Kobold Mine [one slot open]

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Re: Kobold Mine - Turn 0 [one slot open]

Postby NewOneAround » Wed May 14, 2014 11:08 am

Using a skill without skill is 1d[stat] -2 (no skill). Minimum possible roll is 0.

Crafting with example Craft pole, wood
Dificulty 5

0%-19% almost unusable (less than 1)
20%-49% crude (1 or 2)
50%-99%rugged (3 or 4)
100%-199%(normal) (5 to 9)
200%-299% good (10 to 14)
300%-499%fine (15 to 24)
500% + masterwork (25+)


Sorry I thought I had told you how far you can go without spending a Active action to go there.
You can forage, gather, hunt, run around freely in your mine and the meadows. Going Up the Hills or into the Southern Woods is an active action. If you find a named location its a active action to go there unless its in your mine.
So to gather in the forest you must

Active action: Pack my back and go to the southern forest.
Passive action: gather stuff and go back.
(ill ignore this for this turn. counts beginning Turn 3)

you can
Turn A
Active action: Pack my back and go to the southern forest.
Passive action: make camp and gather

Turn B
Active action: Study the diferent trees in the forest
Passive action: gather some stuff

but you'll leaving the save sleeping ground of your mine with that

There is a distance you can travel maximum in one action (lets call that Border A)

Here a picture (quality somewhere between almost unusable and crude)
[spoil]Image[/spoil]

Taking some kobold with you is a (somewhat) free action.
You can order them to do so (you ARE the boss) or you can ask them (persuade chance of failure and only few will join)
You can try to direct them to do something (Active action) works for many kobold putting them onto a task. (if more than one of you does this the 'nicer' boss will get more helper)
GM for a Kobold Mine

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Re: Kobold Mine - Turn 0 [one slot open]

Postby GathersIngredients » Wed May 14, 2014 12:16 pm

So, if NPC kobolds can only do ONE action per turn, they can come with me to the woods, then to nothing (while I gather wood and train XY) in turn A. The next turn (B) I can inspect the forest and they can gather wood with me (and I train YZ). In a turn C (which you haven't described), I could gather some more stuff (alone) and they and I could go back to the cave (and I can train ZX), is that about right?
Presuming that we don't run into any hostiles, that is incredibly inefficient, taking the NPCs with me, but only getting to 'use' them for one of the three turns. Is that intended by you to work like this? *scratches head*
Also, in any of those 3 turns, the NPCs I brought along could just decide they didn't want to follow my instructions/advice any more, is that correct?

And if I stay within Border A, I can use my active action to travel there, and the passive action to gather AND then travel back, therefore don't have to risk sleeping out of the safe(r) caves, did I understand that correctly?

Edit: oh, and I copy and pasted the list of skills from the recruitment thread, so I don't have to look it up there repeatedly.
skills
Not complete. If I see the need of another skill it will be added.
Meele – Edge (Str)
Meele – Blunt (Str)
Meele – Spear (Str)
Meele – Natural (Str)
Melee – Magic & misc (Str)

Ranged – Throw (Dex)
Ranged – Bow & Crossbow (Dex)
Ranged – Magic & misc (Dex)

Armor (Con)
Shield (Con)
Dodge (Dex)

Craft – Stone (Int)
Craft – Tailor (Int)
Craft – Smith (Int)
Craft – Jewels (Int)
Craft – Wood (Int)
Craft – Bone (Int)
Craft – Food (Int)

Lead (Cha)
Persuade (Cha)
Lie (Cha)
Sence Motive (Wis)

Magic – By Spell (Int or Wis or Cha or Con)

Knowledge – Creatures (Int)
Knowledge – Nature & Minerals (Int)
Knowledge – Magic (Int)

Mine (Wis)
Forage (Wis)
Cut Trees (Wis)
Farm (Wis)

Stealth (Dex)
Perception (Wis)

A skill-check is made by rolling [Skill]d[Stat]. [Example: Kobold with Mine 3 and Wis 5 rolls 3d5 on a Mine-check.]
Using a skill without skill is 1d[stat] -2 (no skill). Minimum possible roll is 0. [Example:Kobold with cut trees 0 and Wis 4 rolls 1d4 -2 on a Cut trees-check]
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Re: Kobold Mine - Turn 0 [one slot open]

Postby NewOneAround » Wed May 14, 2014 1:18 pm

well that would indeed be horrible inefficent.
if you sent dem to gather stuff out here it would be so( starting turn 3 as i have written turn 2 with all actions but your crafting because i still need your number of turns you want to craft)
1st turn go there.
2nd turn gather and come back.

while they are with you they support you. you gain a bonus on your check because they use the same skill.
1st turn
PC
active go with my friend into the wood
passive gather
NPC
Active follow the leader and do whatever he does

and no as long as you take them with you they obey your orders (exept some dick goes up to them and 'steals' them from you)
and if you use your active action to dirct dem (Lead (Cha)) the get nice boni

correct you can go somewhere gather stuff and go back to the cave and bring your friends along. (and train)
GM for a Kobold Mine

Cutting, building and assembling inside of Castle Heterodyne [Salpicon]
Being on hold while working under the D'Jinn [Zeun]
Beeing a lost Goblin Slave (a.k.a. Mineling) in a godforsaken Hole [Complains]
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Re: Kobold Mine - Turn 0 [one slot open]

Postby GathersIngredients » Wed May 14, 2014 3:33 pm

Well, okay, then, thanks for clarifying.

In that case I would like to:
*) ask as many idle kobolds as KnickKnack can find to pick up an axe and come along to gather wood with him (for the active action)
*) switch the crafting passive action into foraging (in or near the caves), whatever KnickKnack can find ^^
*) switch the training from Craft – Bone (Int) to Craft – Wood (Int)

Because it makes not really MUCH sense to try crafting something without according skill. Not if you don't want to take forever or produce crappy stuff.

Sorry for taking so long and reconsidering so much. :oops:
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Re: Kobold Mine - Turn 0 [one slot open]

Postby ChuckDaRighteous » Wed May 14, 2014 4:09 pm

GathersIngredients wrote:Sorry for taking so long and reconsidering so much. :oops:

I for one don't mind, since these delays helped us all better understand what we can and can't do.
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Re: Kobold Mine - Turn 0 [one slot open]

Postby NewOneAround » Wed May 14, 2014 4:51 pm

Turn 2

1. Player Actions


Krat
Active action: try to mine the firestone deposit with a pickaxe [metal (copper) / wood (ash)]
[Mine (Wis) 1, Wis 5 Rolls: 1d5 +1 (preparation) +2 (Moral Bonus [New Mine]) +3 (Kobold helper) Result: 11]
[Round 1+2: 8+11 / Sum: 19 / Dificulty 25] – ongoing Mined 2 stone, soft (siltstone) +5XP Krat gains Mining 2
pickaxe Break: 15 Rolls: 1d100 Result: 31 - nothing

Passive action: try to mine the firestone deposit with a pickaxe [metal (copper) / wood (ash)]
[Mine (Wis) 2, Wis 5 Rolls: 2d5 +1 (preparation) +2 (Moral Bonus [New Mine]) +3 (Kobold helper) Result: 12]
[Round 1+2+3: 8+11+12 / Sum: 31 / Dificulty 25] – success Mined 1 stone, soft (siltstone), 2d6 magical gem (firestone) (Result: 7) +5XP
pickaxe Break: 15 Rolls: 1d100 Result: 62 - nothing

Training action: Knowledge – Nature & Minerals +10XP Krat gains Knowledge – Nature & Minerals (Int) 1



Nockit
Actions for Nockit
Active action: Take a knife, then go hunting with his bow in the forest
Canceled – See Wandering Monster

Passive action: Finish setting up the traps around the cave entrance.
[Knowledge - Defensive Strategies (Int) 1, Int 4 Rolls: 1d4 +2 (Moral Bonus [New Mine]) Result: 6]
[Round 2: 5 + 6 / Sum: 11 / Dificulty 10] – finished +5 XP


Training action: Dodge(dex) +10XP Nockit gains Dodge (Dex) 2



Click-Clack
Active: Direct some of the kobold to continue mining the copper and then move back to the main cave. When arriving in the first cave, ask some of the available kobolds to go to the forest to see if they can find firewood.
[Persuade (Cha) 0, Cha 3 Rolls: 1d3 -2 (no skill) +2 +5 (Moral Bonus [New Mine, Fearless Leader]) Result 7]
[Round 1: 7 / Sum: 7 / Dificulty 5 (Its easy they realy look for work right now)] – success +5 XP


Passive: Begin to dig out the area of O17 - O18 & P17-P18 to serve as an eventual "forge" area.
Ill break that down in a few smaller tasks.
Dig a tunnel from Water-Room[M19] to Ore-Room[M16]
[Mine (Wis) 1, Wis 4 Rolls: 1d4 +2 (Moral Bonus [New Mine]) Result: 4]
[Round 1: 4 Sum: 4 Dificulty: 70] – ongoing +1XP

