Interested in Redwall / Mistmantle -esque game with an "old school" feel?
Looking to see if there is some interest in playing a Redwall / Mistmantle -esque game.
Players would take on the role of good anthropomorphic animal heros tries to protect their realm from wild and evil beasts.
The game system uses a stripped down, D6 mechanic which is reminds me of some old-school systems. Easy and fast character creation. Quick and easy game play.
Player Character animal choices include Badgers, Hares, Hedgehods, Mice, Moles, Otters, and Squirrels.
Player Character class choices include Friars (clerics), Rogues (thieves), Scouts (rangers), Talespinners (bards), Wayfarers (martial arts), Warriors (fighters), Wizards (mages), and Woodwise (druids).
The setting is typical medieval fantasy with a noble, good feel (think of the heros from Redwall, Mistmantle, and Tolkien's work). The adventure would be fairly short (maybe 4-5 months of online gaming). Posting frequency would be two posts per week. Characters would start off a level one characters.
I am hoping to do the recruitment and character creation through the Christmas season, with the game kicking off in the new year.
I'm looking for 4-5 brave heros. Anyone interested?
Let me know by posting here what creature and class you would be interested in exploring.
Here is a brief outline of some of the basic game mechanics of Woodland Warriors.
BASIC GAME MECHANICS PRETTY BASIC:Woodland Warriors is a free-form roleplaying game, meaning that there aren’t very many rules. The Referee is responsible for handling situations that aren’t covered by the rules, making fair evaluations of what the characters do and deciding what happens as a result.
This is not a game in which the players are “against” the Referee, even though the Referee is responsible for creating tricky traps, dangerous situations, and running the wicked beasts and other foes the PCs will encounter during the game. In fact, the players and the Referee cooperate with each other to create an epic fantasy, with the Referee creating the setting and the players developing the story of the heroes. If they aren’t skillful and smart, the epic might be very short. But it’s not the Referee’s job to defeat the players—it’s his job to provide interesting (and dangerous) challenges, and then guide the story fairly.
So... two things need to be said:
One, this game is pretty much about role-playing and less about crunching numbers.
Two, you’re going to have to trust me.
Now, onward we go, to covering the basic rules.
WE ONLY PLAY WITH D6s
This game uses D6 dice to resolve all attacks, damage, hit points, skills and abilities. Sometimes, you’ll get to roll multiple D6s, sometimes it will be a D2 or D3 die (but I still use the D6), and often times there will be modifiers to the D6s depending on the difficulty of the task.
Nice and easy!
There are six attributes to the game and they pretty much provide a lot of the basic skills and abilities your character has.
Your attributes will range between 3 to18 (possibly up to 19 or 20 with racial modifiers). The higher the number, the better you are in that attribute and in the skills and abilities tied to that attribute. For the most part, the break points for penalties and bonuses on attributes are as follows:
3-6: Poor. You suffer penalties on all skills and abilities associated with this attribute.
6-8: Below average. You suffer penalties on some of the skills and abilities associated with the attribute.
9-12: Average. You gain no penalties or bonuses on the skills and abilities associated with the attribute.
13-15: Above average. You gain bonuses on some of the skills and abilities associated with the attribute.
16-17: Good. You gain bonuses on all of the skills and abilities associated with the attribute.
18-19: Great. You thought good was good? Great is even greater, giving you even greater bonuses on most of the skills and abilities associated with the attribute. Look at you go!
20 (strength only, badgers only): Incredible Hulk. You are a beast when it comes to feats of strength, carrying things, and damaging foes. You don’t get to turn green though... sorry.
If a character has a score of 13+ in their class’s prime attribute, they gain a 5% bonus to experience earned. Additionally, characters with scores of 13+ in Wisdom or Charisma gain an additional 5% to experience earned. So, a Warrior with Strength, Wisdom, and Charisma scores at 13+ would gain a +15% bonus to experience. A friar with Wisdom and Charisma scores at 13+ would also gain +15% bonus to experience (+5% for Wisdom as Prime, +5% for Wisdom at 13+, +5% for Charisma at 13+).
Here are the six attributes (no surprises here):
Strength: This attribute determines how skilled your character is at hitting with melee weapons, how much additional damage your character’s melee or throw weapons cause, how much stuff your character can carry, and how capable your character is with feats of strength (like busting down doors). Strength is the Prime Attribute for Warriors.
Dexterity: This attribute determines how skilled your character is at hitting with missile and thrown weapons, how skilled they are at dodging blows, and how good they are at make reflexive saves. Dexterity is the Prime Attribute for Rogues and Scouts.
Constitution: This attribute determines how healthy (hit points) and resilient (Fortitude saves) your character is. It also helps save your character from dying if/when they lose all their hit points. Not a prime attribute for any of the class, but still pretty important.
Wisdom: This attribute determines how skilled your character is noticing the stuff going on around them (think Spot, Search, Sense Motive or Perception skills), and how strong their minds are at resisting enchantments (WILL Saves). Wisdom is the Prime Attribute for Friars. Additionally, Friars gain an extra 1st level spell if they have a Wisdom score of at least 15.
Intelligence: This attribute determines how skilled your character is at learning and remembering information (think of all the Knowledge skills rolled into one), and how many additional languages they can learn. Intelligence is the Prime Attribute for Wizards. Additionally, Wizards gain an extra 1st level spell if they have an Intelligence score of at least 15.
Charisma: This attribute determines how persuasive your character is (think Bluff, Diplomacy, and Performance skills), and their ability to lead others. Charisma is the Prime Attribute for Talespinners.
Posted on 2013-12-15 at 07:12:01.
Edited on 2013-12-15 at 07:27:16 by Ayrn
Here some more info... sorry if it feels like overload.
I am using a modified ruling on hit points for this game.
