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Unfiltered solo playtest logs for something I'm messing with

Started by Narf the Mouse, November 01, 2008, 07:46:47 PM

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Narf the Mouse

So I'm sitting around about a week ago, wondering what to fill my time with while I figure out what to do next with Baseline RPG and, well, I came up with some stuff - And then some more stuff - For another RPG. I'm not abandoning Baseline RPG. For one thing, the two are different games. I may not even do anything with this RPG.

I just thought a short couple of unfiltered solo playtest logs might amuse. :)

QuoteTwenty-five foot by fifteen foot room. Two small goblins stand at the end of the room. Entrance behind you. Exit behind the goblins.

Two raised platforms with sloped sides, two feet high on either side of the room. On top are skeletons.

Numbering is from left to right:
Initiative: Emmerai 19, Telnok 22, Goblin #1: 12, Goblin #2: 17, Skely #1: 13-, Skely #2: 13+

Order: Telnok, Emmerai, Goblin #2, Skeleton #2, Skeleton #1, Goblin #1
Health/Vitality: Telnok 8/23. Emmerai 12/25. G #2: 8/20. Sk #2: 7/19. Sk #1: 7/19. G #1: 8/20

Telnok casts Fireball, twenty feet in, center line. All four monsters are caught; TN for each is 17. DM is 4.

Goblin #2: 23/4 (16). Sk #2: 18/3 (12). Sk #1: 27/5 (20). G #1: 13/0 (0)

Goblin #2 is hit squarely, Skeleton #2 manages to avoid some damage, Skeleton #1 is burnt around the edges and Goblen #1 tumbles around the licking flames, barely escaping danger.

Health/Vitality: Telnok 8/23. Emmerai 12/25. G #2: 8/4. Sk #2: 7/7. Sk #1: 6/0. G #1: 8/20

Emmerai pulls out a small throwing axe in each hand. She makes a Dexterity check to climb the left-hand slope without incident. Size makes this Normal +0 difficulty. Rolls 19; spends 5 Vitality to flip a dice, ending with 9. Attacks the left-hand skeleton with both axes. 17 TN each. 10/4 (8), 17/0. No vitality spent.

Health/Vitality: Telnok 8/23. Emmerai 12/20. G #2: 8/4. Sk #2: 7/7. Sk #1: -2/0. G #1: 8/20

Goblin #2 charges Emmarai. +2 To-Hit, -2 Defense. 14 TN. Rolled 13/1 (1). 4/4, so vitality wouldn't help. Plus, not enough vitality. Normal damage, so DR reduces it to 0 damage.

Skeleton #2 shoots an arrow at Telnok. 11 TN, 3 DM. 14 rolled. Miss.

Skeleton #1 is destroyed by fire and axe.

Goblin #1 is fresh and unharmed. Charges Telnok. +2 To-Hit, -2 Defense. 14 TN, 3 DM. 7/4 (12) Telnok avoids real damage, but still has the breath knocked out of him by the side of the blade.

Health/Vitality: Telnok 8/11. Emmerai 12/20. G #2: 8/4. Sk #2: 7/7. Sk #1: -2/0. G #1: 8/20

Telnok casts Unerring Bolts at Goblen #1. 3 bolts, 20 TN, Int bonus, DM 2. 13/4 (8), 0/6 (12), 9/5 (10)

Health/Vitality: Telnok 8/11. Emmerai 12/20. G #2: 8/4. Sk #2: 7/7. Sk #1: -2/0. G #1: -2/0

Emmerai attacks Goblin #2 with both weapons in hand; TN 17, DM 2. 10/4 (8), 10/4 (8)

Health/Vitality: Telnok 8/11. Emmerai 12/20. G #2: -4/0. Sk #2: 7/7. Sk #1: -2/0. G #1: -2/0

Goblin #2 is killed by fire and axe.

