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Overview

About This Game

The sun is about to set when you finally see the first houses of Ragged Hollow. You walk through tidy lanes between the quaint cottages and blossoming gardens... which seem surprisingly deserted. But as you approach the west end of the town, you hear a muffled rumor, then shouts and exclamations: all the inhabitants are gathered in front of the elegant white Temple of Halcyon. To everyone’s amazement, the high building is now awash in waves of golden light, forming an impenetrable dome. We had a couple player's drop out due to time constraints so now we have room for two or three more. Current active party is a cleric, mage, and gargantuan.

Game System

Old School Essentials: Advanced Fantasy

Detailed Description

The Halloo

In Ragged Hollow, as in most towns and villages in the region, the Halloo is that period of freedom and insouciance that separates youth from maturity. When the time comes, young men and women take up their walking sticks and set out from a few weeks to a full year. They walk along the roads and trails and stop at inns or camp in the meadows. They earn the money they need to keep going by doing odd jobs for farmers and craftsmen. This is a fondly remembered time, during which strong friendships are made with strangers and other hallooers. They then return home to the life their parents led before them. β€œAll too soon the Halloo ends and the youth is over”.

Character Creation

  • Roll 4d6 drop the lowest. Assign in any order
  • Race-is-class or Race and Class; either is fine
    • If you even want to reflavor a race-is-class as another race that's fine
      • example: Elf is a Magus and Infravision is "Magus-sight"
    • No Drow nor Elf nor Half-elf (unless reflavoring; elves are fae if you come across them)
  • Carcass Crawler - any of the new classes/races with these exceptions.
    • CC#1 No Hephaestans; Combat Talents allowed
    • CC#2 No Phase Elfs; Item-Based Encumbrance and Quick Equipment used
    • CC#3 No Dragonborns nor Tieflings; Items for the expanded equipment list are available.
  • Max hit points at first level
  • Starting Money use Quick Equipment rules from CC#2
  • No bonus XP for Prime Requisite Modifiers to XP
  • A "Hook" will be randomly assigned to each PC
  • No alignment languages
  • Deities that we know about so far
    • Halcyon/Freya (Lawful) - Fertility, Death and Rebirth, Procreation, the Harvest, Battle
    • Jamboor (Neutrality) - Angel of Knowledge, Magic, and Death; He Who Hears the Secrets of the Dead
    • Solanus (Lawful) - Angel of the Sun and Healing
    • Da-Jin (Chaos) - Lord of Death, Lord of the Burning Skull
    • RelΒ (Neutrality) - Patron Saint of thieves; associated with thievery, banditry, swindling, gambling, deception, backstabbing, ale, beer, luck, and gems and gold gained by means stealthy and nefarious.
    • Gideon/Vanitthu (Lawful) - angel of the Steadfast Guard, The Gatekeeper; Justice and Law are his portfolios.
    • others - feel free to make up your own or pull from another setting. Halcyon is from the adventure; Jamboor thru Da-Jin are from The Lost City of Barakus, Rel is from Astonishing Swordsmen and Sorcerers of Hyperborea.
  • Inform me of a nightmare your character has had, or still does.
  • If using the "Adjust Ability Scores" option, you may only subtract from an ability score once.

Hit Point Recovery - Roll a "hit die" for a complete night of sleep instead of the 1d3 for a full day of complete rest.

Death and DyingΒ (from Hyperborea)

When a person, animal, or monster is reduced to 0 hp or less, death transpires as follows:

  • Beasts/Humanoids/Monsters: Dead at 0 hp
  • Common (0th level) NPCs: Dead at βˆ’3 hp
  • PCs/NPCs: Dead at βˆ’10 hp

Upon being reduced to 0 hp or less, the following guidelines apply to PCs and NPCs:

  • 0 hp: The character is unconscious. Spirits (brandy, gin, rum, whiskey, etc.) can revive one to consciousness, allowing him or her to talk and move slowly, but fighting or casting spells is not possible.
  • βˆ’1 to βˆ’3 hp: The character is seriously injured, though relatively stable. βˆ’4 to βˆ’9 hp: The character is in critical condition and suffers convulsions and/or blood loss at a rate of 1 hp per round, unless properly stabilized by an ally (e.g., binding wounds, resuscitation, sorcerous healing).
  • βˆ’10 hp: The character is dead, though the referee might allow a dying hero to open their eyes and utter a brief, final sentence before passing.

