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Lucas Earth-Worker
Lucas was orphaned at a young age, and taken in by relatives. He grew up with these simple farmers until he discovered his talent for magic and his calling to serve the greater good.
Lawful Good Half-Elf Fighter/Mage/Cleric
Str 12
Dex 8
Con 10
Int 9
Wis 13
Cha 14
2 hp
Half Elf abilities:
Infravision 60'
30% resistance to sleep and all charm-related spells
Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, he has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.
Languages: Common, Elf
Base THAC0: 20
Saves: (best of each class)
Paralyzation, Poison, or Death Magic 10
Rod, Staff, or Wand 11
Petrification or Polymorph 13
Breath Weapon 15
Spells 12
Movement rate 12
Proficiencies:
Weapons (4): tbd (morning star, sling, two other bludgeoning weapons?)
Nonweapon (6): tbd (agriculture, five others)
Initial funds (as a warrior): 170 gp
Equipment: tbd (but probably morning star, sling, armor, adventuring gear, spellbook, and some guards for our wagons)
Lucas will need a spell book before he selects his divine spells. Note that, because he normally wears armor, he cannot cast his wizard spells without stopping to remove that armor.
Lucas Earth-Worker
Lucas was orphaned at a young age, and taken in by relatives. He grew up with these simple farmers until he discovered his talent for magic and his calling to serve the greater good.
Lawful Good Half-Elf Fighter/Mage/Cleric
Str 12
Dex 8
Con 10
Int 9
Wis 13
Cha 14
2 hp
Half Elf abilities:
Infravision 60'
30% resistance to sleep and all charm-related spells
Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, he has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.
Languages: Common, Elf
Base THAC0: 20
Saves: (best of each class)
Paralyzation, Poison, or Death Magic 10
Rod, Staff, or Wand 11
Petrification or Polymorph 13
Breath Weapon 15
Spells 12
Movement rate 12
Proficiencies:
Weapons (4): tbd (morning star, sling, two other bludgeoning weapons?)
Nonweapon (6): tbd (agriculture, five others)
Initial funds (as a warrior): 170 gp
Equipment: tbd (but probably morning star, sling, armor, adventuring gear, spellbook, and some guards for our wagons)
Lucas will need a spell book before he selects his divine spells. Note that, because he normally wears armor, he cannot cast his wizard spells without stopping to remove that armor.
- Ancient History
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Lucas Earth-Worker's spellbook takes the form of a series of engraved brass disks, which are worn along a thick silken string by means of small holes punched through the center, so that they can be worn as an amulet or a belt. The spells on it are detect magic, hold portal, push, read magic, unseen servant, and write.
Yeah, grab it then. If Tim or Gilles detects magic on the Ring I'd be curious about that thing. If it's magic I'd wear it and see if it tried to kill me at an opportune moment.Darth Rabbitt wrote:Out of the survivors, the shortsword is probably best for Gilles, as he's proficient in it and gets a bonus to attack with it for being an Elf (Atani would get just as much out of it, but he's specialized in Longswords so he does better using one of those.)
DSMatticus wrote:Fuck you, fuck you, fuck you, fuck you. I am filled with an unfathomable hatred.
- Sirocco
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Here we go then. Take 2.
Edited languages.
Dorgan Metalborn
Lvl 1 Dwarven Fighter
XP: 42 834
Abilities
STR: 17
DEX: 14
CON: 15 + 1 = 16
INT: 14
WIS: 9
CHA: 9 - 1 = 8
HP: 8 + 2 = 10
AL: NG
Adj:
Hit Prob. +1
Dmg. Adj. +1
Weight Allow. 85
Max. Press 220
Open Doors 10
Bend Bars/ Lift Gates 13%
THAC0: 19 / 21
# of attacks/round: 2
AC: 4 (splint mail)
Saving throws:
Prl/Pois/DthM: 14 -4 -> 10
Rod/Stf/Wnd: 16 -4 -> 12
Petr/Poly: 15 -2 -> 13
BrthW: 17 -2 -> 15
Spl: 17 -4 -> 13
Proficiencies
Weapon: Morningstar, Battle Axe, Specialization: Weapon and Shield style, Specialization: Two-weapon style
Nonweapon: Modern Languages, Appraising, Dwarf Runes
Languages: Dwarf, common, orc, gnome.
