Any adventurers dare to brave the Fungus Forest? It's a stand alone dungeon level, a sprawling complex of natural caves. Should be a doable, but tough, challenge for a large party of 1-3rd level characters with plenty of hirelings.
This could really do with a play test before it's let loose. No takers?
Count me in
I'm down.
Cool. Any more?
Are you two cool with running multiple characters and hirelings, or do you wanna hold out and see if we get a couple more players?
Multiple characters/hirelings is alright by me. Also I don't mind changing to just one if other people join in. Whatever's the most help to you.
I don't mind running a couple of characters and some hirelings.
Nice one. Roll up 3 characters each, then level one (each) up to 2nd level. We'll give the 2nd's an extra 200 gp on top of the 3d6x10 gp (but they can't buy gear for the 1st levelers). I'll give each one a low power magic trinket once we know their class. I'll sort the Hirelings once the main characters have been posted.
I have two homebrewed 4e to B/X conversions if anyone is interested. They're a Race as class Warforged, and a Warlord. Otherwise it's standard Moldvay Basic characters (or Labyrinth Lord) and 3d6 in order. If you are using LL I'm going with the Basic original rule of no spell at 1st.
A few house rules . . .
Wound Binding: All clerics have a little herb lore and can make poultices to place on wounds which can then be bound with clean bandages (1sp per roll). This is a one off application of basic first aid. It restores up to 1d4HP.
Booze!: Downing a full skin of wine, ale, or mead, etc. will restore 1d4HP but inflict a -1 penalty to all rolls (-2 to any Dex related) for the same amount of hours as HP restored.
0HP=Defeat: Being reduced to 0Hp means you've been defeated, but are not necessarily dead. Any sentient creature can use a coup de grace on a foe they've reduced to 0HP to make defeat mean death. Otherwise being reduced to 0HP means you've been left for dead, or taken prisoner depending on the situation. If you are defeated by a natural hazards such as fire, or acid, a fall, or a hungry predator defeat/0HP will mean death. This is true for PCs, NPCs, and monsters.
Also, max HP at 1st level.
Nice house rules. I'd like to try a warlord out.
I think the time zone issue is going to make this hard with only 2 players.
Basic Warlord
Warlords are human warriors trained as leaders in combat. Whether they're a humble captain of the guards, or imperious commander they lift the spirits of those they lead, and their grasp of tactics can turn the tide of battle.
The prime requisites for a Warlord are Intelligence and Charisma. If a Warlord has a score of 13 or greater in both Intelligence and Charisma the character will gain a 5% bonus on earned experience points. If the Warlord has an Intelligence of 13 or greater and a Charisma of 16 or greater, that character will earn a 10% bonus on earned experience.
RESTRICTIONS: Warlords use a six-sided dice (d6) to determine their hit points. They may wear nothing more protective than chain mail armour, but may use a shield. They may use axes, polearms, spears, swords, and daggers. Warlords must have minimum score of 9 in both Intelligence and Charisma.
SPECIAL ABILITIES: When rolling for group initiative Warlords add +1 to their sides' score. Warlords add +1 to all three Charisma bonuses (B7). A Warlord may rally any Retainers that fail their morale check if he can roll under his Charisma score with a twenty-sided dice (d20).
Through sheer force of will a Warlord can convince a defeated ally to fight on. Once per melee round any player character or NPC Henchman, who is reduced to 0HP in combat, can add the Warlord's Chr bonus (or 1 if the Warlord has a Chr lower than 13) as a one time bonus to their HP and fight on. Once per fight a Warlord can add his Chr bonus to the HP of all fallen NPC Hirelings or allies (not PC or NPC Henchmen) and bid them to fight on!
Level Title Exp. Points Hit Dice
1 Lancepesade 0 1d6
2 Corporal 2200 2d6
3 Serjeant-at-arms 4400 3d6
Warlord Saves Level 1-3
Death Ray Magic Wands Turn to Stone Dragon Breath Spells
13 14 13 15 14
Quote from: Sean !;830983I think the time zone issue is going to make this hard with only 2 players.
Do you mean cos you're in a different timezone to Arkansan; so kibitzing and planning will be difficult, or is it me who's in the other zone?
