, more then 50% of Goblins Killed (if word gets out that the town is being actively defended)
Draw: More then 50% of townsfolk killed, all goblins killed (no goblin flees to tell the orc band about the town's defenses
Town Victory: Less then 50% of townsfolk killed, more then 50% of goblins killed (word gets back to the band that the town is defended)
Town Complete Victory:Less then 50% of townsfolk killed, all goblins killed (no word gets back to the orc army)
Decide what you want to do.
Decide what you want to do.
Baltek and Pentagarn to Encounter 1.
Lydia and Hell Atlantic to Encounter 2.
ntndeacon
06-19-2012, 03:14 PM
Shep Hovel and Faloola to Encounter 1
Bill Diamond and Golly Gimble to Encounter 2
CrimsonFox
06-19-2012, 03:22 PM
thanks man. I couldn't resist. Actually I had tried reading your post the previous day about 5 times and still wasn't sure what to do as I was so tired then. Figured at least I can make characters :)
ntndeacon
06-19-2012, 03:24 PM
Randolph Scott!
Zinto
06-19-2012, 03:32 PM
Encounter 1: Seamorn and Davward
Encounter 2: Adros and Panian
CrimsonFox
06-19-2012, 03:38 PM
Gronk to Enc 1
Banc, Tinker, and Randolph to Enc 2
SirFozzie
06-19-2012, 03:58 PM
Encounter 1 Roster so far: "Scuttle The Scouts" (Seven)
Poli - Baltek and Pentagam
ntndeacon: Shep Hovel and Faloola
Zinto: Seamorn and Davward
Crimson Fox: Gronk
Encounter 2 "Recover the Supplies" 9 so far
Poli: Lydia and Hell Atlantic
ntndeacon: Bill Diamond and Golly Gimble
Zinto: Adros and Panian
Crimson Fox:Banc, Tinker, and Randolp
hoopsguy
06-19-2012, 05:01 PM
Encounter 1: Waldak + Ianrry
Encounter 2: Belgold + Fruster
BYU 14
06-19-2012, 05:13 PM
This sounds fun, I was seriously considering jumping in, but decided to follow and get a feel for it and then maybe join in a later game. Good luck all
CrimsonFox
06-19-2012, 05:53 PM
Fozzie do we know whether to expect fighting while recovering supplies ?
SirFozzie
06-19-2012, 06:29 PM
Unknown, IF there are no baddies around, it just becomes a matter of finding what you can take and getting out of there before the greenskin hordes DO arrive.. if there are baddies around, you will have to clear thingsout before you can recover material
law90026
06-19-2012, 10:58 PM
Woodie, Sleazy and Leia to Encounter 1.
Madame Xanadu to Encounter 2.
SirFozzie
06-19-2012, 11:03 PM
Encounter 1 Roster so far: "Scuttle The Scouts" (Twelve)
Poli - Baltek and Pentagam
ntndeacon: Shep Hovel and Faloola
Zinto: Seamorn and Davward
Crimson Fox: Gronk
Hoopsguy: Waldak + Ianrry
Law90026: Woodie, Sleazy and Leia
Encounter 2 "Recover the Supplies" 12
Poli: Lydia and Hell Atlantic
ntndeacon: Bill Diamond and Golly Gimble
Zinto: Adros and Panian
Crimson Fox:Banc, Tinker, and Randolph
Hoopsguy: Belgold + Fruste
Law90026: Madame Xanadu
SirFozzie
06-19-2012, 11:29 PM
Ok, I think we have one player left for split, but I'll post the description and graphic for Encounter 1 now:
Encounter 1: SCUTTLE THE SCOUTS
The scout gave you enough warning that you have a couple minutes to prepare yourself and take positions. You see the area where the Goblins will likely come from, as this edge of the town borders a small wooded area that the Goblins have already been seen to enter. The farmland is filled with growing corn, and the stalks have already grown high. The party can set up traps, or position themselves as necessary. Hidden characters may get surprise if a goblin wanders close enough to attack.