Training: Lead (Cha) +10XP Click-Clack gains Lead (Cha) 1



KnickKnack
In that case I would like to:
Active
*) ask as many idle kobolds as KnickKnack can find to pick up an axe and come along to gather wood with him (for the active action)
[[Persuade (Cha) 0, Cha 3 Rolls: 1d3 -2 (no skill) +2 +5 (Moral Bonus [New Mine, Fearless Leader]) Result 7]
[Round 1: 7 / Sum: 7 / Dificulty 5 (Its easy they realy look for work right now)] – success +5 XP
[Cut Trees (Wis) 0, Wis 4 Rolls: 1d4 -2 (no skill) +2 (Moral Bonus [New Mine]) +0 (Kobold helper) Result: 1]
[Round 1: 1 Sum: 1 Dificulty 5] – failure +1XP
axe Break 40 Rolls 1d100 Result 60 - nothing

Passive:
*) switch the crafting passive action into foraging (in or near the caves), whatever KnickKnack can find ^^
[Forage (Wis) 1, Wis 4 Rolls: 1d4 +2 (Moral Bonus [New Mine]) Result: 6]
[Round 1: 1 Sum: 1 Dificulty 5] – success +5XP 1 herb, unidentified 1 stone, hard (flint), 1 wood (ash)

*) switch the training from Craft – Bone (Int) to Craft – Wood (Int)
Training: Craft – Wood (Int) +10XP KnickKnack gains Craft – Wood (Int) 1


Traknesh
Active: Convince two Kobolds to dig him a room (X17)
[Persuade (Cha) 1, Cha 4 Rolls: 1d4 +2 +5 (Moral Bonus [New Mine, Fearless Leader]) Result 10]
[Round 1: 10 / Sum: 10 / Dificulty 10] – success +5 XP Traknesh gains Persuade (Cha) 2

Passive: Make a fishing pole out of 1 shortbow in 3 Turns
[Craft – Wood (Int) 0, Int 4 Rolls: 1d4 -2 (no skill) +2 (Moral Bonus [New Mine]) Result: 3]
[Round 1: 3 Sum: 3 Dificulty: 5] - ongoing


Training: Lie (Cha) +10XP Traknesh gains Lie (Cha) 1

2. NPC Actions
1 Kobold helps Krat mining
[Mine (Wis) 1, Wis 4 Rolls: 1d4 Result: 3]
pickaxe Break: 15 Rolls: 1d100 Result: 44 – nothing
3 Kobolt mine copper
[Mine (Wis) 1, Wis 4 Rolls: 1d4 Result: 4]
[Mine (Wis) 1, Wis 4 Rolls: 1d4 Result: 1]
[Mine (Wis) 1, Wis 4 Rolls: 1d4 Result: 1]
[Round 1: 4+1+1 Sum: 6 Dificulty: 10]
pickaxe Break: 15 Rolls: 1d100 Result: 44 – nothing
pickaxe Break: 15 Rolls: 1d100 Result: 68 – nothing
pickaxe Break: 15 Rolls: 1d100 Result: 98 – nothing
3 Kobold go gather firewood
[Forage (Wis) 1, Wis 4 Rolls: 1d4 -2 (no skill) Result: 2]
[Forage (Wis) 1, Wis 4 Rolls: 1d4 -2 (no skill) Result: 2]
[Forage (Wis) 1, Wis 4 Rolls: 1d4 -2 (no skill) Result: 1]
[Round 1: 2+2+1 Sum:5 Dificulty: 5] Gain 15x firewood (branches and rootstumps and stuff from different trees you mostly cant use to craft)
1 Kobold follows KnickKnack and hit trees hard (them bastards)
[Cut Tree (Wis) 0, Wis 4 Rolls: 1d4 -2 (no skill) Result: 0] – well not so hard after all
axe Break 40 Rolls: 1d100 Result: 45 - nothing
2 Kobold dig a room
[Mine (Wis) 1, Wis 4 Rolls: 1d4 Result: 2]
[Mine (Wis) 1, Wis 4 Rolls: 1d4 Result: 1]
[Round1: 2+1 Sum: 3 Dificulty: 50] – ongoing
shovel Break: 20 Rolls: 1d100 Result: 96 - nothing
shovel Break: 20 Rolls: 1d100 Result: 50 – nothing
1 Kobold starts moving stuff inside
1 Ozt stand guard

3. Event

Good: nothing good happend – the chance something will happen increased

Neutral: nothing neutral happend – the chance something will happen increased

Bad: nothing bad happend – the chance something will happen increased


4. Trader

No trader.


5. Wandering Monster

Krat and his companion encounter nothing while mining outside.
Krat and his companion encounter nothing while mining outside.

Nockit sees a medium sized mammalian creature.
[spoil]General Combat Preset

Nockit
Armor-Roll – no armor
Shield-Roll – no shield
Dodge-Roll - Dodge (Dex) 0, Dex 6 Roll: d6 -2 (no skill) +2 (Moral Bonus [New Mine]) Result: 1 – +0 Defence
Initiative-Roll – Dex 6, Int 4 Rolls: 6d4 +2 (Moral Bonus [New Mine]) Result: 16

medium mammal
Armor-Roll – no armor
Shield-Roll – no shield
Dodge-Roll - Dodge (Dex) 0, Dex 3 Roll: d3 -2 (no skill) Result: -1 – +0 Defence
Initiative-Roll – Dex 3, Int 1 Rolls: 3d1 Result: 3

1st Round
Initiative 16
Nockit sneaks nearer
[Stealth (Dex), Dex 6 Rolls: 1d6 +2 (Moral Bonus [New Mine]) Result 4]
Initiative 3
medium mammal does nothing
[Perception (Wis) 2, Wis 4 Rolls 2d4 Result 2]
2nd Round
Initiative 16
Nockit shoots.
Ranged – Bow & Crossbow (Dex) 1, Dex 6 Rolls: 1d6 +3 (Moral Bonus [New Mine]) +1 (preparation) Result: 9
[medium mammal Defence 3 – hit +1 Damage Shortbow Damage 1d3 +1 (to-hit) Result: 4] – Soak 1 Con -3
Initiative 3
The animal charges Nockit
Meele – Natural (Str) 2, Str 4 Rolls 2d4 Result: 5
Nockit Defence 6 – miss
3rd Round
Initiative 16
Nockit considers running away but he thinks another shot from his trusty bow will kill the enemy.
.Ranged – Bow & Crossbow (Dex) 1, Dex 6 Rolls: 1d6 +3 (Moral Bonus [New Mine]) -2 (Shooting in melee) Result: 3
[medium mammal Defence 3 – hit Damage Shortbow Damage 1d3 Result: 2] – Soak 1 Con -1

The mammal falls to the ground heavy breathing and dies bleeding.

Nockit
Dodge (Dex) – 5XP Nockit gains Dodge (Dex) 1
Ranged – Bow & Crossbow (Dex) – 5XP Nockit gains Ranged – Bow & Crossbow (Dex) 1
Sealth (Dex) – 5XP Nockit gains Sealth (Dex) 2

Nockit decides go hunting can wait. He hurls the animal to the Mine – boy its heavy! Active action canceled.
Gain 1 mammal, medium, unidentified[/spoil]
KnickKnack and his minion encounter nothing while looking for wood
KnickKnack sees some birds (about 2' wingspan) flying east while foraging in the meadows

3 kobolds gathering firewood see a tiny mammal and sneak away to evade him

Ozt stands guard something sneaks around
[spoil]Unknown
[Stealth (Dex) 1 Dex 4 Rolls 1d4 Result: 3]
Ozt
[Perception (Wis] 0 Wis 1 Rolls: 1d1 -2 (no skill) Result: 1] – he does not see anything[/spoil]
________________________________________________
OOC: Feel free to write fluff. I might give small boni to checks.

For hours and hours Krat and his trusty Kobold friend hit the boulder with their pickaxes trying to break stones as big as possible and suddenly they find what they where looking for. A mild red light is flickering on the last stone they broke away and in the boulder. They can be proud to be the first kobold digging something of real value out of the groud: 7 shining firestones.
Krat closes his eays and trys to feel if there is anything else in there but it seems only normal stone.

On his way to the southern woods Nockit suddenly sees a big creature in the meadows. He estimates the creature to have a shoulder height of 30 inches and a body length of over 3 feet. It has two pairs of tusks protruding from the mouth and curving upwards. Skillfully he sneaks near and lets an arrow fly; right between the eyes of the creature, but instead falling to ground it makes a horrible sound and charges him full of wrath. A second arrow between its shoulder does the trick and the monster colapses. Nockit stands over his kill and starts to carry and drag it back to the mine.

Some kobold and Ozt are impressed by your prize.

