Erudite Owl

DM Owlbeard's page

275 posts. Alias of MayDay.


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Yes, that heal spell could be a used to heal others too...You will definitely want that:)


how about:

Drain life: instead of taking a turn spend luck points - drain STAMINA from your enemy directly into your own equal to 1/2 the number of LUCK points you spend...


FIRST GAMEPLAY POST IS UP...LET IT BEGIN!


Heal Spell for Grim: instead of taking a turn you can spend 3 luck points to heal yourself for 1d6 STAMINA. You should give your spell a killer name...


you are telling me...are ya ready Grim Knight??


2 ready!

Blunderbuss may used by rolling a skill check during your turn. On hit the gun does 1d6 damage. BUT in order to fire you must skip the previous turn, spending it to stuff the muzzle-loader with powder-ball and wad...

Spirit of Fire asks like GrukGruk's 'let it burn' spell for the Bear.


Yeah, that can work...'light of fire' will do 1d2 damage each roll on your turn until the end of your turn. But it can't do more than 4 damage in a given turn.

one player is ready!


gruk gruk is great. Casting either of those fire spells costs 2 luck points. Once on fire the creature takes 1d4 damage and your turn is over.

Nice. nice...


YES. Roll one up!


Okay, i need one more roll from everyone: FAITH 1d6+3. This will be put to the test!

Go ahead and post 'ready' when you are ready to start. Once i see everyone ready we can move to the gameplay thread. I chould be able to submit the first post tonight!


now THAT is how you make a character. This bear is awesome...nice work obernardo.


Good question Grim. So most of the spells and special attacks your character gets will be the result of equipment you either find or buy. Since you can only have what you can reasonably carry, lots of the game's strategy will be based on the decisions you make in equipment as we go along. I'll just make up a few example effects to give you the idea...

Welcome to Damion the Dwarf's Adventuring Outfitters! For sale today:

1. Boots of the Avenging Spirit if you wear these boots, upon getting hit you take your -2 STAMINA, but you can instantly spend 2 luck points to call upon this familiar spirit, which screaming like the banshee, reflects -2 STAMINA damage back upon your foe. 700 gp

2. Scroll of Backfire this is a magic spell. It can be used once per combat by receiting the magic words written upon it. Spend 2 luck points to roll 2d6. You enemy instantly takes that much STAMINA damage, but your hero also takes STAMINA damage equal to the lower of the two dice.450 gp

3. Blood Rage while wearing this amulet whenever you score two consecutive hits during your turn you go into a blood rage: temporarily increase your SKILL by 2 and decrease your STAMINA by 2 for the remainder of the combat. 350 gp

4. Magician's Gloves of the Last laugh while wearing these white gloves You may force your opponent to re-roll their dice one time during combat. You must accept the re-rolled results.200 gp

5. midas' ring while wearing this ring, automatically double the amount of gold that the text (DM) says you find!5000 gp

A general rule I go by as DM is that in every case, a condition of the effect is that it must be adequately role played!!!


awesome!

We'll do Vault of the Vampire, the old classic. I've got the book in PDF and I'll doctor it up as we go if needed.

Golard post your character like the others have. Looks like we've got 3 players:

GRIM
Antoni Kettler
Golard's yet to be named character.

Recruitment is still open, we can probably take 5, but if we can't find two more we'll just go with 3...


@Antoni - just 'sword and chain mail' is fine for now...you will find/buy/choose better gear alot during the game.

@the Dwarf - undead knight should be fine for rules lite like this...especially if it's role played well!

I'm glad we've found a few interested players. I was getting worried!


FIGHTING FANTASY PBP RULES -by DM Owlbeard

CHARACTER CREATION
1. Roll 1d6+4, this is your SKILL

2. Roll 1d6+10, this is your STAMINA

3. Roll 1d6+6, this is your LUCK

keep track of these scores like this: SKILL 11/11 STAMINA 9/9 LUCK 5/12.

4. You may accept these scores or choose a focus.
If you decide to focus on magic user style, add 5 to your LUCK, subtract 2 from both your SKILL and STAMINA.
If you decide to focus on fighting style, add 2 to your STAMINA, subtract 2 from your LUCK.
If you decide to focus on theif style, add 2 to your SKILL, subtract 2 from your STAMINA.

5. You are assumed to already have basic equipment suitable to your chosen character. DM reserves rights of course. Also, you may Select one of the following potions to start with:
potion of SKILL, which restores your skill to it's initial score
potion of STAMINA, which restores you to full health
potion of FORTUNE, which restores all your luck points

6. Write a compelling backstory in the high fantasy, gothic horror genre. You will fend off foul creatures of the night, meet sumptuous ladies in waiting, explore twisted castle towers tottering on the cliffs which overhang the violent waves of the Pearl Sea. Make your character accordingly. Anything goes: werewolf is even fine.

