Kobold Mine by NOA, resources

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Kobold Mine by NOA, resources

Postby GathersIngredients » Tue Jul 15, 2014 2:00 am

This is a thread to collect bits and pieces of information about the game Kobold Mine by NewOneAround (aka NOA).
game thread
recruitment thread

Kobold pictures:
[spoil]Image Image[/spoil]

Kroga picture
[spoil]Image[/spoil]

Information about the game:

Start
You start with the attributes of a normal kobold.
Strength 2
Dexterity 5
Constitution 3
Intelligence 4
Wisdom 4
Charisma 3

Mine (Wis) 1
Stealth (Dex) 1

You can add 1 to a Stat and gain 1 Skill lvl 1. You can sent me a PM to ask for a piece of special equipment you have ... well ... taken with you. While you are at it send me your name and color.

Your default Fight Presetting is:
1st Round: Run away.
2nd Round Run away. If being held gravel for mercy.
3rd Round Run away. If being held gravel for mercy or try to bribe the enemy.

You can change this when you post an action. You can have up to 3 different Combat presets, depending on the situation. e.g. Fighting alone/with allies/against an overwhelming force.


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.


Stats
Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
Examples:

Kobold
Str 2 Dex 5 Con 3 Int 4 Wis 4 Cha 3

Kroga
Str 5 Dex 2 Con 5 Int 1 Wis 1 Cha 1

Human
Str 4 Dex 4 Con 4 Int 4 Wis 4 Cha 4

Gnome
Str 2 Dex 3 Con 4 Int 3 Wis 3 Cha 3


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)
Sense Motive (Wis)

Magic – By Spell (Int or Wis or Cha or Con)
see separate magic spoiler

Knowledge – Creatures (Int)
Knowledge – Nature & Minerals (Int)
Knowledge – Magic (Int)
Knowledge – Defensive Strategies (Int)
Knowledge – Heal (Int)
Knowledge - Appraise (Int)

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

Stealth (Dex)
Perception (Wis)
Ride (Dex)

A skill-check is made by rolling [Skill]d[Stat]. [Example: Kobold with Mine 3 and Wis 5 rolls 3d5 on a Mine-check.]


Combat
If a player is in a fight the first three turns will be done by a preset fighting sequence.
You can have three fight settings. Two are for for different situations one is 'Presetting "Fight not included in the other two settings"

For the first round you can define an action. [Example: Throw a rock at nearest enemy]
For the second round you can define an action and a reaction [Example: Throw a javelin or if in melee stick it into enemy]
For the third round you can define an action, a reaction and a priority reaction [Example: Throw a javelin or if in melee stick it into enemy or if an enemy cast a spell try to charge him]

Before a combat starts all combatants roll:
Skill Armor Every 5 points rolled give -1 Encumbrance
Skill Shield Every 5 points rolled give +1 Soak
Skill Dodge Every 5 points rolled give +1 Defense
Initiative (Dexterity)d(Intelligence). Highest go first. Draw act at the same time.

Defense
Dexterity + boni (Dodge, Items)

To hit an enemy you have to roll a skill-check scoring higher than the enemy's Defense
Every 5 point you roll over Defense you get +1 Damage
Example:
Kobold [Str3 Meele-Blunt2] with club attacks a human fighter [Dex4]. He rolls 2d3 on 2 and 3 he misses on 4 to 6 he lands a solid blow.
The fighter[Str5 Meele-Blade6] fights back rolling 6d5. The kobold [Dex5] is automatically hit and a roll of 10 to 14 will deal +1 Damage. 15 to 19 will result in +2 Damage etc.


