...The Mouse will want to make a dungeon.
And if the Mouse likes the dungeon they have made,
The Mouse will want to run the dungeon.
So the Mouse will post on a forum.
And, if people decide to play in the game,
They will get to use any class in S&W, Knockspell #1,
plus his Footman class here: Footman, the 40%-off Fighter (http://www.mouseproducedgames.com/temp/Footman.pdf).
But not his Sorcerer class,
Because it is rather unbalanced for anything except a long campaign,
Where its weaknesses might come into play.
The dungeon is not very large,
So if everyone posts as soon as they see a new GM-post,
The GM will post as soon as he sees a new Everyone-Else-Post,
And the dungeon should be finished shortly.
(First-level characters only)
Plus, Virtual Cookies will be provided.
I'd like to play when it's ready.
1) White Box or Core Rules?
2) Any Houserules?
3) Which Thief do you like from Knockspell #2?
4) How do you want characters rolled up? AKA, do we roll, you roll or some computer program rolls?
5) Megadungeon or Your Setting or Other Setting? AKA, how much background and interaction will we have outside the dungeon walls?
6) How do you plan to do PBP combat?
@Age of Fable: It's a small dungeon - My first drawn - So it was finished before I posted.
@Spinachcat:
1) Core Rules.
2) For the first dungeon, none - I want to try out 'Vanilla' S&W. After all, it's best to know the base before I mod it.
3) The one that uses Saving Throw rolls is the one I like the most. Role-playing 'sneaking' well, however, will get anyone pretty far, depending.
4) Invisible Castle; 3d6, swap one set.
5) It's a single, short dungeon run to get my DM'ing brain in gear. So just the setting needed to support the dungeon.
If the players like the game, there is always the option to extend. If not, then minimal time is wasted (Mine and yours) :)
6) State intent, roll to-hit, roll damage, roll a saving throw. I'll resolve the actions and post the results in a single post. The saving throw is in case I need it. Actions wll be resolved in the order posted for in-party initiative.
Stats rolled here (http://invisiblecastle.com/stats/view/21295).
* STR: 10
* DEX: 14
* CON: 10
* INT: 13
* WIS: 14
* CHA: 15
(man...good rolls!)
Gold rolled here (http://invisiblecastle.com/roller/view/2116713)
70gp.
To be continued...
Indeed! Shall I call you Face-man? :D
Edit: A probably-unneeded note, but I don't want to have to deal with evil PCs in the game - At least not yet...
...'Dead before dawn'd'?
Nooooooooooo!
Maybe try on rpol.net ?
Well, Spinachcat only posted once and, er, you haven't filled out your character details...
What's rpol.net?
It stands for Role Playing OnLine. It's a forum specifically for play-by-post games.
...The site has a horrible interface. My cheek actually started twitching.
Nevertheless, there is now an advertisement there.
Yeah, it is pretty bad. Speaking of which - I had a look for your thread but couldn't find it. Can you post a link?
It's in 'offsite gaming': http://rpol.net/display.cgi?gi=645&ti=1135&date=1245211982
Hello there, is it too late to potentially jump in on this? I recently found the post for the setting, as well as having found out about S&W, and I have truly fallen in love with the idea of playing as a footman, along with the possibility of raising an army of soldiers once I am a high enough level, I've already rolled out my stats to begin with, but am willing and eager to learn so I can take part in this.
STR 16, DEX 13, CON 13, INT 14, WIS 13, CHA 16 (//invisiblecastle.com/stats/view/21710/)
Pretty good stats I think, I'm a vet to 3.5 D&D but going back to the 'basics' as it were I think could be fun as well.
Cool. That brings us to two players, if Age of Fable is still around.
No problem, I'm new to S&W myself.
Footman? Awesome.
Ok, just need rolled gold, bought items and some fleshed-out background (Short paragraph is enough) from both of you. And then...
In the last few hours, clouds have rolled across the sky, bringing with them a freezing, chilling rain that patters on your gear like and slowly soaks your clothing. The woods around the path are silent, the animals sensibly in their dens.
