Dungeon Crawl Classics: The Broken Mug- Where Heroes are Made, not Born!


Play-by-Post Discussion


For all the OOC chat, discussions, and schedule alerts. As always, feel free to ask any questions and rules discussions (which i am sure there will be plenty of).

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Victim 1 (Hardy Bob the Baker):

Lawful
3d6 ⇒ (4, 4, 1) = 9 =Strength
3d6 ⇒ (3, 2, 4) = 9 =Agility
3d6 ⇒ (6, 5, 6) = 17 =Stamina
3d6 ⇒ (2, 6, 3) = 11 =Personality
3d6 ⇒ (2, 4, 3) = 9 =Intelligence
3d6 ⇒ (1, 3, 1) = 5 =Luck

Luck Chart: 1d30 ⇒ 24 =Speed of the Cobra: Initiative

HP: 1d4 ⇒ 4+2 =6
Wealth: 5d12 ⇒ (5, 6, 1, 11, 10) = 33 copper pieces
Occupation: 1d100 ⇒ 78 =Miller/Baker
Equipment = Club and 1 lb flour
F+2, R+0, W+0

Victim 2 (Lou the Clumsy Lockpick)::

Lawful
3d6 ⇒ (5, 3, 3) = 11 =Strength
3d6 ⇒ (2, 1, 1) = 4 =Agility
3d6 ⇒ (1, 4, 6) = 11 =Stamina
3d6 ⇒ (3, 3, 5) = 11 =Personality
3d6 ⇒ (5, 6, 6) = 17 =Intelligence
3d6 ⇒ (3, 4, 6) = 13 =Luck

Luck Chart: 1d30 ⇒ 22 = Resisted Temptation: Willpower

HP: 1d4 ⇒ 1
Wealth: 5d12 ⇒ (10, 12, 5, 8, 11) = 46 copper pieces
Occupation: 1d100 ⇒ 76 = Locksmith
Weapon = Dagger and goods= fine tools
F+0, R-2, W+0


Victim 3 (Shepherd Gus)::

Neutral
3d6 ⇒ (2, 3, 2) = 7 =Strength
3d6 ⇒ (4, 1, 3) = 8 =Agility
3d6 ⇒ (5, 1, 5) = 11 =Stamina
3d6 ⇒ (1, 4, 5) = 10 =Personality
3d6 ⇒ (2, 5, 4) = 11 =Intelligence
3d6 ⇒ (3, 1, 4) = 8 =Luck

Luck Chart: 1d30 ⇒ 28 =Broken Star: fumbles

HP: 1d4 ⇒ 3
Wealth: 5d12 ⇒ (5, 12, 9, 3, 5) = 34 copper pieces
Occupation: 1d100 ⇒ 67 =Herder
Weapon= Staff and good= herding dog
F+0, R-1, W+0


Allen the Charismatic Gambler:

STR: 10 +0
AGI: 15 +1
STA: 11 +0
PRS: 14 +1
INT: 11 +0
LCK: 12 +0 -> Fox's Cunning: Find/Disable Traps

HP: 4 HP
40 Copper
EQ: Hunk o' Firewood (Club)
EQ: Dice
EQ: 10' of Chain.

Allen is the luckiest man in the world when it comes to his dice, or at least that is what he thinks. For when his luck runs out, he keeps a length of chain with him to hit people over the head, or just grabs the nearest bit of wood he can swing.

Brian the Healthy Slave:

STR: 12 +0
AGI: 11 +0
STA: 14 +1
PRS: 10 +0
INT: 12 +0
LCK: 9 +0 -> Bountiful Harvest, Bonus HP!

HP: 5(+1 from Stam)
CP: 27
EQ: Thwacking Stick (Think Club)
EQ: Nifty looking rock
EQ: Waterskin

Brian was born a slave, and the plan was for him to live a slave and die as a slave. Plans change though, but hopefully that work in the field will make Brian nice and hearty!