Deity: Clangeddin Silverbeard
Notes
- Bonus to saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3 - ½ points of Constitution score. Thus, for example, if a dwarf has a Constitution score of 7 he gains +2 on saving throws. These bonuses are summarized on Table 9.
- Saving throws against poison with the same bonuses that they get against magical attacks.
- All magical items that are not specifically suited to the character's class have a 20% chance to malfunction when used by a dwarf. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles.
- +1 to their dice rolls to hit orcs, half-orcs, goblins, and hobgoblins. When ogres, trolls, ogre magi, giants, or titans attack dwarves, these monsters must subtract 4 from their attack rolls because of the dwarves' small size and combat ability against these much bigger creatures.
- 60' infravision
- Underground abilities:
Detect grade or slope in passage -> 1-5 on 1d6
Detect new tunnel/passage construction -> 1-5 on 1d6
Detect sliding/shifting walls or rooms -> 1-4 on 1d6
Detect stonework traps, pits, and deadfalls -> 1-3 on 1d6
Determine approximate depth underground -> 1-3 on 1d6
Starting money: 110
Gear: Leather backpack, Waterskin (full) , 50' rope, Girdle of Frost Giantess Strength
Armor: Splint mail
Weapons: 2 x Morningstar (2d4+1, 1d6+2)
Lvl 1 Dwarven Fighter
XP: 42 834
Abilities
STR: 17
DEX: 14
CON: 15 + 1 = 16
INT: 14
WIS: 9
CHA: 9 - 1 = 8
HP: 8 + 2 = 10
AL: NG
Adj:
Hit Prob. +1
Dmg. Adj. +1
Weight Allow. 85
Max. Press 220
Open Doors 10
Bend Bars/ Lift Gates 13%
THAC0: 19 / 21
# of attacks/round: 2
AC: 4 (splint mail)
Saving throws:
Prl/Pois/DthM: 14 -4 -> 10
Rod/Stf/Wnd: 16 -4 -> 12
Petr/Poly: 15 -2 -> 13
BrthW: 17 -2 -> 15
Spl: 17 -4 -> 13
Proficiencies
Weapon: Morningstar, Battle Axe, Specialization: Weapon and Shield style, Specialization: Two-weapon style
Nonweapon: Modern Languages, Appraising, Dwarf Runes
Languages: Dwarf, common, orc, gnome.
Deity: Clangeddin Silverbeard
Notes
- Bonus to saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3 - ½ points of Constitution score. Thus, for example, if a dwarf has a Constitution score of 7 he gains +2 on saving throws. These bonuses are summarized on Table 9.
- Saving throws against poison with the same bonuses that they get against magical attacks.
- All magical items that are not specifically suited to the character's class have a 20% chance to malfunction when used by a dwarf. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles.
- +1 to their dice rolls to hit orcs, half-orcs, goblins, and hobgoblins. When ogres, trolls, ogre magi, giants, or titans attack dwarves, these monsters must subtract 4 from their attack rolls because of the dwarves' small size and combat ability against these much bigger creatures.
- 60' infravision
- Underground abilities:
Detect grade or slope in passage -> 1-5 on 1d6
Detect new tunnel/passage construction -> 1-5 on 1d6
Detect sliding/shifting walls or rooms -> 1-4 on 1d6
Detect stonework traps, pits, and deadfalls -> 1-3 on 1d6
Determine approximate depth underground -> 1-3 on 1d6
Starting money: 110
Gear: Leather backpack, Waterskin (full) , 50' rope, Girdle of Frost Giantess Strength
Armor: Splint mail
Weapons: 2 x Morningstar (2d4+1, 1d6+2)
Last edited by Sirocco on Fri Dec 12, 2014 5:31 am, edited 4 times in total.
- Ancient History
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Your INT of 14 lets you speak 4 languages. Any of those you've picked are fine. Most of the humanoid languages are actually romance languages (so, Common is like French, Elven is like Italian, Dwarf is like Spanish, Gnome is like Portuguese, etc.). Not always mutually understandable, but if you know one the others aren't so hard to learn.
