DM Brainiac's Dungeon Crawl Classics

Game Master Brainiac

Loot Spreadsheet


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Welcome to the game! There's little preamble needed so go ahead and make those 4 0-level characters to see who will survive the funnel! You can use this online generator, or roll here using the rules in the Core Rulebook or the Quickstart Rules. When you're ready, you can start posting in the gameplay thread!


Male Daytona 500 DM / 12

so I guess we start with the 4-level 0 characters then make a profile for the one we choose... (or survives) to move forward?


Yes, that’s correct! Assuming any of them actually do survive! :)


Male Daytona 500 DM / 12

Reposting players here:

Lou - Corn Farmer
Bernie - Guild Beggar
Lester - Dwarf Chest maker
Franc - Armorer

Campaign Funnel


Introducing:

Alasdair, the Minstrel
Lisa, the Urchin
Halifax, the Glovemaker
Artemis, the Outlaw

Linkie (let me know if it works :))


I'll roll mine:

character rolls:

Character 1

Strength: 3d6 ⇒ (6, 6, 3) = 15
Agility: 3d6 ⇒ (1, 6, 2) = 9
Stamina: 3d6 ⇒ (2, 1, 3) = 6
Intelligence: 3d6 ⇒ (5, 1, 5) = 11
Personality: 3d6 ⇒ (6, 6, 1) = 13
Luck: 3d6 ⇒ (3, 2, 1) = 6

HP: 1d4 ⇒ 4

Lucky Sign: 1d30 ⇒ 8

Occupation: 1d100 ⇒ 44

Money: 5d12 ⇒ (2, 12, 1, 1, 2) = 18

Equipment: 1d24 ⇒ 21

Character 2

Strength: 3d6 ⇒ (4, 1, 5) = 10
Agility: 3d6 ⇒ (5, 6, 6) = 17
Stamina: 3d6 ⇒ (5, 4, 2) = 11
Intelligence: 3d6 ⇒ (3, 4, 4) = 11
Personality: 3d6 ⇒ (1, 4, 2) = 7
Luck: 3d6 ⇒ (2, 1, 5) = 8

HP: 1d4 ⇒ 2

Lucky Sign: 1d30 ⇒ 5

Occupation: 1d100 ⇒ 38

Money: 5d12 ⇒ (5, 11, 3, 3, 7) = 29

Equipment: 1d24 ⇒ 16

Character 3

Strength: 3d6 ⇒ (3, 3, 5) = 11
Agility: 3d6 ⇒ (6, 3, 5) = 14
Stamina: 3d6 ⇒ (2, 2, 1) = 5
Intelligence: 3d6 ⇒ (2, 6, 2) = 10
Personality: 3d6 ⇒ (4, 2, 1) = 7
Luck: 3d6 ⇒ (6, 1, 4) = 11

HP: 1d4 ⇒ 4

Lucky Sign: 1d30 ⇒ 14

Occupation: 1d100 ⇒ 74

Money: 5d12 ⇒ (1, 5, 4, 3, 1) = 14

Equipment: 1d24 ⇒ 4

Character 4

Strength: 3d6 ⇒ (3, 2, 6) = 11
Agility: 3d6 ⇒ (3, 5, 2) = 10
Stamina: 3d6 ⇒ (4, 4, 5) = 13
Intelligence: 3d6 ⇒ (6, 5, 3) = 14
Personality: 3d6 ⇒ (6, 4, 2) = 12
Luck: 3d6 ⇒ (6, 4, 1) = 11

HP: 1d4 ⇒ 2

Lucky Sign: 1d30 ⇒ 1

Occupation: 1d100 ⇒ 78

Money: 5d12 ⇒ (1, 8, 11, 12, 11) = 43

Equipment: 1d24 ⇒ 22


Character 4 appears to be a winner!

Percolation N. Sound

Human Minstrel
HP: 3
Strength: 11
Agility: 10
Stamina: 13
Intelligence: 14
Personality: 12
Luck: 11

Lucky Sign: Harsh winter: All attack rolls

Equipment: Thieves’ tools 25 gp
Money: 43
Dagger
Ukulele


CucumberTree, you'll play all 4 characters simultaneously in the first funnel adventure! Any that survive have the chance to go on to become your full fledged PC at the end.