Gary the Clumsy Shaman:

STR: 13 +1
AGI: 7 -1
STA: 10 +0
PRS: 13 +1
INT: 14 +1
LCK: 11 +0 -> Unholy Horse: Corruption Rolls

HP: 2
CP: 36
EQ: Cluebat (Oooh, a Mace!)
EQ: 1 lb. Pouch of 'Medicinal' Herbs
EQ: Small Hammer

Gary is the village shaman. A wise and charismatic man, he bestows much wisdom to those who need it...when he isn't smoking what's in that pouch. Of course, all that smoking isn't really good for you, and he isn't as healthy as most people.


Boulder the Hunter:

Spoiler:

STR: 11
AGI: 9
STA: 6 (-1)
PRS: 12
INT: 10
LCK: 10 (add luck to find secret doors)
HP: 3
money: 30 cp
equipment: shortbow, deer pelt, hand-sized mirror
AL: Lawful

Boulder is handsome and brave. He particularly likes examining himself in the mirror.

--

Merlin the Wainwright:

Spoiler:

STR: 7 (-1)
AGI: 8 (-1)
STA: 8 (-1)
PRS: 6 (-1)
INT: 11
LCK: 12 (add luck to spell checks)
HP: 1
money: 33 cp
equipment: club, pushcart full of straw, large sack
AL: Neutral

Merlin is whiny and lazy. He enjoys other people pulling him on his cart while he takes a nap in a comfy pile of straw.

--

Zzolo the Elven Forester:

Spoiler:

STR: 10
AGI: 7 (-1)
STA: 8 (-1)
PRS: 7 (-1)
INT: 15 (+1)
LCK: 14 (+1) (add luck to secret door checks)
HP: 2
money: 37 cp
equipment: staff, 1 lb of clay, flint & steel
AL: Lawful
Languages: Common, Elf, Goblin

Zzolo is mysterious and wise. He's less flighty than the other elves in the forest and recently he found a lump of clay somewhere.


Male Rat Informationist 6

Tarnak, Dwarven Blacksmith::

Name: Tarnak Blackhand Title:
Occupation: Blacksmith Class: Peon
Alignment: Lawful Speed: 20
Level: 0 XP: -100

AC: 11 (10 +1-AGI)
HP: 3 (2 +1-STA)

COMBAT BASICS
Initiative: +1-AGI
Action dice: 0
Attack: +0
Crit die: 1d4
Crit table: I

STATS
STR: 14 +1 Melee Attack: +1 Melee Damage: +1
AGI: 13 +1 Missile Attack: +1 Missile Damage: +0
Refl Save: +1
STA: 14 +1
Fort Save: +1
PRS: 16 +2
Will Save: +1
INT: 18 +3
Languages: Common, Dwarven, Elven, Halfling, Gnome
LCK: 09 -0
Lucky Roll: Lived through famine: Fortitude saving throws

POSSESSIONS
Weapon: Smithy Hammer (as club) 1d4
Armor:
Equipment:
flint & steel
Treasure
Mithril, 1 oz.
22cp

Notes: Tarnak has just started his career in smithing and trading. Surprisingly friendly for a dwarf, and more than capable of intelligent conversation, Tarnak found his business to be moving along quite well. Unsurprisingly for a dwarf, Tarnak is also woefully stubborn and arrogant, a fact that many people consider a small price to pay for his services.

Winslow, Caravan Guard::

Name: Winslow Halifax Title:
Occupation: Caravan Guard Class: Peon
Alignment: Lawful Speed: 30
Level: 0 XP: -100

AC: 11 (10 +1-AGI)
HP: 6 (4 +2-STA)

COMBAT BASICS
Initiative: +1-AGI
Action dice: 0
Attack: +0
Crit die: 1d4
Crit table: I

STATS
STR: 12 +0 Melee Attack: +0 Melee Damage: +0
AGI: 15 +1 Missile Attack: +1 Missile Damage: +0
Refl Save: +1
STA: 17 +2
Fort Save: +2
PRS: 09 -0
Will Save: -0
INT: 10 +0
Languages: Common
LCK: 13 +1
Lucky Roll: Survived the plague: Magical healing*

POSSESSIONS
Weapon: Short Sword 1d6
Armor:
Equipment:
Aristemate Holy Symbol (A circle enclosing an eye with an enormous pupil)
Treasure
A very thin, but finely woven blanket (Linen, 1 yd)
23cp

Notes: Winslow is a simple young man who doesn't have any grand life goals to guide him. Having lost his parents to the plague, he is left with his own conscience and wisdom as a guide. This questionable guiding force led him to sign on as Tarnak's first caravan guard, where he hopes his uncanny ability to shrug off injury will prove somewhat useful.

