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We're playing Labyrinth Lord on your /tg/. All welcome. New players, old players, even characters who were off at the Caverns of Quasqueton last night (that was at least a day ago in Grea/tg/ary time).

Game info: https://docs.google.com/document/d/1ADSUEg96TKXsUsxliyF6ZzMhfOO4WY4Dumu4AGK4ylA/edit

What happened at the Caverns of Quasqueton last night:
http://suptg.thisisnotatrueending.com/archive/21473698/
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Bah, I gotta start getting the right handle on at the right time.
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Tell me about this system. And possibly the system inspiring it.
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>>21483246
It's a light-weight swords & sorcery game, focused on exploration and adventure. Labyrinth Lord is fairly close to the 1981 "B/X" rules for Dungeons and Dragons, edited by Tom Moldvay. The LL editor made the decision to bring the game a little closer to AD&D (e.g. clerics get spells at 1st level, wider range of armour), but a lot of people played what could be called "Intermediate D&D" - a blend of the two.

Does that help?
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>>21482646
Reading through the doc now, but while I'm doing that what's the source of the funnies?
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>>21483266
Somewhat. I've gotten a desire to look up DnD 2e or the like.
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>>21483271
Most of them are from early issues of The Dragon. The one in the OP is from the 1st Edition DMG.
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>>21483278
This game is 2e's cousin, I guess. (If you view the Basic line as 1e's little brother.) It will teach you about descending AC and the wonders of cowardice!

LL's rules are at http://goblinoidgames.com/labyrinthlord.html. But you can absolutely play without really knowing them. So much of the game is based on thinking about the situation described, rather than system mastery.

Anyone wanting to play but in need of a character should roll 18d6 to generate abilities (in order S/D/C/I/W/Ch).
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>>21483303
Oh I wish, but sadly it is 2 am here.
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>>21483284
Cool, thanks.

Also, wow, I didn't know /tg/ was doing something like this.

Unfortunately, as I do live in the states, I am well past the time I should be sleeping to get to work later today.

>>21483325
Hello, neighbor. It is here too.
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>>21483325
Don't worry! Another referee "Dungeon Master" runs his sessions in Hex 1 closer to your time zone!
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>>21483338
Neat! Does he come on here, or what? Pardon me if I missed an obvious explanation, I am dumb now.

Also, would it be alright with you to roll a fellow for that here?
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>>21483355
Yeah, Dungeon Master will be on in ten to fourteen hours, just keep an eye out for his Grea/tg/ary thread. He only finished his last thread about five hours ago, so there's plenty of time to jump in.

And, you can definitely roll a character now to save gaming time later!
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>>21483381
Fantastic on both accounts. Thank you for this opportunity. Convenient really, I'd just become curious about the old style.
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Rolled 1, 4, 5, 1, 6, 4, 2, 6, 3, 2, 5, 6, 6, 5, 6, 1, 5, 4 = 72

>>21483402
ow lord I am a 4chan veteran i swear
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>>21483404
High average, let's see how that breaks down:
S10 D11 C11 I13 W17 (!) Ch10

You could do all sorts of things, but Cleric is going to be your best.
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>>21483428
And, lucky me, I like that role! Sounds fantastic, assuming clerics are anything like the newerish editions of DnD.
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>>21483334
>>21483338

Also Hex 5. I'm operating on PST. I won't be up and running until next Friday I think. I might be able to get something going on Saturday if I can maybe get access to a wireless.
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>>21483433
They're not as uber as they became in 3e! But you can wear armour, cast some spells, and have ok weapons. For your hit points, you have 6 (that's max on 1d6). Your starting money is 3d8 x10gp - you probably want to get the LL rules from goblinoid games to do your purchases.

You may also want to consider hiring a retainer.
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>>21483467
Creepy! How's it going? Are you going to give yourself an ostentatious title, too?
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Rolled 4

gender then stats
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>>21483468
Well, I got the rulebook here, so let me look at stuff and roll cash.

But retainers... how useful/necessary are they? I'm unused to that sort of thing.

>>21483467
Saturday is good with me. Barring nonsense.
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Rolled 2, 3, 6, 4, 2, 6, 5, 4, 1, 3, 1, 2, 1, 4, 2, 3, 3, 1 = 53

>>21483486
It's male
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Rolled 6, 3, 7 = 16

>>21483494
sigh

Also race, I remember hearing it was pretty funky in older editions. I'll probably go human, but still.

Like level caps and shit.
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>>21483497
Low average, but stacked in decent way.
S11 D12 C15 I5 W7 Ch7

You have options. This is an OK fighter, thief, dwarf, or halfling.

>>21483494
Retainers are half as good as extra players. They do just as much "mechanical" work (fighting, spellcasting, etc.), but don't do any thinking for you. That means they get half shares of treasure and XP. If you're confident in your own common sense and/or playing with a couple of good players, retainers are more useful than carrying some extra average players.

>>21483503
Race is part of your class. If you have a "profession" class (like Cleric), you're human.
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>>21483503
>level caps

Pro-tip: level caps are the least of your worries.

MUHAHAHAHAHA!
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>>21483533
Well, that's interesting. Retainers suck up wealth though? Hm. Manservants cannot be disregarded however.

>>21483541
High lethality is best lethality?
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>>21483497
I memorized the stats for AD&D when I was 7 or so as SWIDCCh so I'm copy/pasting from above...
Livius Ness (generated randomly from http://www.behindthename.com/random/)
Male
S:11
D:12
C:10
I: 6
W:7
Ch:7

Well I'm not a wizard or a cleric... Fighter it is.
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>>21483552
Retainers are proper characters, so they need money to pay their expenses and get experience to gain levels. It's a good deal.

I wouldn't say that D&D has high lethality, but it's not forgiving. And the referees are going to be rolling in public, so nothing will be fudged. (On the other hand, no critical hits makes combat more predictable.)
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>>21483561
Oh, you're right, my eyes went wonky looking down that list of numbers. You still have the options of Dwarf and Halfling (both of which play as Fighter-Thief, D is more Fighter, H is balanced).
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>>21483585
May I ask what helmets do?

Also this is making me extremely nostalgic for Baldur's Gate, which is a good feeling.
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>>21483594
Helmets get between your head and incoming harm. They also impair your hearing, mess with your hair and often make you look stupid. Rule #1 of this era of D&D: think about things the way your character would!
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>>21483614
That is a good rule. Also helmets are neat.
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>>21483614
Wait, I shouldn't outfit myself like I was going into the Tomb of Horrors? How sad. Now to make the brutal choice between shiny Holy Symbol or cheap wooden knockoff (and other nice things).
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>>21483658
Haha, you would have no chance in the ToH at 1st level. But have your character outfit themselves based on how they would approach a dangerous expedition into an unknown dungeon.