Β 

  1. What's new in this game
  2. π•Ήπ”žπ”‘π”¦π”ž π•±π”žπ”―π”¨π”žπ”° - Acrobat (1) ArmorLeather AC = 7 DEX +2 to AC AC: 5 [14] | HP: 5/5 (d4) | AttributesStr 15 (+1) Int 10 Wis 15 (+1) Dex 17 (+2) Con 15 (+1) Cha 15 (+1) | Speed, Saves, ATKsSpeed: 90’ (30’) Saves D 13 W 14 P 13 D 16 S 15 +1 vs Spells THAC0 = 19 Polearm (1d10+1) Brace, Melee, Slow, Two-Handed Shortbow (1d6) Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed | Class AbilitiesCombat - Acrobats cannot wear armour bulkier than leather and cannot use shields. They are able to use all missile weapons. Their use of melee weapons is restricted to light blades and staff weapons. Evasion - When retreating from melee, an acrobat’s ability to tumble negates the opponent’s usual +2 bonus to hit (see p222). Jumping - With a 20’ run-up, an acrobat can jump across a 10’ wide pit or chasm (or 20’ wide when aided by the use of a pole). Also when using a pole, an acrobat can jump over a 10’ high wall or onto a 10’ high ledge. Suitable poles for jumping include: 10’ poles, polearms, spears, staves. Tumbling Attack - Using the falling or jumping abilities, an acrobat can make a tumbling melee attack. The attack inflicts double damage if successful. Against an unaware opponent, the acrobat also gains a +4 bonus to hit. | Acrobat Abilities Climb sheer surfaces (CS): 87% Falling (FA): 25% Hide in shadows (HS): 10% Move silently (MS): 20% Tightrope walking (TW): 60% | LanguagesCommon | Special EffectsNone | GearBackpack γ€€β”œβ”€> Tinder box γ€€β”œβ”€> Torches (3) γ€€β”œβ”€> Waterskin γ€€β”œβ”€> Iron Rations (1) γ€€β”œβ”€> Rope (50’) γ€€β”œβ”€> Grappling hook γ€€β”œβ”€> Wolfsbane (1 bunch)  └─> Short Bow    └─> Arrows (20) Leather Armor Pole Arm (Modified Acrobat's Hook) Platinum: 0pp Electrum: 0ep Gold: 12gp Silver: 0sp Copper: 0cp | After the explanation, the young gypsy girl finally understood the situation. Even though she didn't really know the importance of such strange boots in the next room, at least she knew it counted as a "valuable" so she may as well give it a shoot. The problem, though, is that Nadia was no thief, so tinkering with traps was out of the question. She had no suitable tools or the required knowhow to disable them. Β«Nadia stays away from traps. Too much trouble, yes? I got no clue how they work anyways. ~β™ͺΒ» She said with her hook resting on her shoulders, while playfully balancing herself on one foot. Still, Nadia figured that she could be of use to them. Perhaps, by helping them, she could also get a share of the treasure. Not a bad plan. Despite her lack of mechanical knowledge, she could imagine the basics of getting around traps. Nadia stepped into the room, and began examining the door and boot stand Β«Maybe Nadia can avoid trap. Let's take a looksie.Β» Showing a serious and focused expression, she tried to measure the distance between the boots and the stand. From the looks of it, the boots seemed ripe for the taking. However, she tried to do some abstract thinking as a precaution before taking them with her hook. Β«If I put trap, where would I put it?Β» The acrobat said in a low voice, trying to guess the possible nature of the trap, if there was such in the room. Nadia cheeked the door for some for of locking mechanism, then used her hook to give little stomps onto the floor, trying to look for a loose wooden plank indicating a trapdoor. Lastly, she looked at the ceiling, searching for something nasty that could fall from it. OOC Okay, the general idea is to pick up the boots with her hook, and try to avoid the trap. My possible guesses are these: The pressure plate under the boots either lock the room in some way, opens a hidden trapdoor near the stand, or "spawn" a guardian monster. Maybe a combination of all three! If she doesn't find anything relevant, she will pick the boots with her hook while standing as close to the door as possible, just in case something triggers inside the room. Because acrobats have no trap skill, the closest would be a wisdom check, I think. (tell me if I should roll something else).
