
GM Damo the Fourth |

@Chris:
Your stats!
Strength: 3d6 ⇒ (4, 5, 1) = 103d6 ⇒ (2, 4, 2) = 83d6 ⇒ (6, 3, 5) = 143d6 ⇒ (2, 5, 3) = 103d6 ⇒ (6, 4, 6) = 163d6 ⇒ (6, 3, 3) = 12
Intelligence: 3d6 ⇒ (4, 4, 1) = 93d6 ⇒ (3, 3, 3) = 93d6 ⇒ (4, 6, 1) = 113d6 ⇒ (1, 6, 3) = 103d6 ⇒ (5, 2, 1) = 83d6 ⇒ (1, 3, 3) = 7
Wisdom: 3d6 ⇒ (1, 2, 1) = 43d6 ⇒ (1, 2, 1) = 43d6 ⇒ (1, 4, 4) = 93d6 ⇒ (2, 3, 4) = 93d6 ⇒ (5, 2, 5) = 123d6 ⇒ (6, 5, 3) = 14
Dexterity: 3d6 ⇒ (4, 1, 5) = 103d6 ⇒ (6, 5, 2) = 133d6 ⇒ (6, 5, 6) = 173d6 ⇒ (5, 5, 1) = 113d6 ⇒ (5, 4, 1) = 103d6 ⇒ (5, 1, 6) = 12
Constitution: 3d6 ⇒ (5, 5, 5) = 153d6 ⇒ (1, 3, 5) = 93d6 ⇒ (3, 2, 2) = 73d6 ⇒ (6, 1, 4) = 113d6 ⇒ (6, 3, 2) = 113d6 ⇒ (2, 3, 1) = 6
Charisma: 3d6 ⇒ (2, 3, 4) = 93d6 ⇒ (2, 3, 4) = 93d6 ⇒ (1, 3, 2) = 63d6 ⇒ (6, 6, 4) = 163d6 ⇒ (5, 6, 6) = 173d6 ⇒ (4, 3, 5) = 12
Wow. So much for "awful". I think you've got the best of the lot. Just a single point of wisdom away from qualifying to be a coveted Bard!
Strength 16
Intelligence 11
Wisdom 14
Dexterity 17
Constitution 15
Charisma 17
You could also be psionic, with a 16 mental stat (albeit in the charisma department). I'll wait for you to pick a race before I roll. Let me know your class, and I'll roll up your HP. Let me know if you want a comeliness stat, too - you've got a great start there.
We could even have a two-paladin party on our hands! ;-)

GM Damo the Fourth |

@Steve:
Hit points: 1d10 ⇒ 7
Starting wealth: 5d4 ⇒ (1, 2, 3, 2, 4) = 12 -- 120gp
Enjoy! They'll weigh you down far less than spell components will. ;-)

GM Damo the Fourth |

@Ryan:
My assassin!
Hit points: 1d6 ⇒ 6
Starting wealth: 2d6 ⇒ (2, 4) = 6 -- 60gp

GM Damo the Fourth |

Just quickly...
@Chris:
Halfling Thief!
Hit points: 1d6 ⇒ 5
Starting cash: 2d6 ⇒ (6, 3) = 9 -- 90 gp

GM Damo the Fourth |

Wrigley, Gwen... this 'un. Only 3, right?
Don't forget, Aiofe's "human". ;-)
So, yeah, it's probably only a Samwise Gamgee poster.

christopher lockwood |
3 people marked this as a favorite. |

I do have a poster of Samwise Gamgee on my bedroom wall. But its got this weird factory defect because the image has the lips worn off...
Though sometimes I look at it longingly, wishing I was Frodo.
Frodo: I need you on my side.
Sam: I'm on your side, Mr Frodo.
Frodo: I know you are, Sam.

GM Damo the Fourth |

Ages:
Aaron (dwarf fighter): 40 + 5d4 ⇒ 40 + (4, 1, 3, 4, 4) = 56
Chris (halfling thief): 40 + 2d4 ⇒ 40 + (1, 4) = 45
John (elf magic-user): 150 + 5d6 ⇒ 150 + (2, 6, 2, 4, 2) = 166
Ryan (elf assassin): 100 + 5d6 ⇒ 100 + (5, 2, 1, 3, 6) = 117
Steve (human paladin): 17 + 1d4 ⇒ 17 + (4) = 21
Surf (human cleric): 18 + 1d4 ⇒ 18 + (3) = 21