Tip: Flaming oil is pretty important at low levels.
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>>21483658
Additional: When and if we start getting high-level characters in Grea/tg/ary, I KNOW someone will run the Tomb of Horrors.
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>>21483681
May I suggest keeping the suicide hotline number nearby?

Also, still on equipment, are there any gods in this setting? This is vaguely important.
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>>21483585

I guess I'll go with Dwarf fighter. I'm going to go get some sleep for now and update later...
>Livius Ness Dwarfized to Vili Sussenur
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>>21483691
Ah. Gods.

My view (and this is not the only view) is that there are "Gods". These are extremely powerful creatures, almost entirely Chaotic, with little love for men. Lawful Clerics typically venerate saints or prophets and I am not going any further than that. Neutrals revere nature, demihumans are ancestor worshipers.
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>>21483720
It's just "Dwarf". They're good at fighting (not quite as good as fighting men, but close), very tough, and have a good understanding of stonework (very useful in the dungeon!).
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>>21483691
>Also, still on equipment, are there any gods in this setting? This is vaguely important.

"Religion is cloudy. The Gods rule over the forces of Chaos, Men of Law venerate the Saints, and Neutrals revere Nature (or just keep their heads down). Demi-humans are ancestor-worshippers. - Spooky"
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>>21483722
Saint/Prophet it is then. Kinda barebones but in a thematically appropriate way, and also it reminds me of St. Cuthbert, and who doesn't love him?
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>>21483746
My thinking is that any individual player can detail their character's patron saint or favourite prophet, without that binding the referees or other players to very much. (Of course, if you have a killer idea, other players might want to hook into it!)
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>>21483746
Alrighty, got me a Human Cleric with Banded Mail, a Mace (classic), and a bunch of little gear suited to his ego. Probably gonna be vaguely roman inspired, if only because of the Banded Mail and romans. Now for magic and retainers.

>>21483771
Excellent, I was hoping for that.
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>>21483780
Magic is dead easy. You can cast 1 (one) spell per day. Pick it at the start of the adventure. Remember that characters often die before you can heal them, and be sure to read what Detect Evil actually does in this edition (it's one of the most variable spells in the history of D&D).

If you want to add a retainer, just roll him the same way you did your main character. Retainers start as Normal Men, but graduate to proper characters after their first adventure.
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>>21483807
Yep, just picking the spell. As for retainers, does that mean they are only controllable for one adventure, or that they can be used as PCs after that? Rolling either way, my ego demands a minion as my humor and sleep deprivation demands me to act contrary to my usual nature.

And since I'm already asking (thank you very much for being so helpful, by the way, it really is appreciated) is the 'reversed' version of a spell like Cure Light Wounds automatically Chaotic? I'd rather not get penalties for pissing off my Saint because I misunderstood.
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Rolled 6, 3, 6, 2, 1, 4, 4, 2, 5, 6, 6, 3, 3, 5, 5, 4, 2, 5 = 72

>>21483835
dang
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>>21483835
Retainers do have to make morale checks semi-regularly (I want to talk to DM & Creepy about how regularly) to stay in your service.

I would generally say that cause wounds is heading into Chaos territory. In any case, it's not very effective - you hit with your mace for as much damage.

>>21483841
Let's see:
S15 D7 C11 I15 W13 Ch11

Those, my friend, are Elf stats. You may reduce Strength, Wisdom, or Intelligence by 2 points, but not to less than 9, to increase a Prime Requisite (for an Elf, that's Strength or Intelligence).

I recommend going to:
S16 D7 C11 I16 W9 Ch11
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>>21483880
I will follow your advice, as it seems wise. Now I assume I buy him his gear and such? Heh. I think I got a pretty good combo there.
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>>21483899
An Elf retainer would start with chainmail, a sword, a shield, a bow, a backpack, a couple of torches, one week's rations, and 50' of rope, plus a few (1d10) silvers. They're not doing so well, which is why they've signed on to work for a nobody like you!

Make sure to name your character and retainer. It would be good if you put an entry into the registry at https://docs.google.com/document/d/1ADSUEg96TKXsUsxliyF6ZzMhfOO4WY4Dumu4AGK4ylA/edit

Just put down the character's name, class and level (put his retainer in parenthesis on the same line), and provide the foolz link for this thread: http://archive.foolz.us/tg/thread/21482646.
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Rolled 7

>>21483949
Alright, thanks a lot. Now to take forever to actually do that as I burn out my addled brain thinking of names. Actually rather handy on the Elf already having equipment. Suppose I'll roll for his silvers because why not.

This is gonna be a blast.
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Rolled 1, 5, 5, 4, 3, 6, 2, 3, 2, 6, 4, 5, 1, 1, 3, 5, 6, 2 = 64

Okay I'll bite. Female.
If I understand correctly, game won't start for another 10 or so hours atleast?
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>>21483996
If I get enough players (at least 3), I will start before that. But there will be a session run by "Dungeon Master" in ten or so hours - he said something about morning in Australia.
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Hey Spooky

https://docs.google.com/document/d/1hGf5LmNbAUlz5Yyi-wUFNc0XZECSY6Os62ZqcVWc4Yc/edit

I might play for a bit before I go to sleep. So begins the tale of Violentio!
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>>21483996
For the character, I would rather you didn't hide the dice. Number-wise, that's
S11 D13 C7 I15 W5 Ch11

You have options, but probably a magic-user. If so, I suggest reducing Strength by 2 and increasing Intelligence by 1 to make the +10% XP band.
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>>21484019
Boom! Do you want to spam retainers like I do in your sessions?
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>>21484040
Nah, I'll see how many people show up
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>>21484033
Ah, sorry, force of habit. Should I reroll? Otherwise, magic sounds good!

[Spoiler]I have no idea what I am doing[/spoiler]
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>>21484057
Since you start with only 1 spell a day, you should buy lots of throwing daggers for combat
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>>21484057
It's fine, I didn't see any 7s and your roll was pretty average. As Violentio knows the game pretty well, I will leave party organising and advice to him to avoid referee coaching syndrome!
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Okay. Time for the handy equipment tables

Have you rolled for starting cash? If not, roll 3d8 and multiply by 10gp
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>>21484108
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>>21484118
Oh, and I'm also buying 5 pints of lantern oil, and a pet dog to be the party mascot. His name is Scruffles
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Well, I'm all up on the sheet. Included a google doc sheet because why not. Also named me elf.
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Okay, so who do we have in the party?