  3. Lucia Abate - Cleric (1) ArmorBanded AC = 4 Shield => +1 AC: 3 [16] | HP: 5/6 (d6) | AttributesStr: 10 (+0 to melee attack rolls/damage, 2-in-6 to open doors) Int: 9 (Native, literate) Wis: 13 (+1 to magic saves) Dex: 9 (+0 to AC, missile attack rolls, and initiative) Con: 10 (+0 to hit points) Cha: 14 (+1 to NPC reactions; 5 retainers max; loyalty 8) | Speed, Saves, ATKsSpeed: 60’ (20’) Saves D 11 W 12 P 14 B 16 S 15 +1 vs Spells for WIS THAC0 = 19 [+0] mace (+0;1d6); sling + 20 stones (1d4; 40' range increments, +1; +0; -1) | Class AbilitiesClerics can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table opposite, comparing the roll against the HD of the type of undead monsters targeted. Successful Turning If the turning attempt succeeds, the player must roll 2d6 again to determine the number of HD affected (turned or destroyed). Turned undead: Will leave the area, if possible, and will not harm or make contact with the cleric. Destroyed undead (result of D): Are instantly and permanently annihilated. Excess: Rolled Hit Dice that are not sufficient to affect a monster are wasted. Minimum effect: At least one undead monster will always be affected on a successful turning. Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first. | SpellsNone yet | LanguagesCommon | Special EffectsNone currently | "Nows dat ya mentions it, did Croaker really seem like he's could count...?" Well, he was clever enough to bargain for and save his miserable life. No, I don't really trust him, but the 'metal shoes' part, at least, seems to have been borne out. OOC
  4. Wobgom - Gargantua (1) ArmorChainmail Armor AC = 5 DEX +1 to AC AC: 4 | HP: 12/12 (d10) | AttributesStr 18 (+3) Int 9 Wis 11 Dex 13 (+1) Con 16 (+2) Cha 11 | Speed, Saves, ATKsSpeed: 60’ (20’) Saves D 8 W 9 P 10 D 13 S 12 THAC0 = 19 Polearm +3 (1d10+3) Brace, Melee, Slow, Two-Handed Shortsword +3 (1d6+3 ) Melee Crossbow +1 (1d6) Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed | Class AbilitiesTwo-handed Weapons: A gargantua can wield two-handed melee weapons with one hand. Open Doors: Open doors one level higher than normal. Throw Rocks: Can throw rocks for 1d6 damage. Range: 50/100/150. | LanguagesCommon | Special EffectsNone | GearBackpack Belt Pouch Tinder Box 6 Torches Waterskin 2 Iron Rations Mirror (hand-sized, steel), Large Sack 50' Hemp Rope Whistle | "Nows dat ya mentions it, did Croaker really seem like he's could count...?" OOC Wobgom Int Check(9)
  5. Lucia Abate - Cleric (1) ArmorBanded AC = 4 Shield => +1 AC: 3 [16] | HP: 5/6 (d6) | AttributesStr: 10 (+0 to melee attack rolls/damage, 2-in-6 to open doors) Int: 9 (Native, literate) Wis: 13 (+1 to magic saves) Dex: 9 (+0 to AC, missile attack rolls, and initiative) Con: 10 (+0 to hit points) Cha: 14 (+1 to NPC reactions; 5 retainers max; loyalty 8) | Speed, Saves, ATKsSpeed: 60’ (20’) Saves D 11 W 12 P 14 B 16 S 15 +1 vs Spells for WIS THAC0 = 19 [+0] mace (+0;1d6); sling + 20 stones (1d4; 40' range increments, +1; +0; -1) | Class AbilitiesClerics can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table opposite, comparing the roll against the HD of the type of undead monsters targeted. Successful Turning If the turning attempt succeeds, the player must roll 2d6 again to determine the number of HD affected (turned or destroyed). Turned undead: Will leave the area, if possible, and will not harm or make contact with the cleric. Destroyed undead (result of D): Are instantly and permanently annihilated. Excess: Rolled Hit Dice that are not sufficient to affect a monster are wasted. Minimum effect: At least one undead monster will always be affected on a successful turning. Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first. | SpellsNone yet | LanguagesCommon | Special EffectsNone currently | Lucia looks at the boot-clocks and compares with the can(s) that Bramzann exhibits (INT check follows) thinking about their likely weight. Croaker, if we can trust him, said: You put three cans down, you get the metal shoes. I saw this, long ago! Of course, he might have been referring to other cans, but these are all we've found so far. OOC So ... let me guess ... the dice roller will give me a '20' now when I don't need it. Ugh. This thing is sentient and evil: oh, so taunt me with a 20 will you? Fine, I'll give you the target number missed by 1.
  6. Bramzann? How many cans of beans did you collect? I suppose we could go down and collect some if you didn't take that many. The mage comes out of his fugue for a second to answer, "Hmm, yes. I do believe I grabbed a couple of those cans. Let me check my pockets." And he begins to rummage around his pockets. Wobgom nods. "Three cans might be enough ta balance dem...." Lucia and Wobgom make Intelligence checks to determine if three cans is enough. I'm leaning towards not anymore.
  7. My apologies, but due to time constraints I must delay my completed product. Might I be placed on-reserve, or could I simply check back in at a more opportune time?
  8. Lucia Abate - Cleric (1) ArmorBanded AC = 4 Shield => +1 AC: 3 [16] | HP: 5/6 (d6) | AttributesStr: 10 (+0 to melee attack rolls/damage, 2-in-6 to open doors) Int: 9 (Native, literate) Wis: 13 (+1 to magic saves) Dex: 9 (+0 to AC, missile attack rolls, and initiative) Con: 10 (+0 to hit points) Cha: 14 (+1 to NPC reactions; 5 retainers max; loyalty 8) | Speed, Saves, ATKsSpeed: 60’ (20’) Saves D 11 W 12 P 14 B 16 S 15 +1 vs Spells for WIS THAC0 = 19 [+0] mace (+0;1d6); sling + 20 stones (1d4; 40' range increments, +1; +0; -1) | Class AbilitiesClerics can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table opposite, comparing the roll against the HD of the type of undead monsters targeted. Successful Turning If the turning attempt succeeds, the player must roll 2d6 again to determine the number of HD affected (turned or destroyed). Turned undead: Will leave the area, if possible, and will not harm or make contact with the cleric. Destroyed undead (result of D): Are instantly and permanently annihilated. Excess: Rolled Hit Dice that are not sufficient to affect a monster are wasted. Minimum effect: At least one undead monster will always be affected on a successful turning. Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first. | SpellsNone yet | LanguagesCommon | Special EffectsNone currently | Lucia came back into the bedroom, said hello to the two new fellow adventurers, and explained the antecedent regarding Croaker's obscure claim. If Bramzann here doesn't have three cans, I'll go down and pick up a few ... maybe, er, Nadia would like to come along and I can show her what we've explored so far. I'm not entirely sure how the poxed creature would have come to know this detail regarding the 'shoes,' but we don't have much else to go by unless one of you two are competent with discerning traps? OOC Is Bramzann still with us?
  9. π•Ήπ”žπ”‘π”¦π”ž π•±π”žπ”―π”¨π”žπ”° - Acrobat (1) ArmorLeather AC = 7 DEX +2 to AC AC: 5 [14] | HP: 5/5 (d4) | AttributesStr 15 (+1) Int 10 Wis 15 (+1) Dex 17 (+2) Con 15 (+1) Cha 15 (+1) | Speed, Saves, ATKsSpeed: 90’ (30’) Saves D 13 W 14 P 13 D 16 S 15 +1 vs Spells THAC0 = 19 Polearm (1d10+1) Brace, Melee, Slow, Two-Handed Shortbow (1d6) Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed | Class AbilitiesCombat - Acrobats cannot wear armour bulkier than leather and cannot use shields. They are able to use all missile weapons. Their use of melee weapons is restricted to light blades and staff weapons. Evasion - When retreating from melee, an acrobat’s ability to tumble negates the opponent’s usual +2 bonus