Characters receive a set number of hit points for their class, plus any bonus or penalty they receive from their CON modifier. As they increase in level, they gain some additional hit points. See the list below:
Friars, Rogues, Scouts and Talespinners: Level 1 = 7 HP; add an additional +2 HP each level after, up to level 6. Max hit points at level 6 is 17 plus CON modifier (absolute max would be 21 HP with a CON score of 18 ).
Warriors: Level 1 = 8 HP; add an additional +3 HP each level after, up to level 6. Max hit points at level 6 is 23 plus CON modifier (absolute max would be 27 HP with a CON score of 18 ).
Wizards: Level 1 =6 HP; add an additional +1 HP each level after, up to level 6. Max hit points at level 6 is 11 plus CON modifier (absolute max would be 15 HP with a CON score of 18 ).
As you can see, no ridiculous number of hit points. Be careful out there!
Characters hit their foes by rolling a D6, adding any modifiers for high attributes in STR or DEX (depending on the weapon), and overcoming their foe’s Armor Class rating. Most foes have an armor class between 3 – 6, some have less, a few have more.
As characters increase in level, depending on their class, they gain the opportunity to roll additional D6s. These additional dice allow the character to strike a single opponent multiple times (or with one powerful blow) or strike multiple opponents (if they are in range).
All the classes begin with 1D6 for attacking, though some racial abilities (mice with slings, hedgehogs fighting snakes), the Warrior’s favoured weapon ability, and the Rogue and Scout’s sneak attack ability grant a character additional attack dice.
Below is the list of when each of the classes gains additional attack dice:
Friars, Rogues, Scouts and Talespinners: Add an additional attack die at 3rd and 6th level.
Warriors: Add an additional attack die at 2nd, 4th, and 6th level.
Wizards: Add an additional attack die at 6th level.
One option you have is trading an additional attack dice in for a +1 bonus to one of your other attack dice.
So, for instance, a first level Mouse Friar attacking with a sling gain two D6 attack dice. She could choose to fire off two stones at two different opponents, fire two stones at the same opponent, or trade one of her attack dice in and gain a +1 on her remaining attack die, giving her a 1d6+1 attack roll.
Another example: A sixth level Hedgehog Warrior, who has a long sword as his favoured weapon, is attacking a snake. He gains 6 D6 attack dice (4 for being a sixth level Warrior, 1 for using a long sword (his favoured weapon), and 1 for attacking a snake (his racial ability). He can choose to make 6 attacks against the snake OR 3 attacks, each with a +1 bonus, against the snake OR 4 attacks, two of which receive a +1 bonus and two that are unmodified, against the snake OR... well, I hope you get the picture. Lots of options here.
Rolling a 1 on your attack roll is always a miss. (Really, rolling a 1 is pretty much always a fail)
Melee Combat: Attacking with a melee weapon is modified by your STR score. A Poor score gives a -1 penalty to attack rolls. Good, Great, and Incredible scores give a +1 bonus to attack rolls.
Dexterous Melee: Rogues, Scouts, Talespinners and Warriors can use their DEX score to modify their attack rolls with rapiers and daggers. A Good or Great DEX score gives a +1 bonus to attack rolls when using these weapons.
Unarmed Combat: Attacking with tooth or claw is normally frowned upon by the Kind creatures and considered a bit uncivilized... but, sometimes, things can be desperate. You can attack with tooth or claw with a -1 penalty to attack rolls, modified by your STR score.
Ranged Combat: Attacking with a missile or thrown weapon is modified by your DEX score. A Poor score gives a -1 penalty to attack rolls. Good or Great scores give a +1 bonus to attack rolls.
Attacking with Two Weapons: Your character can use two weapons to attack, gaining an additional attack die, however all attack rolls suffer a -1 penalty to hit.
Every character has an Armor Class rating that is determined by the armor they are wearing and is modified by their DEX score and / or racial ability.
There are only four different types of armor. They are listed below:
Padded Wizard’s Robes: AC 3
Quilted Cloth Armor: AC 3
Chain Mail: AC 4
Plate Armor: AC 5
No leather or hide armor... using another creature’s skin for protection is just gross.
Wearing no armor at all still gives you an AC rating of 2.
You can purchase a shield, which grants another +1 to your Armor Class rating against foes you are aware of.
If your DEX score is Poor or Below Average, you gain a -1 penalty to your Armor Class. If your DEX score is Above Average, Good or Great, you gain a +1 bonus to your Armor Class.
Your opponents need to roll equal or above your Armor Class rating in order to hit you. For example, you are a Mouse Warrior with a Good DEX score, wearing quilted cloth armor, and carrying a shield. This gives you an AC of 5. An opponent would need to score a roll of 5 or above to hit your little mouse.
The various weapons available do different amounts of damage... most do 1D6 damage, some smaller weapons do 1D3 or 1D2 damage.
Melee / Thrown: Your STR score modifies how much damage your melee or thrown weapon can do. A Poor or Below Average score gives a -1 penalty to damage rolls. Above Average and Good scores give a +1 bonus to damage rolls. A Great score adds a +2 bonus to damage rolls. If your STR score is Incredible, you gain a +3 bonus to damage rolls.
Using a Melee Weapon with Two Hands: Some melee weapons (battle axes and paw-and-a-half swords) can be wielded with either one or two hands. Using them with two hands adds +1 to damage rolls. The massive two-paw sword adds +2 to damage rolls.
KNOCKING AT DEATH’S DOOR
When a character (or creature) is hit, the amount of damage is deducted from his HP. When HP drops to 0, the character may fall unconscious – make a fortitude save to stay conscious. If he remains conscious, he may continue to take actions on his turn, but he is always the last to act in a round, and all attacks, skills, and abilities will suffer a penalty determined by the Referee. (probably a -1 or -2)
If a character goes to negative hit points the following applies: On his initiative phase on each subsequent round roll 1D6:
1=Make a fortitude roll. If he fails, the character dies, roll up a new one! If he succeeds, as 2-3 below but also: When he comes round he develops a phobia – maybe blood, or death, or something connected to the circumstances of his “near death” – if he was fighting spiders for example, he could develop a fear of spiders, or if he was hit by a fireball it could be a fear of magic or fire. The Referee should work with the player to determine what is appropriate.
