Daniel Stewart |
Looking to see if anyone is interested in playing in an Old-School Essentials game. This OSR by Necrotic Gnome harkens back to the old white box play of D&D. I will be utilizing Necrotic Gnome's Dolmenwood setting for this adventure.
Looking forward to seeing if we have enough interest and getting some characters made and an adventure planned!!
Daniel Stewart |
I am looking to use the basic books only, so no advance classes...yet! I have the pdf's for the advance classes, but not the hardcovers...so I am going to stay with the basic for now.
OK, on to character generation. Roll 7 sets of dice (only 3d6 each) and take the best 6. Arrange as you wish. I know it is usually hard rules of roll in order and only 6 times, but I think it is a little nicer to allow you to try and make the character you want...not one that is made for you.
Go ahead and roll and ask away any questions you might have. I am starting to add some info to the campaign page as well, so you can have a look at the info there as well.
Decimus Observet |
Cheers!
3d6 ⇒ (6, 6, 6) = 18
3d6 ⇒ (1, 4, 1) = 6
3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (2, 1, 4) = 7
3d6 ⇒ (6, 6, 2) = 14
3d6 ⇒ (6, 1, 6) = 13
I'm thinking dwarf of some sort. The moss dwarves from Dolmenwood look suitably odd but I imagine those aren't available as PCs?
Currently:
STR 18
INT 10
WIS 14
DEX 13
CON 16
CHA 7
thejeff |
3d6 ⇒ (5, 1, 2) = 8
3d6 ⇒ (5, 2, 5) = 12
3d6 ⇒ (6, 5, 6) = 17
3d6 ⇒ (5, 4, 3) = 12
3d6 ⇒ (5, 6, 2) = 13
3d6 ⇒ (1, 4, 3) = 8
3d6 ⇒ (3, 5, 6) = 14
I can live with that.
I took a look at the free Dolmenwood guide, which definitely looks cool, but it left me with a question about races - or classes, since we're old school.
Are Elves and Dwarves and Halflings available as in the standard rules? The setting kind of implies only humans are common with Elves being fairies and maybe not appropriate as PCs?
Daniel Stewart |
You can choose any of the standard races, but for this game, the Dolemwood races are off-limits, as they are found only in the woods and thus would know more about the area than your characters would.
Happy to see some of the regulars here as well....I will be going for 6 PC's for this game and, as I am wanting to start sooner than later, will keep the recruitment open until Wednesday, March 4...unless there is a sudden influx of players..lol
mishima |
Here's my complete crunch. I assume no purchasing of scrolls/wands from the start (couldn't find any costs anyways).
Lawful Magic-User 1
xp: 0 (+10%)
abilities:
9.11.10.18.10.10 (lowered wis by 2 increased int by 1)
d.w.p.b.s
13.14.13.16.15
hp: 4
AC: 9
thac0: 19, 1d4 melee/missile (5’–10’ / 11’–20’ / 21’–30’)
move: 120'/40'
languages: common, elvish, dwarvish, dragon
spells: 1 (floating disc)
turn: 10 minutes, 6 turns per hour (exploring)
round: 10 seconds, 60 rounds per turn (combat)
equipment:
Name Cost
silver dagger 30
4x dagger 12
backpack 5
lantern 10
5x oil 10
iron rations 15
rope 1
Tinder box 3
waterskin 1
(+53 gold on hand)
thejeff |
You can choose any of the standard races, but for this game, the Dolemwood races are off-limits, as they are found only in the woods and thus would know more about the area than your characters would.
Hmmm. I was thinking an Elf. I assume that works. That there are normal elves in the setting as well as the faerie elves of the Dolmenwood?
I could even have come to learn more about these strangely different relatives?
thejeff |
Here's a first pass
Neutral Elf 1
Str: 14 +1 melee Open Doors 3in6
Int: 17 +2 languages
Wis: 12 -
Dex: 12 -
Con: 13 +1 hp
Cha: 8 -1 reaction
hp: 7
AC: 5
thac0: 19
--Sword: thac0 18 1d8+1 damage
--Sling: thac0 19 1d4 damage (5’–40’ / 41’–80’ / 81’–160’)
move: 90'(30')
Saves:
Death/poison: 12
Wand: 13
Paralysis/Petrify: 13
Breath: 15
Spells/rods/staves: 16
Infravision 60'
Detect Secret Doors: 2 in 6
Listen at doors: 2 in 6
Immune to ghoul paralysis
Languages: Common, Elvish, Gnoll, Hobgoblin, Orcish, Neutral + 2 more
Cash: 3d6 ⇒ (2, 1, 4) = 7*10 = 70
Equipment
Spell book
Sword 10
Chainmail 40
Sling 2
backpack 5
rations 5
rope 50' 1
sack large 2
waterskin 1
tinder box 3
1 gold on hand.
"Lost my shield and bow fording the river a week back"
Question: Any local languages that might be available/useful? Otherwise I'll pick a couple semi-random ones off the list.