I had to look up 'funnel adventure'...now I gotta think up 3 more names


Farmer/Animal rolls: 1d8 ⇒ 11d6 ⇒ 1


OK all done Say hi to:
Sloe Moe
Mister Wanderful
Eyehope Eudie
Percolation N. Sound

Characters:

Sloe Moe
Human Farmer(potato)
HP: 3
Strength: 15
Agility: 9
Stamina: 6
Intelligence: 11
Personality: 13
Luck: 6

Lucky Sign: Hawkeye: Missile fire damage rolls

Equipment: Sack, small 8 cp
Money: 18
Pitchfork (as spear)
Sheep

Mister Wanderful
Elven Sage
HP: 2
Strength: 10
Agility: 17
Stamina: 11
Intelligence: 11
Personality: 7
Luck: 8

Lucky Sign: Conceived on horseback: Mounted attack rolls

Equipment: Oil, 1 flask*** 2 sp
Money: 29
Dagger
Parchment, quill pen

Eyehope Eudie
Human Mendicant
HP: 2
Strength: 11
Agility: 14
Stamina: 5
Intelligence: 10
Personality: 7
Luck:11

Lucky Sign: The raging storm: Spell damage

Equipment: Chalk, 1 piece 1 cp
Money: 14
Club
Cheese dip

Percolation N. Sound
Human Minstrel
HP: 3
Strength: 11
Agility: 10
Stamina: 13
Intelligence: 14
Personality: 12
Luck: 11

Lucky Sign: Harsh winter: All attack rolls

Equipment: Thieves’ tools 25 gp
Money: 43
Dagger
Ukulele


OK my PCs are:

Aerond : Elven Male Navigator
Mirinde : Elven Female Sage
Gauward Ratcley: Halfling Male Dyer
Cyne: Human Male Ditch Digger

LINK


GM West here! Looking forward to this game, and thanks again for picking up the reins, GM Brainiac! Here we go...

Funnel Character Creation:

Would-Be Hero #1
Strength: 3d6 ⇒ (5, 2, 5) = 12
Agility: 3d6 ⇒ (2, 1, 2) = 5
Stamina: 3d6 ⇒ (6, 4, 5) = 15
Personality: 3d6 ⇒ (6, 3, 5) = 14
Intelligence: 3d6 ⇒ (5, 4, 1) = 10
Luck: 3d6 ⇒ (6, 4, 6) = 16

Birth Augur: 1d30 ⇒ 6

HP: 1d4 ⇒ 4

Money: 5d12 ⇒ (4, 3, 5, 4, 1) = 17 cp

Equipment: 1d24 ⇒ 23

Occupation: 1d100 ⇒ 47

---------------------------------------

Would-Be Hero #2
Strength: 3d6 ⇒ (2, 5, 2) = 9
Agility: 3d6 ⇒ (5, 1, 6) = 12
Stamina: 3d6 ⇒ (2, 1, 4) = 7
Personality: 3d6 ⇒ (1, 5, 6) = 12
Intelligence: 3d6 ⇒ (5, 3, 6) = 14
Luck: 3d6 ⇒ (6, 2, 5) = 13

Birth Augur: 1d30 ⇒ 14

HP: 1d4 ⇒ 1

Money: 5d12 ⇒ (2, 4, 8, 8, 3) = 25 cp

Equipment: 1d24 ⇒ 19

Occupation: 1d100 ⇒ 94

---------------------------------------

Would-Be Hero #3
Strength: 3d6 ⇒ (2, 6, 2) = 10
Agility: 3d6 ⇒ (6, 3, 3) = 12
Stamina: 3d6 ⇒ (3, 4, 5) = 12
Personality: 3d6 ⇒ (4, 1, 4) = 9
Intelligence: 3d6 ⇒ (5, 1, 4) = 10
Luck: 3d6 ⇒ (1, 6, 2) = 9