Either way we can make it work even if the game is slow paced. Plus once folks see how awesome our game is we''re bound to pick up a player or two. :D
work in progress (used Labyrinth Lord)
Irn Sturgeon, Female Dwarf - Level 1
S: 13 (+1 to Hit, Damage, forcing doors)
D: 12
C: 9
I: 11 read and write
W: 9
C: 7 reaction +1, retainers 3 (morale 6)
HP: 8
AC: 5
Chainmail, helmet
Battleaxe
Backpack, waterskin, 2 days trail rations
10 gp
Encumbrance 49 lbs
Redwulf Milliband, Male Warlord – Level 2
S: 10
D: 9
C: 15 (+1 HP)
I: 10 read and write
W: 11
C: 15 reaction -2, retainers 6 (morale 9)
HP: 9
AC: 4
Banded Mail, helmet
Polearm, short sword, dagger
Backpack, waterskin, wineskin (full), 2 days trail rations, 8 torches, large sack, manacles
Guard Dog (as War Dog from LL AEC)
MV: 120(40), AC: 6, HD:2+2, Attacks:1, damage: 2d4, Save: F2, Morale:11, XP:35
63 gp (hireling deductions made), 5 sp
Encumbrance 62 lbs
Farrage the Fakir, Male Magic User – Level 1
S: 6 (-1 to Hit, Damage, forcing doors)
D: 17 (AC -2, Missile +2 to Hit)
C: 6 (-1 HP)
I: 16 (+2 languages, read and write)
W: 13 (+1 Save vs Magic)
C: 3 reaction +2, retainer 1 (morale 4)
HP: 4
AC:9
2 daggers, flint and steel, waterskin, spellbook, backpack, 2 days trail rations
3 gp
Encumbrance 13 lb
All looks good, but dwarf needs AC. if there are stats for the guard dog in LL could you post 'em. I'll have to dig out my LL pdf and take a look cos banded mail and helmets aren't in the B/X lists. I'll sort out a minor magic item for the Warlord.
EDIT:Ha! I just noticed the name of the supplement in your sig Sean ! Then realised who you are. Hey up, how's it going and have you mastered the electric fiddle yet?
Quote from: Weru;831169All looks good, but dwarf needs AC. if there are stats for the guard dog in LL could you post 'em. I'll have to dig out my LL pdf and take a look cos banded mail and helmets aren't in the B/X lists. I'll sort out a minor magic item for the Warlord.
EDIT:Ha! I just noticed the name of the supplement in your sig Sean ! Then realised who you are. Hey up, how's it going and have you mastered the electric fiddle yet?
No, I sound awful, but not in a good way -haha. Any more plans for Redwald ?
I'll finish off the stats tonight - may spent more of the Warlords gp on mule/retainers
Quote from: Sean !;831194Any more plans for Redwald ?
Yeah, i'm working on the second draft now. Have split it into three books, Players, GM, Bestiary. Have changed the Dwarf skirmisher class, the rest is just finishing other bits and bobs. Main thing I guess is that I've renamed it to Wulfwald. I might also drop the underworld and otherworld/fey court elements I was toying with, because at this stage I just wanna get it done.
After that not sure. I'd love art, but kickstarters look like a pain in the arse, and to be honest I have zero interest in being a publisher, DIY, or otherwise. I just don't have the skill set and temperament. So not sure what to do once it's actually finished, but it will be fucking finished one way or another.
Simon -Elf
HP: 6 AC: 5 Neutral
Strength; 14
Dexterity; 10
Constitution; 9
Intelligence; 12
Wisdom; 8
Charisma; 7
Gear; Gold; 6 and 6sp
Chainmail
Helmet
Longsword
Shortbow -quiver and 20 arrows
Backpack
2 water skins
Rope 50ft
Flint and Steel
Torches (8)
4 days trail Rations
Spellbook
Bedroll
Spells;
Sleep
Ulric the Dim, Human - Fighter
HP; 8 AC; 3 Neutral
Strength; 12
Dexterity; 8
Constitution; 10
Intelligence; 5
Wisdom; 10
Charisma; 8
Gear; Gold: 52 and 6sp
Spear 1d6
Shield
Banded Mail
Helmet
Backpack
Waterskin 2
Rations -trail 4 days
Rope 50ft
Torches (8)
Flint and Steel
Shovel
Spikes 12
Bedroll
Edwin - Human Fighter
HP: 14 AC: 4 Neutral
Strength: 17
Dexterity: 8
Constitution: 14
Intelligence: 8
Wisdom: 10
Charisma: 8
Gear; Gold; 36 and 6sp
Bastard Sword 1d8/2d4 (wielded two handed)
Banded Mail
Helmet
Backpack
4 days Trail Rations
Torches (8)
Flint and Steel
2 Waterskins
Bedroll
Looking good.