to hit (see p222). Jumping - With a 20’ run-up, an acrobat can jump across a 10’ wide pit or chasm (or 20’ wide when aided by the use of a pole). Also when using a pole, an acrobat can jump over a 10’ high wall or onto a 10’ high ledge. Suitable poles for jumping include: 10’ poles, polearms, spears, staves. Tumbling Attack - Using the falling or jumping abilities, an acrobat can make a tumbling melee attack. The attack inflicts double damage if successful. Against an unaware opponent, the acrobat also gains a +4 bonus to hit. | Acrobat Abilities Climb sheer surfaces (CS): 87% Falling (FA): 25% Hide in shadows (HS): 10% Move silently (MS): 20% Tightrope walking (TW): 60% | LanguagesCommon | Special EffectsNone | GearBackpack γ€€β”œβ”€> Tinder box γ€€β”œβ”€> Torches (3) γ€€β”œβ”€> Waterskin γ€€β”œβ”€> Iron Rations (1) γ€€β”œβ”€> Rope (50’) γ€€β”œβ”€> Grappling hook γ€€β”œβ”€> Wolfsbane (1 bunch)  └─> Short Bow    └─> Arrows (20) Leather Armor Pole Arm (Modified Acrobat's Hook) Platinum: 0pp Electrum: 0ep Gold: 12gp Silver: 0sp Copper: 0cp | Β«Beans... for shoes...Β» The girl chuckled hearing the even stranger answer. Stopping to think for a moment, trying to find meaning in the Gargantua's words, Nadia closed her eyes and titled her head. Β«I think you make no sense to Nadia, big guy.Β» Once again, she laughed and shrugged. Why would anyone want to put beans inside shoes was a mystery to Nadia. The shoes would get all sticky inside, and putting ones foot inside them would no be very hygienic. Perhaps it was a Gargantua thing. OOC ...
  10. Wobgom - Gargantua (1) ArmorChainmail Armor AC = 5 DEX +1 to AC AC: 4 | HP: 12/12 (d10) | AttributesStr 18 (+3) Int 9 Wis 11 Dex 13 (+1) Con 16 (+2) Cha 11 | Speed, Saves, ATKsSpeed: 60’ (20’) Saves D 8 W 9 P 10 D 13 S 12 THAC0 = 19 Polearm +3 (1d10+3) Brace, Melee, Slow, Two-Handed Shortsword +3 (1d6+3 ) Melee Crossbow +1 (1d6) Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed | Class AbilitiesTwo-handed Weapons: A gargantua can wield two-handed melee weapons with one hand. Open Doors: Open doors one level higher than normal. Throw Rocks: Can throw rocks for 1d6 damage. Range: 50/100/150. | LanguagesCommon | Special EffectsNone | GearBackpack Belt Pouch Tinder Box 6 Torches Waterskin 2 Iron Rations Mirror (hand-sized, steel), Large Sack 50' Hemp Rope Whistle | The gargantua considers the question a moment and then nods. "Wobgom coulds eat. But da beans is not for Wobgom. Da beans is for da shoes...." He grins broadly, happy to have cleared that up. OOC
  11. π•Ήπ”žπ”‘π”¦π”ž π•±π”žπ”―π”¨π”žπ”° - Acrobat (1) ArmorLeather AC = 7 DEX +2 to AC AC: 5 [14] | HP: 5/5 (d4) | AttributesStr 15 (+1) Int 10 Wis 15 (+1) Dex 17 (+2) Con 15 (+1) Cha 15 (+1) | Speed, Saves, ATKsSpeed: 90’ (30’) Saves D 13 W 14 P 13 D 16 S 15 +1 vs Spells THAC0 = 19 Polearm (1d10+1) Brace, Melee, Slow, Two-Handed Shortbow (1d6) Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed | Class AbilitiesCombat - Acrobats cannot wear armour bulkier than leather and cannot use shields. They are able to use all missile weapons. Their use of melee weapons is restricted to light blades and staff weapons. Evasion - When retreating from melee, an acrobat’s ability to tumble negates the opponent’s usual +2 bonus to hit (see p222). Jumping - With a 20’ run-up, an acrobat can jump across a 10’ wide pit or chasm (or 20’ wide when aided by the use of a pole). Also when using a pole, an acrobat can jump over a 10’ high wall or onto a 10’ high ledge. Suitable poles for jumping include: 10’ poles, polearms, spears, staves. Tumbling Attack - Using the falling or jumping abilities, an acrobat can make a tumbling melee attack. The attack inflicts double damage if successful. Against an unaware opponent, the acrobat also gains a +4 bonus to hit. | Acrobat Abilities Climb sheer surfaces (CS): 87% Falling (FA): 25% Hide in shadows (HS): 