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Angrymog
Jan 30, 2012

Really Madcats

*** 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

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Angrymog
Jan 30, 2012

Really Madcats

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

Ryuujin
Sep 26, 2007
Dragon God
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

Reik
Mar 8, 2004
Think he should be all finished.

quote:

Silas
Class: Elf
Exp.: 0 (+5%)
Player: Reik

STR: 13 (+1)
INT: 11 (0)
WIS: 6 (-1)
DEX: 11 (0)
CON: 11 (0)
CHA: 6 (-1)*

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 16**

*-1 reaction adjustment
**-1 to spell saves.


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
-Shield

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:
-Grew up a bookworm, most of his time in a library.
-Was the second prince for an Elven kingdom, but was manipulated in to attempting a coup that failed, leaving him exiled.
-He is seeking a treasure or something he can bring back to his homeland to try and atone.

Reik fucked around with this message at 19:05 on Dec 17, 2018

Hypnobeard
Sep 15, 2004

Obey the Beard





code:
Name: Viktor
Class: Fighter
Level: 1
Exp: 0 (+5%)
Player: Hypnobeard
 
STR 14 (+1)
INT 10 (0)
WIS 7 (-1)
DEX 10 (0)
CON 13 (+1)
CHA 8 (-1)
 
THAC0 18
AC: 4
HP: 9/9
MV: 120 (40)
 
Equipment (Ready 7, Stored 14)
  Sword (1d8) *
  Shield *
  Chain Mail **
  Clothes, plain

occamsnailfile
Nov 4, 2007



zamtrios so lonely
Grimey Drawer

quote:


Name: Jialin Prahl
Class: Cleric
Exp: 0 / 1,500 (+5%)
Level: 1

STR 9
DEX 12
CON 8 (-1)
INT 10
WIS 13 (+1)
CHA 12

HP: 5
Alignment: Lawful

Death Ray/Poison: 11 Magic Wands: 12 Paralysis/Stone: 14 Dragon Breath: 16 Rod/Staff/Spell: 15

Equipment:

Mace (R) 1d6
Shield (R)
Chain (R)
Normal clothes
Holy Symbol


AC: 4


Money:
PP:
GP:
EP:
SP:
CP:


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

Angrymog
Jan 30, 2012

Really Madcats

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

Two Headed Calf
Feb 22, 2005

Better than One
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

Angrymog
Jan 30, 2012

Really Madcats

Discord link for Occam's.

https://discord.gg/gG9PbAy

When you get there, go down to the #junglecrawl channel

Accursed
Oct 10, 2002

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

Lightning Lord
Feb 21, 2013

$200 a day, plus expenses



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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Accursed
Oct 10, 2002

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

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