
bookrat |

Hi all. I'm on vacation the next few days, but fortunately I have WiFi at the rental cabin. Unfortunately, I can't access the discord app for some reason. No clue why it won't work.
But that also means that when I'm not at the cabin, I won't have cell service. So I'll just check in once or twice a day (morning and night).
Also, I noticed some discrepancies on attack and damage rolls. Remember, your ability score modifies your attack roll, but not your damage.
Your weapons may modify your damage roll (like the sword's 1d6+2), but not your attack roll.
Exceptions may apply, but so far we haven't seen any exceptions in this game.

Toy |
2 people marked this as a favorite. |

This might interest Slugoth (and everyone else that doesn't want him to die!)...
Effects of Damage
A creature or object suffers no ill effects from taking damage until its damage total equals its Health. If a creature’s damage total equals its Health, the creature becomes incapacitated (see below). If an object’s damage total equals its Health, it is destroyed. The damage total can never exceed the Health of the creature or object; any excess damage is ignored.
Instant Death
A creature dies if it takes an amount of damage equal to its Health from a single source such as an attack or landing after a fall.
Incapacitated
A creature becomes incapacitated when its damage total equals its Health score. Upon becoming incapacitated, the creature falls prone. A creature remains incapacitated until its damage total no longer equals its Health. If the creature takes any damage while incapacitated, it dies. Creatures other than player characters that become incapacitated either die or fall unconscious for 1d3 hours, as the GM decides. Player characters, however, become disabled and make fate rolls to determine what happens to them.
Disabled
Disabled characters are defenseless.
Fate Roll
At the end of each round you are disabled, roll a d6. On a 1, you start dying. On a 6, you heal 1 damage and become impaired for 1 minute. A roll of any other number has no effect. If after 3 consecutive rounds you are still disabled, you become unconscious for 1d3 hours and stop making the fate roll. At the end of this time, you heal 1 damage and become impaired for 1 minute.
Dying
Dying characters are unconscious.
Fate Roll
At the end of each round you are dying, roll a d6. On a 1, you die. On a 6, you become disabled. A roll of any other number has no effect.

Sköllji |

Dice Roll: 1d20 ⇒ 13
Dice Roll: 1d20 ⇒ 15
Dice Roll: 1d20 ⇒ 14
It seems to only be in the gameplay thread that this happens lol. Tricky bastards. I had an 18 on my next roll and it changed it to an 8 when I hit preview a second time.That's why I set up that I wouldn't miss next swing. So I guess Sköllji is just a little drunker than he thought.

bookrat |

Hey guys, don't forget your Fortune! Everyone has one, except Sköllji who had already used his.
As a reminder, here are the ways it can be used:
• When the result of a d20 roll is a failure, you can expend Fortune to turn the failure into a success.
• When another player rolls a d20, you can expend Fortune to grant 2 boons to the roll.
• When any player (including you) rolls a d6, you can expend Fortune to replace the number on the die with a 6.
Use it to turn that Nat 1 into a success!

bookrat |

I thought I already had earlier. If not, I would definitely like to turn that miss into a hit and do 8 points of damage, thank you. :)
A search of "fortune" in your posting history doesn't reveal it. Perhaps you called it something else, or perhaps you meant to and never did.

bookrat |

I just learned something new about ranged weapons:
It's assumed you have the ammo you need. However, you still have to kind of keep track. After five shots, if your attack roll is 0 or less, then you're out of ammo.
You can also do an unarmed strike for 1 damage (so Brinda can still make that free attack), or even use an improvised weapon such as a table leg, a frying pan, a dead halfling...

bookrat |

Congratulations to everyone for making it to the town! This was a tough one. I've never ran a hex exploration adventure before, and I think it went rather well.
Thanks to everyone for keeping up with the fast pace. We're not quite at the end of the adventure, just a little bit more to go. From here, the townsfolk will want you to remove the bandit threat.
You'll have (at least) three options:
1) Do so. If you opt to, they'll send a couple of town guards with you to help, and give each of you a free simple weapon (I'll provide a list later). You'll be welcomed as heroes, and other benefits may come about if you succeed.
2) Refuse. They'll send a couple of guards out, and I'll report the results later. You'll be accepted into town as refugees, but will not be accepted as heroes.
3) Convince them not to go. This leaves the bandit threat in the woods.
4) Something else?
After you make your decision, we'll play it out in thread. Several months will pass in game, during which time everyone will level up to Novice, and we'll start the second module.
Whatever decision you make, everyone gets 1 Fortune for excellent role-playing!