Weapon-stats:
To Hit - raises or lowers the appropriate skill
Break - chance an attack looses the weapon 1 Durability
Damage - how many Constitution is lost by a hit
Durability - the hit points of an Item


Armor stats
Soak - maximum Damage prevented per hit
Durability - the hit points of an Item
Encumbrance - lowers all physical Stats while using skills

Shield stats
Soak - maximum Damage prevented per hit
Durability - the hit points of an Item
Encumbrance - lowers all physical Stats while using skills
Maneuver - Soak lost per attack taken in this combat turn

Damage is dealt directly to the Constitution Stat. If a creature is at 0 Con there is a chance every turn it will die or suffer permanent damage.


Crafting
There are three types of items :Raw materials, basic components/tools, items

Raw materials are unprocessed things:
Stones:
soft stone (sandstone, soapstone)
hard stone (granite)
precious stone (marble)
semi precious gem (quartz)
gem (diamond, opal)
magical gem (fire-stone, arcanite, blood-crystal)

woods:
wood (ash, birch)
hard wood (ironwood, black maple, oak)
rare wood (lightning struck oak, treant wood)

metals:
copper
iron
silver
lead
gold
mithril
meteoritide

other:
clay
fur
skin
bone
meat
entrails
horn
blood
poison
slime
bark
mushroom
mushroom (unidentified)
herb (unidentified)
herb

and much more.

Basic components/tools are made from raw materials:
pole
axe head
pick head
rope
leather
anvil
refined magical gem
biface

Items are made by combining basic components/tools (and Raw materials)
axe
sword
alchemist tools
Spell: Summon lesser Fire Elemental
chest


A Crafting recipe look like this:

Craft pole, wood
Skill Craft-Wood
Material 1 wood
Tool needed x
Yield 3 pieces
Difficulty 5

Craft axe head, copper
Skill Craft-Smith
Material 1 copper
Tool needed 1 anvil, 1hammer, 1thong
Yield 1 piece
Difficulty 5

Craft axe
Skill Craft-Smith
Material 1 axe head, 1 pole
Tools needed x
Yield 1 piece
Difficulty 10

You are welcome to write you own recipes and PM them to me. I will approve or change them as I see it fit. o:)

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)

boni due to better than normal quality:
good quality: +5 durability
fine: +5 durability, chance to prevent durability loss
masterwork: +10 durability, chance to prevent durability loss.

Fire hardening is only functional for points and edges. You have no benefit from doing it, but make your weapon black. If you use a all-wood weapon it gives +1 Durability.

Repairing an item
To repair an item, use a piece of material used to make it and same skill as crafting the item at 1/2 dc. Repairing an item reduces max durability by 1


Advancement
Succeeding a skill- check gives 5xp. Failing a check gives 1xp. A Training Action gives 10xp.
LVL1 - 10xp
LVL2 - 20xp
LVL3 - 40xp
LVL4 - 60xp
LVL5 - 90xp
etc. or in words every two lvl the xp you need to raise one lvl increases by 10
(+10+10+20+20+30+30+40+40)
LVL6 - 120xp
LVL7 - 160xp
LVL8 - 200xp
LVL9 - 250xp
LVL10 - 300xp

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

NPC-Ranks
Common Standard creature
Craftsman +1 Skill-LVL
Expert +1 Skill-LVL, +1 Skill-LVL, +1 Stat-Point
Specialist +2 Skill-LVL, +1 Skill-LVL, +1 Skill-LVL, +1 Skill-LVL
Master +2 Skill-LVL, +2 Skill-LVL, +1 Skill-LVL, +1 Skill-LVL, +1 Stat-Point


Magic
Spells are Items. Every time you use a spell it looses Durability until it is destroyed.