2-3=No change. Roll again next round
4-5=Character stabilizes. The character regains consciousness after the battle is over (at which point he will have 1 HP)
6=Character draws on his heroic reserves. The character regains consciousness and 1 HP, and is able to get up and take an action this turn. He has also suffered a scar or some other minor permanent injury. It doesn’t affect him, other than as a reminder of this particular battle.
Beyond some magical forms of healing (which are rare enough), characters have the ability to regain a certain amount of hit points back by resting. The time required to regain 1 HP is dependent on the character CON score as shown below:
Poor: Regain 1 HP for every 48 hrs of rest. (1 HP/ 2 days) Below Average: Regain 1 HP for every 36 hrs of rest. (2 HP/ 3 days Average: Regain 1 HP for every 24 hrs of rest. (1 HP/ 1 day) Above Average: Regain 1 HP for every 12 hours of rest. (2 HP/ 1 day) Good: Regain 1 HP for every 8 hrs of rest. (3 HP/ day) Great: Regain 1 HP for every 6 hrs of rest. (4 HP/ day)
And by “resting”, I mean bed rest... so no adventuring and such.
Posted on 2013-12-15 at 07:13:28.
Edited on 2013-12-16 at 02:00:20 by Ayrn
List of Playable Creatures... all cute and deadly!
THE KIND CREATURES BADGERSAttribute Adjustments: Badgers receive +2 STR, -1 DEX, -1 CHA. One of the largest kind creatures, badgers tend to be strong, gruff and a bit surly.
Size: 5.5 – 6.5 paws
Favoured Classes: Badgers can be Friars and Warriors.
Special AbilitiesRage: At 1st level, a badger can fly into a rage 1x/day. The rage lasts 6 rounds and gives the badger a +1 to attack and damage rolls and a +2 to WILL saves. At the end of the rage, the badger loses these modifiers and is fatigued (-1 to attack and damage rolls, cannot run) for the duration of the current encounter. A badger can fly into a rage 2x/day at 3rd level, and 3x/day at 5th level.
HARESAttribute Adjustments: Hares receive +1 CHA and -1 INT. Hares are tend to be very sociable but have a hard time focusing on more studious pursuit.
Size: 4 – 5 paws
Favoured Classes: Hares can to be Warriors, Rogues, Scouts, and Talespinners.
Special AbilitiesPersuasive: Hares receive a +1 to Persuade checks.
Jumping: Hares receive the Jumping ability (like a Scout), or receive a +1 bonus to Jumping checks if they have this ability as a class feature. They can only use this ability when wearing quilted cloth armor, padded wizard’s robes, or no armor.
Dodgy: Hares receive a +1 bonus to their Armor rating when wearing quilted cloth armor, padded wizard’s robes, or no armor.
HEDGEHOGSAttribute Adjustments: Hedgehogs receive +1 CON and -1 DEX. Hedgehogs are hardy creatures, but tend to be a little slow (despite what Sonic might have you believe).
Size: 3.5 – 4.5 paws
Favoured Classes: Hedgehogs can to be Warriors, Friars and Wizards.
Special AbilitiesNatural Armor: Due to their spiny quills, hedgehogs cannot wear armor. That’s okay, though, because their quills provide them with a natural armor rating of 4. Hedgehogs can employ the use of shields (if their chosen class allows it).
Poison Resistance: Hedgehogs receive a +1 to FORT saves vs poison.
Serpent Killers: Hedgehogs receive a bonus Hit Die to attacks against any type of snake.
MICEAttribute Adjustments: Mice receive +1 DEX and -1 STR. Mice are nimble, but their small size makes them a little less strong.
Size: 2.5 – 3 paws
Favoured Classes: Mice can to be any class.
Special AbilitiesStealthy: Mice gain the Stealth ability (like a Scout) or receive a +1 bonus to Stealth checks if they have this ability as a class feature. They can only use this ability when wearing quilted cloth armor, padded wizard’s robes, or no armor.
Sleight of Hand: Mice gain the Sleight ability (like a Rogue) or receive a +1 bonus to Sleight checks if they have this ability as a class feature. They can only use this ability when wearing quilted cloth armor, padded wizard’s robes, or no armor.
Sling Thrower: Mice receive a bonus Hit Die to attacks when using slings.
MOLESAttribute Adjustments: Moles receive +1 STR and -1 INT. Mole are strong, but their minds are not as sharp as their forepaws.
Size: 3 – 3.5 paws
Favoured Classes: Moles can to be Warriors and Friars. A few become Rogues.
Special Abilities / PenaltiesPoor Eyesight: Due to spending much of their time living underground, Moles receive a -1 to their Notice checks. Additionally, they cannot use missile weapons beyond short range (though, they can use thrown weapons just fine).
Miner by Nature: Moles easily take note of certain features of stonework, earthworks, tunnels and similar architectural features (i.e. sloping corridors, moving walls, unsafe stone bridges, traps made of or in stone). Not really a dice mechanic listed, but I would see it as a +1 or +2 on Notice and Lore checks with stone, earth and metal. Like the stonecunning ability of dwarves.
Tunnelling: Moles can tunnel fairly quickly through normal earth, digging a hole large enough for her to crawl through in one minute. Difficult terrain (rocks, worked stone, roots) would increase the time needed to tunnel with worked metal being nearly impossible to dig through. Again, no dice mechanic... you’d have to trust me as the DM to use some common sense on how this ability would be use. I can say that I, while you may be able to dig a tunnel for yourself rather quick, creating a tunnel for others to travel through with you would take a lot longer and would require additional materials to stabilize the walls from collapse.
OTTERSAttribute Adjustments: Otters receive a +1 CHA. Otters tend to be sociable creatures.
