06-16-2012, 05:54 PM | #1 | ||
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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(Community) Roll For Initiative: The Dungeon Crawl Classics RPG Dynasty
So, recently released (on both PDF and in print) is Goodman Games's (Goodman Games) 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 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.
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06-16-2012, 05:59 PM | #2 |
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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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)
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06-17-2012, 08:11 AM | #3 |
FOFC Survivor
Join Date: Apr 2002
Location: Wentzville, MO
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I'll give it a shot...though I'm not overly familiar...you'll have to let me get situated this morning, though.
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06-17-2012, 08:17 AM | #4 |
FOFC Survivor
Join Date: Apr 2002
Location: Wentzville, MO
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Oh, holy cow. I've got a PDF to transcribe!
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06-17-2012, 08:33 AM | #5 |
FOFC Survivor
Join Date: Apr 2002
Location: Wentzville, MO
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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)
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06-17-2012, 08:48 AM | #6 |
General Manager
Join Date: Oct 2000
Location: Chicago
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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) |
06-17-2012, 08:49 AM | #7 |
General Manager
Join Date: Oct 2000
Location: Chicago
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I have low hopes for this group - expect that someone will slit the throat of the dwarf to take/sell his holy symbol
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06-17-2012, 02:44 PM | #8 |
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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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"
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06-17-2012, 09:29 PM | #9 |
College Benchwarmer
Join Date: Jan 2006
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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 |
06-18-2012, 12:30 PM | #10 |
Pro Starter
Join Date: Apr 2003
Location: Alabama
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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 Last edited by ntndeacon : 06-18-2012 at 12:35 PM. Reason: bolding names |
06-18-2012, 11:08 PM | #11 |
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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Alright, we're up to 20.. shall we go ahead or shall we wait for one more player?
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06-19-2012, 12:08 AM | #12 |
College Starter
Join Date: Jan 2011
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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) |
06-19-2012, 12:15 AM | #13 |
Pro Starter
Join Date: Apr 2003
Location: Alabama
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Well it looks as if we won't have to wait!.
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06-19-2012, 12:35 AM | #14 |
Head Coach
Join Date: Sep 2004
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What an insanely cool idea.
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2006 Golden Scribe Nominee 2006 Golden Scribe Winner Best Non-Sport Dynasty: May Our Reign Be Green and Golden (CK Dynasty) Rookie Writer of the Year Dynasty of the Year: May Our Reign Be Green and Golden (CK Dynasty) |
06-19-2012, 12:47 AM | #15 |
Head Coach
Join Date: Dec 2009
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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 |
06-19-2012, 08:51 AM | #16 |
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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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?
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Check out Foz's New Video Game Site, An 8-bit Mind in an 8GB world! http://an8bitmind.com Last edited by SirFozzie : 06-19-2012 at 08:51 AM. |
06-19-2012, 09:05 AM | #17 |
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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((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.
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Check out Foz's New Video Game Site, An 8-bit Mind in an 8GB world! http://an8bitmind.com Last edited by SirFozzie : 06-19-2012 at 09:06 AM. |
06-19-2012, 12:27 PM | #18 |
Pro Starter
Join Date: Apr 2003
Location: Alabama
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Death to the Greenskins!
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06-19-2012, 12:46 PM | #19 |
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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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.
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06-19-2012, 12:57 PM | #20 |
FOFC Survivor
Join Date: Apr 2002
Location: Wentzville, MO
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Baltek and Pentagarn to Encounter 1. Lydia and Hell Atlantic to Encounter 2.
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Cheer for a walk on quarterback! Ardent leads the Vols in the dynasty forum. |
06-19-2012, 03:14 PM | #21 |
Pro Starter
Join Date: Apr 2003
Location: Alabama
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Shep Hovel and Faloola to Encounter 1
Bill Diamond and Golly Gimble to Encounter 2 |
06-19-2012, 03:22 PM | #22 |
Head Coach
Join Date: Dec 2009
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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
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06-19-2012, 03:24 PM | #23 |
Pro Starter
Join Date: Apr 2003
Location: Alabama
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Randolph Scott!