This is a short list of spells you know so far.
Type
Identity (Int) - active - Identifies something
Dragonskin (Con) - passive - Gives Soak
Dragonfire (Con) - weapon - Deals fire Damage
Summon lesser [fire, acid, earth] Elemental (Cha) - passive - Summons a elemental (must be activated as Passive Action every turn or it vanishes)
Create lesser Undead (Con) - active - Creates a Zombie or Skeleton. You can control up to Wisdom+Constitution Undead
Forgefire (Con) - passive - Fuels smelter and forges
Enchant (Wis) - active - Adds minor enchantments to Items
Poison (Int) - active - Poisons Items (Weapons, foodstuff)
Healing (Wis) - passive, weapon - weapon: heals a lot of constitution damage to one creature in combat, passive: heals more than one creature
Blind (Int) - weapon - blinds a creature
Revive (Wis) - passive - revives one creature
Charm Rodent (Cha) - passive, weapon - weapon: charms rodent creature(s) in combat, passive: ???
Blood Magic (Wis) - weapon - heals self for sacrifice


note on Blood magic:
Difficulty:10 -2 minor effect, -2 self only, +3 fast cast, +3 no self-sacrifice = 12
I will write a exacter rule in time but I will go for +3 Difficulty for everything negative and -2 for everything positive in the casting I can come up with

Crafting a spell:
[And you just need the spell and skill. Crafting the spell you can use EVERYTHING.
Take raw material. Refine it. Craft spell.
Using raw material that makes sense gives a bonus to Durability (uses). Using fire-stone for summon lesser fire elemental -> bonus.]

more detailed explanation:
Crafting a spell you use any two materials.
If you make an enchant spell from refined clay and refined water you don't have to be surprised it has only durability 1.
Fire stone is magical equals higher durability for spells. it is better suited to build fire spells (even higher durability).
You need a second material to craft the enchant spell.

To refine stuff: Knowledge - Magic (Int)
Refine 1 [whatever] has Difficulty 15

Refine Raw Material
Skill: Knowledge – Magic
Material: 1 [Raw Material]
Tool needed: [1 refining tool]
Yield: 1 piece
Difficulty: 15

To craft the spell: skill in this spell.
Craft Spell Circle 1 [most of the spells you know]
Difficulty 25
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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GathersIngredients
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Re: Kobold Mine by NOA, resources

Postby GathersIngredients » Tue Jul 15, 2014 2:06 am

Crafting recipes so far:
metal
Craft axe head, copper
Skill Craft-Smith
Material 1 copper
Tool needed 1 anvil, 1hammer, 1thong
Yield 1 piece
Difficulty 5

Craft axe
Skill Craft-Smith
Material 1 axe head, 1 pole
Tools needed x
Yield 1 piece
Difficulty 10


bone
Craft plates (for eating) [spider chitin]
Skill Craft-bone
Material 1 [spider chitin]
Tools needed fire
Yield 5 plates
Difficulty 15

Craft braces [spider chitin]
Skill Craft-bone
Material 1 [spider chitin]
Tools needed fire
Yield 2 pair(s)
Difficulty 10

Craft shin guards [spider chitin]
Skill Craft-bone
Material 1 [spider chitin]
Tools needed fire
Yield 2 pair(s)
Difficulty 10

Craft armor plates to be attached onto clothing [spider chitin]
Skill Craft-bone
Material 1 [spider chitin]
Tools needed fire, [1 knife] or [1 drill]
Yield 3 piece(s)
Difficulty 5

Craft helmet [spider chitin]
Skill Craft-bone
Material 1 [spider chitin]
Tools needed fire
Yield 1 piece(s)
Difficulty 15

Craft breast armor [spider chitin]
Skill Craft – Tailor
Material 4 [spider chitin armor plate], 1 [shirt, leather] or 1 [shirt, felt],
Tools needed: ]1 Knife]
Yield 1 piece(s)
Difficulty 10

Craft full-plate, chitin
Skill Craft-bone
Material 5 [chitin], 1[leather]
Tools needed fire
Yield 1 piece(s)
Difficulty 30

Craft breast armor [spider chitin]
Skill Craft-bone
Material 2 [spider chitin]
Tools needed fire
Yield 1 piece(s)
Difficulty 20


wood
Craft bed, wood
Skill Craft-Wood
Material 2 wood
Tool needed ???
Yield 1 piece
Difficulty 10