Size: 4.5 – 5.5 paws
Favoured Classes: Otters can to be any class.
Special AbilitiesSwimming: Otters can swim as well as they can walk, though Chain armor cuts their swim movement rate in half and they cannot swim in Plate armor.
Hold Breath: Otters can hold their breath for a number of rounds equal to their CON score.
Water-Wise: Otters gain +1 or +2 bonuses to Lore and Notice checks regarding natural water ways, as well as boat and ship building. This is similar to the moles bonuses with stone and earth, except with water.
SQUIRRELSAttribute Adjustments: Squirrels do not receive any ability adjustments. They tend to be friendly and chatty.
Size: 3.5 – 4.5 paws
Favoured Classes: Squirrels can be any class.
Special AbilitiesChatty: Squirrels gain a +1 to Persuade checks.
Immunity to Sleep & Charm Spells: Squirrels’ minds are ability to resist these enchantments.
Climbing and Jumping: Squirrels receive the Climbing and Jumping abilities (like a Scout), or receive a +1 bonus to Climbing and Jumping checks if they have these abilities as class features. They can only use these abilities when wearing quilted cloth armor, padded wizard’s robes, or no armor.
Friars are adventurous monks who serve the Good. Whereas most monks tend to stay in the Abbey and look after the sick and injured, grow herbs for medicines, write books and scrolls and so on, Friars often wander away from the Abbey in the outside world spreading the Good word and helping others where they can. Most of the Friar’s abilities are oriented toward healing and protecting, although they are able to defend themselves quite well. As a Friar grows in power and reputation, he might establish an Abbey of his own; a fortified monastery, a soaring cathedral in the wilderness, or whatever strikes him as the best way to protect and serve his flock of acolytes and followers.
Prime Attribute: Wisdom. If Wisdom is 13+ you gain +5% to XP earned.
Armour / Shield Permitted: Quilted cloth, chain and shields.
Weapons Permitted: Blunt weapons only (club, flail, hammer, mace and quarterstaff). Only slings as missile weapons.
Saves: Friars receive +1 to their WILL or to their FORT saves at 1st level and a (further) +1 to either WILL or REFL save at 6th level. They gain a +1 to any one save at 3rd level.
Friar Class AbilitiesLay on Paws: At level 1, Friars can heal 1D3 hit points, once per day, by laying their paws on the wound. They can gain an additional use of Lay on Paws for every level they gain (to a maximum of 6x/day at 6th level).
Healing Honey: At level 1, once per day, Friars can create a flask of healing honey from which 3 sips can be taken. Each sip cures 1 HP of damage. At level 3, the Friar can create a jar of healing honey, allowing for 6 sips. At level 6, the Friar can create a pot of healing honey, allowing for 12 sips.
Spell Casting: Beginning at 2nd level, Friars can cast Good spells. Each day, the Friar prays for a certain set of spells, choosing any spell from the standard list. Except for Healing Berries, each spell can only be request for once per day. The advancement for the Friar’s spell casting is below (remember, a Friar with a WIS score of 15+ gains 1 additional 1st level spell):
Banishing Undead: Friars can “Turn” the undead, making them flee or be destroyed from the Friar’s goodness. This ability is determined most by the Friar’s class level and the undead’s hit dice, and is modified by the Friar’s CHA score.
Abbey: At 6th level, a Friar character becomes known as an Abbot may establish his own Abbey; a stronghold against Evil and attract a body of loyal friars and warriors who will swear fealty to the Good.
Rogues are vagabonds, gamblers, spies, swashbucklers and tricksters. They live by their wits and their cunning as they make their way around the land. They have some abilities that are similar to those of
Scouts and some that are similar to Warriors.
Prime Attribute: Dexterity. If Dexterity is 13+, you gain +5% to experience earned
Armour / Shield Permitted: Quilted cloth.
Weapons Permitted: Daggers, rapiers, long swords, short swords, wood axes, clubs, quarterstaffs, darts, slings, short bows, light crossbows
Saves: All rogues receive +1 to their REF saves at 1st level and +2 at 6th level. +1 to any one save at 3rd level.
Rogue Class AbilitiesSneak attack: At first level, a Rogue who can catch his opponent unawares or get behind him can attack his opponent in a vital area for extra damage. If the Rogue hits his target he can add another D6 to the damage he causes to a single target. At 6th level, he can add 2D6 to the damage caused to a single target by a sneak attack.
Disguise: See the post on special skills and abilities below.
Jump/Climb: See the post on special skills and abilities below.
Sleight of Hand: See the post on special skills and abilities below.
Stealth: See the post on special skills and abilities below.
Locks & Traps OR Warrior’s Stunt: At first level, a Rogue must choose one of these two abilities. If they choose Warrior’s Stunt, they can perform special feats with only one chosen weapon. See the post on special skills and abilities below.
Scouts are lightly armed and armoured trackers, pathfinders, wanderers and hunters. Their job is to patrol the borders of the Abbey domain, keeping watch for signs of intruders, as well as to investigate new lands to determine whether they are capable of supporting a new Abbey. Scouts might to work alone for periods. In battle, their job is to lead armies safely through the wilderness, forage for food and to harass the enemy with missile fire, raids and ambushes.
Prime Attribute: Dexterity. If Dexterity is 13+, you gain +5% to XP earned.
Armour / Shield Permitted: Quilted cloth and shield.
Weapons Permitted: Spears, daggers, short swords, long swords, wood axes, clubs, quarterstaffs, darts, javelins, slings, short bows and long bows.
Saves: Scouts receive +1 to their REFL saves or to their FORT saves at 1st level and a (further) +1 to REFL or FORT saves at 6th level. +1 to any one save at 3rd level.
Scout Class AbilitiesSneak attack: At first level, a Scout who can catch her opponent unawares or get behind her can attack her opponent in a vital area for extra damage. If the Rogue hits her target she can add another D6 to the damage she causes to a single target. At 6th level, she can add 2D6 to the damage caused to a single target by a sneak attack.