While eating together Click-Clack explains what he want to do and some kobold volunteer to mine copper and begin to get a stock of firewood. KnickKnack takes the opportunity to convince one of them to make a quick trip to the woods and try to get some wood there.

Click-Clack starts to dig a tunnel from the room with the pool to the room with the ore veins. There is now a small hill of earth, clay and gravel in front of the cave as 2 kobold dig a room in ihe first cave too and add to the spoil.

KnickKnack's trip to the woods is very disapointing, but he (or she? Dont know your gender) is mollified by his results gathering in the meadows. Happy he stuffs some herbs, a big stone and some real useable wood pieces into his backpack.

All Kobold are hungry.
________________________________________________

[tabs][tabs: In front of the cave]
Tools:
1x masterwork anvil [metal (meteoritide)] Durability 85

Resources:
4x stone, soft (siltstone)
7x magical gem (firestone)
1x mammal, medium, unidentified
15x firewood
1x herb, unidentified
1x stone, hard (flint)
1x wood (ash)


Active Traps:
2x masterwork hunting snare, small [metal (iron)]

[tabs: Ore Room]
Resources:
1x ore, high qulity (copper)
[tabs: 1st Room]
Tools:
4x pickaxe [metal (copper) / wood (ash)]
2x Shovel [hard wood (oak), fire hardend / hard wood (oak]
1x Shortbow [wood (ash) / bow string [entrails (cave lizard)])]
30x arrow, shortbow [hard stone (flint) / wood (ash)]
9x knive [metal (copper) / leather (cave lizard)]
2x axe [hard stone (flint) / wood (ash)]
1x rope, 15' [leather (cave lizard)]

Foodstuff:
5x stone, soft (salt)
54x meat jerkey [meat (cave lizard) / stone, soft (salt)]

Container:
13x bag [leather (cave lizard)]
1x barrel [wood (ash) / metal (iron)]
1x barrel, small [wood (ash) / metal (iron)]
2x quiver [wood (ash)]

Spells:
1x Spell: Forgefire [refined magical gem (firestone) / rare wood (firelife)]
1x Spell: Healing [refined water (molten snow) / refined herb, poison (stinging nettle)]

[tabs: Stone Room]
Tools:
2x arrow, shortbow [hard stone (flint) / wood (ash)] Break: 60 Durability: 1/2

Resources:
5x silk (gigant spider)
2x bone (rat)
4x bone (bat)
1x leather (bat)

On ground:
1x gigant spider, small

[tabs: In use:]
1x club [hard wood (oak), fire hardend - Ozt
1x breast armor [leather (cave lizard)] Durability 5/6- Ozt
1x almost unusable biface [stone, soft (siltstone)] - Ozt
4x pickaxe [metal (copper) / wood (ash)] – a kobold
2x Shovel [hard wood (oak), fire hardend / hard wood (oak) – a kobold
4x bag [leather (cave lizard)] – a kobold
1x axe [hard stone (flint) / wood (ash)] – a kobold[/tabs]

[tabs][tabs: Cave]
Clay
- nearly unlimited the whole side is made of gravel and clay.
Stone, soft
- a few big siltstone rocks in front of entrance (V20,V21,V22,W20,W21,W22,X19,X20,X21,X22,Y19,Y20,Y21,Y22, Y23, Z21, Z22, Z23)
Stone, hard
- granite (U7, V7, W7, X7, Y7)
Copper
- high quality ore (M16)
Gold
- low quality ore (G14, G15, G16, H16, H17)
Gem
- semi-pecious gems (Quarz) (T18)
- magical gems (firestone) (X19)
Water
- pool (K20, K21, K22, L20, L21, L22)
Animals
- a lot of vermin (worms, spiders, cantipedes, ect)
- a few rats
- a lot of bats
- a few small blind cave fish
[tabs: Meadow]
Stone, hard
-from pintsized to arm's length there are pieces everywhere
herb, unidentified
herb, unidentified
herb, unidentified
herb, unidentified
berries, unidentified
berries, unidentified
berries, unidentified
[tabs: Southern wood]
wood
- there are trees
- you found ashen trees
- you found beech trees

[tabs: On the hill][/tabs]
[tabs][tabs: KnickKnack]
Player: GathersIngredients
Color: #FF8000
Stats:
Strength 3 Dexterity 5 Constitution 3 Intelligence 4 Wisdom 4 Charisma 3

Skills
Mine (Wis) 1
Stealth (Dex) 1
Forage (Wis) 1
Knowledge – Creatures (Int) 1
Craft – Wood (Int) 1


Inventory:
masterwork backpack [rare wood (floatwood) / metal (mithral) / leather (mounain troll)] Durability 30
5x spear [hard wood (oak), fire hardend] To Hit: 2 Break: 30 Damage: 1d4 Durability: 5
1x axe [hard stone (flint) / wood (ash)]
[tabs: Krat]
Player: Theis2
Color: #8000FF
Stats:
Strength 2 Dexterity 5 Constitution 3 Intelligence 4 Wisdom 5 Charisma 3

Skills
Mine (Wis) 2
Stealth (Dex) 1
Perception (Wis) 1
Sense motive (Wis) 1
Knowledge – Nature & Minerals (Int) 1


Inventory:
masterwork Magnifying glass [metal(silver) / magical gem (skyclear crystal)] Durability 20
pickaxe [metal (copper) / wood (ash)] Break 20 Durability 7
[tabs: Nockit]
Player: ChuckDaRighteous
Color: #400000
Stats:
Strength 2 Dexterity 6 Constitution 3 Intelligence 4 Wisdom 4 Charisma 3

Skills
Mine (Wis) 1
Stealth (Dex) 2
Knowledge - Defensive Strategies (Int) 1
Forage (Wis) 1
Ranged – Bow & Crossbow (Dex) 1
Dodge (Dex) 2


Inventory:
2 masterwork hunting snare, small [metal (iron)] Durability 20
Shortbow [wood (ash) / bow string [entrails (cave lizard)])] To Hit: 1 Brea: 30 Damage: 1d3 Durability: 2/3
13x arrow, shortbow [hard stone (flint) / wood (ash)] Break: 60 Durability: 2
1x knive [metal (copper) / leather (cave lizard)]
quiver [wood (ash)]
[tabs: Clink-Clank]
Player: BadgeAddict
Color: #008080
Stats:
Strength 3 Dexterity 5 Constitution 3 Intelligence 4 Wisdom 4 Charisma 3

Skills
Mine (Wis) 1
Stealth (Dex) 1
Meele – Blunt (Str) 1
Craft - Smelting and Alloying (Int) 1
Lead (Cha) 1


Equipment:
pickaxe [metal (copper) / wood (ash)] Break 20 Durability 6/7[/tabs]

Map:
[spoil]Image[/spoil]
Last edited by NewOneAround on Thu May 15, 2014 4:57 am, edited 2 times in total.
GM for a Kobold Mine

Cutting, building and assembling inside of Castle Heterodyne [Salpicon]
Being on hold while working under the D'Jinn [Zeun]
Beeing a lost Goblin Slave (a.k.a. Mineling) in a godforsaken Hole [Complains]
Full of excitement for the rise of a new Civilisation
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Re: Kobold Mine - Turn 0 [one slot open]

Postby NewOneAround » Wed May 14, 2014 4:54 pm

GathersIngredients wrote:Well, okay, then, thanks for clarifying.

In that case I would like to:
*) ask as many idle kobolds as KnickKnack can find to pick up an axe and come along to gather wood with him (for the active action)
*) switch the crafting passive action into foraging (in or near the caves), whatever KnickKnack can find ^^
*) switch the training from Craft – Bone (Int) to Craft – Wood (Int)

Because it makes not really MUCH sense to try crafting something without according skill. Not if you don't want to take forever or produce crappy stuff.

Sorry for taking so long and reconsidering so much. :oops:


I like questions and input and sugestions. And I am still working it out myself welcome to the Beta ;)
GM for a Kobold Mine

Cutting, building and assembling inside of Castle Heterodyne [Salpicon]
Being on hold while working under the D'Jinn [Zeun]
Beeing a lost Goblin Slave (a.k.a. Mineling) in a godforsaken Hole [Complains]
Full of excitement for the rise of a new Civilisation
User avatar
NewOneAround
Likes to Contribute
 
Posts: 225
Joined: Wed Mar 26, 2014 9:31 am
Location: Mannheim, Germany

Re: Kobold Mine - Turn 0 [one slot open]

Postby BadgeAddict » Wed May 14, 2014 5:33 pm

---> Clink-CLank haha...not Click-Clack...though i can understand the confusion.

