The DiD Factory

Friday, December 28, 2007

The example of gameplay.

For your reading enjoyment. It might seem familiar.

The characters: The following events concern a party of four adventurers. These player characters are:

Gregory Vrill: Gregory is a 3rd level theurgist with 2nd circle Hedge magic. He comes from one of a few wealthy families within his small town and is well-educated. Gregory is a quick, decisive thinker. He is very confident, if not a little arrogant. He doesn’t hesitate to help his companions, but is by no means an altruist. Gregory’s only real passion is magic, and has little interest in martial or social pursuits.

Fiona Gray: Fiona is 2nd level and is somewhat of a rogue. Nevertheless, she is ambidextrous and is quite able in combat, wielding both a short sword and a dagger. Fiona enjoys the finer things in life, including strong drink. She is occasionally reckless, but never foolhardy. Fiona had a rough youth, yet has a natural charm that usually offsets her rather unpolished behavior. Fiona’s most prized possession is a magical silver dagger she acquired from a wealthy merchant. Fiona is half-elven, but has no relationships with full-blooded elves.

Gilbert Graves: Gilbert is a 3rd level strongman. He is a childhood friend of Fiona and due to his slow wits, has taken to following her lead. Gilbert is a pragmatist. He dislikes complicated matters and has little use for nuance. Gilbert is most content when he is adventuring with Fiona, and he likes to think of himself as her guardian. Gilbert is honest to a fault, as he feels falsehoods require too much effort.

Pilate Valasco: Pilate is 4th level and is a Ritual magic-user. Pilate is an odd fellow. He speaks little, but has earned Gregory Vrill’s friendship and respect. Pilate has little interest in material goods and doesn’t normally carry a weapon. Occasionally he will carry a staff or a club, but he regularly fights unarmed and is quite good at it. Pilate is usually absorbed in his own world and the few comments he makes are typically off-topic or bizarre.

Note: Often players will address each other by their real names in addition to those of their character. For example, when discussing ‘out-of-game’ topics players will usually use their actual names. Of course, if Bob who plays Olaf the dwarf wants Frank, who plays Zandir the wizard, to pass him a soda, he’ll just address him as Frank. In the example provided, all out-of-game discussion has been removed. For this reason, the names of the PCs are used exclusively.

Background: We pick up the adventure as the four companions travel from their hometown of Riverdell to the seaside city of Avlone. The party has agreed to provide security to a small caravan traveling south into the Kingdom of Trent. Their journey will take them through an expanse of arid plains and through a mountain pass before reaching the coast. The caravan is lead by Gustaff Akers and his son Nicolli. Aside from the four companions, one other hired guard named Stephos accompanies them.

Three weeks previous, Gregory Vrill met Akers at an inn and secured the party’s employment. Fiona and Pilate had some recent trouble in a card-game with a local aristocrat, and the companions thought it best to leave town.

Gustaff was in need security for his shipment to the port city of Avlone. When questioned about the cargo, Gustaff informed Gregory that they would be guarding a quantity of metal alloy. He has agreed to pay each member of the party 60 silver royals once the trip has been made. Gustaff offered to provide the characters food and water as well.

Two carts comprise the caravan. Each is lead by two horses. The lead cart is a cloth-covered wagon, and is driven by Gustaff and his son. The second cart is a large closed wooden box-like structure, and is driven by Stephos. The player characters walk alongside these carts. At the point we join the story the caravan has been traveling for two weeks. The first week the group traveled westward along a trade route through rolling plains. Except for passing the occasional traveler, this week was uneventful. The party then turned south onto a lesser-travelled trail. Soon the plains gave way to dry scrubland, and then to arid desert. The terrain is flat and travel has been easy. However, the party has not seen another soul for more than one week.

The adventure: We begin after the party’s second week of travel. As the trip has been uneventful, only several minutes of real-time have been spent describing the journey up to this point. The theurgist Gregory Vrill has just asked the Game Master for a description of the current terrain, and whether any useful plants or herbs might be found along the trail.