Move Bonus: Provided the scout is unhampered (not carrying too many “things”), she can move an extra stride per level attained. So, at 6th level, a Scout can move at 18 strides in a round. Carrying any weight over the “unhampered” category completely negates the bonus.
Jump/Climb: See the post on special skills and abilities below.
Traps: See the post on special skills and abilities below.
Stealth: See the post on special skills and abilities below.
Track: See the post on special skills and abilities below.
Caravan / Ship: At 6th level, a Scout becomes known as an Explorer and can have her own caravan or ship built. She will attract a number of sailors/teamsters, scouts and merchants who will swear fealty to her as she goes off across uncharted lands, to seek out new lands to chart for trade and for colonization.
Talespinners are wandering story-tellers, musicians and entertainers. Younger ones tend to travel a lot, searching for new pieces of lore and practicing their singing and poetry; older ones tend to retire to an Abbey or Castle, or even found their own School.
Prime Attribute: Charisma. If Charisma is 13+, you gain +5% to XP earned.
Armour/Shield Permitted: Quilted cloth
Weapons Permitted: Staff, dagger, short sword, sling, long sword, dart, light crossbows
Saves: Talespinners receive +1 to REFL or WILL saves at 1st level and a (further)
+1 to REFL or WILL saves at 6th level. +1 bonus to any one save at 3rd level.
Talespinner Class AbilitiesStorytelling: Talespinners are storytellers and have great stores of factual and invented legends. They get a +1 bonus on all Lore and Persuade rolls. See the special skills and abilities post below for more details.
Roguish Skills: Talespinners learn some of the skills of a rogue and can use disguise and sleight of hand. They can use sleight to juggle as well as the usual uses of the skill. See the special skills and abilities post below for more details.
Rally: During combat, a Talespinner can use their words to inspire courage and hope in their companions. At first level, instead of attacking (he can still move), a Talespinner can grant any ally who can hear and understand them a +1 bonus to one attack roll per round and +1 bonus to WILL saves vs fear. At third level, the talespinner can choose to rally his companions instead of attacking OR moving (his choice).
Performance: At 2nd level, a Talespinner can spin a web of words to attract an audience. Creatures must be able to hear and understand the Talespinner to be affected. Affected creatures take a -1 penalty to Notice checks (as they are so fascinated by the web of words the Talespinner is creating). This is useful as a distraction for various purposes. Suspicious creatures are entitled to a WILL save. Any obvious threat breaks the effect.
Charm: At 4th level, a Talespinner is so persuasive that once per day they can charm a single creature that can hear and understand them, like the wizard spell. The target is entitled to a WILL save. This can be used twice per day at fifth level and 3 times per day at 6th level.
Suggestion: At 6th level, a Talespinner can subtly work a suggestion into their tales once per day, like the wizard spell. The target is entitled to a Will save. Observers must make a notice check to spot the suggestion being used against them.
Storyteller’s School: At 6th level, a Talespinner is called a Bard and can establish his own school for students of poetry, music and entertainment. It will attract a number of paying students eager to learn more.
A warrior is a fighter, trained to use all weapons and to wear the heaviest of armour. Warriors might be Abbey guards, whose job it is to protect the Abbey from marauders and bandits. Or they might be soldiers in the trained armies of the feudal lords. Warriors can be archers, spear-bearers, valiant knights riding war-lizards into battle or mercenaries and bodyguards.
The Warrior character is best equipped of all the character classes to dish out damage and absorb it, too. Friars heal, and Wizards cast spells, but the down-and-dirty hack and slash work is up to you. You’re going to serve as the party’s sword and shield, protecting the weaker party members and taking down the enemies before you.
Perhaps one day they will tell legends of your battle prowess, and followers will flock to your castle stronghold where you revel in your fame, riches, and newly earned nobility. Fail, of course, and you’ll die, just another forgotten warrior in a dangerous world. Such is life...
For glory and honour! Prime Attribute: Strength. If strength is 13+ you gain 5% to XP earned
Armour / Shield Permitted: Any
Weapons Permitted: Any
Saves: Warriors receive +1 to their FORT saves at 1st level and +2 at 6th level. +1 to any one save at 3rd level.
Warrior Class AbilitiesWarrior’s Stunt: See the post regarding special skills and abilities below.
Favoured Weapon: The Warrior can choose one weapon (long sword, short sword, battle axe etc.) with which he has had extra training. When using this weapon, the warrior receives a bonus attack die to his attacks.
Establish Stronghold: At sixth level, a Warrior may establish his own stronghold and attract a body of loyal warriors-at-arms who will swear fealty to him. Most likely, the protection of a castle will attract villagers, and the Warrior will become a feudal Lord or even a Baron.
The Wizard is a mysterious figure, a student of arcane powers and spell casting. Often cloaked in robes woven with mystical symbols, Wizards can be devastating opponents. However, they are usually physically weaker than other adventuring classes, and are untrained in the use of armor and weapons.
As Wizards progress in level, they generally become the most feared of the character classes. With just a muttered word or a flick of the finger, Wizards are able to command their enemies to sleep, make themselves disappear and send balls of fire and bolts of lightning into their foes. The highest level Wizard can build her own tower, where she can conduct her experiments, create fabulous magic items and scribe new formulae for hitherto unknown spells.
Prime Attribute: Intelligence, 13+ (+5% XP)
Armour / Shield Permitted: Padded Wizards Robes
Weapons Permitted: Daggers, staffs, and darts
Saves: Wizards receive +1 to their WILL saves at 1st level and +2 at 6th level. +1 to any one save at 3rd level.
