
GM Mogthrasir |

Your fine. We'll get Hyregoth in here as well, then play forward with what appears to be the hunt for those bandits (as everyone seems to be joining the posse).
Once you guys are ready, just jump into the gameplay thread with something that briefly introduces your characters and establishes their presence.
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Hyregoth, here's your equipment info:
Henry Weaver
Weaver - Scissors (1d2), and 100' of Cotton String. (Plus your token)
Judge Cartwright
Judge - Gavel (1d2), and a Law Degree. (Plus your token)
Ronnie Milsap
Surveyor - Walking Stick (1d4), and a Compass. (Plus your token)

GM Mogthrasir |

Hyregoth, your character's stats seem to be missing Stamina. You can roll each of those with 3d6. (You always have the option of swapping two stats on a character as well, but may only do so once per character).
Each character's HP is also only the best of 2d4, not the total. So your characters will have 3 hp, 4 hp, and 4 hp (plus any stamina bonuses).

Junelee |

Strength: 14 +1 (swapped with Personality)
Agility: 9
Stamina: 11
Personality: 17 +2
Intelligence: 8 -1 (swapped with Luck)
Luck: 12
HP: 3
Define your luck: Path of the bear: Melee damage rolls
Occupation: Clothier
Token of the past: A wanted poster
Motivation: A ghost follows you
Clothier - Shears (1d2), and a set of Fine Clothes
Lilly has been running ever since her husband died. It really wasn't her fault, she didn't know that he was wanted by the law when she invited the lawman and his wife over for dinner. She was perplexed when the lawman pulled the wanted poster from his jacket pocket, slowly unfolded it and laid it on the table.
Lilly is a tall, black haired beauty and sweet as can be.
Strength: 5 -2 (swapped with Stamina)
Agility: 8 -1 (swapped with Luck)
Stamina: 13 +1
Personality: 8 -1
Intelligence: 8 -1
Luck: 13 +1
HP: 3 +1 from Stamina = 4
Define your luck: Birdsong: Number of languages
Occupation: Saddler
Token of the past: The ace of spades with a name written on it
Motivation: You lost a bet
Saddler - Awl (1d3), and a Fine Saddle
Samuel James Wickerhaus, Sam to his friends, is one of the best Saddlers around. Growing up, he was a sickly little boy but he was very lucky. When he turned 18, his luck failed him. He lost a bet that has now forced him to head out west. The only shining hope is a name on an ace of spades. Cordelia
Sam is a short, frail looking man with brown hair. He only has two things going for him--His endurance and Luck.
Strength: 8 -1 (swapped with Intelligence)
Agility: 14 +1
Stamina: 12
Personality: 13 +1
Intelligence: 10
Luck: 7 -1
HP: 1
Define your luck: Birdsong: Number of languages
Occupation: Hatter
Token of the past: A music box
Motivation: To find a missing relative
Heading out to Brimstone to find her sister. The music box belonged to her mother.
Hatter - Shears (1d2), a Very Fine Victorian Hat
Hessie is a fiery redhead of average height. She's quick on her feet, sweet and sorta smart.

GM Mogthrasir |

So decisions seem to be huge stall points in PbP games, since it's really difficult to "discuss" anything. So people just wait for someone else to make a call that everyone can follow. Maybe you're experiences have been different :).
If you want to throw around ideas, I'm not gonna trap anyone in a decision unless you're pretty blatant in stating that you're gonna take that course regardless of what anyone else does.
Feel free to ask me questions as well. OSR games give a lot of freedom, but they rarely just hand you stuff. You have to make the choices :)

GM Mogthrasir |

Yeah, you guys have burned through the four remaining around the campfire. I'll post an actual update tonight, but lunch break got filled today.
Also, Junelee, there's a fumble table for firearms as well, but I haven't posted that anywhere. Let's stick with what you rolled (it's far better for Sam that way), but I'll post the Firearm Fumbles so that you guys have a way to roll them as well.
(Of course there's a separate Fumble Table for firearms... DCC loves tables!)
And Diggory, since you still have action this round, there's no one visible to shoot at. Whatever actions you take will be free of non-friendly targets.

GM Mogthrasir |

Man, you guys destroyed this group! They have roughly double the hit points you do, but you still shredded them. Being the first to fire makes a big difference, as giving them the first round easily could have gone the opposite direction. Well done!
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I'll make a google doc with this info and link it from the game info tab, but in the meantime, here's the firearm fumble table for those of you who are curious:
Roll . . . . Result
0 or less . The chambered round is a dud, but nothing happens.
1 . . . . . Wild miss! Luckily no innocent bystanders are hit.
2 . . . . . Rookie mistake. You forgot to take off the safety!* Hilarity ensues.
3 . . . . . Trip! Uneven footing causes you to stumble as you fire. Make a DC 10 Reflex save to avoid falling prone.
4 . . . . . Damn Canadian knock-offs! The trigger breaks, the cylinder falls out or some other such result of shoddy workmanship. Firearm may be repaired with 10 minutes of work and a DC 10 Skill Check** after combat ends. Magical or exceptional quality weapons may be immune or allow a Luck check to avoid, at Judge's discretion.
5 . . . . . Spoiled powder! The damp, rust, or bad juju has spoiled all of the ammunition in your weapon. It must be completely reloaded or abandoned.
6 . . . . . Your sweaty palms cause a momentary loss of control. Take a -1d penalty on any attacks the following round.
7 . . . . . Stick to the fundamentals! Your slick moves cause you to drop the weapon. You must pick it up with another action or draw a new weapon.
8 . . . . . Jam! The weapon jams and can only be cleared with a DC 15 Agility check or 5 minutes of work after combat.
9 . . . . . Distracted! Your weapon makes a funny sound or bucks the wrong way in your hand. -2 AC until the beginning of your next turn.
10 . . . . You are jostled as you fire and have a 20% chance to hit an ally instead. Make another attack roll.
11 . . . . Pop, no bang! The round is slowly cooking off in the chamber and will go off in 1d3 rounds. If the character tries to fire the weapon again see result 16+.
12 . . . . Overcharge! This round was not packed properly, the sting causes 1d4 damage to the character and a DC 15 Agility check is required or the firearm is dropped.
13 . . . . Same side! Your bullet goes astray or one of your less tactically aware allies steps in the way. Roll another attack at +1d against a random friendly.
14 . . . . You shoot yourself in the foot! Take normal firearm damage.***
15 . . . . Bad Jam! The round goes off in the weapon but the bullet doesn't exit. The weapon is useless for the rest of this combat and may be permanently ruined (Luck Check). If it is not it requires a DC 10 Skill Check** and 10 minutes when combat is over.
16+ . . . . Round explodes in the chamber causing normal firearm damage*** to the character and the weapon is destroyed. Magic weapons may make a DC 10 save using their + and the characters Luck modifier as a bonus.
*Historically most western era firearms did not have safeties but for the sake of comedy suspend your disbelief.
**Skill Checks are made with a d10 unless the character has an appropriate background. In this case Gunsmith, Soldier, Hunter, etc.
***This damage may 'explode' as per normal firearm rules.

GM Mogthrasir |

Heh, I think that encounter at Sica Hollow did us in as a group. I'm gonna call this game rather than try to fight it. I feel like a got a good taste of DCC, at least the funnel aspect -- it's got some fun old school rules and the funnel can swing from overwhelming odds in favor of the PCs to slaughter if they get caught on their heels :S.
Thanks all for taking this adventure with me! I look forward to more games with you in the future, and hope you don't take any deaths personal!
I'll switch this game to inactive after the weekend as well, so I don't clog up your boards.