Game Master (GM): Well, the landscape here is fairly barren. In fact, you aren’t so much following a trail as crossing an open expanse of desert. The ground is composed of cracked clay and aside from a few dry riverbeds, is somewhat unremarkable. The Issere mountain range can be seen far off on the eastern horizon, however. There are a few grasses growing here and there, and occasionally tumbleweeds will roll by. If you like Gregory, make an herbalism check of 14 to see if you can find any useful flora as you make your way south. -Due to the dry conditions and the need to keep walking, conditions are far from optimal.

Gregory Vrill: Aright, I’ll try. (Gregory has herbalism grade II, and rolls 2δ4*. His result is 1, 4. The four is re-rolled with a result of 3.) I got an 8. -That doesn’t cut it.

GM: No, sorry Gregory, you don’t find any useful plants. However, you can make another attempt when the conditions change.

Fiona Gray: Wait, if there are so few plants around, what are we feeding the horses?

GM: Good question. Actually, since you left the trading route that ran east-west, you’ve been feeding the horses oats that are stored in the rear cart. Your water, and the horses’ water, is in there as well.

Gegory Vrill: So where is the cargo we are carrying?

GM: You’re not entirely sure. There are a few shallow crates in the rear cart that haven’t been opened, and you haven’t looked in Gustaff’s cart. Would you like to ask him?

Gregory Vrill: No, that’s fine. I don’t want him to think we aren’t trustworthy.

GM: Fine. Well, unless someone wants to do something in particular, the time passes somewhat uneventfully. You make small talk with Gustaff, Nicolli and Stephos at night as you make camp. Each night you sleep next to the wagons and keep the same rotating watch you’ve previously determined.

Three more days pass like this. However, about noon on the fourth day, eighteen days into your trip, a dry wind begins to pick up from the west. Does anyone have the wilderness survival proficiency?

Gilbert Graves: I do! I’ve got grade II.

Fiona Gray: Can I make a non-proficient check?

GM: Sorry Fiona, it’s no use. The target number is 6. A non-proficient 1δ4 roll just can’t make it. Alright Gilbert, make a wilderness survival check of 6.

Gilbert Graves: (Gilbert rolls 2δ4* and gets a result of 7.) A 7, I made it! What was that for?

GM: Well, everyone can now see some ominous clouds on the eastern horizon. However, you don’t think they look like rain clouds, Gilbert. In fact, to you they don’t they are clouds at all. You’ve got a feeling a sandstorm is coming.

Gilbert Graves: A sandstorm!? That’s bad. Alright, I shout to Gustaff: Gustaff, I think a sandstorm is coming from the east!

GM: (As Gustaff Akers) “A sandstorm?!” Gustaff halts the lead cart and stands up, looking out to the east. “Hmm. Yes, I think you might be right. Let’s push on quickly and see if we can’t find some sort of shelter.” At that, Gustaff signals to Stephos to follow as he starts off at a faster pace. You four walking alongside the carts are forced to jog now.

Fiona Gray: I’m on the west side of the carts. Can I see anything that looks like it might serve as a shelter, maybe a large boulder or something?

GM: Not yet, Fiona. Actually this entire landscape is pretty bare. I’ll let you know if you spot anything. After a few minutes, the rest of you can discern what Gilbert did. A large brown wall of cloud seems to be growing to the east. -It looks pretty ominous.

Gregory Vrill: How long until it reaches us?

GM: It’s difficult to say for certain. This barren landscape doesn’t give you a good frame-of-reference. However, you’d guess the storm will reach you in about 10 to 20 minutes.

Gregory Vrill: Ugh. Alright, we’d better find some shelter fast. I start scanning for some kind of protection as well, even a low spot in the land.

GM: Ok, anyone that has perception can make a check. Tell me what number you roll.

Pilate, Gilbert and Fiona each have perception grade II. They each roll 2δ4*.

Fiona Gray: I got a 5.

Gilbert Graves: I got a 5, too.

Pilate Valasco: I’ve gotten an 11. Do I see something?