I'm playing a fighter.
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>>21484144
Helyan? Should be listed in line with Vodral, because the rolls are in this thread.
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>>21484155
whoops

>>21484146
I'm a cleric but probably not in your group, I think?

All I know is that I can make the thread that's coming in 10 hours without too much issue, assuming I don't crash horridly.
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>>21484159
Yeah, Vodral's a volunteer for your game, DM. I have a feeling that I'm gonna do more marketing than refereeing!
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Rolled 5, 1, 4 = 10

>>21484057
Right then!
>>21484084
Rolling for cash. Also named my hedge-magician Teresa Asgeirr.
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>>21484159
Oh, and you probably want to share the character sheet so other people can see it!
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>>21484198
So that's 100 gp? Or is it 20.
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Players can - and probably should - use the IRC room #Greatgary on irc.rizon.net for real-time discussion. Feel free to shoo me out of there if you want to conspire!
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>>21484208
Good point, and again, thanks for getting me into this!

https://docs.google.com/document/d/1klcDvOup-mLp8XEDj0_t9qH6THhCKkuEMuRy6Z9mvWs/edit

Haven't decided on a spell for my Elf.
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>>21484146
Here's my equipment
Longsword (1d8+1), Heavy Crossbow (1d8), 20 quarrels
Banded Mail, shield
>Arms and armour. Fairly self explanatory

Backpack
>How else do you carry things around?
flint, 8 torches, 5 oil flasks
>You need lighting in dungeons. I couldn't afford a lantern due to my armour, but those are useful as the DM can't blow them out with wind. Oil flasks are good anyway, as they can deny enemies an area. My players used them to stop the goblin king and bodyguard from supporting the grunts
waterskin, bedroll, week's preserved rations
>Never know when you'll have to make an overland trek, or rest in or near a dungeon
large sack
>for carrying out all your loot
hemp rope
>
12 iron pitons, hammer, shovel
>Pitons are useful for climbing, making handles on doors, and all sorts of things. Shovels

I'm thinking I'll buy a crowbar too.

>>21484159
Don't feel like you can't play in both. Your character will just head off northeast to join the guys in hex 1 at some time
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>>21484216
That's 100gp. You don't have armour to buy, so it'll be plenty. Violentio helpfully provided the equpiment tables in thread: >>21484108 >>21484118
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>>21484235
The problem for me, at least, is sleep. It's 4am for me.
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>>21484272
Yeah, I'm fairly tired too. Sorry Spooky, maybe another day when my evening's not filled with WFRP
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>>21484279
>>21484272

No problem, chaps! You know I'm glad to wave the flag and get people set up.
>>
OK, in case any well-meaning anon stumbles across this - I'm taking a wee break and will check back in 30 minutes. I have a feeling that this session will wash as well, but refuse to lose hope. (And if anyone just wants to get a character set up for gaming with the cool kids in the cloud, that's OK!)
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>>21484760
Where are your rolls?
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Rolled 3, 6, 3, 6, 4, 3, 1, 4, 2, 4, 3, 4, 1, 5, 6, 6, 4, 4 = 69

>>21484768
Those are my rolls. I used home dice because I didn't know we were using digi-dice.

I'll roll again if it's customary .
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>>21484780
Ern Ulf Hamblton
STR: 12
DEX: 13
CON: 7
INT: 11
WIS: 12
CHA: 14

Still thinking Cleric.
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>>21484780
Yeah, sorry. I don't think the results you had were unreasonable by any means, but I have to insist that everyone rolls on the server. Let's take a look at what the dice gremlins want you to play:

S12 D13 C7 I11 W12 Ch14

Well. Thief is probably your best, just because you could strip S, I, W of two points each to raise D to 16 (and therefore, +10% XP). I'm not sure that fits what you want to play, however, and you could do anything bar dwarf or halfling with those abilities. (Just note that the 2:1 trade cannot reduce Dexterity.)
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>>21484800
Unfortunatly IRL duty is calling.
Classes also start in an hour, but I shall return post tutelage.

I'm think utility cleric of the old-gods.
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>>21484821
OK. You'll probably be best-off playing in Dungeon Master's game (I would expect him to start in seven hours, give or take).
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>>21484800
Hello,
I've always wanted to play a dice game, but I've never been around dice game players.
Would you mind pointing me in the right direction to learning what you fine people are doing?
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>>21484849
Correction: you'd be best off playing in Dungeon Master's session today. That doesn't prevent you from playing in my sessions (if they ever make quorum!).

Regarding the old gods - do you have it in mind to play a Chaotic character? That can be problematic.
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>>21484858
This is, in theory, a session of the RPG "Labyrinth Lord" (based on the 1981 rules of Dungeons and Dragons). You can find the LL rules at http://goblinoidgames.com/labyrinthlord.html.

In practice, players are rolling up their characters for a later session that fits their time zone better.
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>>21484882
I'm off to read up on it a bit then.
Thank you kindly.
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>>21484882
Oh, and also I'll still be here as well, if you have anything to add before your game starts.
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>>21484898
Well, I don't think I will be starting today. "Dungeon Master" will likely run a session in Hex 1 later today (around 1600 server time, seven hours hence). I'm going to go out for a couple of hours, and will check back in on my return. If there are players waiting on my return, I'm happy to run a short session.

Sorry about the timing. Today has been a bit of a "fishing expedition" for players, and not a very successful one.
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>>21484911
I understand.
In any case Thanks Again.
I hope I catch you at a better time in the future.
:)
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>>21483746
Everybody loves St Cuthbert of the Holy Ass-Whooping!
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>>21485572
>>
So, I'm back from my break, if anyone wants to play before DM shows...
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>>21484922
I'm still reading through the book but would like to follow you all along on this adventure if it starts.
>>
I'm so confused. Is this the Castle Gygax thread?
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>>21485809
This is not Castle Gygar. This is one hex over in the same world, with a different referee. You can play your Castle Gygar character in the Caves of Chaos.
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>>21485809
Same world, different adventure.
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>>21485826
Really, the same adventure - what your character does is THEIR adventure - at a different site on the same world.

Grea/tg/ary is like a MMO, but with human referees rather than machine moderation.
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I have returned and. . .
- is this thing dead?

I'm roll'n out my char regardless.
As far as which game to join, my best hours are probably between 2 and 7 pm EST. I can go to about 9 but I do have other concerns.
>>
>>21486204
Also, is there a more apt character sheet anywhere? The one in the book doesn't even have spaces for the different modifiers.

does a standard 2e sheet translate well?
>>
>>21486204
You don't have to pick between games. Grea/tg/ary is one game, you play in the sessions that suit you.