Wizard Class AbilitiesSpell Casting: Unlike the Friar, a Wizard has two methods of storing and casting her spells. She owns a book of spells, which does not necessarily include all of the spells on the standard lists. Reading from the book, the Wizard presses her chosen spell formulae into her mind, “preparing” these spells. She can then cast the spell when she wants, without referring to her book. Once a prepared spell is cast, it disappears from the Wizard’s ability to cast (until it is prepared again). It is possible to prepare a spell multiple times using the available “slots” in the Wizard’s memory/capability. If the Wizard finds scrolls of spells while adventuring, she can copy them into her spell book or cast the spell once directly from the scroll. The number of spells that a Wizard can prepare is listed below (remember, a Wizard with an INT score of 15+ gains 1 additional 1st level spell):
The Referee will determine which spells the Wizard has in her Spell Book, with the player’s input.
Wizard’s Wand: The second method for Wizards to cast their spells, is through her wand. At 1st
level (after completing her apprenticeship) a Wizard and her master create a wand together that is specifically attuned to the Wizard, so that she can put her spells into it, similar to how she presses them into her mind. She can put the same number and level of spells into her wand as she can into her mind (effectively doubling her capacity). However, to cast from the wand, the Wizard must make a roll of 3+ or the spell doesn’t go off (it stays in the wand though and can still be cast later).
It is possible to have spells that the Wizard can’t normally cast put into a wand by another Wizard (maybe because she doesn’t have the spell in her spell book or it is of a higher level than she can normally cast). In this way Wizards can exchange favours, without having to give away their spell formulae. Where such a spell is being cast from the Wand, the roll required is at -1 per level of spell over that the Wizard can normally cast. So if a Wizard of 1st level has a 2nd level spell put in his Wand, she would need to roll 4+ to cast it. The reverse is true for higher level Wizards and lower level spells, so a 3rd level Wizard only needs 2+ to cast a 1st level spell from his Wand).
If you roll a 1 when trying to cast from a Wand, not only is it always a failure (as per normal rules) but also you must roll again. The Referee will consult the table below to determine what happens next:
1 : The Wand is destroyed, creating a 20 paw radius area effect explosion of magic energy causing 1D3 damage per level of the highest spell remaining in the wand (REFL save needed to reduce damage by half). The owning Wizard is immune to this magical explosion. She will have to complete a minor quest to obtain the materials new materials to construct a new wand.
2: The Wand is unusable for the rest of the day.
3-4: The Wand is unusable for the rest of the encounter (or for 1 hour, depending on the situation).
5-6: The Wand is fine and can be used again immediately.
At 6th level, some Wizards create a staff (at a cost of 200gp) to replace their wand, as spell staffs are better able to cope with the power of magic and don’t have a chance of breaking.
Wizard’s Tower: At 6th level, a Wizard becomes known as a High-Mage and can build a Wizards Tower for herself to house her libraries and laboratories. She will attract a mixed bag of mercenaries and strange servants (some with odd abilities and deformities). This motley crew will swear fealty to her and serve her with whatever loyalty she can inspire in them.
SPECIAL SKILLS / ABILITIES
To accomplish any skill or ability, normally you need to roll a D6 and roll equal or above a certain target number. The higher your class level or attribute score is, the lower the target number tends to be. Some racial abilities also lower the target number. Sometimes, what you are trying to accomplish with the ability will increase or decrease the target number.
Below is a list of all (most) of the special skills and abilities:
Climb / Jump: Leaping from tree to tree or climbing walls and balancing on branches requires you to roll equal or above the number indicated by the Referee. Sometimes the Referee will not require a roll or a bonus will apply, if the task is deemed straightforward. Other times, the task might be trickier – for example during a storm and so you’ll get a penalty to your roll. This skill is mostly determined by your class level (Rogue or Scout), but your race may provide a bonus.
Disguise: With a bit of fur, a few tweaks here and there, a touch of dye, a change of posture and loose cloaks or clothing, Rogues or Talespinners can make themselves appear to be an animal of a different type. Roll equal or above the number indicated by the Referee to fool other beasts. They may receive a notice roll to spot you even if you are cleverly disguised, if you do anything unusual and they are reasonably close. The Referee will determine what constitutes unusual. This skill is mostly determined by class level.
Feats of Strength: When your character wants to break out of bonds, bend iron bars, kick down doors and perform similar physical activities, you need to roll a die to get equal to or higher than the number indicted. Your Referee might apply modifiers for particularly tough tasks. This is mostly determined by your STR score.
Fortitude Saves: When your character needs to avoid harm from some form of poison, paralysis, exhaustion or similar, that requires physical toughness, you need to roll equal or above the number indicated by the Referee. Sometimes a successful roll will only be sufficient to avoid some of the harm. This is mostly determined by your CON score. Your race or class might give you a bonus to your roll.
Picking Locks/ Disarming Traps: Rogues are good picking locks and removing small mechanical traps. If the Rogue is attempting to open a locked door or chest without a key or disarm a trap, roll equal or above the number indicated by the Referee for success. This skill is determined mostly by class level, and is slightly different than the Scout’s Traps ability (see below).
Lore: When your character wants to recall a bit of information – some piece of ancient history or a local legend or fact that would be known to him, you need to roll equal or above the number indicated by the Referee. Sometimes a successful roll will only be sufficient to recall some of the knowledge. This is mostly determined by your INT score. Your class might give you a bonus to your roll.
Notice: When your character might see something that is hidden or sense danger or search for some clue you need to roll equal or above the number indicated by the Referee. Sometimes the Referee will not need you to make a roll to spot something and other times he might apply a modifier to the roll, making the roll harder or easier. This is mostly determined by your WIS score. Your race or class might give you a penalty or bonus to your roll.
Persuade: When your character wants to persuade somebody to do something, extract some information, haggle the price of an item or some other similar activity, you need to roll equal or above the number indicated by the Referee. Sometimes the Referee will not need you to make a roll to ask questions and other times he might apply a modifier to the roll; if the animal is particularly surly for example, making the roll harder or easier. This is mostly determined by your CHA score. Your race or class might give you a bonus to your roll.