GM: Sorry. No one sees any significant changes in the terrain. Gustaff shouts back to you: “We’re going to have to just ride this out! Let’s get these horses secured!” At that he halts the lead cart. He jumps off and begins to pull some equipment from his wagon. Nicolli and Stephos begin securing the horses. They want to tie the horse’s reigns to some stakes driven into the ground. They ask for your help.

Gilbert Graves: I’ll give them a hand.

Fiona Gray: Yeah, me too.

Gregory Vrill: Gustaff, what are we going to do during this storm? We can’t stay outside.

GM: (As Gustaff Akers) “No, you’re right. We can’t. You and your crew can hold up in the rear cart. If you pull out the water barrels and some provisions, there should be enough room. Stephos, Nicolli and I will stay in the front wagon. -We’ll just have to wait until this passes.”

Gregory Vrill: Alright Gustaff.

GM: So do you begin to clear out the rear cart? The wall of sand has grown much larger. -It’s approaching quickly.

Gregory Vrill: Yes. I’ll get Pilate to help me pull out enough provisions so the four of us can fit inside. I want leave these barrels and crates directly behind the cart, so we don’t need to go far to reach them. How does this cart open and close?

GM: There is a wooden door that seals pretty well. It’s hinged on the side. The cart is basically just a large wooden crate on wheels. You and Pilate clear out three large barrels and some crates. There are also some bags of grain you can move out pretty easily. The two of you can stack these directly behind your cart. In the meantime, Fiona and Gilbert are helping the other three secure the horses and carts. Gustaff ties the wheels so the wagons can’t roll.

By the time this is all accomplished, the storm is almost upon you. The wind has begun to pick up, and you can already feel the air growing dusty. A massive brown cloud that extends from the ground to the sky covers the entire eastern plain. The wind is beginning to howl.

Gregory Vrill: Alright, I make sure the four of us can fit in the second cart. I ask Gustaff how long he expects the storm to last.

GM: (As Gustaff Akers) “I’m not sure, Mr. Vrill. I suppose it could last a day or two. Just stay inside your cart and keep the door closed until the wind dies down. Hopefully we’ll be back on our way shortly. -Best of luck to you.”

With that Gustaff finishes securing the front wagon and climbs inside. Stephos and Nicolli are inside the wagon as well. The horses are starting to whinny.

You’ve only got a minute or two before the encroaching cloud is upon you. Do you get inside the cart?

Fiona Gray: Yes, I’ll get in. What are the cart’s dimensions?

GM: It’s about 5 feet wide and 8 feet long. The ceiling is about 5’ high, but with the few supplies that are in there, you’ve about 3 to 4 feet of headroom. You can all fit, but it won’t be comfortable.

Gilbert Graves: That’s fine. I’ll climb in.

Pilate Valasco: I’ll go in too.

Gregory Vrill: Me too. I’ll close the door behind me.

GM: Fine, Gregory climbs into the cart and pulls the door shut. It goes dark. There are a few cracks that let some light filter through, but it’s difficult to see anything in detail. You can hear the wind picking up outside and the cart begins to rattle a little.

Gregory Vrill: I forgot it would be so dark. Alright, using my flint and tinder, I’ll light one of my candles. I’ll then cast my 1st circle spell Magic Candle upon it. That should give us light for the next 24 hours.

GM: Alright Gregory, good thinking. You can light a candle and cast Magic Candle upon it.

Fiona Gray: Wait Greg, won’t that candle consume our air in here?

Gregory Vrill: Actually it won’t Fiona. After I cast Magic Candle upon it, it ceases to consume any fuel. That should include air, I’d guess. Am I right GM?

GM: That’s correct Gregory.

Fiona Gray: Wow. That’s great. Good thinking, Greg. We’ve got some light. It’s windy outside. What happens?

GM: Well, after a few minutes, the wind really picks up. You can hear the horses whinnying and stomping in place. Before long, you are sure the sandstorm is upon you. The air becomes a bit dusty as some filters in through cracks in the cart. The whole cart is shaking quite a bit.

Gilbert Graves: Is it hard to breathe?!