A: Continue to dig the tunnel (To continue until complete)
P: (Same as above^)
T: Bargaining/Trading/haggling (something like that)
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Re: Kobold Mine - Turn 0 [one slot open]

Postby ChuckDaRighteous » Wed May 14, 2014 5:39 pm

Skills still need to be updated in the character section. They don't seem to have been updated to for the most recent gains.
Succeeding a skill- check gives 5xp. Failing a check gives 1xp. A Training Action gives 10xp.
LVL1 - 10xp
LVL2 - 20xp
LVL3 - 30xp
LVL4 - 60xp

I was under the impression this was for each lvl not total but based on the fact I've gain lvl 2 skills it seems otherwise? Just confirming.

You get a Stat-Point for:
Getting 1 skill to lvl 10
Getting 2 skills to lvl 6
Getting 3 skills to lvl 3
Getting 5 skills to lvl 1

By my count we should have reached 5 skills to lvl 1. Or do the starting skills not start towards that? Also is it one time bonuses or each time. (aka 10 skills to lvl 1 = another skill point)
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Re: Kobold Mine - Turn 0 [one slot open]

Postby GathersIngredients » Thu May 15, 2014 12:11 am

I LOVE that you posted each char's actions in their color. Makes it much more traceable. :thumbsup:
KnickKnack is male, btw.

Also, lots of questions:
Why did KnickKnack only ask one kobold to come with him? Weren't there any more idle to ask in the first place? Or did he ask more, but only one decided to come along?

Okay, so how do we... "process" the mammalian creature (or the spider, for that matter)? Like skin it, cut up the meat and sinew and bones and whatnot for later use? What skill is needed for that? Knowledge – Creatures (Int) or Foraging? Or some new skill?

Shouldn't the axe (=optional tool) KnickKnack (and the NPC kobold, if they listened to him) brought to gather wood give some sort of bonus? e.g. people could try to gather wood by just breaking branches or whatever, but using an axe should make it easier.
Oh, and would the results of the kobold that was accompanying him and helping him try to cut down trees have been added to his roll? Because that would make sense, that they would work together and that hence, their rolls are added together to get a better result. (I saw that he rolled a 0, so that would have made no difference, but I wanted to know this for the future.)

Will NPC kobolds learn skills ONLY from training or will they get better at what they are doing over time (e.g. the mining kobolds will gain ranks in mining)? In any case, you should probably track the NPC kobolds by name, or if that is too much trouble, at least by #, so you know which kobold is where, has what skills and what equip.



@ Team: I would suggest that the Krat with the perception skill searches the cave & perimeter. Something was sneaking around. It might be dangerous. :paranoia:

KnickKnack's actions:
Active: take a knife and try to cut up/butcher the spider body (try to safe poisonous gland, silk gland, other usable parts like mandibles, possibly pieces of its chitin shell for armor,...), make a fire and cook it (just place it close until it smells nicely, take away before it becomes black or smells burnt); ask the kobold that came along for the wood gathering to help.
Passive: start to make wooden shafts out of the ash wood he found (5 turns)
training: Craft – Bone (Int)



reposted for personal convenience
CRAFTING results:
When you announce that you want to craft an item you have to say how many turns you want to invest. Every turn you roll a appropriate Skill check. At the end you sum your rolls and compare them to the Difficulty.
<20% almost unusable
<50% crude
<100% rugged
<200% (normal)
<300% good
<500% fine
500%+ masterwork
You can only get maximum the quality of the components. (an almost unusable sword blade will never become a masterwork sword)

ANATOMY OF A TURN
1. PC Actions
Every PC can do three things per Turn.
Active Action (Scouting, Fighting a Wandering Monster with known location, visiting a location, Casting a Active Spell, etc)
Passive Action (Crafting, Casting a Passive Spell, Foraging, Barter with trader etc)
Training Action (gain xp in a skill you did not use. Can not be highest two skills or tied with them)

2. NPC Actions
Every NPC can do ONE of three things per Turn.
Active Action (Scouting, Fighting a Wandering Monster with known location, visiting a location, Casting a Active Spell, etc)
Passive Action (Crafting, Casting a Passive Spell, Foraging, etc)
Training Action (try to raise in rank)

3. Event
There are three types of events. Positive, negative, neutral.
For every type of event there is a chance per Turn it will happen.

4. Trader
A kobold trader of your clan will visit every few turns.
You can buy from them, sell them stuff and request trade goods.
There are at least 4 different traders and its random who will visit.

5. Wandering Monster
There are three types of monster (includes humanoids) in the region. Friendly, negative, neutral.
There are chances to encounter monster while working. (scouting, foraging, building outside)
There is a chance that a monster comes close to the cave.

SKILL LIST
Not complete. If I see the need of another skill it will be added.
Meele – Edge (Str)
Meele – Blunt (Str)
Meele – Spear (Str)
Meele – Natural (Str)
Melee – Magic & misc (Str)

Ranged – Throw (Dex)
Ranged – Bow & Crossbow (Dex)
Ranged – Magic & misc (Dex)

Armor (Con)
Shield (Con)
Dodge (Dex)

Craft – Stone (Int)
Craft – Tailor (Int)
Craft – Smith (Int)
Craft – Jewels (Int)
Craft – Wood (Int)
Craft – Bone (Int)
Craft – Food (Int)

Lead (Cha)
Persuade (Cha)
Lie (Cha)
Sense Motive (Wis)

Magic – By Spell (Int or Wis or Cha or Con)

Knowledge – Creatures (Int)
Knowledge – Nature & Minerals (Int)
Knowledge – Magic (Int)

Mine (Wis)
Forage (Wis)
Cut Trees (Wis)
Farm (Wis)

Stealth (Dex)
Perception (Wis)

A skill-check is made by rolling [Skill]d[Stat]. [Example: Kobold with Mine 3 and Wis 5 rolls 3d5 on a Mine-check.]
Using a skill without skill is 1d[stat] -2 (no skill). Minimum possible roll is 0. [Example:Kobold with cut trees 0 and Wis 4 rolls 1d4 -2 on a Cut trees-check]
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Re: Kobold Mine - Turn 0 [one slot open]

Postby NewOneAround » Thu May 15, 2014 1:55 am

GathersIngredients wrote:I LOVE that you posted each char's actions in their color. Makes it much more traceable. :thumbsup:
KnickKnack is male, btw.

Also, lots of questions:
Why did KnickKnack only ask one kobold to come with him? Weren't there any more idle to ask in the first place? Or did he ask more, but only one decided to come along?

You did not ask as a full action so only a small number of kobold joined you (rolled randomly) ^^ that small number was 1

GathersIngredients wrote:Okay, so how do we... "process" the mammalian creature (or the spider, for that matter)? Like skin it, cut up the meat and sinew and bones and whatnot for later use? What skill is needed for that? Knowledge – Creatures (Int) or Foraging? Or some new skill?

To cut up creatures Forage (Wis) is apropiate. Its harder if you don't know what you are butchering (its high fantasy there could be random organs at random places)

GathersIngredients wrote:Shouldn't the axe (=optional tool) KnickKnack (and the NPC kobold, if they listened to him) brought to gather wood give some sort of bonus? e.g. people could try to gather wood by just breaking branches or whatever, but using an axe should make it easier.
Oh, and would the results of the kobold that was accompanying him and helping him try to cut down trees have been added to his roll? Because that would make sense, that they would work together and that hence, their rolls are added together to get a better result. (I saw that he rolled a 0, so that would have made no difference, but I wanted to know this for the future.)

I did understand you wanted to harvest wood to craft and not some random bits to burn up. Without a tool it would be harder, if you bring a high quality tool it adds to your skill.
[Cut Trees (Wis) 0, Wis 4 Rolls: 1d4 -2 (no skill) +2 (Moral Bonus [New Mine]) +0 (Kobold helper) Result: 1]

GathersIngredients wrote:Will NPC kobolds learn skills ONLY from training or will they get better at what they are doing over time (e.g. the mining kobolds will gain ranks in mining)? In any case, you should probably track the NPC kobolds by name, or if that is too much trouble, at least by #, so you know which kobold is where, has what skills and what equip.

If you ask them for their name they will share them and I'll try to keep track of them, but no they dont get xp. You can order them to learn something. ( Hey you get a job!)

ChuckDaRighteous wrote:Skills still need to be updated in the character section. They don't seem to have been updated to for the most recent gains.

Yes you are right thank you. I only updated my own records. Should not wirte on this when I can not sleep :meh:

ChuckDaRighteous wrote:By my count we should have reached 5 skills to lvl 1. Or do the starting skills not start towards that? Also is it one time bonuses or each time. (aka 10 skills to lvl 1 = another skill point)

Krat, KnickKnack and Nockit gain 1 Stat each! :cheer: Upon reachin 10 lvl 1 you get anotherone (you gifted kobolds can be a nasty surprise for the poor adventurers running around)
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Re: Kobold Mine - Turn 0 [one slot open]

Postby GathersIngredients » Thu May 15, 2014 3:58 am

Thank you for answering/explaining. :thumbsup:

NewOneAround wrote:
GathersIngredients wrote:Shouldn't the axe (=optional tool) KnickKnack (and the NPC kobold, if they listened to him) brought to gather wood give some sort of bonus? e.g. people could try to gather wood by just breaking branches or whatever, but using an axe should make it easier.
Oh, and would the results of the kobold that was accompanying him and helping him try to cut down trees have been added to his roll? Because that would make sense, that they would work together and that hence, their rolls are added together to get a better result. (I saw that he rolled a 0, so that would have made no difference, but I wanted to know this for the future.)