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06-19-2012, 03:32 PM | #24 |
College Starter
Join Date: Jan 2011
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Encounter 1: Seamorn and Davward
Encounter 2: Adros and Panian |
06-19-2012, 03:38 PM | #25 |
Head Coach
Join Date: Dec 2009
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Gronk to Enc 1
Banc, Tinker, and Randolph to Enc 2 |
06-19-2012, 03:58 PM | #26 |
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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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
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06-19-2012, 05:01 PM | #27 |
General Manager
Join Date: Oct 2000
Location: Chicago
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Encounter 1: Waldak + Ianrry
Encounter 2: Belgold + Fruster |
06-19-2012, 05:13 PM | #28 |
Coordinator
Join Date: Jun 2002
Location: The scorched Desert
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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
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06-19-2012, 05:53 PM | #29 |
Head Coach
Join Date: Dec 2009
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Fozzie do we know whether to expect fighting while recovering supplies ?
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06-19-2012, 06:29 PM | #30 |
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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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
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06-19-2012, 10:58 PM | #31 |
College Benchwarmer
Join Date: Jan 2006
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Woodie, Sleazy and Leia to Encounter 1.
Madame Xanadu to Encounter 2. |
06-19-2012, 11:03 PM | #32 |
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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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
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06-19-2012, 11:29 PM | #33 |
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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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.
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06-19-2012, 11:41 PM | #34 |
Head Coach
Join Date: Dec 2009
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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. Last edited by CrimsonFox : 06-19-2012 at 11:41 PM. |
06-20-2012, 07:45 AM | #35 |
General Manager
Join Date: Oct 2000
Location: Chicago
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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. |
06-20-2012, 07:48 AM | #36 |
Head Coach
Join Date: Dec 2009
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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)
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06-20-2012, 07:49 AM | #37 |
Head Coach
Join Date: Dec 2009
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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.
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06-20-2012, 08:02 AM | #38 |
Pro Starter
Join Date: Apr 2003
Location: Alabama
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I thought of putting Faloola in the corn to watch our flank and putting Shep in the NE House. Shep has a goat.
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06-20-2012, 08:05 AM | #39 |
Head Coach
Join Date: Dec 2009
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goat = perfect bait!
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06-20-2012, 01:29 PM | #40 |
Head Coach
Join Date: Dec 2009
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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 |
06-20-2012, 01:30 PM | #41 |
Head Coach
Join Date: Dec 2009
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if anyone else wants to make better plan feel free but just don't make it "stand out in the open"
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06-20-2012, 01:43 PM | #42 | |
Pro Starter
Join Date: Apr 2003
Location: Alabama
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Quote:
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. |
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06-20-2012, 01:53 PM | #43 |
College Starter
Join Date: Jan 2011
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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.
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06-20-2012, 02:02 PM | #44 |
Pro Starter
Join Date: Apr 2003
Location: Alabama
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not a bad idea Zinto, Maybe put the goat and Shep too near the westernmost house to get a little distance?
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06-20-2012, 02:16 PM | #45 |
College Starter
Join Date: Jan 2011
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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.
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06-20-2012, 02:28 PM | #46 |
FOFC Survivor
Join Date: Apr 2002
Location: Wentzville, MO
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Baby Davin is almost here. Trying to keep up!
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06-20-2012, 03:13 PM | #47 |
Pro Starter
Join Date: Apr 2003
Location: Alabama
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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.
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06-20-2012, 04:05 PM | #48 |
College Starter
Join Date: Jan 2011
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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.
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06-20-2012, 04:25 PM | #49 |
FOFC Survivor
Join Date: Apr 2002
Location: Wentzville, MO
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Z, anything I should do?
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06-20-2012, 04:45 PM | #50 |
College Starter
Join Date: Jan 2011
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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.
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