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Showing posts with the label Through Ultan's Door: Char Gen

Race: Plumed Reaver

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Race: Plumed Reaver Flocks of these winged humanoids may be seen flitting from tree to tree in the Bright Groves and the Dangling Isles, the sparse and airy lowest levels of the White Jungle where they dwell. Their originally bright and colorful plumage is stained and mangy from constant exposure to the jungle's offal rains. They are counted among the many hazards of the White Jungle’s lower levels, their rotting parrot’s finery and the sound of their beating wings striking fear in the hearts of jungle denizens. For they are savage raiders without mercy, who delight in the suffering of their victims, often dropping bound victims to their death in sport. Although their tastes are crude, they enjoy bartering the goods they seize for colorful baubles and arms, and have a bird’s curiosity. Racial Min/Max: Str 9/18 Dex 6/18 Con 12/18 Int 3/18 Wis 3/17 Chr 3/16 Racial Adjustments: Con +1 Chr -2 Wis -1 Racial Abilities: +4 to save vs. disease. Starting at 2nd level, they acquire a fly mov...

https://rolz.org/dr?room=Ultan%27s type #d20 to roll a d20 - there's no time limit!

https://rolz.org/dr?room=Ultan%27s type #d20 to roll a d20 - there's no time limit! https://rolz.org/dr?room=Ultan's

House Rules: Clerics and Weapon Use, and High Thief Scores

House Rules: Clerics and Weapon Use, and High Thief Scores Clerics and Weapons Use Since we never settled the question of what weapons clerics could use, with Chris P. sticking to the rules as written, and Eric Boyd deviating but sticking to lower damage weapons (handaxes). So I thought I'd settle it now with a house rule influenced by the The Nightmares Underneath, which ties variable damage to class rather than weapon type. (This is a hybrid system.) Clerics may wear any armor and use any weapons. However, owing to their inferior military training they may cause at most 1d6 with a one handed melee weapon or any missile weapon, and at most 1d8 with a two handed melee weapon. So, a dagger will still do 1d4, a mace still do 1d6, but a longsword will now do 1d6, and a two handed sword will do 1d8. Similarly, a sling will do 1d4, a shortbow 1d6, but a longbow also 1d6. High Level Thief Skills In case this wasn't already clear, a thief may raise her score in any category up to a ma...

DEATH AND DYING

DEATH AND DYING [Note: these rules supersede the old death and dying rules.] When your character falls to 0 HP or below up to -3, you must roll a special saving throw vs. death. (This is not the same as the saving throw for poison and death.) The saving throw is set initially for all characters at 10 or higher on 1d20. Every time the save is successfully made, however, the target number of the save goes up one. (Unasi and Dozar both have scores of 11 currently.) This is the one save that cannot be modified, including by the aura given off by paladins. It is always a straight roll without modifiers. Failure of this save indicates death. If you are at 0, Success indicates that you are merely unconscious. You will recover in 1 turn, returning to 1 HP. If you are -1 to -3, Success indicates that you are dying, but not yet dead. If healing magic, or some other healing ability, is applied to you with 3 rounds, you will live. No matter how healed you are by magic, you are, however, shaken and...

Here are the new official rules for hexcrawling through the White Jungle.

Here are the new official rules for hexcrawling through the White Jungle. In some ways they're more advantageous (higher move rate, greater bonus for strength to encumbrance), in other ways they're more disadvantageous. The main change is that you now must consume 2 rations per day, one water and one food, and those categories of rations are to be listed separately on your sheet. I expect that a lot of this will not come up, since you've already figured out so many way stations, and shortcuts. But to the extent possible, I'd like to play test it. https://drive.google.com/open?id=0B5v_PrhztD4IVnVHbTQ0QWpqU3M
Special rules for adventurers who travel to Zyan from Earth, using opium delirium, or hashish dreams

Travel, Falling, and Combat Rules for the White Jungle

Travel, Falling, and Combat Rules for the White Jungle Movement PCs can move in three dimensions in the White Jungle. They may travel up, down, or any of the eight normal hex directions. Moving any normal direction costs 1 hex of movement. Moving up a hex costs 2 hexes of movement. Moving down a hex costs 1 point of movement. (There are also some areas where travel in some directions is hampered by natural obstacles. In this case, it takes 2 hexes of movement to travel in the hampered direction.) There are three levels of security that PCs can employ while traversing the White Jungle that affect their base movement rate: unsecured, lightly secured, and heavily secured. Unsecured: When unsecured, the PCs are traveling without some system of ropes. They can travel more quickly this way, moving 5 hexes worth of movement a day. However, this is dangerous, so they must each make a falling check for each hex they move through as per the rules below. Lightly Secured: PCs are traveling with so...

Was it a yea or nay on FLAILSNAILing Ultan's door characters?

Was it a yea or nay on FLAILSNAILing Ultan's door characters? Just a little bit; it just takes so very long to level a paladin.

Here is a fillable character sheet for Labyrinth Lord.

Here is a fillable character sheet for Labyrinth Lord. https://drive.google.com/file/d/0B5v_PrhztD4IRWZ0UFUyZl85YTA/view?usp=sharing https://drive.google.com/file/d/0B5v_PrhztD4IRWZ0UFUyZl85YTA/view?usp=sharing

Here's a link to Labyrinth Lord, Advanced Edition Companion, the base rules set for this campaign

Here's a link to Labyrinth Lord, Advanced Edition Companion, the base rules set for this campaign https://drive.google.com/file/d/0B5v_PrhztD4IUVdydHBvWF92Rlk/view?usp=sharing

Travis Miller The partial rubbings from the columns grip your interest.