Jexen the Aged |

Huzzah!
Jexen is pushing for 1. The bandits are murderous and a serious danger.
And Bookrat, kudos for keeping a hex based exploration game going, and at a fast pace. Some great roleplaying here too and some credit has to go to you for setting the scene.

bookrat |

Thanks! Speaking of the fast pace, the next module will not require it. I'll slow down to my typical 1/day (or more if everyone posts). The next adventure is not a hex exploration adventure, so it won't require me to keep constant tabs.
These adventures all seem like a typical 1 session adventure, and based on my experiences with organized play, a single session should take 4-10 weeks to complete using PBP if everyone posts 1/day. I was expecting longer with the hex exploration, but the way we ran it helped with the speed, and we managed to get to the town in 4 weeks of gameplay. Can you believe it's only been 4 weeks?
With the last combat, I expect it to take 1-3 weeks, depending on dice rolls and posting speed, putting us right in the middle of the average PBP time for completeing a 4-hour session at a live table.

bookrat |

Another note: a lot of times, people have put, "I'll do this with GM approval" and likely expect me to say something. Reasonable, right?
With the speed of this game, a lot of times I've been posting between analyses at work and don't have time to respond to everything. I trust all you guys to make a good judgment, and when I don't respond to something like that, it's because I've accepted your opinion and let it go as is.
So please don't think I've ignored you. I just took your word as valuable and accepted it. :)
Also, thanks to everyone who helped with posting rules!

Cynerik Salt |

Cynerik is, after resting for a day or so, one hundred percent all for hunting down the murderous bandits. Fletcher's Rest will need to supplies to come through and he wants justice for those innocents who died.

Jexen the Aged |

Yeah, I suppose it hasn't been long at all!
I've gotten used to most pbp's either progressing slowly, progressing in fits and starts, or just plain dying. A few at a good pace, as in once a day on average or more consistently.
There's solid cooperation between gm and players in this game, I like it a lot.

bookrat |

List of weapons available. Not all of these are true weapons, as there's no weaponsmith in town. So instead, many are weapon-like tools and other equipment that can be served as the following stats:
Axe (1d6+1, One, -)
Club (1d6, One, -)
Dagger or knife (1d3, Off, finesse, thrown, short range)
Darts (1, Off, thrown, range short)
Hammer or hatchet (1d3, thrown, range short)
Javelin (1d3, One, finesse, thrown, range medium)
Sickle or spear (1d3, One, finesse)
Staff (1d6+1, Two, Finesse)
One: one handed weapon, main hand
Off: one handed weapon, main hand or off hand
Two: two handed weapon
Finesse: Use Strength or Agility
Thrown: You can make a ranged attack by throwing the weapon

Kandl V'ne |

You know, I have to say that there's a part of my brain that's worried about the fact that I have a dagger that glows when there are Trolls nearby. Just saying my inner Akbar is shouting at me.

bookrat |

TAS and Brinda both got back to me, and they're still with us. Just very busy with life. I saw in my other game that Slugoth is on vacation, so I won't wait for him. But I'll wait for TAS and Brinda to join in and then move the game forward.
For the next fight, I'll be making a map. It'll take me a bit to get it all set up.

bookrat |

A while back, there was an incident where a bandit ran away and some of you chased him down to kill him. This has the potential to be construed as equivalent to shooting someone in the back.
If your character was involved with this AND you feel that your character may be haunted by this, you can choose to make a Will Challenge Roll.
If you fail, you gain 1 corruption.
This is entirely optional and only if you want to explore the roleplay of it, and the mechanics of corruption.

bookrat |

Throwing out an option for everyone:
1) Stay at level 0, and keep the final battle as it is.
2) Advance to Level 1 (yay!) and the final battle will be a little more challenging.
What would you guys like?
Earlier I said you'd all still be level 0 until after the battle, but I've been waffling on the decision for whether you advance you or not. So I'll leave it to popular opinion. First four answers in agreement will get the decision.

Cynerik Salt |

As much as I like the idea of getting more hitpoints and getting more bonuses, I kind of like our straggly survival chances. We're going to fight down bandits as a militia. If think, if we survive, that definitely makes sense for advancing a level.

Jexen the Aged |

A vote for Level 0 here too.
As for the bandit, I will make the Will challenge roll. Not because Jexen is tormented by the bandit, but because he *isn't*. He is potentially on a slow slide into killing for less and less justified reasons. At the moment, he has people to protect and sacrifice for. And that sacrifice might well be his conscience and morals.
Will: 1d20 - 1 ⇒ (16) - 1 = 15
And Jexen staves off impurity for a little longer.

