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*** GAME IS FULL *** Setting: Yoon-Suin System: Basic D&D Rules Cyclopedia Venue: Trad games discord text Premise: You were on a ship sailing for the fabled yellow city. A day, maybe two's sailing out there was a horrendous storm, unnatural in nature. When it was over, you and about a dozen surviving sailors were stuck up a tree in the wreckage of your boat. High enough to see over the jungle canopy, you get your bearings - the coast lays maybe a day to the east; The Yellow City, maybe 6 days north, and far to the west the jungle breaks into endless grasslands. But you can't walk over the jungle. Now you have to descend and lead the survivors out of this green, haunted, hell. Characters: Your standard 1st level B/X/Rules Cyclopedia types, from ordinary western fantasy land. In event of rules conflict, Rules Cyclopedia wins. Quest: Get back to something that looks like civilisation Other information: I have a bad habit of fudging dice a bit too much when I run games, so all rolls will be open in this. I won't be trying to kill characters, but I'm not going to save them either. Main characters dying can be replaced with surviving sailors (either a 1st level fighter or thief) Angrymog fucked around with this message at 18:19 on Dec 13, 2018 |
# ? Dec 8, 2018 16:47 |
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# ? Apr 25, 2024 05:55 |
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Google drive of knowledge https://drive.google.com/open?id=1YBmYLg_Sl_EIWlhkVLqwU_S9jllGxsZE Current map Day 1 Morning: The party and surviving sailors search the wreckage for supplies. Afternoon: Sailors continue to scavenge. Party explores, discovering a field of flowers being patrolled by hulking figures they dub collectors, after seeing one put the hind leg of a tiger into a basket on its back. Party exit stage left, followed by collectors. Menu - Sloathe - Treasure -- Silver and glass necklace, 50gp -Equipment -- 50' rope -- 1d6 personal supplies Day 2 Weather: Muggy and humid. Party risk dehydration Morning: Party travel to the NE, hoping to reach the Ziggurat. Afternoon: Party arrive. Groups are split up. Elsine leads a foraging team. Old-Salt Owen a scouting one, whilst Orren group keeps an eye on the camp. The PCs, accompanied by Beefheart make a raft and head to the Ziggurat. So far, Thrax has died. Angrymog fucked around with this message at 22:50 on Feb 10, 2019 |
# ? Dec 9, 2018 18:46 |
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What I have so far for a possible Discord Text game.pre:Ruth Class: Mystic Exp.: 0 STR: 11 CON: 10 INT: 10 DEX: 16** WIS: 14* CHA: 10 *+1 to Saves vs Spells **+2 to Thrown/Missile Weapons, -2 AC Alignment: Lawful HP: 6/6 AC: 7 MV: 120' Death Ray Wands Stone Dragon Staves & or Poison Para. Breath Spells 12 13 14 15 16 AC: 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 Attack Roll: 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 Abilities Hand to Hand Attacks: 1/Round, 1d4 damage. Set Spear vs. Charge, Fighter Combat Options: Beginning mystics can utilize the fighter's Set Spear vs. Charge maneuver. They cannot utilize the Lance Attack maneuver. Thief Special Abilities Table (Percentages) Find Remove Climb Hide in Move Level Traps Traps Walls Shadows Silently 1 10 10 87 10 20 Equipment: Gold: Ryuujin fucked around with this message at 06:22 on Dec 13, 2018 |
# ? Dec 11, 2018 05:12 |
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Think he should be all finished.quote:Silas Reik fucked around with this message at 19:05 on Dec 17, 2018 |
# ? Dec 11, 2018 16:55 |
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# ? Dec 11, 2018 17:37 |
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Jialin's village was ravaged by the plague when she was small. She nearly died of it, and her health never really recovered. Fearful for her survival, her family gave her up to the Order of St. Ajora where she was raised as a practitioner of the faith. Being shipwrecked in the jungle is probably not good for her. 1. Trained as a healer to spare others the suffering of plague, and also injury. 2. Being in the order allowed her access to books and while she isn't particularly gifted as a scholar, she did like reading all the old stories with the elaborately illuminated pictures and dicks drawn in the marginalia. 3. The Order of St. Ajora does a lot of missionary work and that is why she was on the ship in the first place. occamsnailfile fucked around with this message at 23:10 on Dec 14, 2018 |