The pine trees in these foothills would provide little relief to you, however, and your map (Long since stowed, to preserve it) insists there is a town nearby. You have yet to find it and the chill is beginning to creep into your bones.
As you are coming to a decision on wether to press on or try to find a dryer spot, lightning cracks across the sky and, ahead of you, a human-looking form stumbles out of the trees...
Character Sheet now found in OOC thread
Tilting the kettle helm of which he wore, thankful at the very least that the brim had kept most of the howling wind and rain from beating at his face, glancing about every so often and checking the road of which the horse of which he rose so walked upon, checking for loose debris. "Oh for the great one's sake! I know that the village is nearby! C'mon guy, the sooner we make it there, the sooner we both eat!" He called aloud, trying to spur his beast onwards down the path, though with the sudden crack of lightening and the silhouette of the human figure down the road, the mounted soldier would raise out a gloved hand, calling out to it. "Lo there Traveller, might you know the way to the local village?"
(Check OOC thread. I'll update once a day to give Age of Fable a chance to get in or not)
For a moment, all you hear is the constant rain, but it stops for a moment and you hear a low groan. As the figure lurches down the track towards you, lightning splits the skies and you clearly see a ragged, bloody wound down the side of the human-looking figure. An almost-forgotten wood-ax dangles from its left hand.
Your horse seems more skittish than even the lightning and storm would account for.
Even through the rain he would note what exactly this was before him, having been knowledgeable of the foul magics of which could reanimate the dead, and cause the cadavers to roam and kill heedlessly. He would take the initiative by dismounting from his horse and tying it's reigns to a fallen log, soon withdrawing the Halberd from where it had been slung to his saddle along with his other accoutrements as he would approach the shambling creature, bracing his weapon at the ready as he would await for it to approach him, knowing well that he would have the advantage of his weapon's length but would also take advangage once the moment would present itself to bring his weapon down upon his foe.
Initiative 1d6=3 (http://invisiblecastle.com/roller/view/2187975/)
Attack Roll& Dmg 1d20+1=16, 1d8+2=6 (http://invisiblecastle.com/roller/view/2187982/)
The zombie's lurching stride is faster than you expected, especially on the muddy track, and it's stride carries it to you before you're ready to strike. It's awkward lunge, seemingly to try to claw your face off and hit you with the axe, does nothing but put it out of position and your strike cuts its left arm off at the shoulder.
(+1 Initiative for longer weapon; Zombie got lucky)
HP: 2d8=10, Initiative:1d6-1=5, To-Hit: 1d20+2=7, Damage: 1d8=2 (http://invisiblecastle.com/roller/view/2188002/)
Zombie has initiative)
Recovering, again, faster than you'd thought, it drops the axe and claws at you, scraping through your leather and ripping bleeding wounds down your side. It gurgles at you, perhaps truimphantly.
1d20+2=19, 1d8=5 (http://invisiblecastle.com/roller/view/2188010/)
It had initially seemed as though this would have been an easy task, but the creature's impressive speed would soon have the young man yelling aloud in agony, in almost as much pain as he had been from taking an orcish arrow to the gut a few years prior as he would level up his polearm once more, intent on running the thing through. "Die! Die you foul abomination!" he yelled as he would strike.
1d20+1=19, 1d8+2=10 (http://invisiblecastle.com/roller/view/2188029/)
Your keen halberd strike rips its chest open in a spray of gore and it falls backward, now truly dead.
As the rain patters down, slowly soaking the blood away, you again become aware of the chill settling in...And that your destination may not be quite as safe as you had hoped...
He would sit there for quite some time, thinking of what exactly had just transpired as he would move to quickly take anything of value from the rotting corpse's form, the axe included as he would make for his horse once more, untying him and mounting up once more as he would quickly make haste for the village once more, at the very least wishing to see if there might perhaps be people alive yet or whether this cadaver he had put back to rest was one of many. "Great Mother protect me.." He would mutter lowly.