Reflex Saves: When your character needs to avoid harm from some form of fall, trap, or explosion that requires quick reactions, you need to roll equal or above the number indicated by the Referee. Sometimes a successful roll will only be sufficient to avoid some of the damage. This is mostly determined by your DEX score. Your class might give you a bonus to your roll.
Sleight of Hand: Rogues and Talespinners can perform sleight of hand trickery (the pea under the beaker, or cheating at dice or cards) by deft hand movements and misdirection. He can pick pockets or cut purses from belts. Talespinners also use this skill to perform juggling feats. Make a roll equal or above the number indicated by the Referee to succeed.
Stealth: Rogues, Scouts and some creatures are skilled at camouflage and silent movement – roll equal or above the number indicated by the Referee to bypass guards or to avoid being spotted. This skill is mostly determined by class level. Your race might give you a bonus to your roll.
Track: The ability of the Scout to recognize and follow a trail left by another creature. Modifiers could apply, from things like the size or number of creatures leaving the trail, weather conditions or the type of ground. You need to roll equal or above the number indicated by the Referee in order to succeed. This skill is determined mostly by class level.
Traps: Scouts are good at setting and removing traps, snares and pits. If they are attempting to set or disarm a trap, roll equal or above the number indicated by the Referee is a success. This skill is mostly determined by class level, with modifiers for the difficulty of the task.
Warrior Stunts: If you want your Warrior character to attempt a special maneuver in combat that isn’t a direct attack, like disarming her opponent, shooting an arrow at a rope to break it or some other similar trick, you need to make a roll equal or above the number indicated by the Referee. The roll may modified by the HD of your opponent over your own; so a 1st level warrior attempting to disarm a stoat (2HD) receives -1 to his roll. Other modifiers are at the GMs discretion. This skill is mostly determined by class level.
Willpower Saves: When your character needs to resist harm from some form of mind control, fear or some other effect that challenges his strength of mind or determination, you need to roll equal or above the number indicated by the Referee. Sometimes a successful roll will only be sufficient to avoid some of the effects. This is mostly determined by your WIS score. Your class might give you a bonus to your roll.
Posted on 2013-12-15 at 07:20:54.
Edited on 2013-12-15 at 07:22:13 by Ayrn
* Please see note under How Much Can You Carry.
** The scroll case comes with 10 sheets of parchment paper.
*** The writing kit comes with a variety of writing brushes and 5 vials of ink of various colours.
Symbol of Good, silver [ -- T; 25 gp
Symbol of Good, wooden [ -- T; 5 gp]
Rogue’s Tool Kit [1 T; 25 gp]
Wizard’s Book (10 spells) [1/2 T; 25 gp]
Wizard’s Wand [1/2 T; 50+ gp]
UNITS OF TIME
There are two units of time that I’ll be using in this game that will be important to note with regards to the passing of time in combat or other dangerous situations, as well as with spellcasting.
A Combat Round is the equivalent of 1 minute of time.
A Combat Turn is the equivalent of 10 minutes of time (or 10 rounds).
MEASUREMENTS AND DISTANCE
This game uses the following units for measurements and distance (their real world equivalent is found in parentheses):
In combat, you can move your base movement rate in Strides each round.
HOW MUCH CAN YOU CARRY
Your base movement rate is modified by how many “things” you are carrying, as shown below:
Up to 5 ThingsUnhampered: Your character can use all his abilities and can move at a rate of 12 strides per round.
6 – 8 ThingsSlightly Burdened: Your character can move at a rate of 9 strides per round. Scout characters lose their Bonus Move ability.
9 – 10 ThingsHeavily Burdened: Your character can move at a rate of 6 strides per round. Rogue, Scout and Talespinners take -1 penalties to some of their skills. Running quickly causes fatigue.
11 – 12 ThingsCarrying Everything, Including the Kitchen Sink: Your character can move only 3 strides per round. Many of the Rogue, Scout and Talespinner abilities are impossible to use. Otters can no longer swim. All characters, except Warriors, are fatigued.
13+ ThingsSomething’s Got to Give!: Your character can no longer move. Even Warriors grow tired and weary. You have to let go of some stuff.
These categories are for a character with an Average STR score. A character with a poorer STR score can carry fewer things, while characters with higher STR scores can carry more things. See below:
Poor: 2 less things per category. Below Average: 1 less thing per category. Above Average: 1 extra thing per category. Good: 2 extra things per category. Great: 3 extra things per category. Incredible: 4 extra things per category.
Backpacks, satchels, and pouches also let you count a number of items as 1 “thing” or less (effectively allowing you to carry more things):
Backpacks: Can hold a total weight of 8 “things”, which can be made up of multiple items (except weapons and armor) weighing up to 2 “things” each. When carried on your back, the backpack distributes the weight so that it only counts as 1 “thing”. You can only carry one backpack, and you cannot carry a satchel and a backpack at the same time.
Satchels: Can hold a total weight of 4 “things”, which can be made up of multiple items (except weapons and armor) weighing up to 1 “thing” each. When carried across your shoulder, the satchel distributes the weight so that it only counts as 1/2 a “thing”. You can only carry one satchel, and you cannot carry a satchel and a backpack at the same time.
Pouches: Can hold a total weight of 2 “things”, which can be made up of multiple items (except weapons and armor) weighing up to a 1/2 a “thing” each. When carried on your belt, the pouch distributes the weight so that it only counts as 1/2 a “thing”. You can carry two pouches.
Your clothing does not count against the number of things you can carry.
Posted on 2013-12-15 at 07:23:41.
Edited on 2013-12-16 at 07:21:01 by Ayrn
THE ALDER VALE SETTING Oh! Look! A cool map! --> link
This is the starting place for our adventure.