I did understand you wanted to harvest wood to craft and not some random bits to burn up. Without a tool it would be harder, if you bring a high quality tool it adds to your skill.
[Cut Trees (Wis) 0, Wis 4 Rolls: 1d4 -2 (no skill) +2 (Moral Bonus [New Mine]) +0 (Kobold helper) Result: 1]


I saw that. But I thought that it would maybe make more sense if the rolls of KnickKnack and the kobold helper would have been added and the sum would be compared to the needed success value. That way 5 persons working together could easily gather more than on person alone, or 5 persons 'each on their own' (because as of now, that works basically as if one person was doing this 5 times consecutively), because as a group, they would most likely have SOME kind of success every time they try to gather, and possibly get a higher amount of wood every time, too. :idea:
Is it understandable what I'm trying to say? ^^*
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Re: Kobold Mine - Turn 0 [one slot open]

Postby ChuckDaRighteous » Thu May 15, 2014 4:41 am

Nockit will take an additional stat point in INT, Also while my action may have been "interrupted" one might say finding something to kill was the point.

Active action: Butcher the [boar?], maybe gathers can identify it? Focus on the hide, tusks and meat.
Passive action: Same as above, want to get this done quickly
Training action: craft- tailor (int)

Also are there recipes for armor? I want to turn that hide into some light armor. Something with low to no encumbrance so as not to interfere with my capabilities too much.
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Re: Kobold Mine - Turn 0 [one slot open]

Postby BadgeAddict » Thu May 15, 2014 4:52 am

Shouldn't I have 5 skills now as well? I'm fairly sure you said i just got Lead 1.
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Re: Kobold Mine - Turn 0 [one slot open]

Postby NewOneAround » Thu May 15, 2014 4:56 am

whoops^^
you get +1 Stat too
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Re: Kobold Mine - Turn 0 [one slot open]

Postby BadgeAddict » Thu May 15, 2014 5:18 am

I'll take a point in Charisma
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Re: Kobold Mine - Turn 0 [one slot open]

Postby NewOneAround » Thu May 15, 2014 11:07 am

GathersIngredients wrote:That way 5 persons working together could easily gather more than on person alone, or 5 persons 'each on their own' (because as of now, that works basically as if one person was doing this 5 times consecutively), because as a group, they would most likely have SOME kind of success every time they try to gather, and possibly get a higher amount of wood every time, too. :idea:
Is it understandable what I'm trying to say? ^^*


The rolls of your helper are added to your roll or if they work alone (without a gifted) on a project they sum up

NewOneAround wrote:3 Kobold go gather firewood
[Forage (Wis) 1, Wis 4 Rolls: 1d4 -2 (no skill) Result: 2]
[Forage (Wis) 1, Wis 4 Rolls: 1d4 -2 (no skill) Result: 2]
[Forage (Wis) 1, Wis 4 Rolls: 1d4 -2 (no skill) Result: 1]
[Round 1: 2+2+1 Sum:5 Dificulty: 5] Gain 15x firewood (branches and rootstumps and stuff from different trees you mostly cant use to craft)


I think this is what you wanted to say. Didnt you?

ChuckDaRighteous wrote:Also are there recipes for armor? I want to turn that hide into some light armor. Something with low to no encumbrance so as not to interfere with my capabilities too much.


something like the one Ozt has?

Craft armor, leather
Skill Craft-Tailor
Material: [1 leather]
Tool needed: [hot water][1 knive]
Yield: 1 piece
Dificulty 10

Soak 1 Encumberance 1 Durability 6

the best (only) you can have (in your reach) for NO encumberance would be

Craft bracers, wood
Skill Craft-Wood
Material [1 wood]
Tool needed: [1 knive]
Yield: 2 piece
Dificulty 10

made from wood, hard they would have
Soak 1 Encumberance 0 Durability 1
(and hence would break with the first hit)(one extra lifepoint)

you are welcome to make suggestions for recipts (as pm pls) there is TONS of stuff to craft and I can only write down things 1. I can think of 2. I deem improtant 3. I have time for (you wont see a recipt for an anvil in a long time^^)
____
Nockit +1 Int
Click-Clank +1 Cha
KnickKnack - pending
Krat - has not posted
____
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Re: Kobold Mine - Turn 2 [one slot open]

Postby ChuckDaRighteous » Thu May 15, 2014 11:58 am

Cool. Good to know. Also what does different quality do to armor? + soak, + durability, - encumbrance?

And do we have hot water? I believe we have fire and water. I didn't see a pot or anything, but I could probably take a water-tight bag, put the water in, and then put over a fire.
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Re: Kobold Mine - Turn 2 [one slot open]

Postby NewOneAround » Thu May 15, 2014 12:45 pm

Bonus to armor skill to reduce Encumberance. Bonus to Durability. No bonus to Soak - you need other material or magic to raise this stat (or craft fullplate)

I believe you know the recipt for hot water... no you dont need an action to craft it :P But hanging a leatherbag over a fire long enougth to boil leather... sounds not so smart
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Being on hold while working under the D'Jinn [Zeun]
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Re: Kobold Mine - Turn 0 [one slot open]

Postby Theis2 » Thu May 15, 2014 12:59 pm

Upon find the firestone Krat will hold them up high to the kobolds around him.
"We found the first riches here in cave, magical firestones none the less. Vixareticz the great shall be pleased by our expedious retrieval of such riches and even more will be dug out from this mine in time to come. But now that we have some valuable tribute to offer him, we need to make this our new home! We need to find a steady source of food, either as a place to hunt or farm and for the we need to scout the area around us. Some of you should follow me and do so, while others should help settle in our new mine. But before we do so, let us eat.

Krat will advise Kobolds following him to grab a weapon in case they meet hostile creatures or prey to hunt.


Active action: Scout the perimiter/meadow, bringing a shortbow, quiver and 15 arrows
Passive action: Forage
Training: farming
Extra stat: wisdom

Not sure if this is done correctly, but I think it covers what I intend, so feel free to change it to fit better as long as it is along those lines :)
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Re: Kobold Mine - Turn 2 [one slot open]

Postby ChuckDaRighteous » Thu May 15, 2014 1:28 pm

NewOneAround wrote:I believe you know the recipt for hot water... no you dont need an action to craft it :P But hanging a leatherbag over a fire long enougth to boil leather... sounds not so smart
It can be done. But I take that to mean we just have it, and I don't have to try using a barrel or something instead of a pot. Good.

some fluff for my actions
Nockit drags his kill back to camp, proudly showing off his prize. He thinks it might be a boar. He compares it to the description of it which he once heard but isn't sure. He asks KnickKnack Since he knows more about animals. He pulls out his knife and begins to skin it. While he does so he day dreams about the armor he might make with the hide. He doesn't want something heavy or cumbersome, just enough so that he doesn't feel so naked in a fight. After removing the hide, he starts to cut out the delicious meat he might be eating soon. Perhaps he should roast it? He's particularly careful around the skull as he can imagine all sorts of uses for those tusks. Oh what to make, what to make?
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Re: Kobold Mine - Turn 2 [one slot open]

Postby GathersIngredients » Fri May 16, 2014 12:30 am

Constitution for KnickKnack, please.

And yeah, those 3 kobolds gathering firewood and having their respective scores added up together was exactly what I meant. Thank you for pointing that out to me. ^^
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Re: Kobold Mine - Turn 2 [one slot open]

Postby NewOneAround » Fri May 16, 2014 1:04 am

Turn 3

1. Player Actions


Krat
Active action: Scout the perimiter/meadow, bringing a shortbow, quiver and 15 arrows + Persuade a few kobold to come with him
[Persuade (Cha) 0, Cha 3 Rolls: 1d3 -2 (no skill) +1 +6 (Moral Bonus [New Mine, Fearless Leader]) +1 (Fluff) Result: 9]
[Round 1: 9 Sum: 9 Dificulty: 10] – failure +1XP
[Perception (Wis) 1, Wis 6 Rolls: 1d6 +1 (Moral Bonus [New Mine]) +0 (Kobold helper) Result: 7]
[R 1: 7 Sum: 7 Dificulty: 5] – success +5XP Krat gains Perception (Wis) 2
Found: (Your scouts already 'discovert' them but you 'refound' them)
herb, unidentified – Gain 6 herb, unidentified (A)
[Knowledge – Nature & Minerals (Int) 1 Int 4 Roll 1d4 +1 (Moral Bonus [New Mine]) +0 (Kobold helper) Result: 2]
[R1: 2 Sum: 2 Dificulty: 5] – failure +1XP
herb, unidentified - – Gain 3 herb, unidentified (B)
[Knowledge – Nature & Minerals (Int) 1 Int 4 Roll 1d4 +1 (Moral Bonus [New Mine]) +1 (Kobold helper) Result: 4]
[R1: 4 Sum: 3 Dificulty: 4] – failure +1XP
Footprints near Mine
[Knowledge – Creatures (Int) 0, Int 4 Rolls 1d4 -2 (no skill) +1 (Moral Bonus [New Mine]) +2 (Kobold helper) Result: 4]
[R1: 4 Sum: 4 Dificulty: 5] – failure +1XP

But there is definitly more out there.