COMBAT
You will be told what your challenge is, and give it's SKILL and STAMINA. Then resolve the situation yourself as follows.
First person to post rolls until they get a loss, then the next person rolls. OR you may cast a spell or perform some other feat your character has learned.

1. Roll two dice for your opponent. Add its SKILL score. This total is the opponents Attack Strength.

2. Roll two dice for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.

3. If your Attack Strength is higher than your opponent’s is, you have wounded it. Proceed to step 4. If your opponent’s Attack Strength is higher than yours is, it has wounded you. Proceed to step

5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from steps 1 above.

4. You have wounded your opponent; so subtract 2 points from its STAMINA score. You may use LUCK here to do additional damage (see below). Proceed to step 6.

5. Your opponent has wounded you; so subtract 2 points from your STAMINA score. You may use LUCK to reduce the loss of STAMINA (see below). Proceed to step 6.

6. Make the appropriate adjustments to either your opponents or your own STAMINA scores (and your LUCK score if you used LUCK – see over).

7. Begin the next Attack Round, starting again at step 1 with your current SKILL score. This sequence continues until the STAMINA score of either you or your opponent reaches zero (death). If your

opponent dies, you are free to continue with your adventure. If you die, your adventure ends and you must start all over again by creating a new character.

Luck - at any time during combat you may test your luck by rolling 2d6. If the result is less than your current LUCK you deal an EXTRA 2 points damage on that hit. Or, you may reduce the amount of damage you take on that hit from 2 to 1. In either case, whether you succeed or fail at the test, you must immediately reduce your LUCK by 1 point. So as you can see if you rely on it too much your LUCK will eventually run out!

TESTS
Situations that don't call for full combat will be resolved by testing your SKILL, STAMINA or LUCK similarly to that described above. Roll 2d6 and see if the result is less than your current score. Success or failure will be narrated accordingly. Luck, however, is the only score that get's reduced with use.

Magic is available to anyone. You can select 2 initial spells, subject to DM approval. The rest of your Spells will be found during the game. Casting a spell costs LUCK points. Your initial spells should each cost 2 luck points and be about as powerful as a normal level 1 Pathfinder Character, but you pick the effect. If you choose to permanently FORGO ALL MAGIC you may add 2 to either your SKILL or STAMINA score.

pets No pets to start with. You can find them in the game.[/b]

TREASURE AND ADVANCEMENT
While there is no 'leveling' in FF, you character will grow and find all manner of equipment and special abilities that allow him/her to modify rolls, do extra damage, make 'get outta jail free' type privelges, ect. You may find a genie to grant you wishes, or a black powder pistol good for one free shot per encounter, who knows!


Ah shoot, the dice rolls all got recast when I posted. I'm really sorry, the example may not make perfect sense.

I will post the one page rules later tonight and that should clear some things up.

Again, check out the link in my first post for 'the love cure' for the one page rules and a short 18 page FF adventure to get a feel for things.

THANKS FOR YOUR INTEREST EVERYONE!


and so on and so forth...


DM OKAY, everyone update your status bars to show your current SKILL STAMINA LUCK. This isn't a complicated game but that sure makes it easier!


Corona Starfreya I drink my LUCK POTION before the lightening hits me so i'm back to full Luck: 18 luck: 2d6 ⇒ (3, 2) = 5 AND I MAKE THE ROLL TOO! Luck now 17!


Bruzion luck: 2d6 ⇒ (6, 1) = 7 I'm luck too. 12 < 23, so I make the roll. Now i'm down to 22 luck. Casting spells is going to be harder now!


Maltheus luck: 2d6 ⇒ (1, 6) = 7 that's less than 11...I think i'm safe. Now my luck drops to 10 you subtract 1 from LUCK every time you choose to use it or must roll to test it


DM Book: you hear a click and find yourself engulfed in a diablo style frost nova I guess...everyone test your luck!


Maltheus: I stride over and boldly swing open the chest...what treasure do i find?


DM: Nice work everyone. The skeleton does crumple to the ground. And that's when you notice the chest in the back of the room. Book options for you:
1. open the chest
2. search the skeleton's body
3. continue looking for the lost princess
4. anything else you can image!


Bruzion the Magical SKILL 4 STAMINA 8 LUCK 31 I'm going to cast a lightning bolt at this beeezoch! That costs 8 luck so now i'm down to 31-8=23, but it shocks him for
2d6 ⇒ (5, 4) = 9. that leaves him with No STAMINA left.
What now DM?


Corona Starfreya SKILL 15 STAMINA 10 LUCK 13: i got this! die foo!
me: 2d6 + 15 ⇒ (1, 5) + 15 = 21 skeletor: 2d6 + 13 ⇒ (2, 3) + 13 = 18 i hit! skeleton now down to 7
me: 2d6 + 15 ⇒ (2, 4) + 15 = 21 skeletor: 2d6 + 13 ⇒ (4, 3) + 13 = 20 ouch...your turn Bruzion!