I've attached the graphic to this post. study up, and come up with a plan (let's say by six PM EDT tommorrow?) at which time, it's on like Donkey Kong. Or like goblin kong.. or something like that.
CrimsonFox
06-19-2012, 11:41 PM
Oops Fozzie I confused my own characters.
BANC the stonemason is the one going to encounter 1. GRONK the shroomfarmer is going to enc 2 with the others.
They are brothers so it's hard to tell them apart.
hoopsguy
06-20-2012, 07:45 AM
I think we would want to have them convene on the Hut, where we could ambush them from all sides, if at all possible. Is there anything we could put there that looks especially valuable to lure them in? Food, some wealth, whatever?
I'm planning on having Waldak fire with his sling from cover (whatever cover is close enough to hit them, but otherwise as far away as possible) and have Ianrry concealing himself nearby with a knife to stab the first person who comes after Waldak.
Willing to adjust that plan as others chime in to help create a team approach.
CrimsonFox
06-20-2012, 07:48 AM
I am worried that they will just charge out of the woods and start setting everything on fire from the side (including us if we hide in the huts)
CrimsonFox
06-20-2012, 07:49 AM
I like the idea of planting a trap though. Maybe we can just make a little camp to the north of the hut and cook some meat there. A whole bunc hof it. I have no gold myself. I was thinking of hiding in the NW house.
ntndeacon
06-20-2012, 08:02 AM
I thought of putting Faloola in the corn to watch our flank and putting Shep in the NE House. Shep has a goat.
CrimsonFox
06-20-2012, 08:05 AM
goat = perfect bait!
CrimsonFox
06-20-2012, 01:29 PM
guys, we DO have to do this by 6.
I start a campfire north of the central hut and put some meat on it (if i have none I catch a rabbit or something). Get the smell going.
I hide in the NW house then ready for attack
CrimsonFox
06-20-2012, 01:30 PM
if anyone else wants to make better plan feel free but just don't make it "stand out in the open"
ntndeacon
06-20-2012, 01:43 PM
guys, we DO have to do this by 6.
I start a campfire north of the central hut and put some meat on it (if i have none I catch a rabbit or something). Get the smell going.
I hide in the NW house then ready for attack
Shep ties his goat to the central hut and goes and hides in the NE house.
Faloola gets under cover of the corn, and waits to ambush the goblins from there. She can also sound an alarm if the goblins try to surround us.
Zinto
06-20-2012, 01:53 PM
Do you guys think it would be wise to place more then one trap so that way we can split up the goblins? Having them all in one place would likely put us at a disadvantage.
ntndeacon
06-20-2012, 02:02 PM
not a bad idea Zinto, Maybe put the goat and Shep too near the westernmost house to get a little distance?
Zinto
06-20-2012, 02:16 PM
Yeah creating some distance is a good plan. Staying out of that house is probably a good idea so that, if they burn down a house we will see that one get burned first.
Baby Davin is almost here. Trying to keep up!
ntndeacon
06-20-2012, 03:13 PM
good point about burning houses. how about Shep going to the South House while the goat stays at the west one tied up on the west side of the building.
Zinto
06-20-2012, 04:05 PM
I am not sure that CF is going to come back in time and he sent his guy into the NW house so trying to lure them there doesn't seem like a great plan.
Zinto
06-20-2012, 04:45 PM
So, I think we should spread out a little and place meat(if we have it) and the the goat in the north east and north west. I think I am going to send both Seamorn and Davward behind the middle hut and have them hide there.
Zinto
06-20-2012, 04:52 PM
Davward will make a campfire with meat a little to the East of the most NW house, after he and Seamorn hide behind that same house.