Skeleton #2 shoots at Telnok again. 11 TN, 3 DM. 16 (10/6); spends 5 vitality to flip a dice. 6/3 (9)

Health/Vitality: Telnok 8/2. Emmerai 12/20. G #2: -4/0. Sk #2: 7/7. Sk #1: -2/0. G #1: -2/0

Skeleton #1 is dead.

Goblin #1 is killed by Unerring Bolts.

Telnok refrains from casting and instead retreats outside and out of Skeleton #2's range.

Emmerai engages Skeleton #2 with axes. Dexterity check to deal with slope. 10 rolled. Success. TN 17, DM 2. 21 (9/9). Spends 5 Vitality to flip one dice. 12/3 (6), 10/4 (8).

Health/Vitality: Telnok 8/2. Emmerai 12/15. G #2: -4/0. Sk #2: 0/0. Sk #1: -2/0. G #1: -2/0

All enemies defeated.

Party CL: 3
Monster CL: 2

Party CP gain: 5 each.
Treasure gain: 4d4 sp: 11 sp. Good haul. Luck roll to change: 10, 12. +1, -1. Same.
Item gain: 2 crude swords, Two crude longbows and 38 arrows.


Rest to regain Vitality. Parties buys some stuff - Multi-Attack (3) and 10 Vitality (2) for Emmarai, Chain Lightning (None memorized, given only about a half-hours rest) (3) and +2 Luck (3) for a total of 12.


The party continues further into the structure. In the next chamber is a sixty-by-sixty foot chamber. sixty-foot by five-foot ledges are on either side, with a narrow hanging bridge. Three-foot ledges are on each side. It is a thirty-foot drop to the bottom from the bridge.

Sir Cullen the Paladin catches up with the party because I figured I'd add another party member.

Sir Cullen is front and center; Emmarai is to the left; Telnok is behind them by two paces.

At the other end of the bridge are two thuggish goblins in front of a robed goblin with a staff. Roll initiative...

Initiative
Telnok: Rolls 13 (10, 3). Unfortunately, no spending Vitality on intiative rolls. Result: 17+. Emmerai: 13 (10, 3). 15. Sir Cullen: 8, 18. G #1: 5, 21. G #2: 9, 17-. GS: 7, 19.

Order: G #1, GS, Sir Cullen, Telnok, G #2, Emmarai.
Health/Vitality: G #1: 8/20. GS: 6/17. Sir Cullen: 13/25. Telnok: 8/23. I find that Tolnek's point cost is off by 2 points - Puts him at, not over, his total, so no problem. G #2: 8/20. Emmarai: 12/35.

G #1: Guards the shaman.

GS: Fireball on Sir Cullen. Dex check, -6 modifer. Sir Cullen: 21/4 (16). Damage is elemental; armor (DR/Normal) does not protect. Emmarai: 22/4 (16) (6/10). Can't flip on defense. Tolnek: Arcane Defense +4, -2 modifier. 4 (1, 1). Critical Success. Immediate action, take turn. The flames burn Cullen and Emmarai - Telnok simply stretches his hand out and murmers a Word - The flames flow around him.

Health/Vitality: G #1: 8/20. GS: 6/17. Sir Cullen: 13/9. Telnok: 8/23. G #2: 8/20. Emmarai: 12/19.

Telnok: Unerring Bolts, GS. First dart: 4 (2, 2). Intelligence reduces to -1. 21/6 - Damage multiplier is 2. (12). Second dart: 7 (1, 6). 18/6 (12). Third dart: 10/4 (9, 1) (8). Not going to flip it.

Health/Vitality: G #1: 8/20. GS: -9/0. Sir Cullen: 13/9. Telnok: 8/23. G #2: 8/20. Emmarai: 12/19.

The goblin shaman jerks widly as glowing dats slam into, and then burn a hole through, his chest. Lesson: Even with Fireball, a 0-point goblin shaman is no match for a Sage who rolls a critical success and then 4, 7, 10 on Unerring Bolts. (2d10 roll)

Sir Cullen decides not to set his weight on the bridge and instead heads towards the right-hand ledge going across.