Craft pole/shaft, wood
Skill Craft-Wood
Material 1 wood
Tool needed x
Yield 3 pieces
Difficulty 5

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

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


stone
Craft floor tile, stone
Skill Craft-Stone
Material: [1 stone]
Tool needed: [1 bi-face] or [1 stone] or [1 hammer]
Yield: 4 piece
Difficulty 3

Craft bi-face, stone
Skill Craft-Stone
Material: [1 stone]
Tool needed: ???
Yield: 1 piece
Difficulty 5

Craft spear head, stone
Skill Craft-Stone
Material: [1 stone]
Tool needed: [1 bi-face]
Yield: 1 piece
Difficulty 3

Craft spear
Skill [Craft - Whatever the head is made of]
Material 1 spear head, 1 pole
Tools needed x
Yield 1 piece
Difficulty 10


tailor
Craft armor, leather
Skill Craft-Tailor
Material: [1 leather]
Tool needed: [hot water][1 knife]
Yield: 1 piece
Difficulty 10

Soak 1 Encumbrance 1 Durability 6

Make Bandages
Skill: Craft – Tailor
Material: 1 [Bolt of cloth]
Tool needed: X
Yield: 5 pieces
Difficulty: 2

Cure fur into leather
Skill Craft-Tailor
Material: [1 or more fur hides]
Tool needed: [liquid organic waste product (kobold)] [1 knife]
Yield: 1 piece of leather per piece of fur hide used
Difficulty ?? (10 fur into 10 leather in turn 11 had difficulty 20, so maybe 2 difficulty per piece of fur->leather?)

fur hide + knife (or other shaving tool) + mild acid/tanning material -> leather
curing leather [9x warhog fur,1x rat fur] + [liquid organic waste product (kobold)] D 20


spells
Crafting a spell:
[And you just need the spell and skill. Crafting the spell you can use EVERYTHING.
Take raw material. Refine it. Craft spell.
Using raw material that makes sense gives a bonus to Durability (uses). Using fire-stone for summon lesser fire elemental -> bonus.]

More detailed info:
Crafting a spell you use any two materials.
If you make an enchant spell from refined clay and refined water you don't have to be surprised it has only durability 1.
Fire stone is magical equals higher durability for spells. it is better suited to build fire spells (even higher durability).
You need a second material to craft the enchant spell.

To refine stuff: Knowledge - Magic (Int)
Refine 1 [whatever] has Difficulty 15

Refine Raw Material
Skill: Knowledge – Magic
Material: 1 [Raw Material]
Tool needed: [1 refining tool]
Yield: 1 piece
Difficulty: 15

To craft the spell: skill in this spell.
Craft Spell Circle 1 [most of the spells you know]
Difficulty 25


food
Mint-Tea
Skill Craft-Food
Ingredients: hot water, herb (mint)
Tools needed: pot, fire
[Craft – Food (Int), difficulty 1]

Incredibly tasty stew:
Skill Craft-Food
Ingredients: 1x stone, soft (salt), 1x herb, medical (mint) - use as spice, probably only part of one leaf is needed, 2x meat (rat), 3x entrails (rat), 17x berries, food (gooseberries), 7x eggs (bird)
Tools needed: pot, fire
[Craft – Food (Int), difficulty 1 per food cooked - in this case 42]

mixed meat rissole:
Skill Craft-Food
Ingredients: (21x meat (turtle), 3x egg (bird), 5x meat (snake), 1x stone, soft (salt), 1x unbelievably tasty stew)
Tools needed: fire
[Craft – Food (Int), difficulty 1 per food cooked - in this case 31, but partial success gives some food - as many as difficulty was passed]


Jewels
Improve gem (Cutting a fire stone for 5 turns)
Skill Craft- Jewel
Material: [1 gem]
Tool needed: ???
Yield: 1 piece improved/cut gem
Difficulty 10
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
User avatar
GathersIngredients
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Posts: 4653
Joined: Mon Feb 25, 2013 12:22 am