# ? Dec 13, 2018 16:05 |
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Hi Occam's, we're technically full, but if you come onto the discord (I'll post a link this evening when home), one more probably won't hurt. Couple of things though, we're using the encumbrance system from SWN, starting equipment is a weapon, shield if you can use it, normal clothes, chain, or leather, and in your case, a holy symbol. You start with max HP, but Rules Cyclopaedia clerics don't get spells until 2nd level
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# ? Dec 13, 2018 18:17 |
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postin' Name: Pao of the Empty Bowl Class: Mystic Level: 1 XP: 0 (+0%) Alignment: Lawful Stats STR=11 (0) DEX=13 (1) CON=10 (0) WIS=13 (1) INT=7 (-1) CHA=7 (-1) Saves Death/Poison:12 Magic Wands: 13 Paralysis/Petrify: 14 Breath Weapon: 15 Rod/Staff/Spell: 16 AC: 8 HP 6/6 MV: 120' Atk: (d4, counts as normal weapon) Skills and other abilities: Find Traps, (10) Remove Traps, (10) Move Silently, (20) Climb Walls, (87) Hide in Shadows (10) Move Silently (20) Equipment (Ready 5, Stored 10): Green Robes Empty wooden bowl
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# ? Dec 14, 2018 05:49 |
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Discord link for Occam's. https://discord.gg/gG9PbAy When you get there, go down to the #junglecrawl channel
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# ? Dec 14, 2018 08:13 |
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pre:Thrax Class: Dwarf Exp.: 0 (+10%) STR: 16* CON: 12 INT: 10 DEX: 12 WIS: 7** CHA: 8*** *+2 to melee hit/damage and Open Doors **-1 to Save vs. spells ***-1 Reaction adjustment Alignment: Lawful HP: 8 AC: 4 MV: 120' Death Ray Wands Stone Dragon Staves & or Poison Para. Breath Spells 8 9 10 13 12 AC: 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 Attack Roll: 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 Abilities Infravision, 60' Set Spear vs. Charge Lance Attack Detection: 1 in 3 chance to find traps in stone-work or heavy construction, sliding walls, sloping corridors and new construction Equipment: Chain mail Round shield War hammer (1d6) Gold: Three facts: 1. Trained as a smith, but was only okay for a dwarf. Weapons, armor and other goods he made were described as "adequate" and "probably better than a human, at least." 2. Curious about the world beyond the mountainhome, and keen to explore. 3. Hopes that success abroad (especially success at finding finely crafted items and metal- or stonework) will help redeem him in the views of his fellow dwarves. Accursed fucked around with this message at 19:02 on Dec 17, 2018 |
# ? Dec 14, 2018 18:34 |
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Sebastian de Belcadiz y Alhambra Class: Elf Exp.: 0 (+5%) Player: Lightning Lord STR: 14 (+1) INT: 13 (+1) WIS: 9 (0) DEX: 10 (0) CON: 11 (0) CHA: 5 (-2) Alignment: Chaos HP: 6/6 AC: 4 Saves: Death Ray/Poison 12 Magic Wands 13 Paralysis/Turn to Stone 13 Breath Attack 15 Rod/Staff/Spell 15 Special Abilities: Infravision Languages: Elf, Gnoll, Hobgoblin, Orc Detection Immunity to Ghoul Paralysis Weapon Choices: -Sword, Normal -Bow, Long Fighter Maneuvers: -Set Spear vs Attack -Lance Attack Spells: 1/day from -Read Magic -Detect Magic -Sleep -Hold Portal Attacks: -Sword, Normal: THAC0 18, 1d8+1 damage Equipment: (Ready 6, Stored 13) -Chain Armor (2 R) -Shield (1 R) -Sword, Normal (1 R) -Clothes, Plain -Spell book (1 S) Three Facts: 1 - Sebastian hails from the far off Principality of Belcadiz in the Principalities of Glantri, an elven enclave in a majority human land ruled by wizards. 2- His family are extremely distant cousins of Princess Carnelia, ruler of Belcadiz, and traditionally serve as minor courtiers. 3- Hating court life and the court hating him back, but being good with spells and the sword, Sebastian decided to instead work for another distant cousin's mercenary company, and has ended up on this expedition through various wanderings.
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# ? Dec 19, 2018 21:19 |
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# ? Apr 25, 2024 05:55 |
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pre:Ulmer "Beefheart" Gand Class: Thief Exp.: 0 STR: 17* CON: 16* INT: 12 DEX: 11 WIS: 12 CHA: 6** *+2 to melee hit/damage and Open Doors; +2 hp/level **-1 Reaction adjustment Alignment: Neutral HP: 6 AC: 9 MV: 120' Death Ray Wands Stone Dragon Staves & or Poison Para. Breath Spells 13 14 13 16 15 AC: 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 Attack Roll: 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 Abilities Open Locks: 15% Find Traps: 10% Remove Traps: 10% Climb Walls: 87% Move Silently: 20% Hide in Shadows: 10% Pick Pockets: 20% Hear Noise: 30% Backstab: If completely unnoticed, +4 attack, 2x damage Equipment: Machete (1d6) Thieves Tools Gold: Three facts: TBD Accursed fucked around with this message at 16:56 on Feb 10, 2019 |
# ? Feb 8, 2019 23:58 |