GM: No, you’re fine Gilbert. The air tastes a bit gritty, but you haven’t any trouble breathing.

Gregory Vrill: Huh. Ok, I guess we’ll just pass the time and wait to see if the storm passes. I don’t really want to open the door in this. Can I start memorizing my spell? I am only down one 1st circle spell, but I haven’t anything better to do.

Fiona Gray: I’ll pull out my dice. Maybe Gilbert and Pilate and I can pass the time playing some dice games.

Gilbert Graves: Fine, but I’m not betting any money with you.

GM: That all sounds fine. Gregory, you can relearn refresh your repertoire of spells after 4 hours. -I’ll let you know when that time passes. Is there anything else anyone would like to do?

The players shake their heads.

GM: Alright then, the storm continues for what seems to be several hours. Gregory, you get your 1st circle spell back. Judging by the light from cracks in the cart, you think dusk is probably approaching. However, it’s difficult to say. You all feel a bit tired though.

Gregory Vrill: Hmm. If anyone is tired they can fall asleep. However, I think at least one of us should remain awake at all times.

Fiona Gray: I agree. I’ll take the first watch.

Pilate Valasco: I think this storm is unnatural.

Gregory Vrill: Why do you say that Pilate?

Pilate Valasco: I’m not sure. -I’ll go to sleep.

Gregory Vrill: Ok. Fiona can take the first watch. I’ll get some sleep too.

Fiona Gray: No problem, Greg. Ok GM, I’ll stay awake for a few hours while my companions sleep.

GM: That sounds good. Fiona, give me a perception check and tell me what you get. (The Game Master doesn’t have anything planned yet, but he asks Fiona just to build suspense.)

Fiona Gray: I got a 7. Do I see or hear anything?

GM: No, nothing unusual. The cart is still rattling in the wind, and you think you hear the horses from time to time.

Fiona Gray: Huh. I guess I don’t want to open the door. Alright, I’ll wake up Gilbert next and get some sleep.

GM: Sure. Gilbert, Fiona wakes you for your watch. Let me know if you want to do anything in particular, otherwise give me a perception check. (This time the Game Master does have something in mind. A band of Khulek raiders has approached the caravan, and they are investigating it outside. He decides a perception check of 10 will alert Gilbert to their presence.)

Gilbert Graves: (Gilbert rolls 2δ4* with a result of 8) Well, I got an 8. Do I hear anything?

GM: No Gilbert. You hear a few noises, but it sounds like the horses are just moving about. Besides that, you don’t hear much else but the wind.

Gilbert Graves: Hmm. I don’t like this. Still, I don’t want to open the door in the middle of a sandstorm at night. I’ll just keep my watch and then wake up Pilate after a couple of hours.

GM: Ok, Gilbert. You sit and listen to the wind for the better part of an hour after Fiona falls asleep. However, at that point you distinctly hear a thud from behind your cart. A few moments later, you hear another.

Gilbert Graves: What?! Wait! Hold on a second! I wake up my companions!

GM: Do you shout?

Gilbert Graves: No, no. I’ll shake them awake. I start with Fiona, then Greg, then Pilate. I whisper to them that I just heard a thud from behind the cart. I’ll grab my mace too.

GM: Ok, ok. The rest of you are shaken awake by Gilbert. He tells you he just heard a thudding noise outside behind the cart. However, before you can figure out what’s going on, you hear a scream from in front of your cart. You think it’s human.

Gilbert Graves: That might be Gustaff! I kick the door open!

Gregory Vrill: No! Gilbert, wait!

GM: Sorry, Gregory. Gilbert kicks the cart door open. Immediately, the cart is filled with blowing sand and it’s very difficult to see. It’s a good thing you cast Magic Candle on your candle Gregory. Otherwise, it would have blown out. Gilbert, you are near the door since you kicked it open. Is there anyone else near the opening? There’s room for one more person.

Fiona Gray: I will be. I’m going to draw my weapons. Do we see anything outside?