This session isn't quite dead, but I'll give it the last rites in an hour if nobody else shows to play. (Can't really send you to the Caves solo.)
>>
well, I wouldn't mind rollin a character a as well, at least try to.
I've never played a dice game before and would like to.
>>
>>21486214
A 2e sheet would be a mistake. It has a bunch of stuff that simply doesn't apply.

You're probably fine just using an electronic record like the ones linked to at https://docs.google.com/document/d/1ADSUEg96TKXsUsxliyF6ZzMhfOO4WY4Dumu4AGK4ylA/edit

Characters aren't very complex in this edition.
>>
>>21486235
Sure. Are you the anon who came in earlier and took a look at the rules? It's 18d6 to generate your character's abilities in the order: S, D, C, I, W, Ch (3 dice for each).
>>
is this how you roll?
>>
Rolled 3, 4, 4, 2, 6, 2, 2, 2, 2, 1, 3, 2, 6, 4, 2, 4, 4, 2 = 55

try #2
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>>21486271
Sort-of. You should put "dice+18d6" (without the quote marks) in the e-mail field.
>>
>>21486279
yeah, I had 18xd6
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>>21486275
Those '2's! You've got
S11, D10, C6, I6, W12, Ch10.

OK. The next step is to choose a Character Class. Realistically, you can pick from Fighter, Thief, and Cleric, with Cleric probably being your best option. Those classes rely on Strength, Dexterity, and Wisdom (respectively).
>>
>>21486279
oh and yes I am.
Went through books 1 and 2 as they pertain to players.
Didn't go through all the mob data or most the spells, I was HOPING to get a fighter stat set.
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>>21486308
You could play a Fighter with those numbers. It wouldn't be awful.
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>>21486296
Okay, Jumping right into CLeric mode then, male btw.
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>>21486328
Nah, I'll just read more ; )
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>>21486334
unless this party already has a cleric?
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>>21486328
OK. Makemson has 5 hit points (maximum on his d6 Hit Die, -1 for Constitution). Roll 3d8 for his starting funds - we multiply it by 10 to get the gold pieces he has.
>>
Rolled 7, 5, 2 = 14

>>21486347
Big Money...
>>
>>21486346
There are clerics in the cloud, but I wouldn't worry about that. Just play what you think would suit you best based on the results of the dice.
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>>21486346
I was going to be a Cleric, but I don't care if there's 2.
>>
Rolled 6, 1, 6 = 13

>>21486363
confirmed for Cleric
so now I build my inventory?
>>
OK. The equipment charts were helpfully put in thread by Violentio (DM) before he had to go to bed.
>>21484108
>>21484118

Or you can just use the .pdf.

>>21486214
Ern... don't tell me you've left.
>>
Where abouts does it explain how to calculate the resistances and such, like the Breath Weapons save?
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>>21486381
And, since it doesn't a have a option for a proper 1-h hammer can I just take a pick and say it does blut/piercing as I specify?

The 1h hammer deals a d4, and the 2h just deals a d6!
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>>21486381
Page 55 of the .pdf.

Now, with just the two of you, you'd be a bit light in an adventure. Would you like some retainers? If so, just nominate the class of sidekick you want and roll 1d6.
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>>21486416
Just take a Mace, if that's how you want to roll.
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Rolled 3, 6, 5 = 14

>>21486378
I'll just take a quarterstaff.
I've walked just about everywhere with it.
>>21486420
I'm agreeable either way.
>>
>>21486473
whoops on the roll >.<
>>
>>21486473
I just want to stress this to you: your character isn't off on a trek in the woods, he's considering descending into a region known to be inhabited by chaotic beings, well-known for their savagery. You are free to make whatever decisions you like, but my job as the referee is to be impartial - not to keep your character alive.
>>
>>21486482
one thing i don't get is armor and the classes.
I'd to be outfitted in studded leather
>>
>>21486518
Fair enough I think a fighter that knows how to kill baddies wouldn't hurt then
>>
>>21486551
Well, think about what I wrote in>>21486518. A cleric is a crusader-type (somewhere in the region of the Knights Templar or Teutonic Knights). How would he equip himself for a clash with pitiless enemies?
>>
A: Does having a Silver holy symble give me an edge over a wooden one? If not, I'd like to put the gp into better armor; but if so then I think the character would put that first.

B: How do I read the spell chart?
At level 2 do I get two opportunities to cast any of those 4 spells, or do I get 1 opportunity for each column, or row, or what? It's throwing me.
Yes I was a 3.5 kid.
>>
>>21486577
Aright then, a Pole Arm, and a mace to go with my banded mail.(and depending on wepeon restrictions, a large pick hangin on my back underneath my backpack. for when things get boring)
>>
>>21486649
A: Silver has certain effects of its own. Plus it looks nicer and lasts longer.

B: Which spell chart? There are a lot in the book!

>>21486651
Hmm. I never really thought about it, but I guess you could use a Pole Arm as a cleric. OK. Pick's out, though, because of reasons. You might want a sling.

Also consider some additional equipment like food, light sources, and rope. Rope is dandy.

Any thoughts on the retainers, lads?
>>
>>21486677
The spell tables on pg. 42.
>>
>>21486686
OK. At level 1, a Cleric can prepare one spell from the first spell level (Cure Light Wounds, Detect Evil, and friends). At level 2, he can prepare two from that same list. At level 3, it's two from the first spell level and one from the second. This is summarized on page 9.
>>
>>21486677
I'll take the sling and w/e 4 pounds of ammo will get me in my back pack.
Backpack-
Rations for a week
Bedroll
Mirror
Candles
rope(20feet of silk)
(8) torches
2 small empty sacks
flint and steal
knife

and can I have a Guard Dog named Wit?

and a retainer of w/e kind Ern would prefer.
Please and ty
>>
>>21486728
Your idea of a fighter is sensible. Just roll 1d6 for him.

And keep that dog about you!
>>
Rolled 3

>>21486746
and Protection from evil as my first spell please
>>
Rolled 6, 1 = 7

Just reading through the thread. Anything I might be able to join this evening?

Also rolling for a retainer. (a thief rolled in the random character generator)
>>
>>21486780
OK. Consulting the book of pre-gens, you have a Fighter with S14, D12, C12, I11, W10, Ch12. He wears splint mail and has a sword and shield, plus two daggers.
That means AC 3. He has 8hp.