Birth Augur: 1d30 ⇒ 12

HP: 1d4 ⇒ 1

Money: 5d12 ⇒ (8, 10, 3, 11, 2) = 34 cp

Equipment: 1d24 ⇒ 8

Occupation: 1d100 ⇒ 35

---------------------------------------

Would-Be Hero #4
Strength: 3d6 ⇒ (3, 1, 2) = 6
Agility: 3d6 ⇒ (6, 3, 4) = 13
Stamina: 3d6 ⇒ (1, 6, 2) = 9
Personality: 3d6 ⇒ (1, 5, 5) = 11
Intelligence: 3d6 ⇒ (2, 3, 2) = 7
Luck: 3d6 ⇒ (2, 5, 1) = 8

Birth Augur: 1d30 ⇒ 8

HP: 1d4 ⇒ 2

Money: 5d12 ⇒ (6, 5, 7, 9, 8) = 35 cp

Equipment: 1d24 ⇒ 2

Occupation: 1d100 ⇒ 50

There we have it! I'll just keep this spoiler at the bottom of each of my posts for handy reference.

Stiehle's Band of Misfits:

Clucky the Chicken Farmer

STR 12 (+0)
AGI 5 (-2)
STA 15 (+1)
PER 14 (+1)
INT 10 (+0)
LCK 16 (+2)

HP 5

Starting Equipment:
Pitchfork (as spear)
Torch
Hen
17cp

Attack Spear (+0 melee, 1d8+2 damage)

Birth Augur Born on the Battlefield (+2 to damage rolls)

---------------------------------------

Mickey the Urchin

STR 9 (+0)
AGI 12 (+0)
STA 12 (+0)
PER 9 (+0)
INT 10 (+0)
LCK 9 (+0)

HP 1

Starting Equipment:
Stick (as club)
50' Rope
Begging bowl
25cp

Attack Stick (+0 melee, 1d4 damage)

Birth Augur The Raging Storm (+0 to spell damage)

---------------------------------------

Fennik the Elven Glassblower

STR 10 (+0)
AGI 12 (+0)
STA 12 (+0)
PER 9 (+0)
INT 10 (+0)
LCK 9 (+0)

HP 1

Starting Equipment:
Hammer (as club)
Flint & steel
Glass beads
34cp

Attack Hammer (+0 melee, 1d4 damage)

Birth Augur Four Leafed Clover (+0 to finding secret doors)

---------------------------------------

Dude the Gongfarmer

STR 6 (-1)
AGI 13 (+1)
STA 9 (+0)
PER 11 (+0)
INT 7 (-1)
LCK 8 (-1)

HP 2

Starting Equipment:
Trowel (as dagger)
Candle
Sack of night soil
35cp

Attack Trowel (-1 melee, 1d4-1 damage; +1 thrown, 1d4-1 damage [10/20/30])

Birth Augur Hawkeye (-1 to missile damage rolls)


M Human Ranger 1

Hang on to that chicken, you can get eggs or even use it as a missile weapon!


Haha! You know it!!


Male Human

Rolling here too…

Gongfarmers and Garbagefolk:

Subject 1:

Strength: 3d6 ⇒ (5, 6, 6) = 17
Agility: 3d6 ⇒ (5, 1, 1) = 7
Stamina: 3d6 ⇒ (5, 5, 2) = 12
Intelligence: 3d6 ⇒ (5, 4, 4) = 13
Personality: 3d6 ⇒ (5, 3, 5) = 13
Luck: 3d6 ⇒ (6, 3, 6) = 15

HP: 1d4 ⇒ 4

Lucky Sign: 1d30 ⇒ 18 Guardian Angel: bonus to escape traps

Occupation: 1d100 ⇒ 58 Halfling glovemaker, Awl, 4 pairs gloves

Money: 5d12 ⇒ (4, 5, 1, 7, 4) = 21

Equipment: 1d24 ⇒ 5

Subject 2:

Strength: 3d6 ⇒ (6, 2, 2) = 10
Agility: 3d6 ⇒ (3, 5, 5) = 13
Stamina: 3d6 ⇒ (3, 6, 5) = 14
Intelligence: 3d6 ⇒ (6, 3, 3) = 12
Personality: 3d6 ⇒ (2, 4, 2) = 8
Luck: 3d6 ⇒ (3, 1, 1) = 5