GM: Ok Fiona. Well, the sand is stinging your eyes. However, with the candlelight filtering out from behind you, you can just make out a tall figure standing behind your cart. You can also see that one of the barrels of water behind the cart has been broken open. Fiona, with your keen vision you can see this figure is wrapped in cloth and wields a large axe. That’s all you see before this figure lunges at you. -Roll for initiative, everyone.

Fiona Gray: What is it?! Alright, I get a 6 for initiative. Remember, I drew my weapons.

GM: That’s fine Fiona, your weapons are out. How about the initiatives for the rest of you?

Gilbert Graves: I’ve got a 4 for initiative.

Gregory Vrill: I’ve got an 8.

Pilate Valasco: I knew something was wrong. -I’ve gotten a 7.

GM: (The Game Master rolls an initiative of 7 for the khulek. However, since the khulek has the element of surprise, he adds a +4 modifier for a result of 11.) Sorry everyone, this thing has the jump on you. Gilbert, it swings at you with its axe! (The GM rolls 1δ20 + 1 twice with results of 11 and 5. He applied a -2 ‘to-hit’ modifier as the khulek’s vision is obstructed due to the blowing sand.) Gilbert, your dodge score is a 10? -That’s one hit upon you. (The Game Master now rolls 1δ8 + 1 for the khulek’s axe damage. The result is 6.) Ouch Gilbert, the axe cleaves into you for 6 points. Your armor absorbs 2-3, however. Roll 1δ2 + 1.

Gilbert Graves: (Gilbert rolls 1δ2 + 1 for his studded leather and shield armor absorbance. He gets a result of 2.) My armor absorbed 2 points of damage. I guess I take 4.

GM: That’s right, Gilbert. You are now at 12 health points. Alright, the rest of you may act, starting with Gregory at initiative 8. You hear another scream from the where the front cart should be.

Gregory Vrill: Alright, can I cast a spell on this thing?

GM: Well Gregory, you can hardly see it as Gilbert and Fiona are in the way. Also, these cramped quarters are restricting your movement. What do you want to cast?

Gregory Vrill: I’d like to cast Despair upon it. The spell’s range is 40’.

GM: Ok, Gregory. You can cast it.

Gregory Vrill: I do then. The creature gets a willpower check of 11 to resist.

GM: (The Game Master rolls 1δ20 + 6 for the khulek’s willpower check and gets a result of 13.) You cast Despair, Gregory. However, you sense that it didn’t work. Pilate, you are next at initiative 7. What do you do?

Pilate Valasco: Can I get out of this cart?

GM: Not until Gilbert or Fiona move, unless you want to shove past them.

Pilate Valasco: No, I don’t suppose I do. I will cast the 2nd circle spell Blood Rage upon myself.

GM: Sure thing, Pilate. That drops your endurance score from 9 to 7, but raises your strength from 14 to 18. You now have 13 health points, but have a +3 melee damage modifier. This lasts for 10 rounds after this one, keep track of that. Mark off 2 Blood and 1 Gaea spell points as well. -Fiona, you can act now at initiative 6.

Fiona Gray: I am going to attack this thing. Can I step outside too?

GM: Yes Fiona. Since the figure is standing right outside the cart, you can hop out and attack it. However, due to the blowing sand, apply a -2 modifier to your ‘to-hit’ roll.

Fiona Gray: Ok, I’ll step out and attack. (Fiona rolls 1δ20 for her short sword and 1δ20 for her dagger. The -2 modifier due to the sand cancels out her normal +2 ‘to-hit’ bonus with those weapons.) I get an 8 with my short sword and a 17 with my dagger. Do I hit?

GM: Your dagger hits Fiona, roll for damage.

Fiona Gray: Great! (Fiona rolls 1δ4 + 2 for her dagger damage and gets a result of 5.) That’s 5 points! Not bad.

GM: You get him fairly good. (The khulek isn’t wearing any armor, so the Game Master subtracts 5 from the khulek’s 15 health points. It is now at 10.) The figure gasps as you stick him in the side. Gilbert, you are last to go at 4. Go ahead. You must apply a -2 to your ‘to-hit’ rolls as well.