Re: Kobold Mine by NOA, resources

Postby GathersIngredients » Thu Jul 24, 2014 2:46 am

Traknesh is your NPC gifted. You know he is very diplomatically gifted.

at beginning
stats:
Strength 2
Dexterity 5
Constitution 3
Intelligence 4
Wisdom 4
Charisma 4

Skills:
Mine (Wis) 1
Stealth (Dex) 1
Spell: Poison (Int) 1

Equipment:
Spell: Poison [refined metal (quicksilver), refined mushroom (fly agaric)] Durability [6/10]


known stats & skills (gathered from the turn updates) current (turn 16):
I didn't add the XP he gained for DOING stuff, I just did the training and ONE gain of Lead 3 from when it was spelled out in the update when he used it. So it might be off a little. Anyone else feel free to double-check and let me know any mistakes/missing stuff
[spoil]stats:
Strength 2
Dexterity 5
Constitution 3
Intelligence 4
Wisdom 4
Charisma 6 (turn 3, turn 8)

Skills:
Gathering:
Mine (Wis) 2

Craft:
Craft – Wood 1

Magic:
Spell: Poison (Int) 2
Spell: Healing (Wis)2
Spell: Charm Rodent (Cha) 1

Social:
Persuade (Cha) 1
Lie (Cha) 2
Lead (Cha) 4
Sense Motive (Wis) 2

Knowledge:
Knowledge – Magic (Int)1
Knowledge – Creatures(Int) 2
Appraise (Int) 1

Misc:
Stealth (Dex) 2[/spoil]

Note: he has 13 skills now, so he will gain another stat point in 2 more skills.

actions so far:
[spoil]turn 16:
Active: Lead a kobold to make him a bed.
[Lead: 3 d 6 +5 (FLS) = 14] +2 Skill for 1 Kobold +5 XP(60XP) Lead 4
Passive: Help the kobold make his bed.
Craft – Wood: 1 d 4 = 2 - +1XP
Training: +10XP Mine 2

turn 15:
Active: Lead a kobold to make him a bed.
[Lead: 3 d 6 +5 (FLS) = 18] +3 Skill for 1 Kobold
Passive: Help the kobold make his bed.
Craft – Wood: 1 d 4 -2 (noskill) = 1 - +1XP Craft – Wood 1
Training: +10XP Gain Spell: Charm Rodent 1

turn 14:
Active: Persuade a kobold to make him a bed.
[Persuade: 2 d 6 +5 (FLS) = 12]
[D12 S12 D10] -success +5 XP
Passive: Help the kobold make his bed.
Craft – Wood: 1 d 4 -2 (noskill) = 0 - +1XP
Training: +10XP Gain Spell: Healing 2

turn 13:
Active: Persuade a kobold to throw away the entrails. Far away...
[Persuade: 2 d 6 +5 (FLS) = 15]
[R15 S15 D10] -success +5 XP
Passive: Flooring his room.
Training: +10XP Gain Spell: Healing 1

turn 12:
Active: Lead 2 kobold to makeing 2x stone tiles
[Lead: 3 d 6 +5 (FLS) = 18
[R 18 Sum: 18 Dificulty: 6] – success +5XP +2 Skill
Passive: Flooring his room.
Training: +10XP Gain Knowledge – Creatures 2

turn 11:
Active: Persuade 2 kobold to make 2x stone tiles for 2 turns
[Persuade: 2 d 6 +5 (FLS) = 12
[R 12 Sum: 12 Dificulty: 10] – success +5XP
Passive: Start flooring his room.
Training: +10XP Gain Knowledge - Creatures

turn 10:
Active: Traknesh oversees the cooking
[Lead (Cha) 2 Cha 6 Rolls: 3d6 +5 (Moral Bonus [Fearless Leader]) Result: 22
[R 22 Sum: 22 Dificulty: 5] – success +5XP +4 Skill Craft - Cooking
Passive: Make stone tiles out of siltstone
[Craft – Stone: 1 d 4 -2 (noskill) = 1]
[R0+1 S 1 D 3] – success +5XP Gain 4x crude floortile, stone
Training: Spell: Poison (Int) +10XP Spell: Poison (Int) 2