Passive action: Forage
[Forage (Wis) 0 Wis 6 Rolls: 1d6 -2 (no skill) +1 (Moral Bonus [New Mine]) Result: 3]
[R1: 3 Sum: 3 Dificulty: 5] – failure +1XP


Training: Farming (Wis) +10XP Krat gains Farming (Wis) 1

Extra stat: wisdom



Nockit
Active action: Butcher the [boar?], maybe gathers can identify it? Focus on the hide, tusks and meat.
Its a warthog. See Fluff.
[Forage (Wis) 1 Wis 4 Rolls: 1d4 +1 (Moral Bonus [New Mine]) +1 (Fluff) Result: 4]
[R1: 4 Sum: 4 Dificulty: 10] – ongoing +1XP
knive Break 20 Rolls: 95 – nothing

Passive action: Same as above, want to get this done quickly – still trying to decide if I want to let this be possible
[Forage (Wis) 1 Wis 4 Rolls: 1d4 +1 (Moral Bonus [New Mine]) +1 (Fluff) Result: 4]
[R2: 4, 4 Sum: 8 Dificulty: 10] – ongoing +1XP
knive Break 20 Rolls: 60 – nothing

Training action: craft- tailor (int) +10XP Nockit gains Craft – Tailor (Int) 1
Stat Point: +1 Int



Click-Clank
A:
Dig a tunnel from Water-Room[M19] to Ore-Room[M16]
[Mine (Wis) 1, Wis 4 Rolls: 1d4 +1 (Moral Bonus [New Mine]) Result: 5]
[R2: 4, 5 Sum: 9 Dificulty: 70] – ongoing +1XP
pickaxe Break 15 Rolls 1d100 Result: 54 – nothing

P:
Dig a tunnel from Water-Room[M19] to Ore-Room[M16]
[Mine (Wis) 1, Wis 4 Rolls: 1d4 +1 (Moral Bonus [New Mine]) Result: 3]
[R3: 4, 5, 3 Sum: 12 Dificulty: 70] – ongoing +1XP
pickaxe Break 15 Rolls 1d100 Result: 26 – nothing

T: Bargaining/Trading/haggling (something like that)
Persuade +10XP Click-Clank gains Persuade (Cha) 1

S: +1 Cha



KnickKnack
KnickKnack's actions:
Active: take a knife and try to cut up/butcher the spider body (try to safe poisonous gland, silk gland, other usable parts like mandibles, possibly pieces of its chitin shell for armor,...), make a fire and cook it (just place it close until it smells nicely, take away before it becomes black or smells burnt); ask the kobold that came along for the wood gathering to help.
[Forage (Wis) 1 Wis 4 Rolls: 1d4 +1 (Moral Bonus [New Mine]) + 2 (Kobold helper) Result: 7]
[R1: 7 Sum: 7 Dificulty: 10] – ongoing +1XP

Passive: start to make wooden shafts out of the ash wood he found (5 turns)
Craft pole, wood
Skill Craft-Wood
Material 1 wood
Tool needed x
Yield 3 pieces
Dificulty 5

[Craft – Wood (Int) 1 Int 4 Rolls: 1d4 +1 (Moral Bonus [New Mine]) Result: 2 Round 1/5]
[R1: 2 Sum: 2 Dificulty: 5] – ongoing +1XP

training: Craft – Bone (Int) +10 XP KnickKnack gains Craft – Bone (Int) 1 [This skill can be used for Chitin too]

Stat: Con



Traknesh
Active: Traknesh oversees the digging of his room
[Lead (Cha) 0 Cha 6 Rolls: 1d6 -2 (no skill) +1 +5 (Moral Bonus [New Mine, Fearless Leader]) Result: 7
[R1: 7 Sum: 7 Dificulty: 5] – success +5XP +1 Skill Miner

Passive: Make a fishing pole out of 1 shortbow in 3 Turns
[Craft – Wood (Int) 0, Int 4 Rolls: 1d4 -2 (no skill) +1 (Moral Bonus [New Mine]) Result: 1 Round 2/3]
[R2: 3,1 Sum: 4 Dificulty: 5] – ongoing +1 XP


Training: Lead (Cha) +10XP Traknesh gains Lead (Cha) 1

Stat: +1 Cha

2. NPC Actions
Krats mining companion comes scouting with him
[Perception (Wis) 0, Wis 4 Rolls: 1d4 -2 (no skill) Result: 0]
[Knowledge – Nature & Minerals (Int) 0 Int 4 Roll 1d4 -2 (no skill) Result: 0]
[Knowledge – Nature & Minerals (Int) 0 Int 4 Roll 1d4 -2 (no skill) Result: 1]
[Knowledge – Creatures (Int) 0, Int 4 Rolls 1d4 -2 (no skill) Result: 2]

KnickKnack has a side kick
[Forage (Wis) 0, Wis 4 Rolls: 1d4 -2 (no skill) Result: 2]
knive Break 20 Rolls: 1d100 Result: 64 – nothing
[Craft – Wood (Int) 0 Int 4 Rolls: 1d4 -2 (no skill) Result: 0]

4 Kobolt mine copper
[Mine (Wis) 1, Wis 4 Rolls: 1d4 Result: 2]
[Mine (Wis) 1, Wis 4 Rolls: 1d4 Result: 2]
[Mine (Wis) 1, Wis 4 Rolls: 1d4 Result: 4]
[Mine (Wis) 1, Wis 4 Rolls: 1d4 Result: 4]
[R2: 6+2+2+4+4 Sum: 18 Dificulty: 10] Gain 1 ore, high quality (copper)
pickaxe Break: 15 Rolls: 1d100 Result: 71 – nothing
pickaxe Break: 15 Rolls: 1d100 Result: 2 – -1 Durability
pickaxe Break: 15 Rolls: 1d100 Result: 63 – nothing
pickaxe Break: 15 Rolls: 1d100 Result: 100 – nothing

2 Kobold dig a room
[Mine (Wis) 2, Wis 4 Rolls: 2d4 Result: 6]
[Mine (Wis) 2, Wis 4 Rolls: 2d4 Result: 5]
[R2: 3+6+5 Sum: 14 Dificulty: 50] – ongoing
shovel Break: 20 Rolls: 1d100 Result: 50 - nothing
shovel Break: 20 Rolls: 1d100 Result: 93 – nothing

2 Kobold carry the rest of the stuff inside

1 Ozt + 1 Kobold stand guard

3. Event

Good: A kobold has traveled with the trader to your mine. He wants to join.
Prisarz
Kobold, expert (+Wis / Mine 1 / Stealth 1 / Farm 2 / Spell:Charm Rodent (Wis) 1)
shears [metal (copper)]
crude loom [wood (ash)]
Spell:Charm Rodent [refined wool (hamster, gigant) / refined semi-pecious gem (Quarz)]

He has a pet with him.
A gigant hamster
His name is Bo.

Neutral: nothing neutral happend – the chance something will happen increased

Bad: nothing bad happend – the chance something will happen increased


Scripted Event:
Gifts from your home colony
- fine sword [metal (iron)]
- 5x assorted trapparts [metal (copper)]
- fine refining tools [metal (copper) / semi-pecious gem (rock crystal)]
- Spell: Revive [refined blood (red dragon) / refined magical gem (earthbone)]
- 5x bolt of cloth [wool (hamster, gigant)]
- a letter with best regards from Vixareticz:
He wishes your mine rich findings and is overly interrested to hear of your successes

4. Trader

A trader visits.
It's Aleek.
Brought:
warhammer [bone (human) / stone, precious (marble)]
cooking pot, large [metal (iron)]

Trader
There are 4 trader
one of them will visit the mine with a 10% chance each turn
He has:
2d3 random items
1d3-2 items of fine or better quality

there is a 5% chance a kobold will join the colony comming with the trader
if the colony is prosperous (and contributing its share to the dragonhoard) the chance raises to 50%
(That is a normal, utterly common kobold or with a chance of mighty 1% a kroga)

you can ask the trader to bring one item (or more as apropiate)
next time he visits he has a 80% chance to bring it with him (and is VERY not amused if you dont buy it)

to trade with him you use your passive action to bring him stuff and offer it to him.
Please try to be resonable I do not have a money system and the value of the items exist only as vague ideas.
That cooking pot will be worth mor than a few bits of dead rats and bats.
The home colony has a highly productive copper mine but no iron. Iron is one of the main imports.
And yes SOME items might be utterly useless^^ Remember Hawl? Yes thats the kind of trader visiting you.