Toma, Guild Beggar::

Name: Toma Topaste Title:
Occupation: Guild Beggar Class: Peon
Alignment: Neutral Speed: 30
Level: 0 XP: -100

AC: 10 (10 +0-AGI)
HP: 2 (2 +0-STA)

COMBAT BASICS
Initiative: +0-AGI
Action dice: 0
Attack: +0
Crit die: 1d4
Crit table: I

STATS
STR: 11 +0 Melee Attack: +0 Melee Damage: +0
AGI: 11 +0 Missile Attack: +0 Missile Damage: +0
Refl Save: +0
STA: 11 +0
Fort Save: +0
PRS: 10 +0
Will Save: +0
INT: 08 -1
Languages: Common
LCK: 08 -1
Lucky Roll: Path of the bear: Melee damage rolls

POSSESSIONS
Weapon: Sling 1d4
Armor:
Equipment:
Crutches. Well, really more 2 misshapen sticks that happen to be the right height.
Rope 50'

Treasure
44cp[/smaller]
Notes: Toma was never much good for anything. Always looking for the easy way out hasn't done him any favors either. Now serving as a lackey for the poorly represented arm of the Thieves Guild in Yomen's Folly, he spends much of his time looking pathetic in the market. His largest accomplishment in the past three months has been in discovering a shaded nook between Tarnak's Smithy and an old worthless shed, where he hides his meager possessions.


Note: The pdf does not explicitly state that base AC starts at 10. I assume it does


Yes base AC is 10; it's not mentioned in the AC section, but in the first page. First post is up. :)


Aelfyre the unfriendly Elven artisan:

Strength: 13 +1
Agility: 11
Stamina: 15 +1
Personality: 6 -1
Intelligence: 7 -1
Luck: 11
Born under the loom: Skill checks (including thief skills)

AC: 10
Hp: 2
CP: 32

Weapon: Staff
Goods: Clay, 1 lb.

Aelfyre left the elflands figuring his elven craftsmanship would shine among lesser beings as it never could among his more talented kin. Alas it never did and he finally settled in this out of the village, where he fumes and makes his crude clay pottery.

Roger the Clever Trapper:

Strength: 13 +1
Agility: 9
Stamina: 6 -1
Personality: 14 +1
Intelligence: 17 +2
Luck: 13 +1
Pack hunter: Attack and damage rolls for 0-level trained weapon

AC: 10
Hp: 1
CP: 31

Weapon: sling
Goods: Badger pelt


Roger always wanted to be a hunter, but he was never healthy enough for the chase, or for long toil in the fields for that matter. He turned his brains to trapping instead.

Fred the Average Caravan guard:

Strength: 11
Agility: 14 +1
Stamina: 12
Personality: 11
Intelligence: 12
Luck: 9
Fox's cunning: Find/disable traps

AC: 11
Hp: 2
CP: 21

Weapon: Short sword
Goods: Linen, 1 yard


Fred has always wanted to get out of this lousy little town. He's been getting occasional work with the small caravans that circle through the local area. He talks this up in town and makes it sound a lot better than it is. In fact it's kind of boring, the pay is lousy and the food is worse. He's taken to pilfering from the caravans and is starting to get a bad reputation, though he hasn't actually been caught yet.


Link to in-character thread


I think the reason you run 3-5 0-level characters is because any one character can only take one hit, if we're only playing 1 character at a time, we're going to have mini TPKs a lot. Let's see how it works though.


Xaaon of Korvosa wrote:
I think the reason you run 3-5 0-level characters is because any one character can only take one hit, if we're only playing 1 character at a time, we're going to have mini TPKs a lot. Let's see how it works though.

