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Overview

About This Game

This game will use the original 1974 edition of the D&D rules. It will start out dungeon delving but move on to utilize wilderness rules.

Game System

OD&D (Chainmail)

Detailed Description

Four hundred years ago a vile priest named Vexilis rose to dominate the forces of Chaos. He gathered evil men and hideous monsters into his legions and cut a blood soaked swath across the civilized lands. His forces paused at the edge of the Rolling Plains at the foot of the Dragonspire Mountains. There he constructed an unholy fortress call the Temple of Evil Chaos. He intended to create a stronghold to guard against defeat but the pause gave the civilized lands and the Church of Law time to regroup and organize. The Grand Army of Law slammed like a hammer into the dark stone of the Temple and it gave way under the pressure. When the forces of Law were done every stone had been scattered and every man and monster who could be found that fought under the flag of Chaos was brought down. So complete was victory that peace reigned for generations after, but Chaos is insidious. It has crawled back into the world, haunting dark places and making borderland roads unsafe to travel. The nations of the Rolling Plains have troubled each other with wars that have left even more land barren and open for the darkness to slither in.

The Village of Downhaven sits on the crossroads between nations. It has enjoyed the protection of Castle Wolfsburr that looks down on the village from the highest hill. House Valcourd has been able keep the area neutral in the recent troubles and out of harm's way as armies shift around the borders of Valcourd lands so that trade is not disrupted. The fields remain productive and the water clean. The few refugees that have come this way have not been burdensome. Everyone in the village had begun to believe that Downhaven was untouchable.

This assumption has been proven flawed over the last fortnight. Bandits attacked peddler train on the West Road. A refugee family disappeared from a camp a couple miles east of town. Strange baying sounds have been heard coming from the Brambles, a small marsh a short walk to the north. All of this was tolerable until Marna Goodspring, the town wise woman, disappeared and the strange hobnail tracks led straight to the Washnoran Falls. The folk of Downhaven have always known there were caves behind the falls, but there was never much reason to worry about them. Now they are worried.


We just suffered some catastrophic bad luck with dice and are restarting this adventure. Currently have four players and are looking for 2 to 4 more to join us. This game uses the '74 version of D&D with most of Supplement 1: Greyhawk plus a few house rules.