Toy |

You've got four no votes, but I'm voting level 0 for boss battle too. Keep it difficult and earn that level :)
(Hoping that if Brinda dies I can roll up another character and have them start at level 1, though!)
And sorry to all for the mini-absence, I'm really enjoying this game but have been snowed under with health issues and other stuff. Getting my feet back on the ground now; I may have a short period of absence again in the next week or so (possible surgery), but I'll be able to give a heads up before that.

bookrat |

Regarding the map, since there seems to be some confusion on .y part, causing confusion on all of yours:
My intent is that if you have 10 Speed, you can move 10 squares. It doesn't matter if it's feet or yards or whatever, I was just trying to make it so no one had to do math.
However, earlier I called them 5 yard squares - that was an error, as I confused other games and this game and combined the '5 foot sqaure' and the 'yard square.' To the point that when I counted up the squares, I even converted wrong.
My apologies.
Really, these this are 3 foot squares, as they're 1 yard.

bookrat |

Moves and Actions in Combat
During your move, you can use any special forms of movement normally available to you such as balancing, climbing, swimming, riding, and so on. Rules for these special forms of movement are described below.
• Balance: You balance when you move across treacherous terrain, such as ice or a narrow surface. Such surfaces also count as difficult terrain. When you move onto a treacherous surface, you must make an Agility challenge roll (the nature of the surface might impose 1 or more banes). On a failure, you stop moving on that turn. If the total of your roll is 0 or less, you land prone or could fall from a precarious perch.
•Climb: You climb when you ascend, descend, or move across a vertical surface using a rope, ladder, or handholds. The surface also counts as difficult terrain. The GM might call for a Strength challenge roll to see if you can climb a surface that has few handholds or that’s coated in grease or otherwise slick, or if you try to climb while distracted or rushed. Challenging climbs can impose 1 or more banes on the roll. If the result of the roll is a failure, you stop moving on that turn. If the total of your roll is 0 or less, you fall.
•Crawl: Prone creatures can move only by crawling. You crawl at half your cautious pace, which is further reduced by difficult terrain or narrow spaces to a minimum of Speed 1.
• Drop Prone: You can voluntarily drop to the ground. You can drop prone in combat without using your movement.
• Stand Up: You can stand up from prone using an action or as your move in combat.
•Fly: If you can fly, you can move as far as your Speed allows in any direction, remaining in the air for as long as you wish. You fall to the ground if you would be knocked prone, your Speed drops to 0, or you are prevented from using actions. The GM might call for a Strength challenge roll to see if you can stay airborne in turbulent conditions. On a failure, you fall.
•Jump: You jump to move to a surface below you or to reach something above you. You also jump whenever you attempt to move over an obstacle without climbing or walking.
• Jump Up or Down: When jumping down, you land safely if the surface is less than 5 yards below you. If you try to jump down beyond this distance, you instead fall. You can jump up a number of feet equal to half your Agility modifier (minimum 1 foot), or your full Agility modifier if you moved at least 2 yards before making the jump. If you try to jump higher, the GM can call for an Agility challenge roll. You can jump as part of your move in combat. Deduct the number of vertical yards you jump from the total distance you can move on your turn. You land prone or fall if your reach your movement limit before you complete the jump.
• Jump Across: You can jump horizontally a number of yards equal to 2 + your Agility modifier (minimum 1 yard). If you moved at least 2 yards before making the jump, increase the distance by 2 yards. If you try to jump farther, the GM can call for an Agility challenge roll. You can jump as part of your move in combat. Deduct the number of horizontal yards you jump from the total distance you can move on your turn. You land prone if you reach your movement limit before you complete the jump. You might fall if you were attempting to cross an open space such as a pit.
•Ride: You are riding while you are seated on a mount.
• Mounts: A mount is any creature larger than you and willing to bear you as a rider.
• Mounting and Dismounting: You use your move to mount or dismount a creature within your reach.
• Shared Space: You and your mount share the same space. Any effect that originates from you originates in your space rather than your mount’s space, however.
• Separate Creatures: Although you share a space, you and the mount are separate creatures.
• Actions: You and your mount take turns together and share a single action. If you use an action to attack, you or your mount makes the attack. You can choose to have you and your mount attack in the same action, but you each make the attack roll with 2 banes. You and your mount can attack at the same time only once during each round, regardless of how many attacks you can make. If you cannot use actions, the mount uses an action in a manner appropriate to its nature. If the mount cannot use actions, you act independently from the mount.
• Speed: You use your mount’s Speed in place of your own.
• Free Attacks: If your mount’s movement would trigger a free attack (see Combat), the attacking creature chooses whether to attack you or the mount.
• Falling Prone: If an attack or an effect knocks you prone while you are riding, you fall from the mount and land prone in a space within 1 yard of it. The space you land in is opposite from the direction of the source of the attack or effect. If your mount falls prone, you are both prone in the same space. You must also make an Agility challenge roll. On a failure, you take damage equal to 1d6 + the mount’s Size, and you become immobilized and cannot stand up until the mount stands up or is moved off you. You can use an action while you are immobilized to make a Strength or an Agility challenge roll, with 1 bane for each Size the mount is larger than you. On a success, you are no longer immobilized in this way and can stand up normally.
