Active:
Nereus (5th Level RW Fighter [Swashbuckler])
Botwin DuJardin (2nd W Level Paladin [Keeper])
Roland (4nd Level RRR Magic-User [Theurgist])
Killed:
1. 12 Linley (2nd Level Ranger [Strider])- Bled out after being cut down by Merle of the Seven Bloody Ears (Bandit Lair: Hex 807)
2. 6 Solg (2st Level Magic User [GGB- Ovate])- Bled out after being cut down by Merle of the Seven Bloody Ears (Bandit Lair: Hex 807)
3. 3 Goslin (1st Level WWW Gnome Magic User [Hermit])- Killed by an Ogre (Limestone Cave: Hex 403)
4. 32 Uranduil (5rd Level G Wood Elf Fighter [Swordsman])- Slain by a Barbed Devil (Shadowgate: Hex 0203)
5. 17 Victor (3rd Level Assassin [Waghalter])- Slain by Botwin DuJardin upon their meeting (Ophidian Temple-Hive: Hex 0309)
Retired:
The Serpent Marches
Thursday, March 15, 2012
Magic System
Magic
At first level, the Magic-User elects which colors of magic he or she will focus on.
Generalise- 3 different colors, d4 hit die, standard MU weapons
Devote- 2 of one color, 1 of another, d6 hit die, add color weapons & armor
Obsess- 3 of one color, d8 hit die, restricted to color weapons & armor
White- Protection, Healing, Knowledge, Righteousness
Blue- Illusion, Air, Water, Pseudopsionics, Control
Black- Death, Disease, Diabolism, Insanity, Necromancy
Red- Fire, Earth, Destruction, Chaos, Strength
Green- Nature, Growth, Metamorphosis, Regeneration, Earthpower
Colorless- Artifice, Alchemy
Weapons
White- Mace, Sling, Quarter Staff, Javelin, Broad Sword, Long Sword, Pole-Arms
Blue- Trident, Net
Black- Dagger, Flail
Red- Battle Axe, Hammers, Morning Star, Crossbow, Two-Handed Sword, Short Sword, Bastard Sword
Green- Hand Axe, Club, Scimitar, Short Bow, Long Bow, Dart, Spear
Armor- Any magic user who Devotes to or Obsesses on a particular color gains the use of the armor(s) associated with that color.
White- Any armor
Blue- Padded Armor
Black- Leather, Studded Leather
Red- Leather, Padded, Studded Leather, Ring Mail, Scale Mail
Green- Leather Armor, Shield
Level 0 Magic-Users (NPC Only): Cultists, Thaumaturges, Initiates, Apprentices and the like may be classed as 0-level Magic-Users. Such characters have the usual 2-7 hit points and are devoted to a single color of magic only. They typically know 2 or 3 spells and may cast 2 spells each day. They are limited to the weapons and armor available to magic-users and whichever color they specialize in.
Magic-User Progression
Level 1- 3
Level 2- 4/1
Level 3- 5/2
Level 4- 5/3
Level 5- 5/4/1
Level 6- 5/5/2
Level 7- 5/5/3
Level 8- 5/5/4/1
Level 9- 5/5/5/2
Level 10- 5/5/5/3
Level 11- 5/5/5/4/1
Level 12- 5/5/5/5/2
Level 13- 5/5/5/5/3
Level 14- 5/5/5/5/4/1
Level 15- 5/5/5/5/5/2
Level 16- 5/5/5/5/5/3
Level 17- 5/5/5/5/5/4
Level 18- 5/5/5/5/5/5
Learning Spells
Each magic-user begins play with a spellbook containing three spells, one for each color they have chosen. In the course of play, they may acquire a theoretically unlimited number of spells via scrolls and other spell books. However, the magic-user may never use spells outside of his chosen colors. If a magic-user possesses a spell book, he "knows" and may prepare any spell inside that book, provided it is of the correct color. If a magic-user possesses a scroll, he may risk transferring it into a spellbook by making a percentage roll to learn spell as per the Player's Handbook. A magic-user may use a scroll of any level provided it is of the correct color.
Preparing Spells
Magic-Users may prepare the indicated number of spells for their class level. They do not get bonus spells for having a high Intelligence or Wisdom score. A magic-user may only prepare any particular spell once per day. A Devoted Magic-User must fill all of his available slots (of a given level) with spells of the color he is devoted to until he reaches three slots, at which point he can let one of them to his other color. When he has four slots, three of them must be filled by his devotional color. Upon having five slots, three of them must still be given over to his devotional color. The following chart furnishes a clearer picture:
Number of Slots for the Spell Level/Number of Slots which must be given to devotional color:
1/1
2/2
3/2
4/3
5/3
At first level, the Magic-User elects which colors of magic he or she will focus on.