turn 9:
Active: Traknesh takes whatever kobold are free and leads them while they gather berries, nuts and small animals. (Forage for food... bring back everything. You can identify it later)
[Lead (Cha) 2 Cha 6 Rolls: 2d6 +5 (Moral Bonus [Fearless Leader]) Result: 14
[R 10 Sum: 10 Dificulty: 5] – success +5XP +2 Skill Forage Gains Lead (Cha) 3
Passive: Make stone tiles out of siltstone
[Craft – Stone: 1 d 4 -2 (noskill) = 0]
[R0+0 S 0 D 3] – ongoing [2/3] +1XP
Training: Sense Motive (Wis) +10XP Gain Sense Motive (Wis) 2

turn 8:
Active: Traknesh takes whatever kobold are free and leads them while they gather berries, nuts and small animals. (Forage for food... bring back everything. You can identify it later)
[Lead (Cha) 2 Cha 6 Rolls: 2d6 +5 (Moral Bonus [Fearless Leader]) Result: 14
[R 10 Sum: 10 Dificulty: 5] – success +5XP +2 Skill Forage Gains Lead (Cha) 3
Passive: Make stone tiles out of siltstone
Craft floortile, stone
Skill Craft-Stone
Material: [1 stone]
Tool needed: [1 biface] or [1 stone] or [1 hammer]
Yield: 4 piece
Dificulty 3
[Craft – Stone: 1 d 4 -2 (noskill) = 0]
[R0 S 0 D 3] – ongoing [1/3] +1XP
Training: Appraise (Int) +10XP Traknesh gains Appraise (Int) 1

turn 7:
Orders 1 extra Kobold to take a pick and help.
Active: Traknesh oversees the digging of his room
[Lead (Cha) 2 Cha 6 Rolls: 2d6 +5 (Moral Bonus [Fearless Leader]) Result: 10
[R 10 Sum: 10 Dificulty: 5] – success +5XP +2 Skill Miner
Passive: Make some Mint-Tea
[Craft – Food (Int) 0, Int 4 Rolls: 1d4 -2 (no skill) Result: 0]
[R 0 Sum: 0 Dificulty: 1] – failure +1 XP
Training: Knowledge – Magic (Int) +10XP Traknesh gains Knowledge – Magic (Int)1

turn 6:
Active: Traknesh oversees the digging of his room
[Lead (Cha) 2 Cha 6 Rolls: 2d6 +5 (Moral Bonus [Fearless Leader]) Result: 11
[R 11 Sum: 11 Dificulty: 5] – success +5XP +2 Skill Miner
Passive: Go fishing in Cave Pond
[Forage (Wis) 0, Wis 4 Rolls: 1d4 -2 (no skill) Result: 0]
[R 0 Sum: 5 Dificulty: 5] – failure +1 XP
fishing pole break 20 Result: 21 - nothing
Training: Sense Motive (Wis) +10XP Traknesh gains Sense Motive (Wis) 1

turn 5:
Active: Traknesh oversees the digging of his room
[Lead (Cha) 2 Cha 6 Rolls: 2d6 +5 (Moral Bonus [Fearless Leader]) Result: 11
[R 11 Sum: 11 Dificulty: 5] – success +5XP +2 Skill Miner
Passive: Go fishing in Cave Pond
[Forage (Wis) 0, Wis 4 Rolls: 1d4 -2 (no skill) Result: 1]
[R 1 Sum: 5 Dificulty: 5] – failure +1 XP
fishing pole break 20 Result: 97 - nothing
Training: Stealth (Dex) +10XP Traknesh gains Stealth (Dex) 2