- OgreBattle
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Flintbeard Stoneaxe, Dwarf N Fighter/Thief (Vermin Gnome Slayer) 1
Verminslayers are fighter/dwarves that specialize in the hunting and killing of small sized enemies, such as gnomes. A verminslayer gets +1hit/+2dmg with a chosen hand weapon vs small sized foes, such as gnomes.
http://www.arcadequartermaster.com/ddsom/pichendel.png
STR 14
DEX 16 (reaction +1, missile +1, Defense -2)
CON 15 (+1hp, +4sv)
INT 16
WIS 10
CHA 9
HP: 8
THAC0: Melee 19, Missile 18
AC: 2 (-2 Dex, -1 shield, -5 leather)
Reaction: +1 (+2 when in tunnels)
Fightin' Equipment
-Battle Axe
-Black Hammer (Magical?)
-2 daggers
-Shield
-Leather armor
-light crossbow (20 bolts)
Other Equipment
-Clothes, boots, gloves
-Backpack
-Sack
-Belt+Large belt pouch+small belt pouch
-50' Rope+grappling hook
-Chalk
-soap 1lb
-candles
-Torch x2
-Waterskin (full)
-1 week rations
-Lamp oil flask x2
-hammer+pitons
-10' pole
GP: 10
Thieving Skills
Pick P 5
Open Locks 25
Traps 55
Silent 15
Hide 5
Noise 50
Climb 50
Read -5
Weapon Prof
-Dagger
-Light Crossbow
-Axe (Chosen vermin slayer weapon, +1 hit +2 damage vs small creatures)
-longsword
NWP
-Tracking
-Stonemasonry
-Set Snares
-Ancient History
-Rope use
-Mining
Lang
-Common
-Dwarven
-Goblin
Books used
-PHB
-Complete book of dwarves http://home.online.no/~rahag/AD&D/Book_of_Dwarves.pdf
"Vermin Slayer" Kit
Special Benefits: Vermin Slayers receive a +5% bonus to their Find/Remove Traps,
Detect Noise, and Move Silently skills. Because of their special training, Vermin Slayers receive
a +1 bonus to attack and a +2 bonus to damage with one chosen hand weapon, when fighting
small sized creatures. They receive a -1 initiative bonus anytime they are fighting in a restricted
tunnel or passage.
Special Hindrances: Vermin Slayers have a -10% penalty to their Pick Pockets skill and a
-5% penalty to their Read Languages skill.
They are not trained to fight large creatures, so ogres, trolls, ogre magi, giants, and titans
find them easier to attack than other dwarves. Large creatures are only penalized -2 when
attacking Vermin Slayers
Verminslayers are fighter/dwarves that specialize in the hunting and killing of small sized enemies, such as gnomes. A verminslayer gets +1hit/+2dmg with a chosen hand weapon vs small sized foes, such as gnomes.
http://www.arcadequartermaster.com/ddsom/pichendel.png
STR 14
DEX 16 (reaction +1, missile +1, Defense -2)
CON 15 (+1hp, +4sv)
INT 16
WIS 10
CHA 9
HP: 8
THAC0: Melee 19, Missile 18
AC: 2 (-2 Dex, -1 shield, -5 leather)
Reaction: +1 (+2 when in tunnels)
Fightin' Equipment
-Battle Axe
-Black Hammer (Magical?)
-2 daggers
-Shield
-Leather armor
-light crossbow (20 bolts)
Other Equipment
-Clothes, boots, gloves
-Backpack
-Sack
-Belt+Large belt pouch+small belt pouch
-50' Rope+grappling hook
-Chalk
-soap 1lb
-candles
-Torch x2
-Waterskin (full)
-1 week rations
-Lamp oil flask x2
-hammer+pitons
-10' pole
GP: 10
Thieving Skills
Pick P 5
Open Locks 25
Traps 55
Silent 15
Hide 5
Noise 50
Climb 50
Read -5
Weapon Prof
-Dagger
-Light Crossbow
-Axe (Chosen vermin slayer weapon, +1 hit +2 damage vs small creatures)
-longsword
NWP
-Tracking
-Stonemasonry
-Set Snares
-Ancient History
-Rope use
-Mining
Lang
-Common
-Dwarven
-Goblin
Books used
-PHB
-Complete book of dwarves http://home.online.no/~rahag/AD&D/Book_of_Dwarves.pdf
"Vermin Slayer" Kit
Special Benefits: Vermin Slayers receive a +5% bonus to their Find/Remove Traps,
Detect Noise, and Move Silently skills. Because of their special training, Vermin Slayers receive
a +1 bonus to attack and a +2 bonus to damage with one chosen hand weapon, when fighting
small sized creatures. They receive a -1 initiative bonus anytime they are fighting in a restricted
tunnel or passage.