Gilbert Graves: I’m going to jump out and help Fiona. (Gilbert rolls 1δ20 + 1 for his mace and gets a result of 7.) Ugh, I get a 7. I’m sure it’s a miss.

GM: Yes, it is Gilbert. Alright, that’s the end of the first round of combat. Everyone roll for initiative once again. You all hear more sounds of combat coming from the front wagon. A horse whinnies loudly.

The players roll initiative with Gregory, Fiona, Pilate and Gilbert getting 10, 5, 4 and 6 respectively. The Game Master rolls for two khulek this round. The one fighting Gilbert and Fiona gets a 7, another coming into combat gets a 4.

GM: Gregory, you may act first at initiative 10.

Gregory Vrill: Hmm. I’ll try to cast Despair upon this thing once again.

GM: (The Game Master rolls 1δ20 + 6 for the khulek’s willpower check and gets a result of 18.) Sorry, Gregory. This humanoid seems particularly resistant to your spells. The next to act is the humanoid fighting Gilbert and Fiona. Gilbert, this time the humanoid doesn’t attack you. In fact, it just stares at you intensely with wild eyes. -Make a willpower check of 12 (The khulek is innately casting the 2nd circle Hedge magic spell Terror upon Gilbert).

Gilbert Graves: (Gilbert rolls 1δ20 – 1 for his willpower check.) Oh no! I got an 8. I missed it. What happens?!

GM: Gilbert, you are suddenly overcome with a terrible fear. Something about this creature is just horrible. Immediately, you dash away into the sandstorm. -You just want to get away from this thing. (The Terror spell lasts for 3-6 rounds. Thus, the Game Master rolls 1δ4 + 2. Gilbert is affected by the spell for 3 more rounds.) I’ll tell you when you’ve come to your senses again Gilbert.

Gilbert Graves: Ugh. That’s awful! Can I decide where I run to?

GM: Sorry Gilbert, you aren’t thinking clearly at the moment. You just feel as if you’ve got to get away. In fact, you spend your round running off into the storm. Fiona, you can act at initiative 5. Don’t forget the -2 ‘to-hit’ modifier due to visibility.

Fiona Gray: Gilbert’s run off?! I attack this thing again! (Fiona rolls.) I got a 15 with my short sword and a 4 with my dagger.

GM: The short sword hits. Roll for damage.

Fiona Gray: 5 more points! Does it fall?!

GM: No, it doesn’t. However, you’ve really injured it Fiona. It screams in pain. Pilate, you may act at initiative 4.

Pilate Valasco: I will jump out of the cart and pummel this thing. (Pilate rolls to attack.) I got a 15, I hit it!

GM: Did you apply a -2 modifier due to the limited visibility?

Pilate Valasco: Oh. No, I didn’t. I guess I got a 13.

GM: Sorry that’s a miss, Pilate. And, to make matters worse, just as you attack the figure, you see another one step from behind the cart and attack Fiona. (The Game Master rolls.) Fiona, your dodge score is 13? It hits you once with a large sword for 5 points of damage. You leather armor absorbs one point, however, so you are reduced from 12 to 8 health points. -It’s initiative everyone.

Gilbert Graves: Should I roll?

GM: Sure, you can roll Gilbert. However, you are most likely to spend this round running.

The players roll initiative with Gregory, Fiona, Pilate and Gilbert getting 4, 9, 9 and 3 respectively. The Game Master rolls for two khulek this round. The wounded one gets an 8, the other gets a 5.

GM: Fiona and Pilate, you may both act at 9.

Fiona Gray: Ok, first off, I want to use my feint ability against this new attacker.

GM: Good idea, Fiona. Roll 1δ20 and see if it works.

Fiona Gray: (Rolls) I got a 3 which is equal to or less than my agility score. That means I’ve got a +2 dodge against this thing for the rest of the round.

GM: That’s right, Fiona. Ok, you can attack.

Fiona Gray: I attack the one that just hit me! (Fiona rolls.) I got a 19 with my sword and, oh no! …I got a 1 with my dagger. -That’s a critical fumble!