10% Move silently (MS): 20% Tightrope walking (TW): 60% | LanguagesCommon | Special EffectsNone | GearBackpack γ€€β”œβ”€> Tinder box γ€€β”œβ”€> Torches (3) γ€€β”œβ”€> Waterskin γ€€β”œβ”€> Iron Rations (1) γ€€β”œβ”€> Rope (50’) γ€€β”œβ”€> Grappling hook γ€€β”œβ”€> Wolfsbane (1 bunch)  └─> Short Bow    └─> Arrows (20) Leather Armor Pole Arm (Modified Acrobat's Hook) Platinum: 0pp Electrum: 0ep Gold: 12gp Silver: 0sp Copper: 0cp | As the Gargantua started to number the encountered traps, Nadia draw her attention back to them, leaving a moment of respite for Samson. Β«Eh... No, no. We 'ave no beans. You... feelin' peckish, big guy? Ω₯Β» Nadia replied confused at the Gargantua's question. She couldn't really understand what they were talking about, but perhaps the strange request had some meaning behind it. Was there something valuable about those "beans"? OOC ...
  12. Wobgom - Gargantua (1) ArmorChainmail Armor AC = 5 DEX +1 to AC AC: 4 | HP: 12/12 (d10) | AttributesStr 18 (+3) Int 9 Wis 11 Dex 13 (+1) Con 16 (+2) Cha 11 | Speed, Saves, ATKsSpeed: 60’ (20’) Saves D 8 W 9 P 10 D 13 S 12 THAC0 = 19 Polearm +3 (1d10+3) Brace, Melee, Slow, Two-Handed Shortsword +3 (1d6+3 ) Melee Crossbow +1 (1d6) Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed | Class AbilitiesTwo-handed Weapons: A gargantua can wield two-handed melee weapons with one hand. Open Doors: Open doors one level higher than normal. Throw Rocks: Can throw rocks for 1d6 damage. Range: 50/100/150. | LanguagesCommon | Special EffectsNone | GearBackpack Belt Pouch Tinder Box 6 Torches Waterskin 2 Iron Rations Mirror (hand-sized, steel), Large Sack 50' Hemp Rope Whistle | Wobgom nods and starts counting traps on his fingers, "Yeah. Let's see.... Dere was wires and forks in da kitchen", he points out the forks sticking out of Lucia's shield. "Splodin' beans in da pantry. Wires and crystals in da dinin' room. We didn't really looks hard in da library. Mebee shootin's tubes... Snakes in da bathtub. And a mousetrap in da laundry. Did Wobgom miss anythin'?" He looks at Lucia questioningly. At Lucia's question he turns to the others and asks, "Youse got any beans?" OOC
  13. Lucia Abate - Cleric (1) ArmorBanded AC = 4 Shield => +1 AC: 3 [16] | HP: 5/6 (d6) | AttributesStr: 10 (+0 to melee attack rolls/damage, 2-in-6 to open doors) Int: 9 (Native, literate) Wis: 13 (+1 to magic saves) Dex: 9 (+0 to AC, missile attack rolls, and initiative) Con: 10 (+0 to hit points) Cha: 14 (+1 to NPC reactions; 5 retainers max; loyalty 8) | Speed, Saves, ATKsSpeed: 60’ (20’) Saves D 11 W 12 P 14 B 16 S 15 +1 vs Spells for WIS THAC0 = 19 [+0] mace (+0;1d6); sling + 20 stones (1d4; 40' range increments, +1; +0; -1) | Class AbilitiesClerics can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table opposite, comparing the roll against the HD of the type of undead monsters targeted. Successful Turning If the turning attempt succeeds, the player must roll 2d6 again to determine the number of HD affected (turned or destroyed). Turned undead: Will leave the area, if possible, and will not harm or make contact with the cleric. Destroyed undead (result of D): Are instantly and permanently annihilated. Excess: Rolled Hit Dice that are not sufficient to affect a monster are wasted. Minimum effect: At least one undead monster will always be affected on a successful turning. Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first. | SpellsNone yet | LanguagesCommon | Special EffectsNone currently | Hearing the gargantua speak to others as she was looking about the ceiling and floor and table for signs of a trap, she called out: Ask them -- whoever they are -- if they happened to have pocketed any of those cans from the pantry. OOC Is Bramzann still with us?