I've updates my characters entries - guard dog stats as per Dan Proctor's advice on the LL forum.
Cheers, Arkansan. They look cool. Though we're playing Max HP at 1st (didn't highlight that in the house rules I posted). Plus you need to pick a spell for the Elf. You just need to roll up a 2nd Level character now.
Ah ok, easily amended on the HP and I'll just add the second level character to the same post.
Alright should be all finished. After rolling up all three it looks like I've an Elven adventurer, his dim witted gear carrier and his bodyguard.
Quote from: Arkansan;831482Alright should be all finished. After rolling up all three it looks like I've an Elven adventurer, his dim witted gear carrier and his bodyguard.
I should have said if you wanted to bump either of the character's you'd already made to 2nd level that was(still is) also an option.
I'm fine as is unless you'd rather I drop the third character and bump one of the others up.
Quote from: Arkansan;831768I'm fine as is unless you'd rather I drop the third character and bump one of the others up.
No, it's cool if you're happy with 'em. I just didn't explain myself very well. I didn't want to deny you the option of having whichever character you wanted as the 2nd level character.
Here are my Hirelings stats and costs let me know what you're hiring . . .
Hirelings
These are men hired to accompany you on adventures. They don't have levels, or gain XP. Chr determines how many hirelings a character can engage at a time, and what their morale is. How they are treated will also affect morale. Players are responsible for feeding hirelings and providing any equipment beyond the basics they need for their trade. You can start the game with as many of these as Chr and purse allow. Payment is always in advance.
Torchbearer: Lights the way. Players must provide light source. Normally adventurous peasant youths. Non Combatants: AC: 9 HD:1/2 HP:3. 1gp a Week. Gear: matches
Porter: Carries gear, and treasure. Hardy peasant men used to toiling and hard work. Non Combatants: AC: 9 HD: 1-1 HP:4. 1gp a week. Gear: Packs, bags, Carry straps, poles, etc.
Mule Handler: If you have mules and don't hire one of these you'll be moving very slowly through the wilderness. Non Combatants: AC: 9 HD:1/2 HP:3. 3gp a week. Gear: carrot and stick
Orc Fodder: Peasants armed with little more than their pitchfork and desperation. AC:9, HD: 1-1, HP: 6, Att: Pitchfork 1d6-1. 2gp a week.
Gear: Pitchfork and good luck charm.
Spearmen: These men have a little experience serving in the local militia, town guards, or as bandits. AC: 8, HD:1, HP:8,Att: Spear 1d6. 5gp a week. Gear: Spear, Shield, gaming dice.
Skirmishers: Versatile tribal warriors. AC:8, HD: 1, HP: 6, Att: Javelin 1d4 or short sword 1d6. 3gp a month. 10gp a week. Gear: 3 javelins, short sword, shield, carved animal totem.
Sellswords: Warriors who know their business. AC:6 HD:1+1, HP: 9 Att: Sword 1d8. 15gp a week. Gear: Sword, shield, Leather armour, will and letter home.
Bowmen: Eagle eyed missile specialists. AC:7, HD: 1+1, HP: 7, Att: Arrow, or dagger 1d6/1d4. 20gp a week. Gear: Leather, Short bow, 40 arrows, dagger, lucky eagle feather.
It's down to the players to upgrade hirelings gear and provide food on top of the wages. A hireling that survives an adventure or two might make a good prospect as a Henchman.
Too late for the party?
Quote from: pbj44;832031Too late for the party?
No, not at all. Another player would be great. Roll up three B/X (or LL) characters and bump one of them to 2nd level (give that one another 200gp on top of his 3d6X10gp). The house rules are in post #9.