Generalise- 3 different colors, d4 hit die, standard MU weapons
Devote- 2 of one color, 1 of another, d6 hit die, add color weapons & armor
Obsess- 3 of one color, d8 hit die, restricted to color weapons & armor
White- Protection, Healing, Knowledge, Righteousness
Blue- Illusion, Air, Water, Pseudopsionics, Control
Black- Death, Disease, Diabolism, Insanity, Necromancy
Red- Fire, Earth, Destruction, Chaos, Strength
Green- Nature, Growth, Metamorphosis, Regeneration, Earthpower
Colorless- Artifice, Alchemy
Weapons
White- Mace, Sling, Quarter Staff, Javelin, Broad Sword, Long Sword, Pole-Arms
Blue- Trident, Net
Black- Dagger, Flail
Red- Battle Axe, Hammers, Morning Star, Crossbow, Two-Handed Sword, Short Sword, Bastard Sword
Green- Hand Axe, Club, Scimitar, Short Bow, Long Bow, Dart, Spear
Armor- Any magic user who Devotes to or Obsesses on a particular color gains the use of the armor(s) associated with that color.
White- Any armor
Blue- Padded Armor
Black- Leather, Studded Leather
Red- Leather, Padded, Studded Leather, Ring Mail, Scale Mail
Green- Leather Armor, Shield
Level 0 Magic-Users (NPC Only): Cultists, Thaumaturges, Initiates, Apprentices and the like may be classed as 0-level Magic-Users. Such characters have the usual 2-7 hit points and are devoted to a single color of magic only. They typically know 2 or 3 spells and may cast 2 spells each day. They are limited to the weapons and armor available to magic-users and whichever color they specialize in.
Magic-User Progression
Level 1- 3
Level 2- 4/1
Level 3- 5/2
Level 4- 5/3
Level 5- 5/4/1
Level 6- 5/5/2
Level 7- 5/5/3
Level 8- 5/5/4/1
Level 9- 5/5/5/2
Level 10- 5/5/5/3
Level 11- 5/5/5/4/1
Level 12- 5/5/5/5/2
Level 13- 5/5/5/5/3
Level 14- 5/5/5/5/4/1
Level 15- 5/5/5/5/5/2
Level 16- 5/5/5/5/5/3
Level 17- 5/5/5/5/5/4
Level 18- 5/5/5/5/5/5
Learning Spells
Each magic-user begins play with a spellbook containing three spells, one for each color they have chosen. In the course of play, they may acquire a theoretically unlimited number of spells via scrolls and other spell books. However, the magic-user may never use spells outside of his chosen colors. If a magic-user possesses a spell book, he "knows" and may prepare any spell inside that book, provided it is of the correct color. If a magic-user possesses a scroll, he may risk transferring it into a spellbook by making a percentage roll to learn spell as per the Player's Handbook. A magic-user may use a scroll of any level provided it is of the correct color.
Preparing Spells
Magic-Users may prepare the indicated number of spells for their class level. They do not get bonus spells for having a high Intelligence or Wisdom score. A magic-user may only prepare any particular spell once per day. A Devoted Magic-User must fill all of his available slots (of a given level) with spells of the color he is devoted to until he reaches three slots, at which point he can let one of them to his other color. When he has four slots, three of them must be filled by his devotional color. Upon having five slots, three of them must still be given over to his devotional color. The following chart furnishes a clearer picture:
Number of Slots for the Spell Level/Number of Slots which must be given to devotional color:
1/1
2/2
3/2
4/3
5/3
XP System
XPs are awarded for the following:
Completing a Quest: 1-5 XP
Clearing a Monster Lair containing treasure: 1 XP
Successful Dungeon excursion including return to town with some treasure: 3 XP
All of these are at the behest of the DM, who will curb any attempt to exploit the letter of the law.
1st level characters need this many XP: 0
2nd...5
3rd...10
4th...20
5th...30
6th...45
7th...60
8th...80
9th...100
10th...150
11th...200
12th...250
13th...300
14th...350
15th...400
16th...450
17th...500
18th...550
Completing a Quest: 1-5 XP
Clearing a Monster Lair containing treasure: 1 XP
Successful Dungeon excursion including return to town with some treasure: 3 XP
All of these are at the behest of the DM, who will curb any attempt to exploit the letter of the law.