  14. π•Ήπ”žπ”‘π”¦π”ž π•±π”žπ”―π”¨π”žπ”° - Acrobat (1) ArmorLeather AC = 7 DEX +2 to AC AC: 5 [14] | HP: 5/5 (d4) | AttributesStr 15 (+1) Int 10 Wis 15 (+1) Dex 17 (+2) Con 15 (+1) Cha 15 (+1) | Speed, Saves, ATKsSpeed: 90’ (30’) Saves D 13 W 14 P 13 D 16 S 15 +1 vs Spells THAC0 = 19 Polearm (1d10+1) Brace, Melee, Slow, Two-Handed Shortbow (1d6) Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed | Class AbilitiesCombat - Acrobats cannot wear armour bulkier than leather and cannot use shields. They are able to use all missile weapons. Their use of melee weapons is restricted to light blades and staff weapons. Evasion - When retreating from melee, an acrobat’s ability to tumble negates the opponent’s usual +2 bonus to hit (see p222). Jumping - With a 20’ run-up, an acrobat can jump across a 10’ wide pit or chasm (or 20’ wide when aided by the use of a pole). Also when using a pole, an acrobat can jump over a 10’ high wall or onto a 10’ high ledge. Suitable poles for jumping include: 10’ poles, polearms, spears, staves. Tumbling Attack - Using the falling or jumping abilities, an acrobat can make a tumbling melee attack. The attack inflicts double damage if successful. Against an unaware opponent, the acrobat also gains a +4 bonus to hit. | Acrobat Abilities Climb sheer surfaces (CS): 87% Falling (FA): 25% Hide in shadows (HS): 10% Move silently (MS): 20% Tightrope walking (TW): 60% | LanguagesCommon | Special EffectsNone | GearBackpack γ€€β”œβ”€> Tinder box γ€€β”œβ”€> Torches (3) γ€€β”œβ”€> Waterskin γ€€β”œβ”€> Iron Rations (1) γ€€β”œβ”€> Rope (50’) γ€€β”œβ”€> Grappling hook γ€€β”œβ”€> Wolfsbane (1 bunch)  └─> Short Bow    └─> Arrows (20) Leather Armor Pole Arm (Modified Acrobat's Hook) Platinum: 0pp Electrum: 0ep Gold: 12gp Silver: 0sp Copper: 0cp | Not having much time to deliberate, the duo was interrupted by the unseen Gargantua in the corner of the room. Β«Whoa! Ξ£ Ω₯Β» Nadia jumped as the Gargantua's friendly greet startled her. Now her cover blown, she nervously stepped forward. Gripping her hook tight, she gracefully bowed, and tried to fake confidence. Β«No! No! Behold Nadia! Best performer in town! I no mere snake charmer, but "Aerial Extraordinaire"! ꉂ Ω₯Β» The gypsy girl defaulted to her theatrics for an introduction. However, after having just processed what the Gargantua said, she stopped the performance dead in its tracks. Β«Wait... traps... you say? β€’β€’β€’Β» Β«Samson! You said easy job! We enter, take stuff and go! ί Nadia suddenly turned her back and scolded the warrior behind her again, oblivious to the group of people standing before them. Her nervousness had seemed to turn into anger as she started complaining to Samson. Nadia was under the impression that the house was just abandoned and there were rumors of ghosts inside, an easy target to scavenge for valuables. She didn't imagine that the may have willingly entered into a dangerous place filled with traps. OOC I'll take the Gargantua's hint, and go from there.
  15. Honestly if you all want to suddenly realize you already know each that’s fine.
  16. Wobgom - Gargantua (1) ArmorChainmail Armor AC = 5 DEX +1 to AC AC: 4 | HP: 12/12 (d10) | AttributesStr 18 (+3) Int 9 Wis 11 Dex 13 (+1) Con 16 (+2) Cha 11 | Speed, Saves, ATKsSpeed: 60’ (20’) Saves D 8 W 9 P 10 D 13 S 12 THAC0 = 19 Polearm +3 (1d10+3) Brace, Melee, Slow, Two-Handed Shortsword +3 (1d6+3 ) Melee Crossbow +1 (1d6) Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed | Class AbilitiesTwo-handed Weapons: A gargantua can wield two-handed melee weapons with one hand. Open Doors: Open doors one level higher than normal. Throw Rocks: Can throw rocks for 1d6 damage. Range: 50/100/150. | LanguagesCommon | Special EffectsNone | GearBackpack Belt Pouch Tinder Box 6 Torches Waterskin 2 Iron Rations Mirror (hand-sized, steel), Large Sack 50' Hemp Rope Whistle | "Dey's metal and dey's shoes....", Wobgom nods. "Three cans might be enough ta balance dem...." Seeing the others peeking into the room, the gargantua gives a small wave. "Looks out for traps. Someones here really like dem...." "Say. I don't suppose either of youse is snake charmers...?" OOC