I think you kind of need 3 players minimum :(
Quote from: Age of Fable;316839I think you kind of need 3 players minimum :(
(Yeah, thanks for being a downer man. We already decided that the game can be run with 1 or two people in the ooc thread that was made)
The corpse holds the hand-axe, some loose change worth about a gp and a fine brass ring in a wooden box, such as a peasant might buy. Having seen some loot in battle, you can appraise its value to (Rolling estimate) 5d20=36 (http://invisiblecastle.com/roller/view/2192137/) somewhere between 36 and 64 gp.
The corpse itself was large, broad and musclular in life and the axe bears copious signs of blood and gore. Either the zombie claimed more lives than you'd hope - Or it took quite a bit to bring him down. Possibly both.
Although the rain tapers down to constant, misting drizzle, you are unable to make much haste, due to the muddly roads. In addition, in an ironic twist, your horse makes an insistance out of going faster than safe, requiring you to frequently reign (Her? Gelding? Stallion?) back.
However, the worry proves unfounded, as a mere five hundred yards sees the trees open up to a village.
For a moment, all you see is bodies - And then you realize it's not as grim as you feared. Many of the bodies are outside a stout, twelve-foot wooden wall and are not freshly dead. The walls are manned by grim-faced peasants, with axes, spears and bows. A few have better weapons and have the look of army veterans.
As you approach the gate, you see that it is manned by a tough-looking, grizzled man and a cleric of Tarshish (The Iron Lord, Lord of Law, Justice and Just Battle), so evident by the battle-axe and shield on his holy symbol.
At twenty feet, you are called to 'Halt right there, please'. The cleric tosses you a spare holy symbol and you are instructed to "If you can put that on your bare chest, you're welcome."
The otherwise is unstated; three keen-eyed peasants have bows out and armed, but pointed politely down.
(Sorry for the delay; my body decided I'd sleep and over-ruled the protests of my mind. You get 30 XP for the zombie and 52 XP for treasure, so 82 XP)
After quickly packing together what he could manage and even after trying to keep the mare upon which he rode as calm as he could keep her, the sight of the walled village would prove to be a sight for sore eyes. Seeing the cleric of Tarshish would also be sight enough to put him at ease, soon jumping from the saddle as he would hurry to strip off the chest piece of his leather armor and even tugging parts of his tor shirt away so that he could quickly don the holy symbol to prove his not being undead.
"I'm sorry to have caused such concern by approaching so late, I've been traveling for two weeks now and was hoping to enjoy a warm room and an old ale, but there was an undead upon the rode... I took the better of him in the end it would seem but he injured me well. Might I ask of the Iron Lord's blessings to heal me before I seek refuge within your walls?" He would ask, grabbing the reigns of his mare as he would walk closer, soon trying to re-affix the chest piece of his damaged leather armor.
"Welcome, then. Blessings of the law be upon you", the cleric intones, touching your shoulder. You immediately feel your wounds ease and close, leaving behind some jagged scars to add to your collection. "I will add your deed to the annals of this battle - If you have free time, I may take your tale." Clearly done, the cleric steps back beside the gate, resting his battle-axe against his shoulder and resuming his scan of the area.
The sergeant takes up the thread of conversation. "We've got hot food and cold ale in the inn. I'll tell you bluntly, we don't have much and we can't afford much charity in this situation. We'll feed you and bed you until the siege is over; you won't want for that. But we do want for defenders and can pay the Rates." He stands comfortably in the drizzle, waiting on your answer.
(Clerics of Tarshish record the details of battles they are in; that can be done OOC or IC, if you want. Also, as a house-rule for clerics, they can trade their 'normal' weapons capability for three weapons 'favoured of their god'.
The standard Rates for hiring footmen are, in brief, 1 gp per day (30 a month) and 20 gp per Battle they are in, plus one Share of any loot.)
He would let out a gentle sigh of relief, nodding quickly as he would listen to the Sergeant's words, thinking for a brief moment. "Agreed, and if any of your militia are in need of further training, I was involved in one of the few wars that ended within the past few years down south, so I've seen my fair share of combat. But all that I would merely ask is that I be allowed to rest for the night and have my mare stabled, the poor girl hasn't eaten much other than what stale oats I had left these past few days." He would call aloud.