G #2: Mutters something to G #1. It charges across the rope bridge, taking advantage of Cullen's low Wisdom score - 6. +2 To-Hit, -2 Defense. Attacking Telnok: 15 (10, 5). Spends 5 vitality to flip. (0, 5) 3. 13 - 3 = 10/4 (12).

Health/Vitality: G #1: 8/20. GS: -9/0. Sir Cullen: 13/9. Telnok: 8/11. G #2: 8/20. Emmarai: 12/19.

Telnok takes a large bruise.

Emmerai counterattacks - Wielding two small throwing axes. These foes aren't dangerous enough to need the rapier and dagger parry combination. Uses Multi-Attack; the TN is 18. 14 (4/10). Spends 5 vitality to flip. (4/0) 2/5 (10). Second axe: (10, 10)...Ouch. Critical Failure. Spend 5 vitality to negate. Can't flip a critical failure.

Health/Vitality: G #1: 8/20. GS: -9/0. Sir Cullen: 13/9. Telnok: 8/11. G #2: 8/10. Emmarai: 12/14.

Goblin #1: Also charges. +2 To-hit, -2 Defense. Attacking Telnok. 13 (8, 5). Spend 5 vitality to flip. (3, 5) 8/3 (9)

Health/Vitality: G #1: 8/15. GS: -9/0. Sir Cullen: 13/9. Telnok: 8/2. G #2: 8/10. Emmarai: 12/14.

Sir Cullen charges Goblin #1. +2 To-Hit, -2 Defense. That gives him a +4 to hit Goblin #1, which is on the right side - Same as Cullen. 8 (3, 5). 4 out of 13/4 (20).

Cullen's greatsword smashes into Goblin #2, Cutting into its heart and knocking it to the ground.

Health/Vitality: G #1: 8/15. GS: -9/0. Sir Cullen: 13/9. Telnok: 8/2. G #2: -2/0. Emmarai: 12/14.

Telnok, nearly out of offensive spells and having forgotten *Cough*Cough* to use his defensive spells, chooses to use his Wand of Unerring Bolts. TN 20, +1 modifier. First dart: Roll is 9 (6, 4) / 5 (10). Second dart: 7 (7/1). Telnok cannot flip; only two vitality. Success 5, (10) damage.

Health/Vitality: G #1: 3/0. GS: -9/0. Sir Cullen: 13/9. Telnok: 8/2. G #2: -2/0. Emmarai: 12/14.

Emmerai attacks Goblin #1 with both axes. TN 18, DM 2. Realizes has completely forgot the Monster's defense score. Pleads tiredness. On bright side, completely forgot PC's defense score. That would generally tend to put things slightly more even on the monster's side. Except with Telnok, who doesn't have normal defense. TN 15, DM 2. 14 (10, 4).  Emmarai has Vitality to spare; flipped. (0, 4). (Any number can be flipped; highest is, of course, best). 4/5 (10)

The goblin drops dead as an axe thunks into its unarmored chest.

Health/Vitality: G #1: -7/0. GS: -9/0. Sir Cullen: 13/9. Telnok: 8/2. G #2: -2/0. Emmarai: 12/14.

Emmerai & Telnok: 4 CP each.
Sir Cullen: 6 CP each.

Two crude swords. 3d4 = 7 sp.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Rob Lang

I'd warn against starting something new without getting something old finished. I flit between light sources like a moth and it makes release times toturously long. I'd recommend finishing Baseline RPG before getting into another one.

Also, the Actual Play bit should really be in the Actual Play forum, dear boy. ;)

Narf the Mouse

I can flit between stuff myself, but doing filler is also a great way to clear the mind. There's a balance to it.

It's not an actual play; it's a solo playtest. There really isn't any actual play bits, beside some color I threw in to keep from being incredibly bored.

Dear boy.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.