Special Hindrances: Vermin Slayers have a -10% penalty to their Pick Pockets skill and a
-5% penalty to their Read Languages skill.
They are not trained to fight large creatures, so ogres, trolls, ogre magi, giants, and titans
find them easier to attack than other dwarves. Large creatures are only penalized -2 when
attacking Vermin Slayers
Last edited by OgreBattle on Thu Dec 11, 2014 11:54 pm, edited 6 times in total.
- Ancient History
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Cool. Are Push and Write from the Encyclopedia Magica?Ancient History wrote:Lucas Earth-Worker's spellbook takes the form of a series of engraved brass disks, which are worn along a thick silken string by means of small holes punched through the center, so that they can be worn as an amulet or a belt. The spells on it are detect magic, hold portal, push, read magic, unseen servant, and write.
Also, how much would it cost to hire some people to guard the wagons while we do the dungeon delving? Not so much for protection from owlbears, just to keep away hungry townsfolk or animals who may have followed us for our provisions, that kind of thing.
- Ancient History
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Bugger, looking at the wrong list. Uh, make that identify and phantasmal force.
The new PCs can introduce themselves whenever they want. The king can send some guards along to feed the horses and whatnot. They're under strict orders not to go into the dungeon under any circumstances until it's been cleared.
The new PCs can introduce themselves whenever they want. The king can send some guards along to feed the horses and whatnot. They're under strict orders not to go into the dungeon under any circumstances until it's been cleared.
- OgreBattle
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- Darth Rabbitt
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- Contact:
I want to sacrifice at least one of them, although you guys can use them for whatever before I do so. And I don't mind if they end up dying through other means. The dying's all that matters.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Before heading back into the dungeon I would like to suggest the inclusion of the "Hovering on Death's Door" optional rule. To quote it:
We should do that then IC we should rest for the day, let the new people arrive, let people get spells back, shoot any Gnomes that fuck with us, then I'll have Atani lead the march into the actual dungeon next morning.
I think this accurately assesses our group, with three dead before we've actually gone in the dungeon. I think it would also help things move faster as the lethality of the system is a bit stultifying. When literally any action might cause the 1d6 roll that kills you it incentivizes caution on a level that doesn't work particularly well in a pbp environment. So I vote for that, to let us play a little more aggressively without having to take day breaks to let people roll up new characters. I think it would be smart.You might find that your campaign has become particularly deadly. Too many player characters are dying. If this happens, you may want to allow characters to survive for short periods of time even after their hit points reach or drop below 0. When this rule is in use, a character can remain alive until his hit points reach -10.
We should do that then IC we should rest for the day, let the new people arrive, let people get spells back, shoot any Gnomes that fuck with us, then I'll have Atani lead the march into the actual dungeon next morning.
Last edited by Dean on Mon Sep 08, 2014 3:45 am, edited 1 time in total.
DSMatticus wrote:Fuck you, fuck you, fuck you, fuck you. I am filled with an unfathomable hatred.
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I'll finish/double check this in the morning.
Lucas Earth-Worker
Lucas was orphaned at a young age, and taken in by relatives. He grew up with these simple farmers until he discovered his talent for magic and his calling to serve the greater good.
Lawful Good Male Half-Elf Fighter/Mage/Cleric
XP 48/48/48
Str 12
Dex 8
Con 10
Int 9
Wis 13
Cha 14
2 hp
Half Elf abilities:
Infravision 60'
30% resistance to sleep and all charm-related spells
Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, she has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.