1st level characters need this many XP: 0
2nd...5
3rd...10
4th...20
5th...30
6th...45
7th...60
8th...80
9th...100
10th...150
11th...200
12th...250
13th...300
14th...350
15th...400
16th...450
17th...500
18th...550
Revised Combat System
Note: This system is being abandoned in favor of the original combat charts in the DMG.
All characters have a base 50% chance to damage their opponent with a melee attack. This is modified downward by the opponent's armor and dexterity. It is modified upward by circumstance.
If two or more characters are attacking a single opponent, they all get +10
If three or more characters are attacking a single opponent, they all get +20
Fighters, and Fighters alone, may make an All Out Attack, gaining +20 on their attack roll, but this makes them AC 10 for the remainder of the round. This sort of attack may only be made if your side won the initiative roll for that round.
Attack progression is as follows:
Fighters- +5% per level
Thieves- +5% every 4 levels
Magic-Users- +5% for every 5 levels
Clerics- +10% every 3 levels
Leather or Padded Armor= -10%
Studded Leather/Ring Mail= -15%
Scale Mail= -20%
Chain Mail= -25%
Banded Mail= -30%
Plate Mail= -35%
Shield= -5%
AC 10= -0
AC 9= -5
AC 8= -10
AC 7= -15
AC 6= -20
AC 5= -25
AC 4= -30
AC 3= -35
AC 2= -40
AC 1= -45
AC 0= -50
Monster Basic Attack Probabilities:
<1-1: 45%
1-1: 50%
1: 55%
1+: 60%
2-3+: 70%
4-5+: 75%
6-7+:85%
8-9+: 90%
10-11+: 100%
12-13+: 105%
14-15+: 110%
16+: 115%
If two or more characters are attacking a single opponent, they all get +10
If three or more characters are attacking a single opponent, they all get +20
Fighters, and Fighters alone, may make an All Out Attack, gaining +20 on their attack roll, but this makes them AC 10 for the remainder of the round. This sort of attack may only be made if your side won the initiative roll for that round.
Attack progression is as follows:
Fighters- +5% per level
Thieves- +5% every 4 levels
Magic-Users- +5% for every 5 levels
Clerics- +10% every 3 levels
Leather or Padded Armor= -10%
Studded Leather/Ring Mail= -15%
Scale Mail= -20%
Chain Mail= -25%
Banded Mail= -30%
Plate Mail= -35%
Shield= -5%
AC 10= -0
AC 9= -5
AC 8= -10
AC 7= -15
AC 6= -20
AC 5= -25
AC 4= -30
AC 3= -35
AC 2= -40
AC 1= -45
AC 0= -50
Monster Basic Attack Probabilities:
<1-1: 45%
1-1: 50%
1: 55%
1+: 60%
2-3+: 70%
4-5+: 75%
6-7+:85%
8-9+: 90%
10-11+: 100%
12-13+: 105%
14-15+: 110%
16+: 115%
Tuesday, March 6, 2012
Potential Player Characters for the Serpent Marches