Zinto
06-20-2012, 04:56 PM
Yeah Poli, if you want to hide behind the center or eastmost hut then we should be in decent position to start this battle.
law90026
06-20-2012, 09:37 PM
My 3 guys will hide behind the center hut and spring out when the time comes! (or possibly just cower in fear)
SirFozzie
06-20-2012, 09:41 PM
Ok, I'll have the initial status and all that up overnight
CrimsonFox
06-20-2012, 09:41 PM
Banc will wait in the NW house until goblins go to the various places and split up. Will attack those that head for the center hut and mill around.
Yeah Poli, if you want to hide behind the center or eastmost hut then we should be in decent position to start this battle.
Sounds good. I want to go with this.
Baby Davin is alive and well.
Zinto
06-20-2012, 10:07 PM
Sounds good. I want to go with this.
Baby Davin is alive and well.
Congrats Poli!
ntndeacon
06-20-2012, 10:58 PM
Awesome Poli!
SirFozzie
06-20-2012, 11:55 PM
Great to hear Poli :)
CrimsonFox
06-20-2012, 11:58 PM
Randolph Scott!
*sings* Raaaaaaaaaaandoooooooooolf Scoooooott!
CrimsonFox
06-20-2012, 11:59 PM
oh yeah an addendum to my personal plan is that if I see goblins tearing out of the woods with fire set on burning everything down, I will try to prevent them from doing so.
SirFozzie
06-21-2012, 12:07 AM
Ok, I just realized that I gave you till six pm thursday (dang time zones)..
This is what I have so far.. I think there's four or so people left to be placed, and double check your character's location and make sure I got your suggestions right
Yeah Poli, if you want to hide behind the center or eastmost hut then we should be in decent position to start this battle.
Ok, I just realized that I gave you till six pm thursday (dang time zones)..
This is what I have so far.. I think there's four or so people left to be placed, and double check your character's location and make sure I got your suggestions right
I dont see Pentagarn or Baltek anywhere...but it might be the 2am talking.
Can I follow Z's advice?
Let's hide center if I need more specifics.
SirFozzie
06-21-2012, 08:14 PM
Ok, all orders in.. ROLLING FOR INITIATIVE...
SirFozzie
06-21-2012, 08:29 PM
Initiative Order:
Monster Rolls:
Goblin 1 1d20-1 → [15,-1] = (14)
Goblin 2 1d20-1 → [5,-1] = (4)
Goblin 3 1d20-1 → [17,-1] = (16)
Goblin 4 1d20-1 → [7,-1] = (6)
Goblin 5 1d20-1 → [4,-1] = (3)
Goblin 6 1d20-1 → [10,-1] = (9)
Goblin 7 1d20-1 → [17,-1] = (16)
Goblin 8 1d20-1 → [3,-1] = (2)
Goblin 9 1d20-1 → [20,-1] = (19)
Goblin 10 1d20-1 → [3,-1] = (2)
Players:
Poli (Pentagam and Balak): Roll Lookup (http://invisiblecastle.com/roller/view/3575744/) (11)
ntndeacon: Shep Hovel and Faloola : Roll Lookup (http://invisiblecastle.com/roller/view/3575749/) (1+1 for agility) (2)
Zinto: Seamorn and Davward Roll Lookup (http://invisiblecastle.com/roller/view/3575764/) (6)
Crimson Fox: Banc (Roll Lookup (http://invisiblecastle.com/roller/view/3575780/)) (7-1 for Agility) (6)
Hoopsguy: Waldak + Ianrry (Roll Lookup (http://invisiblecastle.com/roller/view/3575784/)) (16)
Law90026: Woodie, Sleazy and Leia (Roll Lookup (http://invisiblecastle.com/roller/view/3575791/)) (15+2 (Highest Agility) (17)
SirFozzie
06-21-2012, 08:40 PM
Encounter 1 Turn 1
The foul goblins advance slowly.. they chatter in their own corrupt tongue, chattering happily. they think they've snuck up on the stupid silly humans successfully. There are building to burn, things to pillage, and look, a goat to eat! Truly, the goblin lord Grommorsh has shone upon them this day.