His other gear is a Backpack, large sack, lantern, 2 oil flasks, a tinderbox, 12 iron spikes, a small hammer, a waterskin, one week's rations, and 5 gold pieces.
>>
>>21486786
1d6. One! Thats OK, though. You get a Thief with
S12, D13, C13, I10, W8, Ch13. He wears studded leather armour and uses a sword, carrying 2 daggers as sidearms. AC 6, 4hp.
Other gear: Backpack, 4 small sacks, Thieves Tools, 12 iron spikes, 50' rope, waterskin, one week's rations, 8sp.

We can play a bit of Caves of Chaos before I go out to Karaoke (there are women involved, forgive me), DM will be on later for more LL.
>>
I'm not sure what's meant by 'retainer,' in this case. Does it just mean some kind of hireling or cohort? Because apparently, I get 5 Retainers.
However, I think I'd like to to drop my CHA(14) & INT(11) by 1, to get that +1 vs Spells by raising my WIS to 13.
>>
>>21486879
Do I follow along in anything besides this thread?
Or just sit back and stay in here and play?
>>
>>21486915
You may not reduce your Charisma. The max retainers it shows is your maximum, you have the opportunity to recruit one now.
>>
>>21486920
It sometimes helps the players to have IRC or something going so they can quickly discuss their decisions. For interacting with the referee, the thread is enough.
>>
Rolled 3, 6 = 9

>>21486879

Sounds good to me

>>21486920

There's generally an OoC IRC or equivalent somewhere, either #Greatgary on Rizon or in the google docs linked at the top
>>
>>21486945
>>21486952
okay, ty both, I'll stay only in here unless either of you would prefer it otherwise.
>>
>>21486936
I would like to recruit some kind of squire or apprentice, if that's possible.

Ern Ulf Hamblton
Alignment: LAW

STR: 12 (+ 0)
DEX: 13 (-1AC, +1Mod)
CON: 7 (-1 HP)
INT: 11 (+0)
WIS: 12 (+0)
CHA: 14 (+2, Retainers: 5, RW: 8)

HP: 5
AC: 3 =Chainmail – Shield – Dex
(Helmeted)
BreathAtks: 16, Poison/Death: 11, Petrify/Paralyze: 14, Wands: 12, Spells/Spellike 15

Mace, Blunt, Damage: 1d6
Silver Dagger, Piercing, Damage: 1d4

Backpack: Blanket(winter), Flagon, Hemp Rope, 2 Torches, F&S, 6 wooden stakes, 5 candles, Crowbar, Sack, 7 days o’ rations, 10srq ft canvas tarp
Bedroll^
Belt: Waterskin
Belt: Pouch: Chalk
Bet: Silver Dagger
Arm-Loop: Mace
Neck: Silver Holy Symbol
Arm: Shield
Body: Chainmail
Head: Helmet

11gp, 4s, 5c.

SPELLS: 1
Level 1 Spells: 1
Level 1
- Cure/Cause Light Wounds: Heals/Harms 1d6+1 damage.
>>
Alright. Are you guys ready? I would normally let you "find your way", but as I have... 90 minutes or so.... it might make more sense to pick up with the action at the Caves.
>>
>>21486992
Clerics may not use edged weapons, including daggers.

Do you want a fighter retainer, or a cleric? Roll 1d6 once you've figured out which.
>>
>>21487003
I was mostly preping for later. I've got about 20mins on me.
>>
>>21487030
That's OK, but if other players want to play now I have to give them priority.
>>
>>21487021
I have 90 mins if Fugwutz does.
>>
>>21487003

Sounds fine to me.

Fugwutz the Careful is skulking around the entrance to the caves along with Turas the thief he's accompanied by.
>>
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>>21487021
>Clerics may not use edged weapons
Truly, these are 2e rules.

I may re-roll as a "Champion of Justice" (fighter). I could be a good dodge/skill fighter with my already high DEX, and a champion for others via my 14 CHA.
(Or I could do a whole-new character, idk. Like I said, I don't really have game time atm)
>>
>>21487061

You can dock 2 points from one of your stats and add it to a different one as well if that helps you make a decision.
>>
>>21487050
"Cmon Wit, keep close boy. Were almost there.Just around that bend..."
>>
>>21487050
OK. Operating on information from the Keep, you've been searcing for chaotic creatures to its west - disturbingly, towards Greatgary and its vulnerable farming settlements. The forest you have been passing through has been
getting more dense, tangled, and gloomier than before. The thick, twisted tree trunks, unnaturally misshapen limbs, writhing roots, clutching and grasping thorns and briars all seem to warn and ward you off, but you have forced and hacked your way through regardless. Now the strange growth has suddenly ended - you have stepped out of the thicket into a ravine-like area. The walls rise rather steeply
to either side to a height of about 100’ or so - dark, streaked rock mingled with earth. Clumps of trees grow here and there, both on the floor of the ravine and up the sloping walls of the canyon. The opening you stand in is about 200’ wide. The ravine runs at least 400’ west (actually
440’) to where the western end rises in a steep slope. Here and there, at varying heights on all sides of the ravine, you can see the black mouths of cave-like openings in the rock walls. The sunlight is dim, the air dank, there is an oppressive feeling here - as if something evil is watching and waiting to pounce upon you. There are bare, dead trees here and there, and upon one a vulture perches and gazes hungrily at you. A flock of ravens rise croaking from the ground, the beat of their wings and their cries magnified by the terrain to sound loud and horrible. Amongst the litter of rubble, boulders, and dead wood scattered about on the ravine floor, you can see bits of gleaming ivory and white - closer inspection reveals that these are bones and skulls of men, animals, and other things,. . .
>>
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Rolled 2, 2, 5, 4, 4, 2, 1, 1, 5, 4, 5, 1, 4, 5, 6, 5, 4, 6 = 66

>>21487061
Roll'n fresh, with nothing but the dice as my guide. Full randomization.
Lets do this
>>
>>21487091

"Eheheh looks like a bit of a tricky place to survive. Maybe these poor souls softened up whatever lurks here for us, eheh..."

He tries to stick fairly close to one of the sides of the ravine, looking for easily accessible cave entrances.

How many entrances are there to the north, west and south sides of the ravine?
>>
>>21487153
hmm..? humans in dreadful place like this?
..whisper..WIT..behind me"

Sneaks around the nearest dead shrubbery to investigate
>>
>>21487153
There are four on the north, one lower down then the others. At the western end, there are two caves, one low, one high. On the southern side, there are three caves, two low, one high.
>>
Rolled 3, 1, 6, 4, 6, 5, 4, 4, 4, 6, 6, 5, 2, 3, 6, 1, 4, 2 = 72

>>21487129
*cough* third time's the charm
>>
>>21487181

Fugwutz looks like he's trying to cower behind himself. It is not elegant.