Do I pick a spell?
And just to clarify the rules: You can't add spells to your spell book beyond one per for each spell you memorize, right? And you can't even use scrolls without Read Magic.
Branding Opportunity |
3d6 ⇒ (6, 6, 4) = 16
3d6 ⇒ (4, 1, 3) = 8
3d6 ⇒ (6, 2, 2) = 10
3d6 ⇒ (5, 4, 6) = 15
3d6 ⇒ (2, 4, 5) = 11
3d6 ⇒ (2, 3, 2) = 7
3d6 ⇒ (2, 1, 4) = 7
Hmm, I think I'll play a cleric, so stats will look like this:
Str: 11
Int: 8 (Basic literacy in Common)
Wis: 16 (+2 Magic saves)
Dex: 10
Con: 15 (+1)
Cha: 7 (-1 to NPC reactions)
XP Mod: +10%
Alignment: Lawful
HP:: 1d6 ⇒ 5
THAC0: 19
Saves: Death 11, Wands 12, Paralysis/Petrification: 14, Breath Attacks: 16, Spells/Rods/Staves: 15 (+2 vs magic)
I'm thinking of this guy as a somewhat thick follower of a god of self-sacrifice in the defense of others. He longs to achieve immortality by giving his life for his god, but it not sure what exactly is the right time that this should be done.
Siegen Ingold |
Lawful Dwarf 1
xp: 0 (+10%)
STR 18 +3 melee 5-6 open doors
INT 10 Native, Literate
WIS 14 +1 magic saves
DEX 13 +1 AC +1 missile +1 initiative
CON 16 +2 hp
CHA 7 -1 npc reactions Max 3 retainers, loyalty 6
Saves:
Death/poison: 9
Wand: 10
Paralysis/Petrify: 11
Breath: 13
Spells/rods/staves: 13
HP: 10
THAC0: 19 [0] +3 melee
AC: 3 [16] +1 shield +1 dex
Languages: Common, Dwarvish
Equipment
Backpack 5
Plate mail 60
Sword 10
Shield 10
Sling 2
Sling stones 0
Sack (large) 2
Waterskin 1
Rations (standard, 7 days) 5
Tinder box (flint & steel) 3
Hammer (small) 2
@Daniel: Is there anything that I'm missing? And can we dot into gameplay/discussion, if that's not too presumptous?
Pickles Twiddletoe |
Pickles has arrived. I'll change the avatar as soon as Paizo lets me.
3d6 ⇒ (4, 1, 6) = 11 110 GP
Pickles Twiddletoe
Pickles Twiddletoe
Halfling
Male
Alignment: Chaotic
STR – 14 (+1 Melee, 3 in 6 Open Doors)
INT – 10 (Native, Literate)
WIS – 7 (Magic Saves -1)
DEX – 16 (+2 AC, +2Missile Attacks, +1 Initiative)
CON – 10 (None)
CHA – 9 (None, 4 Max, 7 Loyalty)
HP: 6
AC: 3[16] (Chainmail, DEX) 1 {18] vs. Large creatures
Saves (-1 vs Magic)
- Death or Poison (8)
- Wands (9)
- Paralysis or Petrification (10)
- Breath Weapon (13)
- Spells, Rods, or Staves (12)
Halfling Traits:
- Maximum Level 8
- Armor: Any including Shields
- Weapons: Any (No longbows or 2-H swords)
- Languages: Chaotic, Common, Halfling
- Defensive Bonus (+2 to AC when attacked by opponents larger than human sized)
- Hiding: 90% in Woods or overgrowth, 2 in 6 in dungeon environments
- Initiative: +1 to initiative Rolls
- Listen: 2 in 6
- Missile Attack: +1 with all missile weapons
Class Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 8 9 10 13 12
2 2,000 2d6 19 [0] 8 9 10 13 12
3 4,000 3d6 19 [0] 8 9 10 13 12
4 8,000 4d6 17 [+2] 6 7 8 10 10
5 16,000 5d6 17 [+2] 6 7 8 10 10
6 32,000 6d6 17 [+2] 6 7 8 10 10
7 64,000 7d6 14 [+5] 4 5 6 7 8
8 120,000 8d6 14 [+5] 4 5 6 7 8
Possessions: (110 GP Starting funds)
Coin Purse (5-GP)
Sword (10) (+1 to hit, 1d8+1 Damage – Melee)
Dagger (10) (+1/+3 to hit, 1d4+1 Damage; Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Short Bow (25) (+3 to Hit, 1d6+1 Damage; Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed)
Arrows (5) (Quiver of 20)
Chainmail (40) (AC 5 [14]
Backpack (5)
Rations, Standard (5) [7-days]
Rope, 50’ (1)
Tinderbox (3)
Waterskin (1)
Torches, 6 (1)
thejeff |
Still thinking about spells. Read Magic explicitly says that with it "A spell book written by another arcane spell caster can be deciphered." Is there any practical use to that? A way to use that other caster's spell book?