5. Wandering Monster

- there – is – nothing -

Lucky or not its your decision.

Seems a bit boring to me...

One of the hunting snares in front of the mine has catched a rat. You kill it and set the trap new.
Gain 1 rat.

________________________________________________

Nockit drags his kill back to camp, proudly showing off his prize. He thinks it might be a boar. He compares it to the description of it which he once heard but isn't sure. He asks KnickKnack Since he knows more about animals.
KnickKnack – Knowledge – Creatures (Int) 1 Int 4 Rolls 1d4 +1 (Moral Bonus [New Mine]) Result: 5
[R1: 5 Sum: 5 Dificulty: 5] – success +5XP KnickKnack gains Knowledge – Creatures (Int) 2

Its a warthog.
Big, boarlike, unfriendly mammals. They have two pair of tusks and taste good. If they hit you they might kill you with one blow.

He pulls out his knife and begins to skin it. While he does so he day dreams about the armor he might make with the hide. He doesn't want something heavy or cumbersome, just enough so that he doesn't feel so naked in a fight. After removing the hide, he starts to cut out the delicious meat he might be eating soon. Perhaps he should roast it? He's particularly careful around the skull as he can imagine all sorts of uses for those tusks. Oh what to make, what to make?


Upon find the firestone Krat will hold them up high to the kobolds around him.
"We found the first riches here in cave, magical firestones none the less. Vixareticz the great shall be pleased by our expedious retrieval of such riches and even more will be dug out from this mine in time to come. But now that we have some valuable tribute to offer him, we need to make this our new home! We need to find a steady source of food, either as a place to hunt or farm and for the we need to scout the area around us. Some of you should follow me and do so, while others should help settle in our new mine. But before we do so, let us eat.
While you are eating you here Ozt scream from the outside: "Here be a two kobold and a walking hair-wool-thing. Uuhm think could be Aleek, another kobold and a cricetinae magnus. I think the do trade, 'cus Aleek tradebold is."
Shortly thereafter a young kobold enters you mine. She looks around Hello and Greetings! I bring gifts from home and a few goods to trade. This kobold out there wants to join your colony. He even brougt his pet with him! Srange guy if you ask me but hey you all look as if you can use more men.

KnickKnack carefully rips the chitin plates from the dead spider and his companion hums a song about a izzy bitsy spider. The spider is harder to cut than he had imagined and he will have to rest for a bit until its completed.

Click-Clank digs and digs and digs...

Krat scouts the meadow close to the mine and he finds some strange looking herbs that he havests. On his way back he sees foodprints of a creature he cant identify but its not of koboldian origin.

All kobold eat 18 meat jerky.
________________________________________________
[tabs][tabs: Cave]
Clay
- nearly unlimited the whole side is made of gravel and clay.
Stone, soft
- a few big siltstone rocks in front of entrance (V20,V21,V22,W20,W21,W22,X19,X20,X21,X22,Y19,Y20,Y21,Y22, Y23, Z21, Z22, Z23)
Stone, hard
- granite (U7, V7, W7, X7, Y7)
Copper
- high quality ore (M16)
Gold
- low quality ore (G14, G15, G16, H16, H17)
Gem
- semi-pecious gems (Quarz) (T18)
Water
- pool (K20, K21, K22, L20, L21, L22)
Animals
- a lot of vermin (worms, spiders, cantipedes, ect)
- a few rats
- a lot of bats
- a few small blind cave fish
[tabs: Meadow]
Stone, hard
-from pintsized to arm's length there are pieces everywhere
herb, unidentified
herb, unidentified
herb, unidentified
herb, unidentified
berries, unidentified
berries, unidentified
berries, unidentified
[tabs: Southern wood]
wood
- there are trees
- you found ashen trees
- you found beech trees

[tabs: On the hill][/tabs]

Map
Image

[tabs][tabs: In front of the cave]
Tools:
1x crude loom [wood (ash)]
1x fine sword [metal (iron)]
1x fine refining tools [metal (copper) / semi-pecious gem (rock crystal)]

Resources:
6x herb, unidentified [A]
3x herb, unidentified [B]
5x bolt of cloth [wool (hamster, gigant)]
5x assorted trapparts [metal (copper)]
1x rat

Spells:
1x Spell: Revive [refined blood (red dragon) / refined magical gem (earthbone)]

Active Traps:
2x masterwork hunting snare, small [metal (iron)]

[tabs: Ore Room]
Resources:
2x ore, high quality (copper)
[tabs: 1st Room]
Tools:
4x pickaxe [metal (copper) / wood (ash)]
2x Shovel [hard wood (oak), fire hardend / hard wood (oak]
15x arrow, shortbow [hard stone (flint) / wood (ash)]
2x arrow, shortbow [hard stone (flint) / wood (ash)] Break: 60 Durability: 1/2
8x knive [metal (copper) / leather (cave lizard)]
2x axe [hard stone (flint) / wood (ash)]
1x rope, 15' [leather (cave lizard)]
1x masterwork anvil [metal (meteoritide)] Durability 85
1x almost unusable biface [stone, soft (siltstone)]

Foodstuff:
5x stone, soft (salt)
36x meat jerkey [meat (cave lizard) / stone, soft (salt)]

Recources:
4x stone, soft (siltstone)
7x magical gem (firestone)
1x warthog
15x firewood
1x herb, unidentified [B]
1x stone, hard (flint)
5x silk (gigant spider)
2x bone (rat)
4x bone (bat)
1x leather (bat)

Container:
6x bag [leather (cave lizard)]
1x barrel [wood (ash) / metal (iron)]
1x barrel, small [wood (ash) / metal (iron)]
1x quiver [wood (ash)]

Spells:
1x Spell: Forgefire [refined magical gem (firestone) / rare wood (firelife)]
1x Spell: Healing [refined water (molten snow) / refined herb, poison (stinging nettle)]

[tabs: Stone Room]
On ground:
1x gigant spider, small[/tabs]
NPC
Kobold #1
Kobold, common
pickaxe [metal (copper) / wood (ash)]
bag [leather (cave lizard)]

Kobold #2
Kobold, common
pickaxe [metal (copper) / wood (ash)]
bag [leather (cave lizard)]

Kobold #3
Kobold, common
pickaxe [metal (copper) / wood (ash)] Durability 6/7
bag [leather (cave lizard)]

Kobold #4
Kobold, common
pickaxe [metal (copper) / wood (ash)]
bag [leather (cave lizard)]

Kobold #5
Kobold, common
Shovel [hard wood (oak), fire hardend / hard wood (oak)
bag [leather (cave lizard)]

Kobold #6
Kobold, common
Shovel [hard wood (oak), fire hardend / hard wood (oak)
bag [leather (cave lizard)]

Kobold #7
Kobold, common
axe [hard stone (flint) / wood (ash)]
bag [leather (cave lizard)]

Kobold #8
Kobold, common
knive [metal (copper) / leather (cave lizard)]
bag [leather (cave lizard)]

Kobold #9
Kobold, common
bag [leather (cave lizard)]

Kobold #10
Kobold, common
bag [leather (cave lizard)]

Kobold #11
Kobold, common
bag [leather (cave lizard)]

Prisarz
Kobold, expert (+Wis / Mine 1 / Stealth 1 / Farm 2 / Spell:Charm Rodent (Wis) 1)
shears [metal (copper)]
Spell:Charm Rodent [refined wool (gigant hamster) / refined semi-pecious gem (Quarz)]

Ozt
Kroga, common
club [hard wood (oak), fire hardend
breast armor [leather (cave lizard)] Durability 5/6

Creatures
1 gigant hamster, male

[tabs][tabs: Krat]
Player: Theis2
Color: #8000FF
Stats:
Strength 2 Dexterity 5 Constitution 3 Intelligence 4 Wisdom 6 Charisma 3
Fearless Leader Score: 6

Skills
Mine (Wis) 2
Stealth (Dex) 1
Perception (Wis) 2
Sense motive (Wis) 1
Knowledge – Nature & Minerals (Int) 1
Farm (Wis) 1


Inventory:
masterwork Magnifying glass [metal(silver) / magical gem (skyclear crystal)] Durability 20
pickaxe [metal (copper) / wood (ash)] Break 20 Durability 7
1x Shortbow [wood (ash) / bow string [entrails (cave lizard)])]
15x arrow, shortbow [hard stone (flint) / wood (ash)]
1x quiver [wood (ash)]