Arimar |

Percentile Strength Bonus: 1d100 ⇒ 90

GM Damo the Fourth |

Example of Play #1
The party rounds a bend in the dungeon, coming face to face with Queen Arachnia and her spider horde (a crazed goblin and her two medium-sized spiders).
Roll to determine surprise:
Party: 1d6 ⇒ 2
Goblin & spiders: 1d6 ⇒ 2
Indicates that both parties are surprised... however (!), Queen Arachnia is a thief and has an unusually high dexterity (16), granting her a +1 reaction adjustment, making the NPCs' die roll actually a 3. The Party loses 1 segment (6 seconds) during which the Queen gets to react (but not her spiders).
Since this was a surprise situation, we roll for distance (1-3" for surprise situations).
Distance: 1d3 ⇒ 3
Surprise Round
As a goblin leader, the Queen attacks with two weapons - two short swords. However, that is only during a full round. She just attacks once this round. As she is crazed, it is determined that their reaction is to attack (no roll necessary).
The Queen decides to charge recklessly into battle. She loses her dex bonus to AC (and would suffer a -1 anyway), but gets +2 on her "to hit" dice. She can move up to twice her movement (which is 6", so she can move 12"). The Party is surprised, so they don't get to ready weapons. She decides to attack the magic user (AC 10).
Queen's attack: 1d20 + 2 ⇒ (9) + 2 = 11
Consult the Matrix for Monsters, HD is 1-1 (second column). She needed a 10+ to hit, and so hits!
Damage (short sword): 1d6 ⇒ 6
Oo! She reduces the magic user to -3 hp. He is now bleeding to death (1 hp / round for 7 more rounds). He will suffer a permanent disability (GM discretion) at -6 hp or less. He will die if he gets to -10 hp.
The Queen only beat the players by 1, so that is the end of the surprise round.
Round 1
Ask for any spells being cast. The cleric declares that he will cast cure light wounds on the magic user.
Roll for initiative.
Party: 1d6 ⇒ 6
Goblin & spiders: 1d6 ⇒ 2
This time, the Party wins. The cleric immediately starts a cure light wounds incantation. However, it will take 5 segments to complete! The speed factor of the short sword is 3, and with a losing initiative roll of 2 (an adjusted score of 3-2=1, which is lower than 5), so the queen gets to attack the cleric first... if she lives!... despite using a weapon. If the weapon's speed factor was > 8, she would have been too slow. The spiders, who do not use weapons, will also act before the cleric gets a chance to finish casting and if they charge they may interrupt the spell.
The fighter and thief, however, first have a go at the queen. They are within 6" now, so easily maneuver into position and lay into her (new round, so she no longer has -1 to her AC).
Fighter to hit roll: 1d20 ⇒ 18 --> The fighter has a 16 strength score
Thief to hit roll: 1d20 ⇒ 2
The fighter hits with his longsword, but the thief's dagger goes wide of its mark.
Longsword damage: 1d8 + 1 ⇒ (2) + 1 = 3 --> The fighter has a 16 strength score, +1 damage and no adjustment to hit.
Ooh, not quite enough to kill the queen (who has 5 max hp, now currently on 2 hp).
The magic user bleeds out for an additional 1 hp of damage, putting him on -4 hp (if the cleric had chosen to treat the magic user's wounds instead of casting a spell, he could have stopped the flow of blood and stabilized the magic user at -3 hp).
It is now the NPCs' turn. The queen attacks the cleric, attempting to interrupt his spell, while the spiders attack the fighter for daring to lay a hand on their queen.
Queen attack vs cleric: 1d20 ⇒ 12
The 12 is only enough to hit an AC of 8, not enough to beat the cleric's AC of 5 (he's wearing chain mail).
Spider #1 attack vs fighter: 1d20 ⇒ 5
Spider #2 attack vs fighter: 1d20 ⇒ 9
They are HD 1 + 1, so using the matrix for 1+ HD monsters against the fighter's AC of 3... both miss!
The cleric's spell goes off next, healing the magic user (and stopping any bleeding).
Cure light wounds: 1d8 ⇒ 6
Even though this brings the magic user back to 2 hp, he remains in a coma for 1d6 ⇒ 3 turns. Thereafter, he must rest for a minimum of one week to recover from the internal organ damage caused by Queen Arachnia's vicious short sword... even though he doesn't need to heal any more hp.
Round 2
The GM asks for spell users to declare casting of spells. No-one is casting this round.
Roll for initiative.
Party: 1d6 ⇒ 6
Goblin & spiders: 1d6 ⇒ 4
Party gets initiative again!
....
etc
....

GM Damo the Fourth |

Notes on spell casting:
Spell casters must declare spells prior to initiative rolls.
No dex bonus while spell casting.
When not using a weapon to strike a spell-caster, just use initiative determination (ie. attack by their initiative - spell casting time, so if a casting time of 2, you attack simultaneously on 2 initiatives after, once their spell is finished on 3+ initiatives down, and have a chance to ruin it if you act one round after their initiative or earlier).
However, if you're wielding a weapon, use the procedure below...
Weapon factors for spells
When casting a spell, subtract the initiative die score rolled by the opponent attacking next from the weapon speed factor (treating negative results as positives, ie. taking the absolute value of the result), and if it is lower than the spell casting time (in segments) then the attack happens first. If it is higher, then the spell happens first. If they are equal, then simultaneous.
Initiative die, then result:
Speed factor 5 weapon
5 - Weapon first (adjusted roll 0) --> weapon factor - initiative, 5 - 5 = 0
4 - Weapon first (adjusted roll 1)
3 - Weapon first (adjusted roll 2)
2 - Same time (adjusted roll 3)
1 - Spell first (adjusted roll 4)
Speed factor 2 weapon
5 - Same time (adjusted roll 3) --> weapon factor - initiative, 2 - 5 = -3
4 - Weapon first (adjusted roll 2)
3 - Weapon first (adjusted roll 1)
2 - Same time (adjusted roll 0)
1 - Same time (adjusted roll 1)
The adjusted roll needs to be less than the spell to interrupt it (on a successful hit).
Thus, casting spells with a high casting time (eg. 8 segments) is not advisable in combat!