Community

OSR
  1. What's new in this game
  2. with few options Oswald falls down and tries to use the downed Goblin for some cover, he waits for the fighters of his group to advance then stands to survey the area.
  3. Odovacar watches the goblin fall and sees the arrow go by everyone else standing in the hall. He yells and charges the door with his shield gripped out in front. At the last second he braces his sword arm against the shield as well hoping to take up most of the force of the collision on the shield.
  4. Schweetness! I am a big boy. Let me see how tough that door is.
  5. There is about 100' of 10' by 10' hall before the door. No place to hide if that is what you mean. You are in a killing field. Time for the big boys to go to work!
  6. are we currently in a hall or a room? is there anything in the hall or room we are in?
  7. Telperion turns to face the fighting and readies to help should need arise or to dodge a stay arrow should any seem to head his way.
  8. Kalevere the Conjurer Kalevere lets out a soft curse as the link between mage and goblin vanishes. Her thinking quick, she manifests a conflagration with her illusion magics... "If you're going to fire, then so are we." Kalevere Human Conjurer Myth-Weavers Character Sheet Out of Character: Actions
  9. DM Narrative The goblin stands 20' from the door with his back to the party. It stares intently at the door ahead, its concentration not broken until Oswald, moving toward the door is about half way between the goblin and door. At which point the goblin cries out, "No! They be watching." It yells out and takes a few quick steps to catch up with the halfling. There is a sudden hiss as two arrows come from openings by the door. Oswald is narrowly missed but the second arrow embeds into the goblin's throat sending it falling into a quickly expanding pool of dark blood. Tactical Arrows from door. Party Goblin: Dead Oswald: 1/2 T4, AC 6, HP 16 -3, Move 12", Missile +2 Sling +4 Odovacar: F3, AC 2, HP 18 -1, Move 6", Sword 3/2 +2 +3 Aize Bron: F3, AC 4, HP 24 -5, Move 9", Spear 3/2 +2 +3 (Shield under light spell Turn 3) Dahlia: E F2/M2, AC 3, HP 10, Move 6", Sword 3/2 +2 +3, Spells: 1st(Sleep, Light) Kalevere: M3, AC 9, HP 10, Move 12", No attack mods , Spells: 1st(Charm Person, light, hold portal) 2nd(Phantasmal forces) Wilhelmina: 1/2 E C2/F1/M1, AC 4, HP 7 -1, Move 9", No attack mods , Spells: 1st(CLW, Prot from Evil, Sleep) Telperion: C3, AC 3, HP 13, Move 6" , No attack mods , Spells 1st(CLW, Purify Food & Water) 2nd(Silence) Talon: F3, AC 6, HP 18, Move 12", Battle Axe 3/2 +2 +3
  10. Telperion keeps his place but turns his attention to the surroundings, not wanting them in turn to be jumped. He resisted talking and breaking the silence.
  11. Hold on! Weren't you in my three player game a few years back where we used the rotating caller? I thought that worked really well. Can you explain what you don't like about it @SCARY WIZARD? I am not saying we have to I just need a mechanic that keeps the game moving forward and uses player voice. I am open to other suggestions.
  12. I'm against Caller, personally. It's been so messy when I've seen it in use...
  13. Kalevere the Conjurer Kalevere listens as well, setting her jaw and positioning her head... Kalevere Human Conjurer Myth-Weavers Character Sheet
  14. Oswald pads up to the door and puts his ear to it trying to discern if there is anything on the other side of it.
  15. DM Narrative The check of the trap indicates it is secured. The little beast picks one of the doors. "Yes! Yes! Follow me! We will go to the big hairy goblins! They have really good ears so be quiet. Come! Come!" The goblin says almost dancing down the rough hewn corridor. The area was once a natural passage, meaning it twists and turns unpredictably and has no uniform height or width, but it was widened and smoothed out long ago. The ceiling is blackened from the passage on many torches and the stone of the floor is worn and shows the scratches of thousands of hobnail boots having passed through. The little beast frequently turns back toward your group and puts a finger over his lips as you pass by side tunnels. "Sh! Sh! Danger just now." There are several areas were the path is covered in water but never more than a few inches deep. Each time he asks for the light shield to come up and he gazes down into the murk before waving you on. After about a half hour he raises his hand indicating you should stop. Ahead just at the edge of the shield's light is a solid looking door blocking the passage. "We here!" he says in a low tone that could be either fear or menace. It is hard to tell which. Tactical Nuttin' Party Goblin: Charmed Oswald: 1/2 T4, AC 6, HP 16 -3, Move 12", Missile +2 Sling +4 Odovacar: F3, AC 2, HP 18 -1, Move 6", Sword 3/2 +2 +3 Aize Bron: F3, AC 4, HP 24 -5, Move 9", Spear 3/2 +2 +3 (Shield under light spell Turn 2) Dahlia: E F2/M2, AC 3, HP 10, Move 6", Sword 3/2 +2 +3, Spells: 1st(Sleep, Light) Kalevere: M3, AC 9, HP 10, Move 12", No attack mods , Spells: 1st(Charm Person, light, hold portal) 2nd(Phantasmal forces) Wilhelmina: 1/2 E C2/F1/M1, AC 4, HP 7 -1, Move 9", No attack mods , Spells: 1st(CLW, Prot from Evil, Sleep) Telperion: C3, AC 3, HP 13, Move 6" , No attack mods , Spells 1st(CLW, Purify Food & Water) 2nd(Silence) Talon: F3, AC 6, HP 18, Move 12", Battle Axe 3/2 +2 +3
  16. Odovacar's brow furrows in thought. "I don't know that it matters much. I am all for the giant hairy goblins. Probably bugbear! Right? I would rather that than fight lizard men underwater. Black cat... Uh? Maybe a displacer beast?" He says.
  17. I am seeing one vote for giant hairy goblins. Unless I hear different I will take that as the choice on Sunday. This does bring up the idea of a caller. Not for everything but when the board goes silent someone who can make the choice. What I have done in the past for this is to have the Caller rotate after one choice. So say it is Scary's turn to be caller. He stays caller until it comes down to me needing a decision to keep the game from stalling. Once he makes the choice Caller goes to X. I will keep track of the Caller in my DM posts. What do you guys think? It is just a way for me to make sure we don't stall.
  18. I have a fair guess of what it is. The fish folk now also become more likely. Just the cat which is a curio.
  19. Its a big enough hint for me. Ready for another TPK lol
  20. I am going to wait on a DM post until I get a consensus of which path you are taking.
  21. Sure! I will roll the dice behind the screen here. Okay, Kalevere thinks it is a black dragon! Cause she remembers an notoriously ugly black dragon named Harry a few years back. Serious answer: No! I don't allow those kind of ability checks, or any kind of ability check unless a character says I am gonna... and I want to determine randomly if they succeed. In which case I will call for the ability check or more likely I will roll it behind the screen if you shouldn't know if it succeeds. Though, I must say, of the hints I thought giant hairy goblins was about the clearest.
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