HP: 1d4 ⇒ 4 +1 = 5

Lucky Sign: 1d30 ⇒ 6 Born on the battlefield, damage rolls

Occupation: 1d100 ⇒ 36 Elven navigator, shortbow and spyglass

Money: 5d12 ⇒ (1, 4, 3, 8, 10) = 26

Equipment: 1d24 ⇒ 8

Subject 3:
Strength: 3d6 ⇒ (5, 5, 6) = 16
Agility: 3d6 ⇒ (5, 4, 5) = 14
Stamina: 3d6 ⇒ (3, 6, 4) = 13
Intelligence: 3d6 ⇒ (5, 1, 2) = 8
Personality: 3d6 ⇒ (4, 6, 1) = 11
Luck: 3d6 ⇒ (3, 4, 2) = 9

HP: 1d4 ⇒ 2 +1 = 3

Lucky Sign: 1d30 ⇒ 13 Seventh son, spell checks

Occupation: 1d100 ⇒ 93 hmm, no idea.

Money: 5d12 ⇒ (8, 5, 12, 3, 1) = 29

Equipment: 1d24 ⇒ 20

Subject 4:

Strength: 3d6 ⇒ (5, 5, 2) = 12
Agility: 3d6 ⇒ (5, 6, 1) = 12
Stamina: 3d6 ⇒ (4, 2, 1) = 7
Intelligence: 3d6 ⇒ (5, 6, 5) = 16
Personality: 3d6 ⇒ (5, 4, 2) = 11
Luck: 3d6 ⇒ (6, 3, 5) = 14

HP: 1d4 ⇒ 2 -1 = 1

Lucky Sign: 1d30 ⇒ 17 Lucky sign, saving throws

Occupation: 1d100 ⇒ 92 again, no idea…

Money: 5d12 ⇒ (8, 2, 12, 7, 7) = 36

Equipment: 1d24 ⇒ 7


Male Human

Ok, I have two characters I do know - a halfling glovemaker (“Pip”) and an elven navigator (“Aio”). Can someone tell me the results of 92 and 93 in the full rules for my other two characters? I need to know the occupation and starting gear obvs…


Hey OSW, 92 and 93 are both for the Trapper ocupation. Starting gear is a sling and a badger pelt.


Male Human

Thx Albion.


Eric Swanson wrote:

OK my PCs are:

Aerond : Elven Male Navigator
Mirinde : Elven Female Sage
Gauward Ratcley: Halfling Male Dyer
Cyne: Human Male Ditch Digger

LINK

You will need to set the document to public so that I can see the characters! :)


DM Brainiac wrote:

LINK

You will need to set the document to public so that I can see the characters! :)

OK try it now :)


It's working now, thanks!


Male Human

@DM - do I ignore the results for Equipment on a 1d24? The quickstart says that those characters who purchase their equipment at later levels ignore that roll?!?

How much can the brothers sell their badger pelts for?


You roll on the Equipment chart since you are creating 0-level characters. You'd ignore it if you are starting at level 1 or higher.

I'll say the badger pelts can be traded for around 3 gp each. So enough to buy a dagger or spear, or a short sword if you trade in two of them.

Answering question from gameplay thread:

Quote:
Do you mean the town has enough leather to outfit three people total? First in, first dressed?

Correct. You can buy a limit of up to three suits of leather armor total.


Hadn’t realized the Gameplay thread was up.


Male Human

Ah. Yep. No one is buying leather armor unless they have some serious coinage…

Ok, the brothers Dee and Dell will trade their pelts for a dagger each.

And count their starting slingstones:

Dell: 1d6 ⇒ 3

Dee: 1d6 ⇒ 6

Pip the halfling glovemaker has his eye on some javelins and wants to trade his empty chest and three pairs of his “fine, very well made, honest!” gloves.

DM Brainiac: How much can Pip get for an empty chest and three pairs of gloves? ( Empty chest lists purchase price as 2 gp.)
Also, is there a list of mundane items you can actually buy with lil coppers?

Aio is going to cradle his empty flask (sentimental reasons…) and count how many arrows he starts with: 1d6 ⇒ 5

[EDIT: except Aio has no empty flask, he has a flint and steel….[/EDIT]


Albion, The Eye wrote:
Hadn’t realized the Gameplay thread was up.

Ah! No worries! We haven't gotten far, just the initial setup and some Q&A with your mysterious (horrifying?) patroness!