Travis Miller The partial rubbings from the columns grip your interest. You make a copy of them before selling them to Adriana. In conjunction with the spells you transcribed in your spell book from the scrolls in the sarcophagus, you begin to understand the principles that underlie the alien and eldritch science of vivimancy. The arcane secrets of life unfold before you, giving you a glimpse of unimaginable mutations and hidden connections. You may now become a vivimancer if you like. If so, you may retain all the magic-user spells you already know. But from this point you may only learn vivimancer spells. I have attached a link to the PDF containing a treatment of the class below. If you choose to make this switch, for next session you will be able to cast the following spell that you have transcribed in your spell book: Muscle Control Duration: 1d4 rounds, +1 round per level Range: 60' This spell allows the caster to attempt to control the muscles of creatures within range, caus...

DEATH AND DYING

DEATH AND DYING When your character falls to 0 HP, you must roll a saving throw vs. death. Failure indicates death. Success indicates that you are merely unconscious. You will recover in 1 turn, returning to 1 HP. When your character falls to -1 or -2 HP, you must roll a saving throw vs. death. Failure indicates death. Success indicates that you are dying, but not yet dead. If healing magic, or some other healing ability, is applied to you with 3 rounds, you will live. You are, however, injured for the remainder of the session, and will take -2 on all rolls.

Campaign Time

Campaign Time We need to have an objective way to measure the time that passes between each session. Normally 1:1 would work fine. However, we're only playing every other week, and in the game time is of the essence. This is for several reasons, one of which is already clear: Ultan's door will only remain open (and accessible) for so long.  So I propose that we use a 3:1 real time to campaign time ratio instead, rounding fractions down. So if two weeks pass between session X and session Y, session Y will take place 4 days after session X. If three weeks pass, session Y will take place a full week later. And so on.  Four days works well as the default for now. It's just enough time to rest, heal, repair armor, make inquiries, purchase goods, go carousing, etc. If players ever wish to spend more down time, or less, between sessions for some unusual reasons, we can work it out.

SPENDING ALL THAT MONEY

SPENDING ALL THAT MONEY At the start of any session, you can declare that your character went on a binge, spending up to ((your level + 1d6) x 100 gold pieces). You receive 50% of that back as additional xp. However, you must immediately make a save vs. poison or roll on the following carousing mishaps table. (The table is a mashup of one by Jeff Rients and one by Gus L.) 1. Hangover – A soft, nauseous stomach, painful pressure behind the eyes, you’re hung over and roll at -1 on all physical actions next session. 2. You have acquired an addiction to one of the many substances available for consumption at the Temple of Ulim (1d4: 1. Black Lotus 2. Opium 3. Virdian Powder 4. Hashish). Anytime you return to town you must acquire and indulge in your vice (spending 50 GP x Level) on intoxicants.  The inability to obtain sufficient intoxicants results in a -2 on all rolls during the next session. 3. What did they mix this with? You suffered a very bad trip, and are still shaken. When surpris...

Here's the Houri Class that is available for play, as well as some background on the Temple of Ulim.

Here's the Houri Class that is available for play, as well as some background on the Temple of Ulim. http://maziriansgarden.blogspot.com/2015/09/the-temple-of-ulim-and-houri.html

CHARACTER BACKGROUND

CHARACTER BACKGROUND These charts help situate your character in the setting. You're not required to roll on them--you can choose anything you want or not think about it at all.. Where is my character from? (1d10) 1-6 Rastingdrung 7    Loktole 8    Wolsdag 9    Altanis 10  The City State of the Invincible Overlord Rastingdrung: Your character has a black seal, and his name is on the roles of citizens. You are likely from a long line of Rastingdrungers, and have a home in the city. Unless you are a secret heretic, you are a practicing Ulimite. Foreigners: All foreigners are designated as temporary visitor. If your character is a foreigner he has a red seal, revocable at will by the authorities, and to be renewed every six months. Your character must have an official reason for being in Rastingdrung. Loktole: Your character comes from the sleepy Village of Loktole under the authority of the Grim Duke.Unless you have converted to the Ulimite faith, you are either a cultist of man (50%...

CHARACTER GENERATION RULES

CHARACTER GENERATION RULES We're using Labyrinth Lord with Advanced Edition Companion as our basis. It's like Old School Essentials (B/X) but with some more bells and whistles. STATS Roll 4d6 drop the lowest for stats, switch one if you like. HIT POINTS Give yourself max HP for first level, and then roll your hit points for each subsequent level. (You'll probably start as 3rd or 4th level.) STARTING XP Your character should start with 8,000XP or 1/2 your old character's XP if your character just died, whichever is higher. GOLD AND EQUIPMENT New characters can start with any items they want from the standard equipment list within reason. I will provide you with a few choice special items as well. If your old character just died, you have first dibs on their possessions, except for group artifact type items.  Class and Race Notes You may play a human character or two non-human races that have been unlocked, the Plumed Reaver or Mole Rat Person, which you can find here You...