"Who knows? This may perhaps be just the beginning for us, girl.." He said, caressing his mare's mane for a moment before he would wait to be allowed inside, heading to the stables and thereafter to the tavern to relax.
"Agreed, then. Come back after you're both fed and rested and I'll discuss skills and tasks with you." He knocks loudly on the door and it's unbarred and pulled open. He instructs one of the guards standing inside, a stout, placid-looking man with a heavy mace, "See this man and horse fed and housed and stabled. He'll be signing up, so get someone to see to any repairs his gear needs."
"Will do, Sarge." he responds calmly. "Ted", he introduces himself, thrusting a hand forward to shake. "Inn's this way, with the stables, tanner's that way." With that, he leads you off towards the inn.
You note that, although the mace is well-cleaned and oiled, his clothes are threadbare and stained around the edges, from recent battle.
"Halrun" He would reply plainly to Ted, soon seeing to have his armor along with the mare dropped off at their respective locations before he would head to the tavern to order himself a pint and something preferably hot to eat. Glancing about the room, the young man would look to those whom were here as well, wondering how many of them exactly had witnessed the prior horrors of the undead and their siege upon their village, how many had died and how many of the young and old alike were being pressed into service.
He would try not to think of it of course, glancing about every so often to the more fairer of the sexes, smirking slightly as he would shake his head, soon withdrawing his coin purse so that he might be able to pay, along with that small wooden box containing the brass ring, deciding to look it over, though he couldn't help but wonder if perhaps the undead he had killed had been intending upon giving this to a sweetheart. "Still... The sheer amount of the undead makes me think that there may be a Necromancer about somewhere.." He would murmur to himself, wondering how he might be able to help these people.
Your walk through the village gave you a good opportunity to asses the people; they are weary, grim and determined, but fear hasn't sunk in yet. The border country around the mountains sees too many bandits and monsters for them to give in easily.
However, too many families show signs of mourning; mostly the Tarshite tradition of funeral pyre ashes on the cheeks.
It doesn't look like they're desperate for bodies yet; everyone who can goes armed, but only the adults show signs of hard fighting. However, the mere fact that everyone but children and grands show signs of fighting tells you how hard-pressed they are.
The village looks to house five hundred people all told and the wall is mostly in good repair. However, a few sections have taken severe damage and have been shored up, mostly with loose debris.
You're led up to the inn-keeper, a solid, dependable looking person standing behind a bar of hardwoods (A major export of the region). Ted introduces you as "Halrun. He's signing up", which gets you a plate of good beef and veggies, along with a tall ale. "This one's on the house" The innkeeper says. "For signing up."
The inn itself contains a mixed assortment of people; you see a potter, a young man and woman with the look of the city about them, recently-married, a halfling merchant with a poor selection of goods laid out on a table, haggling over a brace of fishhooks with a farmer's wife (Both rather half-hearted) and a tall, spare man in threadbare tunic and trousers, reading a rather thick book.
In addition, some inhabitants of the village are taking their meals here; farmers and hunters, mostly, men and women both.
He would sigh somewhat, moving to set his Halberd to lean against the counter top so that he could eat, knowing well that perhaps the local populace could hold out on their own in the long run, but a swift solution should be brought about. He would eat his meal in relative quiet, only occasionally murmuring a word or two of thanks to the Barkeep or of the tastiness of the meal before he would wash it all down with the cool ale.
After his meal was finished he would think a moment, letting out a bit of a sigh as he would grab his polearm and make his way outside once more to one of the larger breaches in the wall, or one that hadn't been shored up too well as he would move to stand guard by it, trying to peer out into the night to look for any sign of trouble. "Too bad the women here are all spoken for it seems.. What I'd give to get out of this dry spell... Hells, even those Orcs and Gnolls I met a few weeks back seem like they'd be welcome company about now.." He said to himself, remembering a stop a few weeks back to some encampment in the woods of which he was nearly gutted on the spot for visiting before he could prove that he had been there only to trade.