•Sneak: You attempt to move without making a sound when you sneak. To do so, you must get a success on an Agility challenge roll. On a failure, nearby creatures can hear you. If the total of your roll is 0 or less, you make a great deal of noise.
Boons or banes can apply to the Agility roll based on the surface you move across. It’s harder to sneak across gravel or broken glass, which would impose 1 or more banes on your roll. If there’s a lot of ambient noise in the area—such as in a factory humming with activity—1 or more boons could apply to the roll.
•Swim: While moving, you can swim through liquids. Swimming counts as moving across difficult terrain. The GM can call for a Strength challenge roll to see if you can swim through treacherous waters. On a failure, you make no progress. If the total of your roll is 0 or less, you sink. (See Armor and Clothing in Chapter 6 for more information about swimming while in armor, and see the clockwork entry in Chapter 1.)
•Teleport: Magic can let you move instantly from one spot to another. When you teleport, you disappear from the space you occupy and immediately reappear in the space of your destination. This movement ignores any obstacles and difficult terrain between you and your destination.
•Attack: You use a weapon, an attack spell, or something else to harm or hinder another creature or an object. See Making Attacks for how to resolve this activity.
•Cast a Utility Spell: You cast a utility spell (one that doesn’t count as an attack) and resolve its effects. See Chapter 7 for details about casting spells.
•Concentrate: Some spell effects and talents require you to concentrate to keep them going. If you concentrate on an effect, the effect continues until the end of the next round, up to the maximum amount of time allowed by the spell.
Breaking Concentration: If you take damage or gain Insanity while you concentrate, you must make a Will challenge roll. On a failure, you stop concentrating and the effect ends immediately.
•Defend: When you defend, until the end of the round, all attack rolls are made against you with 1 bane and you make all challenge rolls to resist attacks with 1 boon. These benefits end if you are prevented from using actions, such as when you become dazed, stunned, or unconscious.
•End an Effect: Choose one effect you created with a spell you cast or a talent you used. The effect ends.
•Find: You attempt to locate a hidden creature or object. Make a Perception challenge roll to search for a hidden object or make a Perception attack roll against the Agility of a hidden creature. On a success, the creature or object is no longer hidden from you and any other creature with whom you share your knowledge.
•Help: Choose one creature within 5 yards of you that can see you and understand what you say. Make an Intellect challenge roll. On a success, the target makes its next attack roll or challenge roll before the end of the round with 1 boon.
•Hide: You can attempt to hide when you are not being observed and when you are at least heavily obscured or have threequarters cover or better from an object (see Cover).
Make an Agility challenge roll. On a success, you become hidden. You remain hidden until the conditions that let you hide no longer apply or you do something that would reveal your position (such as shouting, making an attack, or casting a spell). For example, if you are in darkness, you would no longer be hidden if the area becomes lit. Similarly, if you are hidden behind a wall, you would no longer be hidden if someone moves to a position where the wall no longer covers you.
While hidden, other creatures cannot perceive you. Generally, this means a creature cannot choose you as a target for its attack, though you are still subject to area affects. A creature can guess at your location, making the attack roll with 3 banes. Even with a success, the attack hits you only if the guess was correct.
Also, while hidden, you make all attack rolls with 1 boon against the Defense or Agility of targets from which you are hidden.
Prepare[/b]:
You prepare to undertake an activity when a specified event occurs. Choose one activity you would normally use an action to perform, such as attack or retreat. Then, describe what event has to occur for you to undertake it. This is the trigger.
If the triggering event occurs before the end of the round,
you can use a triggered action to perform the activity. You make any attack roll or challenge roll required by the activity with 1 boon. Otherwise, nothing happens.
For example, Bobby takes a fast turn and uses an action to prepare an attack against the first enemy that moves into his reach. When a hostile warg moves up to attack his character, Bobby uses his triggered action to attack it with his sword, making the attack roll with 1 boon.
•Reload: Choose a weapon you can reach that has the reload property (such as a crossbow). If you have a piece of ammunition the weapon uses, you reload the weapon.
•Retreat: You move up to half your Speed. This movement does not trigger free attacks.
•Rush: You move up to twice your Speed.
•Stabilize: Choose one incapacitated creature within your reach. Make an Intellect challenge roll, with 1 bane if the creature is dying. On a success, the target heals 1 damage.
•Use an Item: You interact with an item you are holding or wearing, or with an object you can reach. Examples include picking a lock, retrieving an object from a pouch or backpack, or lighting a torch.
•Other Activity: You can try to do something that’s not described here. You are limited only by your imagination. When you attempt something that lies outside the rules, the GM decides if the activity is possible and how long it takes.