OceanShieldWolf wrote:

How much can Pip get for an empty chest and three pairs of gloves? ( Empty chest lists purchase price as 2 gp.)

Also, is there a list of mundane items you can actually buy with lil coppers?

You can trade the chest and gloves for a total of 3 gp worth of equipment.

The list of mundane items is in the quick start guide under Table 3-3. You can't buy much with coppers: some candles, chalk, torches, or rations, perhaps.

***

Before we get too much further, we will need to determine the marching order for your characters. Each of you please number your characters from rank 1 to rank 4. All the characters numbered 1 will be in the front rank, number 2 in the second rank, etc.


Male Human

Ok, have shoppe’d.

OSW’s Band of Skulls:

Pip

Strength: 17 

Agility: 7 

Stamina: 12 

Intelligence: 13

Personality: 13

Luck: 15
HP: 4
Lucky Sign: Guardian Angel: + 1 bonus to escape traps

Occupation: Halfling glovemaker

Equipment:
Awl
Spear
1 pair gloves

4 candles (4 cp)
1 piece chalk (1 cp)
Flint and steel (15 cp)
1 torch (1 cp)

Starting Money: 21 coppers, 0 remaining.

Aio

Strength: 10 

Agility: 13

Stamina: 14 

Intelligence: 12 

Personality: 8 

Luck: 5
HP: 5
Lucky Sign: Born on the battlefield, -2 to damage rolls

Occupation: Elven navigator

Equipment
Shortbow, 6 arrows
Spyglass
Flint and Steel

4 torches (4 cp)
2 candles (2 cp)
Oil flask (20 cp)

Starting Money: 26 coppers, 0 remaining

Dell

Strength: 16

Agility: 14 

Stamina: 13 

Intelligence: 8 

Personality: 11

Luck: 9
HP: 3
Lucky Sign: Seventh son, + 0 to spell checks

Occupation: Trapper

Equipment:
Sling and 3 stones
Dagger
Large sack

2 days rations ( 10 cp)
Flint and steel (15 cp)
2 torches (2 cp)

Starting Money: 29 coppers, 2 cp remaining

Dee

Strength: 12 

Agility: 12 

Stamina: 7

Intelligence: 16 

Personality: 11 

Luck: 14
HP: 1
Lucky Sign: Lucky sign, +1 to saving throws

Occupation: Trapper

Sling and 6 stones
Dagger
Empty flask

2 days rations (10 cp)
1 candle (1 cp)
1 oil flask (20 cp)
2 torches (2 cp)
1 piece of chalk (1 cp)

Starting Money: 36 coppers, 2 cp remaining

Marching Order:

Pip is 1. Has a spear and is a strong, doughty hobbitsn.
Dell is 2. Is strong. Has a dagger.
Dee is 3. Is not strong. Also has a dagger and one whole hit point.
Aio is 4. Has a shortbow and a whopping -2 to all damage rolls because of his incredibly bad luck.


Likewise, The Posse in marching order:

Halifax, the Glovemaker - He has a dagger, and knows how to use it. Maybe.
Alasdair, the Minstrel - 'Surely we can talk this out'
Lisa, the Urchin - 'I'll follow right along behind ya govnor!'
Artemis, the Outlaw - 'Just let them be at the front... Idiots!'


The Misfits Marching Order:

1. Cyne The Ditch Digger - Sold Chain (30gp) and purchased Leather armor (20gp), Shortsword (7gp), Backpack (2gp), 4 days of rations (20cp) and one water flask (3cp) = Total funds 1 GP, 11 CP
2. Aerond the Elven Male Navigator - purchased 4 days of rations (20cp) and one water flask (3cp) = Total funds 19 CP + 3 arrows.
3. Mirinde the Elven Female Sage - purchased 4 days of rations (20cp) and one water flask (3cp) = Total funds 16 CP
4. Gauward Ratcley the Halfling Male Dyer - purchased 4 days of rations (20cp) and one water flask (3cp) = Total funds 24 CP

PS. DM Braniac: Since Aerond has a shortbow on his sheet but no arrows, how difficult would it be to craft some arrows?


0-level characters with a missile fire weapon start with 1d6 pieces of ammunition, so Aerond has--

Arrows: 1d6 ⇒ 3

--3 arrows to begin with. There's no real crafting in this game so you'd have to either buy or find more. It costs 5 gp for 20 arrows, so 25 cp for each single arrow.