After about twenty minutes, you note a rabbit hopping out of the trees and onto the cropped grass. And then another...And then three more...And then another three.
When they get within ten feet, you notice they're all dead. Or undead, rather.
Ted seems to have followed you and there's a few others on the wall; three broad-shouldered farmers with a mace, an axe and two iron-bound one-handed clubs.
The one with the two clubs remarks, dead-pan, "Well, that's something completely different."
Roll initiative. Rabbit-zombies: 1d6+1=7 (http://invisiblecastle.com/roller/view/2192390/)
Initiative: 1d6=2 (http://invisiblecastle.com/roller/view/2192408/)
Upon seeing the things he would simply roll his eyes, grumbling as he would quickly set aside his Halberd in favor of the shield he carried as well as his longsword. "Everyone to me! These things shouldn't be too tough but we can't let ANY of them inside!" He would shout, readying himself for the first one that would come at him.
(Posting an attack and damage roll as well in case if I get an attack of opportunity or the like, ignore it if not valid.)
1d20+1=21, 1d8+1=3 (http://invisiblecastle.com/roller/view/2192410/) (that's actually a critical due to the natural 20, so that means 6 damage instead of 3)
Rabbits: 1d20+2=5, 1d4=3, 1d20+2=8, 1d4=2, 1d20+2=18, 1d4=4, 1d20+2=14, 1d4=2, 1d20+2=9, 1d4=2, 1d20+2=11, 1d4=2, 1d20+2=14, 1d4=2, 1d20+2=11, 1d4=1 (http://invisiblecastle.com/roller/view/2192441/)
The farmer with the iron-bound clubs downs down a moment later, a rabbit latched onto his throat.
Ted grunts as one latches onto his upraised arm and the other bashes its head in the dirt.
Three rabbits lunge at you in the gathering twilight; one gets a good ripping grip on your hand and the other two plunge into the dirt. You slam your hand into the wall, smashing the one biting you.
Two farmers and Ted: 1d20=14, 1d6=2, 1d20=13, 1d6=4, 1d20+1=7, 1d10=5 (http://invisiblecastle.com/roller/view/2192451/)
The farmer with an axe smashes a rabbit to the ground; a mace slams into a piece of debris and Ted's rather large mace shatters a small tree-trunk.
"'Not much trouble'" one of the farmers mutters. "Vicious killers, these are."
Score: Rabbits 1, Village: 2.
(You may wanna specify how much damage is dealt to me specifically next time, the mass of rolls has me confused, so list both coming damage and prior. Also, inadvertently with his fighting of these things he might be 'showing off' some, perhaps attracting people to his leadership or the like. It's just a thought.)
1d20+1=20, 1d8+1=7 (http://invisiblecastle.com/roller/view/2192471/)
He would yell aloud at the bite, snarling as he would bring his sword down upon one of the things once more. "They are no problem for us, press forward and keep them from escaping!" He shouted aloud, already beginning to slip back into the roots of his militaristic training once more. "Drive them back, not one step away until they are felled, or you shall have me to deal with!"
(You took 4 damage)
Rabbits: 1d20+2=16, 1d4=2, 1d20+2=8, 1d4=4, 1d20+2=11, 1d4=4, 1d20+2=6, 1d4=3, 1d20+2=9, 1d4=2, 1d20+2=17, 1d4=2 (http://invisiblecastle.com/roller/view/2206467/)
To your far left, there's a farmer down, a zombied rabbit chewing on his vocal cords.
Ted snaps his arm outward, flinging the rabbit off. The other one is chewing on his boot, but the big guy has at least an inch of leather and iron studs there.
A rabbit lunges at you and slams into your breastplace...Back-first. It flops to the ground, but not uselessly - The distraction is enough that you are unable to throw the other rabbit off in time - It gets another bite in.
A moment later, you slice it in half.
1d20=19, 1d6=6, 1d20+1=4, 1d10=1 (http://invisiblecastle.com/roller/view/2206471/)
"You sound just like Sarge!" Ted says, happily. "Say, these things hop a lot." You get the feeling that Ted isn't the brightest nail in the bucket.