Stonewell Abbey was founded by Abbess Ariella, a stout female hedgehog, about 50 years ago. It was built on the ruins of an old fort, believed to be hundreds of years old. The fort had long since fallen to the ravages of the elements but was the base for a small band of rat bandits that was driven off by Ariella and her followers. There are rumours that there were tunnels or dungeons underneath the building that Ariella had sealed up before building of the Abbey began.
The tales of Ariella are well known, with most recounting the hedgehog’s bravery and skill at arms. In the Abbey, there is a statue of her wielding a mace and shield. Pictures of her adorning the Abbey walls also show her bearing these weapons. It is believed that her mace and shield were of masterwork quality, some would even say magical. However, these artifacts were lost soon after her death and have yet to be found.
The Abbey is currently under repair to the northeast corner, which was destroyed by fire about a year ago in an attack by a horde of rats, under the Rat-Chief Glorbane. The repairs are nearly finished but you can still expect to see the odd mole stone mason clambering around the precarious scaffolding, adding a gargoyle here or chiseling a bit of stonework there.
Important Positions/Creatures in the Abbey The Abbot, Camber: The venerable Abbot Camber (a scholarly Otter), is the head of the Abbey at present. He has been the Abbot for ten years, being promoted from his position as Prior after the death of Abbot Caddum (who followed Ariella). An elderly monk, Camber is more stern and studious than the typical otter. Still, he is considered wise and kind-hearted, respected good creatures of Alder Vale. He takes seriously both the spiritual and physical care of his flock. Having lived at the Abbey for some time now, you all would recognize the Abbot on sight.
The Prior, Prioress Noona: The current Prior (the Abbot’s second-in-command) is Prioress Noona, a female badger. She came into the position a few years ago when the previous Prior (now Abbot, Cindran) left to found the new Abbey at Mistmoor. Prioress Noona is fierce in her defense of the Abbey and is always ready to drive back vermin whenever they appear.
The Archivist, Machin: The Archivist (who is the chief scribe and librarian) is a mouse named Machin. A gentler mouse would be difficult to find. But don’t even think about bringing food or drink into the library or you will find yourself changed with many burdensome and mundane tasks around the Abbey as he has the Abbot’s ear.
The Cellarer, Olive: The cellarer is responsible for the food and drink at the Abbey. The current
Cellarer is a rather portly but kindly female vole called Olive. Some of you have heard her claim that she sometimes hears noises through the wall behind some of the shelves where the blackberry wine is stored. Most creatures think she has been drinking too much of her blackberry wine.
The Guardian, Bowser: The Guardian is in charge of training the warriors at the Abbey. His main job is the defence of the Abbey and its environs. Currently, Stonewell Abbey’s Guardian is a tough old hedgehog called Bowser who took over the position after Noona was promoted. He is a skilled tactician who is fond of giving stirring speeches on the honour and glory of defending the Abbey and its environs.
The Herbalist, Dunstable: A rat called Dunstable is the Abbey’s Herbalist. He is a quiet little rat that was found as a baby outside the Abbey and brought up within its walls. Dunstable quickly took to learning about plants and herbs and knows more than anyone else in the Abbey about the medicinal properties of the plants that grow around the area.
The Healer, Florence: A squirrel called Florence is in charge of the infirmary. She is an attractive, cheerful chatterbox who likes to pass the time with her patients with many stories.
Stonewell Abbey Environs
The Abbey lands cover a large portion of the Alder Vale, through the middle of which runs the River Alder. Heavily wooded, the vale is still a dangerous place, with some of the denser woods and marshes home to Vermin and The Wild.
However, the Vale has a lot to offer the Abbey, and the Environs now have three villages (Stonewell, Rumblewood and Stormhollow), and a number of farmsteads, mills, mines and quarries under its protection.
The Fellmarsh lies to the south of the Abbey Environs. This is where lizards, serpents and the dreaded marsh dragons dwell. The Toad King Grubelly and his tribe of warty-skinned toads live here, banging their drums and warbling deep into the night.
These are dark woods of thorns and brambles, where the sun has difficulty penetrating. Evil things lurk deep within the woods and sometimes come out when the moon is out to carry off unwary prey. Well-armed parties of Hedgehogs sometimes go into the woods to hunt serpents and they have reported seeing ancient ruins deep in the interior.
Murkenhill is the northern border of the Stonewell Environs. It marks the point where hordes of rats sometimes come pouring down from the Northern Reaches, over the Murkenhill slopes into the Abbey Environs to pillage and plunder. There is also a large and important stone quarry at Murkenhill, run by
Built by Lord Tredegar, a Badger of some reknown, Murkenhill Fort was meant as a first line defense for the Vale and the nearby quarry against the evil rats from the Northern Reaches. Lord Tredegar is tall, intimidating beast who is both honorable and just in his dealings with others.
Stonewell is the nearest village to the Abbey; just within bowshot of its walls. There are about 250 Kind living here, a large number work directly or indirectly for Stonewell Abbey. Importantly, there is a flour mill on the edge of the village and the mill provides all the flour for the Abbey. There is a market here twice a week. The Reeve (the head beast of the village, who reports to Prioress Noona) is Fedwina; a female Squirrel.
Rumblewood is a village with a population of about 170 Kind. There is a market here once a week. The Reeve is Welwyn, a Hare. For a Hare, he is surprisingly level-headed... or so it is said.
A village with a permanent population of 100 Kind, Stormhollow is predominantly comprised of moles (about 40%). The population swells to nearly double when the miners return from the iron mine in the hills to the north. The Reeve here is Telfer, a Mole, diligent in his work.
The Abbey and Environs was founded by Abbot Cindran (who was previously the Prior at Stonewell) only a couple of years ago. It is located to the west of Stonewell. Building is still ongoing; it currently has only a wooden exterior wall surrounded by a ditch for defence. As a new abbey, Mistmoor still relies on Stonewell for regular caravan shipments of stone, iron, and other precious materials.
Posted on 2013-12-15 at 07:24:49.
Edited on 2013-12-17 at 04:03:14 by Ayrn