Male Daytona 500 DM / 12

Both Franc and Lou have vials of Holy Water (25GP) each.

Lou would like to trade for the following: Leather Armor (20), Sling (2), 30 bullets (1) Saddlebags (2). (Buying: Small Sack, (2) Rations, (3) Water Flask feed. Leaving 1 cp

Bernie buys (3) days of rations, (1) Water Flask leaving 0 cp.

Lester Would like to trade his wood for 50' of rope and a large sack, then buy (6) days of rations, & Water flask leaving 4 cp.

Frank would like to trade his Iron Helmet and holy water for Hide Armor & Shield and perhaps a Warhammer if there is enough trade value. He will purchase a waterskin, large sack, and (3) days or rations, leaving 1 cp.

Let me know if this works.


Male Daytona 500 DM / 12

Franc leads the way confident that his armor and shields will protect him from any immediate dangers.

Lester walks next in line his sack slung over his shoulder, and the rope tied to his grappling hook and looped around his shoulder.

Lou walks third in line leading his mule Gretchen with his goods on her back.

Bernie brings up the rear holding his precious food in a small sack, his crutches forgotten for now and carried in hand.


Guys, what is all this buying and selling? I am a bit confused - it isn’t not feeling like a funnel at all. I thought we were supposed to be common folk thrown into an uncommon situation? I see you all gearing up like this is PF. What am I missing? Doesn’t it defeat a bit the purpose of randomly rolling for our possessions?

Halifax, Alasdair, Lisa and Artemis each buy as much food as they can - I guess about 4 days worth - plus sacks to put it all in.


The module provides information about trading for gear so I assumed it would be okay. Don't worry, though, it probably wont help the poor 0-level saps that much! And the situation will proceed to get even more uncommon as things progress...


On that note, though, @scranford the town only has the items available that I listed earlier. So no hide armor, shield, or war hammer, sorry! The other purchases are fine though.


Male Daytona 500 DM / 12
DM Brainiac wrote:
On that note, though, @scranford the town only has the items available that I listed earlier. So no hide armor, shield, or war hammer, sorry! The other purchases are fine though.

I hear there is a nice set of used Chain in town now. Would Frank be able to trade his helmet and holy water for that perhaps?


I’m pretty sure that is actually just a length of chain, not chain armor! :D


You guys bypassed me crazy fast. I'm not sure I'll be able to keep up. I had a cool story line but we're already moving on the bridge.

1 Sloe Moe
2 Percolation N. Sound
3 Mister Wanderful- because he enjoys being between two men
4 Eyehope Eudie


Sorry, I think everybody is excited to start a new game! The pace will likely slow down as time goes on.

Feel free to continue any conversations you like retroactively in your posts. I don’t want you to feel like we are rushing things or preventing you from roleplaying to your heart’s content.


well, it loses it's mojo now. I was to have Sloe kick Eyehope over the edge of the cliff first. The scrambling begger would have either fell to his death or hit the bridge, without Sloe caring much either way...

I'll just wait for another opportunity.


Lol, no worries. There will be plenty of opportunities for people to fall to their deaths in the future! :D


add some rations please


Male Daytona 500 DM / 12

Since nobody bought the third available set of leather armor, Frank will trade for that and a spear with his Holy water, and keep his fine iron helmet.


Sounds good!


DM Brainiac wrote:

The pace will likely slow down as time goes on

See, what did I tell you? :D


Hmm, the forum wasn’t notifying me of updates, looks like I have a few posts to catch up on!

I’ll give OSW and CucumberTree a bit longer to chime in here if they want to. I’ll post tonight before going to bed.

In general, I'll usually wait until at least 3 or 4 people make a post pushing things forward before I will move the game forward as well.


Alright, let's see who survives the first culling! >:)


There seems to have been some confusion about saving throws. While you want to roll low for Luck checks, you want to roll high for saves. You succeed by rolling the DC or higher like most d20 games. So neither Slow Moe nor Aio would have fallen.


Male Human

Aha! Ok, Aio lives!!! At least for the moment…I guess he’s gripping the edge like a madman….

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