Turas is more or less ignoring the prattle coming from the cowardly spellcaster
>>
>>21487181
(Don't forget your fighter sidekick.)
>>
>>21487224
(didnt know we met yet.)
the Fighter Akam swirls around looking at the caves.." HEEYYYYY!!!"

Makemson - "shutup you fool!"
>>
>>21487255
(I would love to work things over gradually, but time limits are in effect.)
>>
Rolled 1

>>21487273
Sorry, forgot my roll with that.
>>
>>21487255

Fugwutz spots the cleric(?), his dog and the fighter and waves timidly.

"Eheh... care to join us? Safety in numbers and all...I'm thinking we should take the lower tunnel to the north first, heh, as good as starting point as any.."

Fugwutz fiddles around lighting his lantern in preparation for entering the caves
>>
>>21487273
(all good)
Wit is making his rounds sniffing the bones of every other long dead creature with Makemson following closely behind without really knowing it.
>>
>>21487281
You all hush down after Akam's... indiscretion. Thankfully, nothing seems to have noticed.

What now, brave adventurers?

...

OK, what now, skulking looters?
>>
>>21487291
Hail, and yes, as long you don't mind every evil thing around knowing were here..." shifts his gaze to Akam, who shrugs in return.
>>
>>21487293

Fugwutz peeks into the lower north cave, keeping his lantern out of view
>>
>>21487304
Makemson lights a couple torches silently, and hands one to Akam.

"you first,lad. Wit, go with Akam"

off to the north tunnel we go
>>
Rolled 5

>>21487322
OK. The lower cave on the north side is roughly in the middle of the wall. You approach carefully, and...
>>
>>21487351
peer inside. The cave is dirty and somewhat smelly, but large enough for you to move about in. It goes about thirty feet into the ravine wall, before branching left and right.
>>
>>21487363
Oh, in case you want to do any thiefing, this is a natural cave - there's plenty of nooks and crannies to cast shadows and provide hand holds.
>>
>>21487363

Hiding behind his (comparitively) burly accomplice Turas, and Akam Fugwutz cautiously enters the cave and checks the floor for footprint and anything of interest
>>
>>21487376
Akam strolls into the fork of the passage with Wit staying just behind and pears long and hard to the left squinting see farther than the torch's light will provide.
>>
>>21487388
Can I just be clear about how you're doing that? Are Turas and Akam moving ahead and keeping watch for monsters while Fugwutz checks the floor? What's Makemson doing?
>>
>>21487409

That's idea I think
>>
Rolled 4, 4 = 8

>>21487423
OK. We'll find out about Makemson in a moment. Fugwutz doesn't find much of interest on the floor.
>>
>>21487409
yes
Makemson is looking at Wit sniff the air as he makes his way around the thief from behind to catch up with his escorts.
>>
>>21487432
Turas and Akam, on the other hand, put their feet through the lid of a pit trap. The Thief puts one hand out to the wall and stops himself falling. Akam thinks just as quickly, but has to deal with the weight of his armor! The Fighter kicks himself back and lands on his backside with a thump.

What's the party doing?
>>
>>21487439

(I'm a magic user btw, retainer is a thief)
>>
>>21487439
Makemson fells the walls in the intersection for a spot to wedge his torch in.
"well...whitch way now friends? to the left or to the right? or should i flip a coin?"
>>
>>21487461
*runs to the pit trap to discover the fate of Turas
>>
Rolled 3

>>21487461
I won't take that as your reaction to the pit.
>>
>>21487456

Fugwutz looks jittery and chastises the thief for missing the trap

"What kind of a thief are you, eheh, falling into the first trap? Heh.." He then looks down into the bottom of the pit trap, and for ways around it.
>>
>>21487478
(wasn't meant to be, sorry, got ahead of myself.)
Makemson searches for Turas in the trap.
>>
>>21487456
did/can we get turas out of the trap?
>>
>>21487456
(did I kill the whole event?sorry if i did.)
>>
>>21487588
(nah I guess spooky just got distracted)
>>
>>21487588
(my first ever dice rollin rpg experience, so if theres some etiquette i need to know, just tell me bro.)
>>
Rolled 4

>>21487604
Didn't get distracted, had PC problems. GRR.

OK. The trap seems to be pretty well-made. The lid springs neatly back into place after Akam swings his legs out the way and rights himself.
>>
>>21487627
"Alright then Akam, Wit, lets go.enough of standing here.Lets continue down the other passage. You coming to Fugwutzitizzit?"
>>
>>21487705

"It's aheh, Fugwutz, if you please, eheheh... but yes lets head to the left perhaps"
>>
But the party has other issues. From the right, you can hear skittering and squeaking. A muffled, high pitched, voice says something to the left...

What now, wily explorers?
>>
>>21487705
*slowly creeps towards the noise with his torch held high and dog in tow*
>>
>>21487728

Fugwutz wheels round and tries to get at least a body between him and the voice.

"Eheh, perhaps just some lost souls? Heh, no need to be hasty about anything..."
>>
>>21487746
>>21487749
You were trying to edge past the trap to the left. That's where the voice came from. There's also the squeaking to the right.
>>
>>21487728
*gets his mace to the ready* wouldnt chance a stave in this narrow tunnel*
>>
>>21487728

Fugwutz also directs Turas to move forward silently in the shadows towards the voice if he can and get a better look at whatever's ahead

"I think, eheh, we might want to take out whatever is intelligent enough to talk before the vermin to our right"
>>
>>21487771
*light one torch from another and toss it at the skittering things in the dark*
"agreed.lets get around this trap. you go first and i'll throw the dog."
>>
>>21487793

"Eheh ok, but send that Akham across to cover my back" Fugwutz edges round the pit.
>>
Rolled 2

>>21487790
>>21487793

OK. As I have it, Turas is heading left around the trap, Makemson is watching to the right, Akam and Fugwutz are waiting their turn to get past the trap. Roll Initiative.
>>
>>21487821
Almost as if it needn,t have been said Akam follows closely while Makemson looks at Wit sniffing the air in the direction of the noisy vermin
>>
>>21487840
thats 1d6 right?
>>
Rolled 2

>>21487831

"Eheh oh dear.." Fugwutz draws his dagger
>>
Rolled 3

>>21487831
>>
Okay, I'm fairly new to /tg/ and roleplaying games, so...how can I join in/get started with this one? If I can...
>>
Rolled 4

>>21487863
It's 1d6, and combat is occurring simultaneously. From the right, a swarm of flea-bitten monsters the size of small dogs pours towards you, squeaking in fury. Keen-eyed Turas spots a handful of short humanoids stealthily approaching from the other direction.