Here ya go:
Anaxagoras, Male Cleric – Level 2
S: 12
D: 12
C: 8
I: 10
W: 15 (+1 saving throw vs. magic effects)
C: 10
HP: 8
AC: 0
+1 Plate Mail, helmet, +1 Shield
War Hammer (1D6)
Backpack, waterskin, wineskin (full), 7 days trail rations, map case, quill and ink, parchment paper x10, large sack, flint and tinder, holy symbol
Exp: 1565
147-102 for food, mule and hirelings=45 gp, 9 sp
Hallbjorn, Male Fighter – Level 1
S: 15
D: 12
C: 11
I: 7
W: 13
C: 9
HP: 8
AC: 3
Splint Mail, helmet, Shield
Long sword (1D8), dagger (1D4)
Backpack, waterskin, wineskin (full), 2 days trail rations, Lantern, 6 flasks of oil, 4 torches, large sack, flint and tinder
Exp: 0
19 gp, 20 sp
Hob Tunnelly, Male Halfling – Level 1
S: 13
D: 18 (-3AC, +2 to missile attacks, +2 to initiative)
C: 9
I: 11
W: 8
C: 12
HP: 6
AC: 4
Studded leather, helmet
Short sword (1D6), dagger (1D4), Sling and 25 Bullets (1D4)
Backpack, waterskin, wineskin (full), 5 days trail rations, 8 flasks of oil, 4 torches, large sack, flint and tinder
Exp: 0
17 gp, 15 sp
For my Cleric, what are his god choices?
okay, I'll sort out some minor magic items for the 2nd level characters. In the meantime you guys decide how many and what type of hirelings you want.
If it's okay, I'd like to hire 3 spearmen for two weeks for 30GP. Adding 84 meals of preserved rations brings the total expense to 72GP. Oh yeah, and a mule brings the total to 102GP
Does it matter in your campaign what god my cleric worships? I would like to stay true to your setting if possible.
I'd like to hire two Orc Fodder for a week.
hired for a week:
1 Torchbearer
1 Porter
2 Sellswords
(33 gp) + weeks trail rations and a waterskin each (18gp) = 51gp deducted from Redwulf
Quote from: pbj44;832198Does it matter in your campaign what god my cleric worships? I would like to stay true to your setting if possible.
My main game has an Anglo-Saxon dark ages setting, my other is DCC and I've written up a few gods for that (all C and N so far), I can post some of the Saxon or DCC one, but generally for the usual 'D&D World' type games I usually let the players have a choice of . . .
1) Any historical real earth deities
2) Any of the standard D&D gods
3) Make yer own
Here are the magic items I generated for the 2nd level characters.
Warlord: Potion of Levitation
Fighter: Potion of Invisibility
Cleric:+1 plate, +1 shield
Quote from: Weru;832478My main game has an Anglo-Saxon dark ages setting, my other is DCC and I've written up a few gods for that (all C and N so far), I can post some of the Saxon or DCC one, but generally for the usual 'D&D World' type games I usually let the players have a choice of . . .
1) Any historical real earth deities
2) Any of the standard D&D gods
3) Make yer own
Okay, I decided for option 3.
The Hexadic Church The Hexadic Church is usually just referred to as the Church, but is more properly called "The Holy Church of the Six-Fold Archons of Law". It is dedicated to the six greater Gods of Order who are believed to have direct charge of the world and its symbol is a six-armed sunburst.
(http://i.imgur.com/zWO4YqA.jpg)
According to Hexadic Doctrine, the six-fold Archons are more akin to natural forces than people, each having governance over certain aspects of the World. However, most common folk ignore this teaching and believe the Hexarchs to be much like ultra-powerful people, with distinct personalities, quirks, emotions, etc.
The Hexarchs are:
• Geatar, whose domain includes Leadership, Governance, Lords,
• Diu, the Supreme Warrior, whose domain includes warfare, bravery,
• Wielent, the Divine Smith, whose domain includes crafting of all kinds and perfection.
• Huldra, often called "Mother Huldra". She is the Mistress of the Crossroads and oversees magic and mysteries. She also governs the Moon and is especially devoted to women. She is frequently invoked during childbirth and naming.
• Silban, the Lady of Flowers, whose domain includes the fertile Earth and who succors those who fight to defend their lands (as opposed to the aggressive warfare of Diu)
• Neorth, whose domain includes commerce and its attendant elements such as coinage, horses, and rivers (frequently called "water-horses" by the equestrian Ondermen).
EDIT:Hexarchs look great. Good idea. Good to see a cleric worshiping a whole pantheon, instead of one god from a pantheon.
Absolutely, go at whatever pace you need. You have my sincere wishes that everything turns out well.
Totally understand
Yes, i completely understand.
Cheers, guys.