Languages: Common, Elf
Base THAC0: 20
Saves: (best of each class)
Paralyzation, Poison, or Death Magic 10
Rod, Staff, or Wand 11
Petrification or Polymorph 13
Breath Weapon 15
Spells 12
Movement rate 12
Proficiencies:
Weapons (4): Morning Star, Sling, Staff Sling, Quarterstaff
Nonweapon (6): Agriculture, Ancient History, Blind-Fighting (two slots), Healing (two slots)
Initial funds (as a warrior): 170 gp
Equipment: tbd (but probably morning star, sling, armor, adventuring gear, spellbook, and some guards for our wagons)
Fighting Gear
Splint Mail (80 gp, 4 ac, 40 lbs)
Shield, Small (3gp, +1 ac, 5 lbs)
Morning Star (10gp, 12 lbs)
several Slings (<<1 gp, - lbs) (plus sling stones and sling bullets)
Quarterstaff (free, 4 lbs)
Staff Sling (0.2gp, 2 lbs)
Adventuring Gear
backpack, belt pouches, candles, chalk, flint and steel, holy item (25 gp), lantern, oil, pitons, rope, sacks, torches, whetstone
hammer, knife, crowbar, other tools
blanket, clothes
Lucas Earth-Worker's spellbook takes the form of a series of engraved brass disks, which are worn along a thick silken string by means of small holes punched through the center, so that they can be worn as an amulet or a belt. The spells on it are detect magic, hold portal, identify, phantasmal forceread magic, and unseen servant.
Note that, because Lucas normally wears armor, he cannot cast his wizard spells without stopping to remove that armor.
Spells prepared
Wizard spell: Unseen Servant
Cleric spells: Cure Light Wounds x2
Lucas Earth-Worker
Lucas was orphaned at a young age, and taken in by relatives. He grew up with these simple farmers until he discovered his talent for magic and his calling to serve the greater good.
Lawful Good Male Half-Elf Fighter/Mage/Cleric
XP 48/48/48
Str 12
Dex 8
Con 10
Int 9
Wis 13
Cha 14
2 hp
Half Elf abilities:
Infravision 60'
30% resistance to sleep and all charm-related spells
Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, she has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.
Languages: Common, Elf
Base THAC0: 20
Saves: (best of each class)
Paralyzation, Poison, or Death Magic 10
Rod, Staff, or Wand 11
Petrification or Polymorph 13
Breath Weapon 15
Spells 12
Movement rate 12
Proficiencies:
Weapons (4): Morning Star, Sling, Staff Sling, Quarterstaff
Nonweapon (6): Agriculture, Ancient History, Blind-Fighting (two slots), Healing (two slots)
Initial funds (as a warrior): 170 gp
Equipment: tbd (but probably morning star, sling, armor, adventuring gear, spellbook, and some guards for our wagons)
Fighting Gear
Splint Mail (80 gp, 4 ac, 40 lbs)
Shield, Small (3gp, +1 ac, 5 lbs)
Morning Star (10gp, 12 lbs)
several Slings (<<1 gp, - lbs) (plus sling stones and sling bullets)
Quarterstaff (free, 4 lbs)
Staff Sling (0.2gp, 2 lbs)
Adventuring Gear
backpack, belt pouches, candles, chalk, flint and steel, holy item (25 gp), lantern, oil, pitons, rope, sacks, torches, whetstone
hammer, knife, crowbar, other tools
blanket, clothes
Lucas Earth-Worker's spellbook takes the form of a series of engraved brass disks, which are worn along a thick silken string by means of small holes punched through the center, so that they can be worn as an amulet or a belt. The spells on it are detect magic, hold portal, identify, phantasmal forceread magic, and unseen servant.
Note that, because Lucas normally wears armor, he cannot cast his wizard spells without stopping to remove that armor.
Spells prepared
Wizard spell: Unseen Servant
Cleric spells: Cure Light Wounds x2
Last edited by Sam on Mon Sep 15, 2014 9:27 pm, edited 2 times in total.
- Ancient History
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- OgreBattle
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I would like to use the hovering at death's door rule, it will give us clerics a chance to use the heal skill.
-Kid Radd
shadzar wrote:those training harder get more, and training less, don't get the more.
Stuff I've MadeLokathor wrote:Anything worth sniffing can't be sniffed