GM: Ok, Fiona you stumble badly, giving your opponent one extra attack. However, the 19 with your sword is a hit. Roll that damage first.

Fiona Gray: 4 points.

GM: You wound him Fiona. (The Game Master reduces the khulek’s health points from 15 to 11.) He’ll get his critical fumble attack at initiative 8. Pilate, you still need to act.

Pilate Valasco: You should have attacked the badly wounded one, Fiona. Well, I will attack him. I get two attacks this round. (Pilate rolls.) I got a 6 and a 17. That’s one hit for …7 points of damage!

GM: Great job, Pilate. You’re Blood Rage spell really helped. You clobber the tall figure and send him to the ground.

The players cheer.

GM: It’s initiative 8, and Fiona’s opponent gets its critical fumble attack. (The Game Master rolls one on-hand attack for the khulek, getting a 14.) Fiona, it just missed you. That feint of yours worked.

Fiona Gray: Hah! That’s great.

Gilbert Graves: Am I still running away, even though the one that scared me died?

GM: Yes Gilbert, you are still overcome with fear. Also, you don’t know what’s going on with your companions. You can’t see much of anything right now, it’s dark and sand is blowing everywhere. -I’ll tell you when you stop running. We are now at initiative 5. Fiona, your opponent attacks you with his sword. (Game Master rolls.) Well, despite your feint, it hit you once. Ouch. You take 7 points, which is reduced to 6 by your armor. You have 2 health points, Fiona. You’re looking bad. Gregory, you can act at 3.

Fiona Gray: Help us, Greg!

Gregory Vrill: Well, my spells haven’t been too effective on them. I’ll cast Shimmering Armor on myself.

GM: That’s fine, Gregory. You are enveloped in shimmering planes of light. Your spell adds to the candlelight and brightens the area within and behind your cart a bit. Due to your spell, your dodge score is now effectively 16. Gilbert, you continue running for your action. Pilate, Gregory and Fiona, you hear another scream from near the front wagon. -It’s initiative everyone.

The players roll initiative with Gregory, Fiona, Pilate and Gilbert getting 11, 7, 4 and 4 respectively. The Game Master rolls for two khulek this round. The wounded one gets a 6 and another one coming around from the front wagon gets a 5.

GM: Gregory, you have it with an 11.

Gregory Vrill: I hope Gustaff and the other two are alright. I’ll hop out and join the fray. I attack the remaining opponent on Fiona with my broadsword. Ugh, I get a 5.

GM: This just isn’t your day, Gregory. Fiona, you may go at initiative 7.

Fiona Gray: I am going to feint against this guy again (Fiona rolls.). Argh, I got a 16. That’s higher than my 14 agility, which means my feint doesn’t work this round. Oh well, I’m attacking him anyway. I’ve got an 8 with my short sword and a 20 with my dagger! Ha, critical hit! (Fiona rolls 2δ4 + 2 for damage.) That’s 7 points!

GM: You’ve stuck him good, Fiona. (The khulek is now at 4 health points.) However, now it’s his turn. He’s trying to return the favor and… he hits you twice!

The players gasp.

GM: Fiona, you take 7 more points of damage, even after your armor absorbs one point from each blow. You’ve been reduced to -5 health points! Fiona, your endurance score is 10, right? You are lucky. If you were reduced to -6 health points, you would have died. Still, you are unconscious and look awful. You’d better hope your companions can win. Unfortunately, just after you fall, another one of these humanoids rushes into the light. Gregory, he attacks you with a curved sword! …Lucky for you, he misses. Pilate, you may go now at initiative 4. Gilbert, sorry but you are still running away in fright.

Gilbert Graves: This is awful.

Pilate Valasco: I am going to attack the wounded one that knocked Fiona out. I got a 15. That’s a hit right?

GM: Just barely, Pilate. Nice one. Roll your damage.

Pilate Valasco: Hah, 8 points! That’s maximum damage!

GM: You’ve done it again Pilate. You knock another one to the ground! Alright, it’s initiative.

The conscious players roll initiative with Gregory, Pilate and Gilbert getting 10, 2, and 6 respectively. The Game Master rolls for the remaining khulek and gets a 9.