turn 4:
Active: Traknesh oversees the digging of his room
[Lead (Cha) 1 Cha 6 Rolls: 1d6 +5 (Moral Bonus [Fearless Leader]) Result: 10
[R 10 Sum: 10 Dificulty: 5] – success +5XP +2 Skill Miner Tracknesh gains Lead (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) Result: 1 Round 3/3]
[R 4+1 Sum: 5 Dificulty: 5] – success +5 XP Gain fishing pole [wood (ash) / bow string [entrails (cave lizard)])]
Training: Lie (Cha) +10XP Traknesh gains Lie (Cha) 2

turn 3:
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

turn 2: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]
[Round 1: 3 Sum: 3 Dificulty: 5] - ongoing
Training: Lie (Cha) +10XP Traknesh gains Lie (Cha) 1

turn 1:
Traknesh
Active: Convince the other Kobolds to help the gifted with their tasks.
[Persuade (Cha) 0, Cha 4 Rolls: 1d4 -2 (no skill) +3 +5 (Moral Bonus [New Mine, Fearless Leader]) Result 10 Round: 1/1 – finished
[Round 1: 10 / Sum: 10 / Dificulty 10] – success +5 XP
Passive: Fill the big barrel with cave pool water
Big barrel full.
Training: Persuade (Cha) +10XP Traknesh gains Persuade (Cha) 1[/spoil]

EDIT: Chuck was kind enough to double check the turns and add up every single XP Traknesh got (I only took the 'gain Skill 2' messages from the update texts into account) and here is what he came up with (turn 16):
[spoil]Mine (Wis) 2 [0/10]

Stealth (Dex) 2 [0/10]

Craft – wood 1 [0/10]

Lead (Cha) 4 [5/30]
Sense Motive (Wis) 2 [0/10]
Persuade (Cha) 2 [15/20]
Lie (Cha) 2 [0/10]

Appraise (Int) 1 [0/10]
Knowledge – Creatures 2 [0/10]
Knowledge – Magic (Int)1 [0/10]

Spell: Healing 2 [0/10]
Spell: Charm Rodent 1 [0/10]
Spell: Poison (Int) 2 [0/10]

Untrained:
Craft – Stone 0 [7/10]
Craft – Food (Int) 0 [1/10]
Forage (Wis) 0 [2/10][/spoil]
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: Kobold Mine by NOA, resources

Postby GathersIngredients » Thu Jul 24, 2014 3:02 am

weapons, stats:
knife [metal (copper) / leather (cave lizard)] To Hit -1 Break 20 Damage 1d4 Durability 6
axe [hard stone (flint) / wood (ash)] To Hit 1 Break 40 Damage 1d7 Durability 7
club [hard wood (oak) / hard wood (oak), fire hardened] To Hit 0 Break 20 Damage 1d6 Durability 5
spear [hard wood (oak) / hard wood (oak), fire hardened] To Hit 2 Break 30 Damage 1d4 Durability 5 (penalty when thrown: -2)
javelin [wood (ash) /bone (rat)] To Hit 2 Break 30 Damage 1d4 Durability 5 (no penalty, when thrown)
pickaxe [metal (copper) / wood (ash)] To Hit -1 Break 15 Damage 1d6 Durability 7
short bow [wood (ash) / bow string [entrails (cave lizard)])] To Hit 1 Break 30 Damage 1d3 Durability 3
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: Kobold Mine by NOA, resources

Postby GathersIngredients » Thu Aug 28, 2014 2:25 am

Known Monsters:
[spoil]Giant spider - [Knowledge – Creatures (Int) , Difficulty 5] – This is a giant spider, small they are about as smart as a cat and mildly poisonous. They hatch in the size of a fist and can grow to the size of 5'. Normally they live in colonies where the big ones protect the small.