Maltheus the wise SKILL 9 STAMINA 12 LUCK 11: I take it head on! Here we go!
me: 2d6 + 9 ⇒ (3, 5) + 9 = 17 skeletor: 2d6 + 13 ⇒ (1, 4) + 13 = 18 17s, looks like we cross swords
me: 2d6 + 9 ⇒ (5, 3) + 9 = 17 skeletor: 2d6 + 13 ⇒ (2, 3) + 13 = 18 ouch! that hurt...-2 for me, Stamina now 7...your turn Corona! (you go till you get hit}
-----------------------


FF example combat, pbp:

DM: suddenly the skeleton comes to life and totters toward you brandishing an ax! You must resolve combat with the skeleton before you can proceed:
skeleton SKILL 13 STAMINA 9


Yes they all the FF versions had great artwork!...

@DragonRider: rules are super ease cheeze. I will post an example combat tonight for you, but go ahead and check out 'the love cure' link i posted earlier!

As for death traps and how I will handle them: Yes they would be handled in a more table top manner, but they would exist for sure. I don't know if you ever read "Night of the Necromancer?" It was one of the better FF books in my opinion. You played a ghost and half way through you were told you gained a new ability; you could add up the letters of the names of any character you'd met thus far and go to that page and VWALA! You could posses their bodies! It was gritty good fun. But to the point, in Night of the Necromancer if you died from a death trap you would find yourself in the after-life and have the chance to fight your way through a few challenges, earning the right to come back from the grave...either as yourself if you fought well, or as something else if you didn't.

I would have tricks up my sleeves for the unsuspecting victims of FF deathtraps!

Check back tonight for an example of how i envision a FF combat going...

and hopefully we can drum up a few more players too:)


doesn't look like we are getting any bites Golard. I think folks want to play full pathfinder. I need rules lite though or I won't have the steam. I really want to be sure I can be a good DM and stick with it...


I ran ROTRL last winter but when my twins were born I just couldn't keep going...I think my players left happy though:)

I've got some time now though, for a rules lite version of Fighting Fantasy. If you don't know what that is, here is a link to an awesome short adventure called 'the love cure'. This is the same gamebooks series that birthed the amazing 'house of hell' by Steve Jackson, the book the scared me half to death when I was about 13.

The rules are basically 1 page long. Any and all character concepts are fine.

The game will be heavy on Role-Playing. Lite rules should make it a fun fill-in between your more serious games. Players will basically resolve combat themselves as described in 'the love cure' and I'll referee, bumping up or toning down challenges via story intjection, ect. We'll throw out lots of cool artifacts to make your characters more powerful as you go, instead of the standard 'leveling' concepts.

We can run any kind of game you want: horror, fantasy, gritty, sci-fi...players decide! Dot in if this sounds like your bag.


Perception +300 at night when finding mouse

I think I'm going to have to call it quits folks. My post rate has dropped to every 5 days, I can't keep up. Sorry!


Perception +300 at night when finding mouse

dazy dazy give me your answer do...i'm half crazy....


Perception +300 at night when finding mouse

That's enough to kill Thumparr's sinspaw...it slumps to the floor.

Erylium growls in frustration with her other-worldly voice. Her eyes glow blue, reflecting the shimmer of the magical runewell.


Perception +300 at night when finding mouse

Mabe it was Sinspaawn's turn, I think I got a little lost. Let's make Dair's flanking move ends Round2 for the PCs. So:

Dair hits (sinspawn AC is 14) How much damage should I take?

Monsters Round 2:
Thumparr's sinspawn 1d20 + 3 ⇒ (8) + 3 = 11 for 1d6 + 1 ⇒ (2) + 1 = 3
Maltheu's sinspawn 1d20 + 3 ⇒ (1) + 3 = 4 for 1d6 + 1 ⇒ (3) + 1 = 4

Erylium: zeroing her eyes on Boo, the creature lets out a blood curdling Ear Peircing Scream. See Pathfinder PDR for decription. Basically a witch spell that dazes for 1 round and does 2d6 damage to one taget. A successful fortitude save DC25 negates the daze effect and halves the damage. damage: 2d6 ⇒ (4, 2) = 6

Round 3:
PCs can post round 3 actions. Everybody gets to go. If you don't want to do anything in a certain round please post that so I don't get confused:)


Perception +300 at night when finding mouse

Okay so there is an updated map now. Boo is still in the hall. Dair, you are forward because you zipped around behind Erylium in an attempt to flank her, but she flew off toward the pool and summoned the two sinspawn that are attacking maltheus and thumparr. This is how I pictured the action anyway. D=dair, Th=Thumpar, T=tinuviel, E=Erylium, S=sinspawn, M=maltheus.