Party movement?
>>
>>21487882
Probably too late to get involved in this session, but Dungeon Master will be along in the next couple of hours to start his Grea/tg/ary session.
>>
Rolled 3

>>21487882
http://goblinoidgames.com/labyrinthlord.html
the rule book I was so kindly provided no more than 30 mins ago to start this very game with
>>
>>21487884

Are we all on one side of the pit? Which side?
>>
>>21487903
Turas is on the left side of the pit. The rest of you are all closer to the entrance. There's ample space for a big rat to get around the edge.
>>
Rolled 4

>>21487916
toss dog to Turas
"Wit - fight"
pull a rock from my bag and ready it to fire at a rat-thing
"go to your friend if you must."
>>
>>21487937
(disregard roll please )
>>
>>21487916

Fugwutz tries to stab the swarming fleabags as they approach
>>
>>21487937
This isn't movement, but I get the idea. What's Akam doing?
>>
Rolled 5

>>21487947

(forgot roll)
>>
>>21487937
the plan is to fire a off a rock and then get to rat mashin with my mace)
>>
Rolled 2, 4, 13, 2, 12, 10 = 43

>>21487947
OK, I take it you all stand and fight. You poor, mad, rash fools.

We're into missile combat. The humanoids fling spears at you. Turas is hiding, that leaves two each in order Akam, Fugwutz, Makemson.
>>
>>21487960
Akam enjoys rat mashing, so pops a grin.
>>
Rolled 19 + 1

>>21487953
Also Turas climbs back to the group on the other side of the pit and engages the rats with his sword
>>
Rolled 4

>>21487968
Most of that misses, but I think that 13 will hit Fugwutz (unless his AC is better than 7?)
>>
>>21487960
whoah missile combat? to dark to see all that, fire off rocks across the trap as Akam makes his way to them, if possible
>>
Rolled 17 + 1

>>21487989

Nope mine is 9
>>
>>21487971
OK, Makemson, I need you to roll 2d20 - one for your own missile attack, then one for Akam in melee combat against the rats.
>>
Rolled 17 + 1

>>21487989

Also I'm dead

Fugwutz staggers falls back into the pit, gurgling as the blood spurts from his punctured neck.
>>
Rolled 9, 2 = 11

>>21488006
>>
>>21487999
OK. The javelin thuds into Fugwutz's chest. He whimpers as he falls to the ground, dead.
>>
Rolled 16, 7 = 23

>>21488019
>>
Rolled 3, 7 = 10

>>21488020
Fire off another rock when able to.
Direct Akam and Wit to full on engage wierd lil humanoids.
>>
Rolled 10, 4, 15, 11 = 40

>>21487983
>>21488019
Melee combat. Turas emerges from hiding and cuts down one of the rats (it will die to a backstab, lets save time). Akam swings and misses. Four rats attack the fighter, with over a dozen behind them....
>>
>>21488039
disregard last roll..still gettin used to it
>>
Seems like the ether ate my hurried post before I went to work.
Character is here: https://docs.google.com/document/pub?id=1a3XHKMR0mBU3P-7Y7dLdi_otYkjUVka9eqzBUgwjeFw
Problem is, I'm doing the graveyard shift at work, living in sweden. So I'm not available for serious gameplay until 16 or so hours from now, (what's that, 6,30 servertime?) So I don't know, what group would accept me? no one likes the graveyard shift ¦<
>>
>>21488044
so these are killer rats, awesome.
>>
>>21488044
Akam fends off the attacks with his shield.

Time for initiative.
>>
>>21488061
I feel like my first RP experience was similar to a seizure.
Will the lights ever stop blinking?
>>
>>21488054
We hope to have sessions running 24/7 at some point. (That's a "welcome aboard")
>>
Rolled 2

>>21488078
>>
Rolled 5

>>21488063
Can't type.
>>
Rolled 2, 16, 18, 10, 17, 9, 15, 18, 17, 6, 9, 17, 18, 13, 16, 6 = 207

>>21488085
>>21488092
That's bad.

The humanoids scurry closer, pulling broad-bladed knives (swords in their little hands) and preparing for battle. But you have the rats to deal with. Akam is set upon by eight of the murderous bastards, while as many break through to attack the other party members (four each, rolls in order Akam, Makemson, Turas).
>>
Rolled 3, 1, 1, 2, 3, 2, 1 = 13

>>21488119
Akam is hit thrice. Makemson is hit twice, as is Turas. Damage in that order.
>>
Rolled 4, 3 = 7

>>21488119
(2d20 again?)
>>
>>21488138
Akam swings wildly to keep the vermin from his throat. He's bit a couple of times on his legs.
The rats bear Makemson to the ground and rip his throat out. Turas is badly hurt, bleeding freely from his right arm.

Party's turn - what do you do?
>>
Rolled 18, 20 = 38

>>21488146
so Makemson has 1 con left..

(scrambles to get the rats off himself before engaging the huminiods
>>
Rolled 6 + 1

>>21488176

I think we're both dead
>>
>>21488010
Fugwutz, if you're still around you should be playing Turas.

>>21488146
Switch your handle to Akam and think carefully.
>>
>>21488184
engage repel evil and get these rats off me!
>>
>>21488184
He takes damage to his Hit Points - in Makemson's case, 5, so 5 damage kills him. (Con does affect HP, but it's not a 1:1 thing.)
>>
>>21488198

Would Turas be able to slip back into the shadows?
>>
>>21488206
I jump down the trap door.
>>
>>21488218

If he can't he'll quickly climb down the pit as best he can
>>
>>21488218
No, the rats are in his face. If he wants to get away, run like hell is probably the only option.

>>21488222
Um. Really?
>>
>>21488230
I will tell you for free: a careful descent into a pit while being mauled by hungry rodents is not going to improve Turas' life expectancy.
>>
>>21488230
>>21488218

Alrighty then. Run like the wind. RUuuuuun
>>
>>21488254
OK. Akam, still intent on jumping into the unknown? (You can, it's just... strange.)
>>
>>21488236
death by rodents, death by goblins, maybe not death by falling into a cool underground river with a hot spring nearby?
yes really :)
>>
>>21488281
anyone got a luck roll?
>>
Rolled 5

>>21488281
Alright.

Turas puts discretion before valour and belts it towards daylight. Akam jumps into the pit trap and...
>>
Rolled 3

>>21488292
lands horribly, breaking his neck.