GM: Gregory, you have it with a 10 initiative.

Gregory Vrill: I swing on the injured opponent with my broadsword. Great, I got an 18! It takes 4 points of damage!

GM: That just does it, Gregory. You run him through and he drops to the ground. Looking scared, the remaining attacker runs off at initiative 9. Pilate you have yet to act, do you want to take one on-hand attack in response to the retreat?

Pilate Valasco: Of course! However, I got a 6. That’s a miss. I guess it gets away.

Gilbert Graves: What about me?! What am I doing?

GM: Well Gilbert, you are still running about the darkness, but this is the last round you do so.

Gregory Vrill: Is it initiative again?

GM: No. Not at the moment anyway. After the last figure ran into the darkness, you don’t see anything but youselves. Also, you don’t hear anything but the howling of the wind.

Gregory Vrill: Hmm. Pilate, I think we should see if Gustaff and the others need help while our spells are still functioning. Let’s hurry to the front wagon!

Pilate Valasco: Wait, Gregory. First let’s get Fiona safely inside this cart. That thing could come back. Also, we should take that enchanted candle with us.

GM: What do you two do?

Gregory Vrill: Pilate is right. Ok, we will first lift Fiona back into the cart. I then take the candle and close the cart door. We will then slowly move up towards the front wagon.

GM: Fine. Putting Fiona into the cart takes you about two combat rounds of time. Pilate you’ve just 3 rounds, or 30 seconds of your Blood Rage spell left. You slowly move up to the front wagon…

Gilbert Graves: Wait, I want to join them. Can I come back?

GM: Gilbert, unfortunately due to the sandstorm it’s very hard to see anything. Try to make a perception check of 10.

Gilbert Graves: Ok. No good. I got a 3.

GM: Sorry Gilbert, at the moment you can’t see a thing. You’re not even sure which direction the caravan is at the moment. Is there something else you want to do?

Gilbert Graves: Hmm. I could shout to them, maybe they will hear me. However, I might attract more of those things. No, I am just going to sit down and stay quiet. I think I might have to wait this out.

GM: Ok, Gilbert. Gregory and Pilate back to you: The two of you slowly begin to move to the front wagon. To your horror, as you approach the front you find both horses attached to your cart have been killed. Lying next to the horses is one of those attackers and what looks to be the body of Stephos.

Gregory Vrill: Is he alive?! I check Stephos. But I’m keeping my eye out for those things too.

GM: Unfortunately, Stephos is dead. As for ‘keeping an eye out’, even with your enchanted candle’s light, it’s difficult to see more than several feet in front of you.

Gregory Vrill: Is there anything else around? We’ll look inside the wagon, and then walk around the front.

GM: Looking inside the wagon, you just see some supplies. There are some crates, as well as some bags. There is also a bloodied knife in there.

Gregory Vrill: Ok, we’ll go around to the front. We are being very careful.

GM: Alright, you and Pilate slowly walk around to the front of the wagon. There you find that both lead horses have been killed as well. Also, you find Nicolli on the ground. He’s dead too.

Gregory Vrill: Oh no, this is bad. We don’t see Gustaff anywhere? There aren’t any more of those humanoids?

GM: No, it seems you and Pilate are alone. It’s very eerie, actually. It’s dark, very dusty, and the wind is all you hear. What would you two like to do now?

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I think I'll end it here. I could have them do a few more things, but it's getting a bit long. However, it might be too combat heavy for an example. -Thoughts?

Sunday, December 02, 2007

1E D&D

Interesting "What do you like about 1E?" thread on En World.

A lot of these thoughts ring true with me as well. -I'm trying to get rid of some of the arbitrariness of 1E in this system, but keeping the GM fiat up, and trying to make the rules easy to implement. Fast combat, adaptability to house rules and a reading level above the 5th grade. Also not shying away from evil things. -Keeping those things in mind.

No miniature rules either.

I want to make this Creative Commons, and perhaps create a site where people can post their own interpretations, spells, monsters, skills, etc.