They advance through the treeline, heedless of any traps.. after all, they're smart and sneeky and would see any stupid oomies waiting in ambush right? The goat gives out a half bleat, half groan, as it realizes it's been left to become a meal for squabbling goblins.. but your fingers tense around their weapons, and you ready to spring from cover...
Turn 1 orders due by 6PM friday. I will try to be on through out the day to update goblin turns as they come up, you CAN submit/change your orders before your turn, when your turn comes up, if you have standing orders, I will execute them when your turn comes up.
If you're doing anything that requires a dice roll, use the invisible castle site I use for my rolls, and copy the URL with the dice roll to your action. Assume that you can get into Hand to hand combat this round if you need to (the goblins are surpirised if you guys break out and attack, otherwise they will get a chance to spot you as they advance closer.[/i]
Turn 1 Order:
Goblin 9 (19)
Law90026 (Woodie/Sleazy/Leia) (17)
Hoopsguy: (Waldark/Ianrry) (16)
Goblin 3
Goblin 7
Gobilin 1 (14)
Polit (Pentagam/Balak (11)
Goblin 6 (9)
Zinto (Seamorn/Davward (6)
Crimson Fox: (Banc) (6)
Goblin 4
Goblin 2 (4)
Goblin 5 (3)
ntndeacon (SHep Hovel/Faloola (2)
Goblin 8 (2)
Goblin 10 (2)
Encounter 1 Turn 1 Map:
law90026
06-21-2012, 09:34 PM
For my guys, once the goblins get closer to the goat, they're going to jump out and attack the same goblin. I'm assuming it's either Goblins 2, 3 or 4 and I'm happy to swing at whichever one is the most convenient.
CrimsonFox
06-22-2012, 03:02 AM
Banc's multiple choice engaging orders
Going to wait until goblins go to investigate the campfire north of center and hit them from behind.
OR
Going after goblins that head to the Southwesy house
OR
if goblins engage Dav and sleazy I will sneak out and flank them for more bonuses. (heh I don't even know what version of D&D you're using, assuming 3 but might be something else, whichever)
ntndeacon
06-22-2012, 06:58 AM
Faloola will attack any goblin that has made it into the corn. ( I assume that to be goblin 9 since 8 and 10 wont have moved yet.
Shep will first see if any goblins are attacking us while we are engaged with another goblin. Any goblin trying that close to the campfire or goat, Shep will attack the goblin who is not yet being attacked.
CrimsonFox
06-22-2012, 07:15 AM
Wow faloola is potentially on her own against 5 goblins. Maybe a couple of the center people should move toward the corn if they charge the corn to help
Wow faloola is potentially on her own against 5 goblins. Maybe a couple of the center people should move toward the corn if they charge the corn to help
I'm willing to send Pentagarn and Baltek over. What's the best strategy for slipping over without being seen?
Lacking further instruction, B and P will do their best to slide to the field and assist in fal without being detected.
CrimsonFox
06-22-2012, 05:49 PM
I'm willing to send Pentagarn and Baltek over. What's the best strategy for slipping over without being seen?
charge screaming or waving your arms? :)
If it gets to that point they could actually add to the distraction. The goblins will head to meet them and faloola can catch them unawares maybe.
SirFozzie
06-22-2012, 07:23 PM
Ok, Goblin 9 slips forward around the trees, gibbering to itself happily something like "meat! Fresh meat!"..
Faloola holds her breath and crouches further down into the corn, but the goblin slips around the corner and continues towards the goat.
SirFozzie
06-22-2012, 07:23 PM
Law's trio is up
law90026
06-24-2012, 10:53 PM
My guys are going to continue hiding until the goblins get closer then spring out to attack.
SirFozzie
06-25-2012, 11:41 PM
having trouble with computer, will attempt to fix and update tommorrow.
ntndeacon
06-28-2012, 11:05 AM
kill the Goblins!!!
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