PC turns accept for Maltheus who just went. Be sure to take your +6HP from his channel energy.


Perception +300 at night when finding mouse

i sure will...we've had the flu at our house. I'll post it as soon as I can make one up...


Perception +300 at night when finding mouse

Booooo...acid misses.

good thing that wizard didn't color spray us or summon a monster or something!! say the one sinspawn to-da-other! HAHA, just kidding.


Perception +300 at night when finding mouse

Dair Round1

No hit. Erylium's AC is 19. That move happened just before she flapped away to summon the sinspawn.

Everyone is clear to post Round 2 actions!


Perception +300 at night when finding mouse

taking the higher of the two damage rolls, Maltheus' hand axe sinks deeply into the beast's flesh. She is relatively unaffected, but a fuchia colored blood oozes from the open wound near the root of her wing-appendage.

Dair's first round action will back-apply when he posts it.

Sinspawn A: move action to Maltheus, attack 1d20 + 3 ⇒ (13) + 3 = 16 for 1d6 + 1 ⇒ (6) + 1 = 7

Sinspawn B: move action to Thumparr, attack 1d20 + 3 ⇒ (5) + 3 = 8 for 1d6 + 1 ⇒ (1) + 1 = 2

END ROUND 1. PCs are up.


Perception +300 at night when finding mouse

Warhammer misses.
Acid splash hits...but Erylium is tougher than anyone Boo has faced before, she is relatively unaffected.

Will still take first round actions from Dair and Maltheus. They will apply before what comes next:

Erylium first round: She flaps gracefully to the runewell and sprinkles some kind of powder into the churning water. The skull ring dips down into the pool and two sinspawn rise up hissing and sputtering.

slay my enemies she commands them in an otherworldly voice!


Perception +300 at night when finding mouse

As thumparr steps in the room a winged female creature flies down and lands before him...This is Erylium, the foul beast that has corrupted these catacombs for a thousand years.

Get out! she screams Out out out!!! This runewell is mine...the power is mine...out out out!

PCs have initiative.


Perception +300 at night when finding mouse

Spoiler:

hard to format here but something like this:
/
/
alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ
00cipher = BCDEFGHIJKLMNOPQRSTUVWXYZA

so in the enciphered txt, 'b' is 'a' and 'l' is 'k'. The first word of the cipher is 'kiss'.
hope that clears it up...i'd be interested to know what confused you so I can make my hints better...


Perception +300 at night when finding mouse

dair:
hehe...would you say you were 'puzzled'? forgive the pun!


Perception +300 at night when finding mouse

When the first PC steps in the room they hear a voice...I'll tell you what it says if you decide to go in.


Perception +300 at night when finding mouse

Beyond the door, from the adventure path:

This huge room looks like an immense underground cathedral. The walls are covered in spikey runes. In the center of the room is a huge pool with a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection. At the far end of the room a pair of stone stairways leads up to a pulpit on which sits a second pool, this one triangular and filled with churning bubbling waster that looks almost like tranlucent lava. yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold.


Perception +300 at night when finding mouse

S/he who searches the purple beast finds 1d100gp (first one to post the roll determines) and a long silver dagger, with a motif of a serpent consuming it's own tail.

dair:
No problem. So basic encryption lesson: You probably know that a cipher is where each letter is represented by another letter or chr. So like the code on a cereal box when you were a kid where A=1, B=2, C=3 ect. In that simple cipher the code '312' would be the word 'CAB'. Well in this cipher each letter is represented by another letter in the alphabet. And Dair's clue due to his superior intelligence roll was 'each letter is shifted forward (in the alphabet) one'. Hope that helps?


Perception +300 at night when finding mouse

Jeeperz...two critical hits.

The purple creature, still reeling from the xbow bolt takes Maltheus' war axe directly in the cranium. It splits like a water melon and the creature falls...

But as it does it twists, landing it's big shoulder in the vial of purple liquid in the door-trap. It shatters under preassure, filling the corridoor with an acrid purple haze.

Reflex Save DC20 or take 1d6+2 acid damage.


Perception +300 at night when finding mouse

Players have initiative since they are ready as the door opens...

Thumparr fires his crossbow 1d20 + 5 ⇒ (20) + 5 = 25 and hits big! confirm crit: 1d20 + 5 ⇒ (12) + 5 = 17 CRITICAL HIT!

The purple creature stumbles back and lets out a bellowing howl of pain as the arrow sinks into it's neck...

need actions from Maltheus and Dair. Boo is waiting, jump in whenever you are ready!


Perception +300 at night when finding mouse

As you are debating what to do you hear something on the other side of the door...unbolting it...The door begins to open just a crack and knarled fingers of a purple hand extend through the gap...

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