Probably going to take something more directly useful anyway. Perhaps Read Magic at the next level.
Voronwë Aranwion |
Ok, I will save you a little worry...All arcane spellcasters start with Detect and Read Magic in their spell books :-)
That certainly makes the spell choice a little easier. I wasn't really asking for it though. Just trying to figure out the rules.
But if I've got in my spellbook, I can experiment in game if the chance comes up.
I'll fix up the profile a bit later, but he's basically ready
KingHotTrash |
I'm intrigued. I'll give some rolls and do some reading into the system!
3d6 ⇒ (4, 6, 5) = 15
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (6, 4, 2) = 12
3d6 ⇒ (6, 5, 6) = 17
3d6 ⇒ (5, 4, 4) = 13
3d6 ⇒ (6, 1, 4) = 11
3d6 ⇒ (5, 2, 5) = 12
I'm thinking that those are some pretty decent rolls so I will definitely give it a look-over in a bit. I'll be back with a concept soonish!
KingHotTrash |
Alrighty, I have an idea of a knight errant whose mentor disappeared into the woods years ago. With a new venture into the woods, he is eager to sign up as a warrior and defender. Here is his wealth roll...
Wealth: 3d6 ⇒ (4, 1, 3) = 8 x 10 = 80gp
Str: 18 (+3 melee, Open Doors 5in6)
Int: 9 (Native, Literate)
Wis: 12 -
Dex: 13 (+1 AC, +1 missile, +1 initiative)
Con: 15 (+1 hp)
Cha: 12 -
xp: 0 (+10%)
hp: 9
AC: 4[15] (3[16] with shield)
thac0: 19
-- Sword: thac0 16 1d8+3 damage
--Dagger: thac0 16/18
-- Sling: thac0 18 1d4 damage (5’–40’ / 41’–80’ / 81’–160’)
move: 60’ (20’)
Saves:
Death/poison: 12
Wand: 13
Paralysis/Petrify: 14
Breath: 15
Spells/rods/staves: 16
Languages: Common, Lawful
Coins: 0
Encumberance: 220 coins worth
Backpack
Rations, 7 Days
Waterskin
Tinderbox
Torches (6)
Insnare |
Ok, I will roll again for fun
3d6 ⇒ (4, 3, 1) = 8
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (5, 4, 4) = 13
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (2, 3, 6) = 11
It is a bit of six of one, half dozen of the other here. I guess I will go for the second set due to the 16
INt 16
CON 13
ST 11
DX 9
WIS 9
CH 9
Hit Dice 1d4 + 1 ⇒ (1) + 1 = 2 Yes that is old school...
Cash Money 3d6 ⇒ (2, 1, 5) = 8x10 =80GP
Alignment Neutral
Languages... I will have to read the gazeteer more thoroughly to pick them.
Spellbook: Mr. Referee, I would like to choose the referee's choice option for what spell is in my spellbook because I think it would be funner that way.
Equipment: Quarterstaff and 5 daggers, backpack, rope, 3 torches, 3 oil flasks, Tinderbox, waterskin, mirror, bed roll, sling and bullets
Backstory: Dzhimburt's family lived in the dock quarter of Dreg, his father was a sailor and it was thought that he would become one as well. Then one day at the ripe old age of 8 years old, just about a week before he was to be put on his father's ship as a cabin boy, the boy was cleaning things packing up them up neatly in his rucksack. He knocked over dust covered lantern in the attic and a cloud of dust went into the boy's nose and when he sneezed a magic missile launched from his finger tips ruining his mother's wedding dress in the attic. This ended the boy's dreams of being a sailor like his father and now he is 16 in Wizard school.
Daniel Stewart |
Ok, let's see. You will need to be an outsider to the woods (like the rest of the party) so I will just change the name of your home town to Overhill, a medium-sized town located on the river Rill that leads to the sea. The rest of the background is fine, but I will add that you were taken in by an elderly wizard named Felder, the only magic-user within 100 miles of your town. The old man was friendly but very forgetful and it took you longer than you would have thought to learn the few spells he taught you. Eager to learn more, you have heard of creatures called the Drune in a place known as the Dolmenwood. These Drune use 'lines of power' that crisscross the lands to draw their magic. If you could also learn how to do this, then maybe you could increase your power and speed up the process of learning magic! You headed off with barely a goodbye to Fleder or your family, as the excitement of adventure was foremost in your thoughts, however after weeks of travel and slowly running out of funds, Dzhimburt finally made it to the woods, only to be captured by a party of goblins! He now lies tied and gaged in some sort of burlap bag. Terrified as to what the goblins will do to him, Dzhimburt fell into a deep sleep which he now, suddenly has awoken! He can hear voices...and they do not sound like goblins!!
Feel free to join the gameplay tab!!