  17. Ohh, I see. That was just a "Lorem Ipsum", in short, filler text meant to be used to test layouts. It is actually gibberish if you translate it. I would like to learn Latin in the future, though.
  18. Sorry, no. I was referring to the Latin in your posting template. I was wondering whether you had composed that ab initio.
  19. A what? I'm from South America, if that was your question.
  20. Of course. I was just clarifying why Nadia didn't just enter the room and meet the others.
  21. RE: joining old & new PCs. In my most recent posts, I had Lucia acting as though the new PCs had not yet "come upstairs" to encounter her, Wobgom (and Bramzann ?). She'd seen Pepik run off as per GM guidance. So not ignoring you folks, but I think Lucia's been focused on the bedroom and workroom until the new PCs make themselves known. Welcome aboard, by the way. :-)
  22. π•Ήπ”žπ”‘π”¦π”ž π•±π”žπ”―π”¨π”žπ”° - Acrobat (1) ArmorLeather AC = 7 DEX +2 to AC AC: 5 [14] | HP: 5/5 (d4) | AttributesStr 15 (+1) Int 10 Wis 15 (+1) Dex 17 (+2) Con 15 (+1) Cha 15 (+1) | Speed, Saves, ATKsSpeed: 90’ (30’) Saves D 13 W 14 P 13 D 16 S 15 +1 vs Spells THAC0 = 19 Polearm (1d10+1) Brace, Melee, Slow, Two-Handed Shortbow (1d6) Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed | Class AbilitiesCombat - Acrobats cannot wear armour bulkier than leather and cannot use shields. They are able to use all missile weapons. Their use of melee weapons is restricted to light blades and staff weapons. Evasion - When retreating from melee, an acrobat’s ability to tumble negates the opponent’s usual +2 bonus to hit (see p222). Jumping - With a 20’ run-up, an acrobat can jump across a 10’ wide pit or chasm (or 20’ wide when aided by the use of a pole). Also when using a pole, an acrobat can jump over a 10’ high wall or onto a 10’ high ledge. Suitable poles for jumping include: 10’ poles, polearms, spears, staves. Tumbling Attack - Using the falling or jumping abilities, an acrobat can make a tumbling melee attack. The attack inflicts double damage if successful. Against an unaware opponent, the acrobat also gains a +4 bonus to hit. | Acrobat Abilities Climb sheer surfaces (CS): 87% Falling (FA): 25% Hide in shadows (HS): 10% Move silently (MS): 20% Tightrope walking (TW): 60% | LanguagesCommon | Special EffectsNone | GearBackpack γ€€β”œβ”€> Tinder box γ€€β”œβ”€> Torches (3) γ€€β”œβ”€> Waterskin γ€€β”œβ”€> Iron Rations (1) γ€€β”œβ”€> Rope (50’) γ€€β”œβ”€> Grappling hook γ€€β”œβ”€> Wolfsbane (1 bunch)  └─> Short Bow    └─> Arrows (20) Leather Armor Pole Arm (Modified Acrobat's Hook) Platinum: 0pp Electrum: 0ep Gold: 12gp Silver: 0sp Copper: 0cp | The acrobat listened patently as the mysterious group of people decided to go further into the mansion. Motioning a gentle hand gesture, she called to her companion, and with a whisper asked him what to do. Β«Samson, we move too? Maybe there valuables somewhere else 'ere?Β» Nadia starting anxiously wobbling in place, as she was hesitant into meeting the other group, therefore she consulted with the warrior. Perhaps there was treasure in the other rooms, or maybe this strange group of people skipped something valuable, but there was no way to know for sure. At least the holy lady didn't seem hostile, but there was still a chance they could see them as a threat. OOC Well, I'm trying to not metagame much. There isn't much reason yet for both of them to nonchalantly meet the other characters, considering that they don't know exactly what they are doing in the house, or if it is worth risking showing up.
  23. btw, Croaker said something about the witches making "fine cookies." And he distinguished the witches from 'the Hag' that had cursed him.
  24. Β 
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