Combat Preset Things that I know that are weaker
Round 1: Sneak up upon it
Round 2: shoot if enemy closes try to get away
Round 3: shoot if wounded or outnumbered run away if enemy seems very wounded (close to death): shoot


Combat Preset none


General Combat Preset

[tabs: Nockit]
Player: ChuckDaRighteous
Color: #400000
Stats:
Strength 2 Dexterity 6 Constitution 3 Intelligence 5 Wisdom 4 Charisma 3
Fearless Leader Score: 6

Skills
Mine (Wis) 1
Stealth (Dex) 2
Knowledge - Defensive Strategies (Int) 1
Forage (Wis) 1
Ranged – Bow & Crossbow (Dex) 1
Dodge (Dex) 2
Craft – Tailor (Int) 1


Inventory:
2 masterwork hunting snare, small [metal (iron)] Durability 20
Shortbow [wood (ash) / bow string [entrails (cave lizard)])] To Hit: 1 Brea: 30 Damage: 1d3 Durability: 2/3
13x arrow, shortbow [hard stone (flint) / wood (ash)] Break: 60 Durability: 2
1x knive [metal (copper) / leather (cave lizard)]
quiver [wood (ash)]

Combat Preset none


Combat Preset none


General Combat Preset
1st Round: Sneak to sniping position
2nd Round: Snipe enemy or if seen run like hell
3rd Round: Snipe enemy if wounded or enemy closes to meele run away towards a trap if enemy seems very wounded (close to death): shoot

[tabs: Clink-Clank]
Player: BadgeAddict
Color: #008080
Stats:
Strength 3 Dexterity 5 Constitution 3 Intelligence 4 Wisdom 4 Charisma 4
Fearless Leader Score: 5

Skills
Mine (Wis) 1
Stealth (Dex) 1
Meele – Blunt (Str) 1
Craft - Smelting and Alloying (Int)
Lead (Cha) 1
Persuade (Cha) 1


Equipment:
pickaxe [metal (copper) / wood (ash)] Break 20 Durability 6/7

Combat Preset none


Combat Preset none


General Combat Preset
1st Round: Kill
2nd Round: Maim
3rd Round: Burn

[tabs: KnickKnack]
Player: GathersIngredients
Color: #FF8000
Stats:
Strength 3 Dexterity 5 Constitution 4 Intelligence 4 Wisdom 4 Charisma 3
Fearless Leader Score: 5

Skills
Mine (Wis) 1
Stealth (Dex) 1
Forage (Wis) 1
Knowledge – Creatures (Int) 2
Craft – Wood (Int) 1
Craft - Bones (Int) 1


Inventory:
masterwork backpack [rare wood (floatwood) / metal (mithral) / leather (mounain troll)] Durability 30
5x spear [hard wood (oak), fire hardend] To Hit: 2 Break: 30 Damage: 1d4 Durability: 5
1x axe [hard stone (flint) / wood (ash)]
1x wood (ash)

Combat Preset if forced into meele at start of combat
Round 1: Draw his axe and try to hit the opponent.
Round 2: try to hit the opponent, if wounded run
Round 3: try to hit the opponent, if wounded run; if near a trap and being pursued, try to lure them into the trap


Combat Preset if KnickKnack and companions, if any are attacked by creatures twice their height or twice our numbers
Round 1: Run like hell
Round 2: Run like hell, if there are traps in the area lead them into the traps
Round 3: Hide, if its not possible to hide run, if its not possible to run or hide beg for mercy


General Combat Preset
Round 1: Throw a spear on nearest enemy
Round 2: Throw a spear on nearest enemy, if forced into meele hit attacker with his trusty axe
Round 3: Fight like he fought in Round 2, if an enemy is casting spells swap his target to him, if wounded run away
[/tabs]
Last edited by NewOneAround on Fri May 16, 2014 8:27 am, edited 2 times in total.
GM for a Kobold Mine

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Re: Kobold Mine - Turn 3 [one slot open]

Postby GathersIngredients » Fri May 16, 2014 5:24 am

KnickKnack's actions:

Active: Ask helper kobold his/her name. Also, encourage them to train a level in Craft (food)
If he can do something on top of that (because it's like asking for help and thus a free action) take a knife and continue to cut up/butcher the spider body (try to safe poisonous gland, silk gland, other usable parts like mandibles, possibly pieces of its chitin shell for armor,...), make a fire and cook it (just place it close until it smells nicely, take away before it becomes black or smells burnt).

Passive: Continue to make wooden shafts out of the ash wood he found ( second of 5 turns)

training: Cut Trees (Wis)



I would like the cooking pot, but I don't think that we have anything to offer that the trader would want in return. :(
Also, yay, new kobold! :cheer:

reposted for personal convenience
CRAFTING results:
When you announce that you want to craft an item you have to say how many turns you want to invest. Every turn you roll a appropriate Skill check. At the end you sum your rolls and compare them to the Difficulty.
<20% almost unusable
<50% crude
<100% rugged
<200% (normal)
<300% good
<500% fine
500%+ masterwork
You can only get maximum the quality of the components. (an almost unusable sword blade will never become a masterwork sword)

ANATOMY OF A TURN
1. PC Actions
Every PC can do three things per Turn.
Active Action (Scouting, Fighting a Wandering Monster with known location, visiting a location, Casting a Active Spell, etc)
Passive Action (Crafting, Casting a Passive Spell, Foraging, Barter with trader etc)
Training Action (gain xp in a skill you did not use. Can not be highest two skills or tied with them)

2. NPC Actions
Every NPC can do ONE of three things per Turn.
Active Action (Scouting, Fighting a Wandering Monster with known location, visiting a location, Casting a Active Spell, etc)
Passive Action (Crafting, Casting a Passive Spell, Foraging, etc)
Training Action (try to raise in rank)

3. Event
There are three types of events. Positive, negative, neutral.
For every type of event there is a chance per Turn it will happen.

4. Trader
A kobold trader of your clan will visit every few turns.
You can buy from them, sell them stuff and request trade goods.
There are at least 4 different traders and its random who will visit.

5. Wandering Monster
There are three types of monster (includes humanoids) in the region. Friendly, negative, neutral.
There are chances to encounter monster while working. (scouting, foraging, building outside)
There is a chance that a monster comes close to the cave.

SKILL LIST
Not complete. If I see the need of another skill it will be added.
Meele – Edge (Str)
Meele – Blunt (Str)
Meele – Spear (Str)
Meele – Natural (Str)
Melee – Magic & misc (Str)

Ranged – Throw (Dex)
Ranged – Bow & Crossbow (Dex)
Ranged – Magic & misc (Dex)

Armor (Con)
Shield (Con)
Dodge (Dex)

Craft – Stone (Int)
Craft – Tailor (Int)
Craft – Smith (Int)
Craft – Jewels (Int)
Craft – Wood (Int)
Craft – Bone (Int)
Craft – Food (Int)

Lead (Cha)
Persuade (Cha)
Lie (Cha)
Sense Motive (Wis)

Magic – By Spell (Int or Wis or Cha or Con)

Knowledge – Creatures (Int)
Knowledge – Nature & Minerals (Int)
Knowledge – Magic (Int)

Mine (Wis)
Forage (Wis)
Cut Trees (Wis)
Farm (Wis)

Stealth (Dex)
Perception (Wis)

A skill-check is made by rolling [Skill]d[Stat]. [Example: Kobold with Mine 3 and Wis 5 rolls 3d5 on a Mine-check.]
Using a skill without skill is 1d[stat] -2 (no skill). Minimum possible roll is 0. [Example:Kobold with cut trees 0 and Wis 4 rolls 1d4 -2 on a Cut trees-check]
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Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page

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Re: Kobold Mine - Turn 3 [one slot open]

Postby ChuckDaRighteous » Fri May 16, 2014 5:50 am

He thinks it might be a boar. He compares it to the description of it which he once heard but isn't sure. He asks KnickKnack Since he knows more about animals.
Sorry if it was confusing, but I was intending to try and identify it as well. The reason I asked KnickKnack is because I fully expected to fail my roll and he has the appropriate knowledge skill. (and I would have: 1d5 int -2 untrained +1 moral, best I could have managed was a 4)

New combat preset:
If in combat with companions:
Sneak into a good sniping position
Fire upon the enemy, if allies retreat or die then retreat as well
Keep firing upon the enemy, if charged and allies are still fighting draw knife, if allies retreat or die then retreat as well.

Active action: finish butchering the warthog.
passive action: attempt to trade with Aleek. Perhaps a firestone or two for the pot? (no idea if this is reasonable, ripping him off, or getting ripped off)
training: craft - tailoring (int)

Note: I'd happily let someone with higher persuade or charimsa *cough*Clink-Clank*cough* do the trading.

Also KnickKnack's skills were not updated, and what is fearless leader score?
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