The remaining farmer grunts and pulps a zombie'd rabbit.
(You took 2 damage this round)
The air is still and heavy. Blood and gore is splattered across the defense-works and flies are already gathering. In the distance, behind you, you hear a piercing, pain-filled scream, which ends in a long gurgle.
In between pants for breath, you can hear the squishing and squelching of chewing. About the only upside is that the horrid abomination against all that is holy (And cute), is not attacking anyone alive.
A quick glance behind you shows an old grandmother hustling two children along, about fifty yards back.
Evidence of the siege shows, they don't need much hurrying and they seem calm. Perhaps too calm, for children
(I realized it needed a bit of colour. Zombie attacks don't provide cheerful colour)
(Intro post)
The mud and dust of the road is squelching beneath your feet and the day's exertions call you to rest. The silence surounding you, void of birdsing, sings a different tune...
Ahead, down the road, you can hear clashes of weapons and cries of battle. All is not well...
Allan walks cautiously down the road toward the source of the conflict. His Magic Missile spell is ready, and he grasps a heavy quarterstaff. Seeing the rabbit attack he yells out "What is going on?" to Halrun and the other fighters still alive. His eyes scan the horizon, ready for any more trouble.
[edited to reflect horseless-ness]
(Sorry for the delay. No, no horse. You'd have to buy one)
Okay, then... what happens?
Quote from: koga305;337787Okay, then... what happens?
Edited posts don't give thread updates - Hence, I had no knowledge of any edited posts.
Someone yells "The little buggers go for your throat!"
This is perhaps graphically illustrated by a zombit chewing on a dead guy's throat.
(Give me a combat action and I'll see what I can do about resolving the next round)
Allan brings his quarterstaff up to cover his throat, blasting a Magic Missile spell at the nearest zombified rabbit.
((Invisible Castle was out for a bit))
1d4+1=4 (http://invisiblecastle.com/roller/view/2287147/)
Your arcane missile streaks unerringly across the field, shedding light but eerily providing no illumination. Arcing up towards the rubble-wall, it engulfs one of the abominations, producing a loud sizzling sound.
A moment later, the energies disperse and a small collection of bones drops to the ground.
(Huh, been a month. Iiii...Need a better sense of time. Or...Google Calendar update)
((Ok, rather than waiting, I'm going to do what I should have done in the first place - Post once per day. I'm sorry))
As the three surviving hoppy hordlings engage the warriors in the distance (About a hundred feet across an irrigated field, on top of a rubble-repaired wall), you notice a shadowy figure in the trees. (About two hundred fifty feet away, to your forward-right) The figure turns to vanish into the trees. ((5+ on a d6 to act before the figure is fully gone from view. -2 to any To-Hit rolls, if you choose to risk the unknown consequences of an attack))
((Alan, you see a surge of figures come up the crest of the semi-ruined wall, quickly surounding the remaining undead))
((Halrun, the re-enforcements have finally arrived, filtering out of the houses - four hardened farmers with sicles and spears, along with, from his garb, a professional archer (NPC) - A dark-haired figure in blackened leather armour with arm-guard))
1d20+2=3, 1d4=2, 1d20+2=9, 1d4=2, 1d20+2=9, 1d4=2 (http://invisiblecastle.com/roller/view/2288033/)
Surrounded and outnumbered, the zabbits are unable to get so much as a nibble.
1d20=9, 1d6=4, 1d20=17, 1d6=3, 1d20=8, 1d6=6, 1d20=11, 1d6=4, 1d20=20, 1d6=1, 1d20=11, 1d6=5, 1d20=7, 1d6=4 (http://invisiblecastle.com/roller/view/2288034/)
Adding in a +2 'surrounding' bonus, the zabbits are reduced to a bloody pulp. The archer gets in a keep shot, striking right through the center of mass, but arrows are of little use against even rabbit zombies.
((Halrun, if you want, you can get a final attack in))
After the attack is repulsed, the village settles into silence, broken by the occasional cry of the injured. The few village clerics move about, offering aid, comfort and healing.
...And that's when the meteor hit. The end.