You can switch between characters, sorry if i didn't make it clear- i.e, Merlin runs away and Jorth steps forth and so on (during encounters, you can RP any character).Posting for all three characters by each of you continuously will make it pretty difficult in PbP format. essentially this is the "front line," similar to the marching order described in DCC.


Coltaine wrote:
Xaaon of Korvosa wrote:
I think the reason you run 3-5 0-level characters is because any one character can only take one hit, if we're only playing 1 character at a time, we're going to have mini TPKs a lot. Let's see how it works though.
You can switch between characters, sorry if i didn't make it clear- i.e, Merlin runs away and Jorth steps forth and so on (during encounters, you can RP any character).Posting for all three characters by each of you continuously will make it pretty difficult in PbP format. essentially this is the "front line," similar to the marching order described in DCC.

I guess I'm a bit confused. Are the other characters assumed to be standing around and doing nothing? Or are they back in the village? Can they use missile fire to support?


hogarth wrote:
Coltaine wrote:
I guess I'm a bit confused. Are the other characters assumed to be standing around and doing nothing? Or are they back in the village? Can they use missile fire to support?

The other characters are in the "back of the party," essentially recreating the "Marching Order" scenario for PbP forum and the front rank of the party. Tell you what, after thinking about this, we will simply use the marching order scenario for now, unless it gets too cumbersome. So please go ahead and rank each of your characters as being either in the front rank, the middle rank or the back rank (one of each obviously).

MARCHING ORDER:
"Prior to entering combat, the players should determine the order in which their characters march. In low-level play with hordes of 0-level and 1st-level characters, we recommend the “table center” method of determining marching order. Each player arranges his character sheets in order so the one closest to the table center is closest to the front of the marching order, and the one closest to the player is in the rear of the marching order. The assortment of character sheets closest to the “table center” then forms the front rank of the party."


Ah, simple enough. They are arranged Allen, Bob, then Gary for my order.


I'll go with Merlin in front, Zzolo in the middle and Boulder in the back.


Checking in with my three stooges. Myron in the front, followed by Tam, then Dell.

The infamous Myron:

Strength 13
Agility 16
Stamina 9
Personality 8
Intelligence 12
Luck 8

hp 1d4 ⇒ 3
Ac 14
Short Sword +1,

Haha, outloaw with a shortsword and leather armor. traveling with his childhood sweatheart Tam, Myron is out for adventure like you hear about in all those stories.

Tam:

strength 12
Agility 13
Stamina 17
Personality 8
Intelligence 9
Luck 11

Hp 1d4 + 2 ⇒ (2) + 2 = 4
Ac 11
Dagger +0

She's a cutpurse with a dagger. When Myron got his head filled with ideas of adventure, Tam got caught up in it. Smitten, she pushed through her fear and follows him despite a voice in her head sayingm "Bad this is a very bad idea"

[/sopoiler]

[spoiler=Dell]
strength 5
Agility 7
Stamina 15
Personality 8
Intelligence 9
Luck 16

Hp 1d4 + 1 ⇒ (2) + 1 = 3
Ac 9
Shovel, -2

So he's a ditch digger with a shovel, and some dirt, 1lb. What can be said about dell, he's small, digs ditches, and thinks dead things should stay that way. Only remarkable things about him is he's damned kucky and seems to never give up.


Male Rat Informationist 6

Marching order:

Winston
Tarnak
Toma


Borgmer cuz his chicken died will lead the entire party... LoL

Jothy

Bartlebee


I take it that you are all going in the front door?


I think so, yeah.


Male Rat Informationist 6

Yep! As we go to enter, Toma is going to try to slip out, but get caught in the crowd, and be stuck inside with everyone else!


Gruuuu wrote:
Yep! As we go to enter, Toma is going to try to slip out, but get caught in the crowd, and be stuck inside with everyone else!

My weekends tend to be hectic. Posts will primarily be monday through friday.


Male Rat Informationist 6
Coltaine wrote:
Gruuuu wrote:
Yep! As we go to enter, Toma is going to try to slip out, but get caught in the crowd, and be stuck inside with everyone else!
My weekends tend to be hectic. Posts will primarily be monday through friday.

Is... everything ok?

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