Turas isn't weighed down by heavy armour and the things chasing him don't much care for light. He can flee back to the Keep to tell the tale if he wants.
>>
easy come easy go.
:)
that was still fun.
I would definately like to play again sometime
>>
>>21488307
you must've really not wanted us in that tunnel
>>
>>21488307

Keeping to the shadows as much as possible Turas slowly makes his way back to the keep, cradling his bloodied arm and tales of horrible, vicious cave-dwellers.

(Haha, thanks Spooky. Should I now delete Fugwutz from the Greatgary googledocs page, or just mark him as dead. Gonna roll up another character for Dungeon Master's thing later)
>>
I'll just flag this for future reference:
>>21487728
>>21487767

That's two "there are potentially hostile things coming from two directions".

>>21487884
This is a third, and gives you the numbers. I was expecting someone - Fugwutz, at least! - to run away in answer to the "Party movement?" question!
>>
>>21488338
No, you were fine to explore. The issue was that you made some noise and alerted guards. At that point, the onus was on the party to take decisive action. Instead you just... waited and hoped you could win at 5:1 odds.

>>21488351
You can promote Turas to be a PC if you like him.
>>
>>21488365

I did not take swarm as literally as I should have. I was hoping for maybe 4 rats...
>>
>>21488365
please see
>>21488078
I'll try to not get as excited next time hahaha
>>
>>21488385
me too, and then whoah.
>>
Rolled 6, 5, 1, 2, 4, 2, 3, 4, 1, 1, 6, 1, 6, 5, 3, 5, 4, 6 = 65

>>21488383

Nah I'll roll a new one, since Turas was pre-generated

>rolloh or call
indeed, captcha, indeed.
>>
Rolled 6, 3, 2, 4, 2, 3, 3, 6, 5, 3, 1, 1, 4, 6, 4, 1, 6, 3 = 63

>>21488405
lets see what could be...
>>
>>21488385
>>21488397

Whenever you get an indefinite number like that, you can ask the referee "how many?" I probably would have said, "More than ten!" in this case, but that would have cleared things up.
>>
Rolled 4, 5, 4 = 13

>>21488405

S 12
D 8
C 8
I 8
W 14
Ch 15

hmmmm

Rolling money
>>
>>21488431
noted
>>
>>21488405
>>21488425
OK, I should get going. But I expect Dungeon Master at any minute, so you can play your new characters in his game

He probably won't even kill you.
>>
>>21488431

I shall bear that in mind.

When rolling for the first set of hit points do you still adjust for con?
>>
Rolled 2, 3, 2 = 7

>>21488425

S = 11
D = 8
C = 15
I = 5
W = 14
C = 10
>>
>>21488475
4chan dice just LOVES clerics, doesn't it?

>>21488472
Don't roll, take max (i.e. d6=6, d4=4) and adjust for con.
>>
Rolled 2, 8, 1 = 11

>>21488485
I think im gonna MAKE it love a fighter next...fml...
>>
>>21488507
Clerics are sweet in LL. It's not their best edition, but it's solid for them. My character (Rubyleaf) has three Cleric retainers.

All of them are stupid.
>>
>>21488507

You could take 2 points out of wisdom and put it in strength, that would make an ok fighter. though you'd miss out on the bonus exp
>>
Rolled 8, 4, 8 = 20

>>21488532
Glad they didn't break the mold after Makemson haha
>>
>>21488556
I might do that, im not to worried about xp atm i dont think
>>
>>21488565
+5% XP typically only affects the number of sessions at 1st & 2nd level. +10% can often mean making it to 2nd level a session earlier.

Don't scoff at the bonus is all I'm saying.
>>
>>21488558
Dwayne has I5, Keith (the smart one) has I7, and Simple Bob has I3.
>>
>>21488603
no not at all, just more feeling out the "experience of playing" more than the PC's exp
>>
>>21488630
Sure. As I say, you can do whatever you like. I just try to arbitrate impartially based on the scenario information.

When I have my designer hat on, I try to make the place challenging and dangerous, without being a certain deathtrap. But, in the words of the great B. Allen, "Flash is Flash, Barry is Barry."
>>
>>21488621
so the fighter class, all they really do is swing a wep then? no super fightin moves to pull?
>>
>>21488556

Heditz, Cleric of the metalworking god Glin

S 12
D 8
C 8
I 8
W 16 (+2 10% exp)
Ch 13

Hp 5/5
AC 4

Mace (1d6), sling (1d4), 20 bullets
Equipment: Banded mail, shield, backpack, bedroll, 7 days rations, flint and steel, holy symbol, waterskin, 8 torches, small sack
20gp
>>
>>21488696
They're one of two classes that can use all the weapons. (Elf is the other, and Elf takes twice the XP to level.) They also have the highest hit dice and their saves improve quickly.

It may not seem flash, but Fighter is a strong class in this edition. He won't be this good again until 4th.
>>
>>21488710
The Gods are Chaotic. Saint Glin, the metalworker?

"But Spooky, who's behind the Sai-"

LALALALALA I CAN'T HEAR YOU LALALALA
>>
>>21488791
are saves auto-rolled when needed?
>>
>>21488846
I'd ask you to roll if you had to save. Turas, technically, needs to save to avoid getting rat diseases, but he seems to be retiring at the end of this jaunt.
>>
>>21488846
and one more questions, you've been great with me btw.
How do I determine AC? I've been looking through both manuals to find the actual method and what its for and don't know what I'm missing here.
>>
>>21488865
I found the table on page 60, but uhhh...
>>
>>21488900
You take the AC your armor gives you as base. Unarmored, for instance, gives you nine. This is reduced by one if you are using a shield. Then you reduce it further by your DEX modifier.

So say you have chain. This sets your AC to five. Then say you have a shield. That makes your AC four. If you have a Dex of 13+, you reduce your AC by your dex bonus.
>>
>>21488805

Sure whynot
>>
>>21488931
so for all intents and purposes you get clumsier with the more heavy armors then.
OK i gotcha
>>
>>21488931
would a contstitution of 15, having a +1 modifier, be applied to the starting hp roll?
>>
>>21488990
Nah, in LL, the lower your ac the better. Thac0 and all that.
>>
>>21489005
Yep. Constitution only gives a bonus to health, so it makes you studier, but not much else. Unless the DMs give stat challenges.
>>
>>21489005
rollin for health
>>
Rolled 6, 6 = 12

>>21489005
>>
>>21489090
You get max health first level, you have to roll the rest.
>>
>>21489130
oh, so youve figured out i'm new here, eh?
>>
>>21489141
Nothing wrong with being new to this, I only somewhat know what I'm doing. I'd suggest head over to >>21488593 for help, an active DM is there, as well as a game starting up.
>>
>>21489130
well, I've taken some notes, Ive got to go.
See ya'll soon :)



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