.......Str Int Wis Con Dex Cha Com Classes Set 1 16 6 6 16 8 10 7 F Set 2 18 14 12 9 15 12 9 C F M T A Set 3 15 9 13 15 15 8 12 C F M T Set 4 9 9 15 15 13 9 8 C F M T Set 5 16 12 3 13 16 11 8 T Set 6 13 13 16 15 8 9 9 C F R M Set 7 8 8 17 11 15 16 13 C D T Set 8 7 15 12 10 13 16 7 C D M T Set 9 16 9 13 15 16 12 8 C F M T Set 10 17 5 13 10 15 11 13 F Set 11 17 11 12 16 12 5 0 A Set 12 9 6 16 16 9 8 9 C F T Set 13 13 9 17 7 8 16 10 C D F MSet 14 8 17 8 10 15 10 14 M TSet 15 16 11 11 12 10 16 9 C F M T Set 16 6 15 9 13 17 13 11 C M I T Set 17 12 11 15 10 17 9 15 C F M T A Set 18 10 15 9 17 11 10 10 C F M T Set 19 12 17 14 15 5 7 7 C Set 20 4 12 16 11 16 15 13 M Set 21 15 13 9 11 9 15 9 C F M T Set 22 9 12 14 15 18 10 16 C F M T Set 23 6 17 15 7 10 8 8 C M T Set 24 11 11 13 15 15 12 8 C F M T Set 25 9 11 10 17 15 10 15 C F M T Set 26 7 15 15 10 6 12 12 C M Set 27 9 15 16 12 12 9 10 C F M T Set 28 16 8 15 9 12 9 12 C F T Set 29 13 15 12 15 8 13 14 C F M Set 30 16 9 12 15 8 10 14 C F M Set 31 16 9 14 15 15 13 8 C F M T Set 32 9 8 12 15 16 6 11 C F T Set 33 16 15 11 10 9 12 9 C F M T Set 34 8 10 7 18 6 16 10 M Set 35 15 3 10 17 9 12 8 F Set 36 16 11 11 15 10 15 10 C F M T Set 37 13 5 15 8 13 15 7 F Set 38 9 11 11 14 15 15 7 C F M T Set 39 7 13 11 8 15 16 14 C M T Set 40 11 12 8 9 17 17 16 F M T Set 41 9 15 16 8 13 12 10 C F M T Set 42 14 15 15 8 17 11 12 C F M I T A Set 43 4 12 17 8 9 16 11 M Set 44 9 10 16 11 11 16 15 C D F M T Set 45 17 11 15 12 7 7 10 C F MSet 46 13 15 8 16 13 15 16 F M T ASet 47 14 8 13 17 15 12 12 C F T Set 48 9 7 17 12 18 10 6 C F T Set 49 15 8 10 16 7 13 13 C F Set 50 15 12 14 15 8 11 5 C F M Set 51 6 15 12 11 18 11 14 C M I T Set 52 11 15 16 12 16 9 8 C F M I T Set 53 16 11 9 18 11 13 11 C F M T Set 54 8 14 8 17 12 15 15 M T Set 55 10 16 5 8 10 16 10 T Set 56 10 15 16 9 10 11 12 C F M T Set 57 17 8 13 13 16 8 12 C F T Set 58 6 17 15 8 8 7 6 C M Set 59 13 16 14 16 13 5 3 A Set 60 15 7 15 10 14 9 12 C F T Set 61 6 14 15 8 11 17 10 C D M T Set 62 15 10 11 11 10 16 8 C F M T Set 63 18 12 8 12 15 12 10 F M T A Set 64 12 15 13 16 13 12 9 C F M T ASet 65 16 11 16 18 11 7 13 C F M TSet 66 9 13 15 10 15 13 13 C F M T Set 67 12 10 15 15 6 17 17 C D F P M Set 68 13 11 10 15 12 15 13 C F M T A Set 69 9 16 4 9 9 15 16 TSet 70 9 17 12 13 11 16 16 C D F M TSet 71 15 10 13 12 17 13 15 C F M T Set 72 5 9 17 16 9 8 10 M Set 73 15 9 9 17 11 8 10 C F M T Set 74 11 16 9 16 15 15 12 C F M T Set 75 12 15 11 6 18 13 13 C M I T A Set 76 14 9 15 10 5 16 10 C Set 77 5 15 14 12 16 11 13 M Set 78 7 12 15 15 11 12 10 C M T Set 79 10 15 17 8 11 9 15 C F M TSet 80 16 17 6 12 18 12 14 F M I T ASet 81 15 7 12 15 10 14 14 C F T Set 82 6 15 13 15 8 10 5 C M Set 83 10 17 16 6 12 14 15 C M T Set 84 11 15 14 6 15 11 14 C M T Set 85 15 12 13 14 17 10 8 C F M T A Set 86 13 14 9 15 13 16 13 C F M T A Set 87 8 11 15 13 16 11 10 C M T Set 88 15 9 8 9 7 15 5 F M Set 89 7 15 9 15 12 11 12 C M T Set 90 15 11 9 7 16 10 8 C F M T ASet 91 14 15 18 16 14 13 12 C F R M T ASet 92 15 15 15 10 5 13 13 C Set 93 7 7 7 15 17 12 12 T Set 94 9 16 13 6 11 16 12 C D M T Set 95 15 11 8 8 15 7 6 F M T A Set 96 4 10 12 10 17 16 10 M Set 97 13 17 10 17 7 10 15 C F M Set 98 9 12 15 10 17 11 10 C F M T Set 99 7 6 15 7 15 6 16 C T Set 10011 15 13 15 12 9 8 C F M T
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