Giant spider, small
Armor-Roll – no armor
Shield-Roll – no shield
Dodge-Roll - Dodge (Dex) 1, Dex 5 Roll: 1d5 Result: 4 – +0 Defense
Initiative-Roll – Dex 5, Int 1 Rolls: 5d1 Result: 5
Perception (Wis) 2, Wis 3 Rolls: 2d3
Melee – Natural (Str) 2, Str 2 Rolls 2d2
bite Damage 1d3
Died after taking Con -5 altogether, was still alive after Con -2

Giant spider, tiny batch of 4
Armor-Roll – no armor
Shield-Roll – no shield
Dodge-Roll – 1 d 5 = 1 - +0 Defense = 5 Defense
Initiative-Roll – 5 d 1 = 5
Perception: 1 d 4
Meele – Natural: 2 d 1 -> gets added together for the batch swarming enemies [R2+2+2+2 S8]
Damage 1d2

Damage 5 -> one spider dies
Damage 3 -> one spider dies.


Can be butchered for parts (chitin) and meat (though this MIGHT be poisonous) Difficulty: 10
Giant spider, small, yields: 11 meat (giant spider) 9 chitin (giant spider) monster part, silk gland (giant spider)



Warthog - [Knowledge – Creatures (Int), Difficulty 5] - Big, boar-like, unfriendly mammals. They have two pair of tusks and taste good. If they hit you they might kill you with one blow.

Warthog, medium
Armor-Roll – no armor
Shield-Roll – no shield
Dodge-Roll - Dodge (Dex) 0, Dex 3 Roll: d3 -2 (no skill) Result: -1 – +0 Defense
Initiative-Roll – Dex 3, Int 1 Rolls: 3d1 Result: 3
Perception (Wis) 2, Wis 4 Rolls 2d4
Meele – Natural (Str) 2, Str 4 Rolls 2d4
Soak 1
Died after taking Con -4, was still alive after Con -3

Can be used for food, butchering difficulty: 10
yields: 52 meat (warthog), 9 fur (warthog) ,8 bones (warthog), 22 entrails (warthog), 4 horn (warthog)


Some unknown creature sneaking about near the mines in turn 3:
difficulty check to spot it/follow it's tracks: 15

an unknown reptile creature (encountered by Krat and NPC kobold in turn 3)
First the two thought is was a stone monolith of sorts but as they got closer they coud see the stone is a 12' high reptile.
Krat turns to his companion: What in the name of everything scaly is that thing. It's as big as a tree!
The other kobold shrugs: "Dunno know. But seems not to be dangerous."
It's whole body is coveres in a thick scaleplating and it eats the grass of the meadow. Not sure what to do they walk away.

rat
stats unknown, got caught in traps so far
Can be butchered for meat (suitable for food), fur, bones, entrails; difficulty: 1
yields: 1 meat, 1 entrails, 1d4-3 rat fur, 1d4-2 rat bones per rat

turtle – normal reptil, 6lb or so
stats unknown, got caught when foraging
Can be butchered for meat (suitable for food), bones, shell, entrails; difficulty: 1
Yields: 21x meat (turtle) 8x bones (turtle) 2x entrails (urtle) 6x shell (turtle), difficulty: 8 - for 2 turtles

snake - non poisonous
stats unknown, got caught when foraging
Can be butchered for meat (suitable for food), bones, shell, entrails; difficulty: 1
Yields: 5x meat (snake) 2x bone (snake) 1x entrails (snake)

eggs (bird) – seem to be eggs of a ratite you do not know what bird but not poisonous


Bird of Prey - Suddenly a huge shadow appears over him.
A bird with a wingspan of about 7' strikes down on him (encountered by Krat in turn 6

Bird of Prey
Armor-Roll – no armor
Shield-Roll – no shield
Dodge-Roll - Dodge (Dex) 2, Dex 4 Roll: d4 Result: 4 – +0 Defence
Initiative-Roll – Dex 4, Int 1 Rolls: 3d1
Meele – Natural (Str) 4 Str 3 Rolls 4d3
damage 1d4
Bird of Prey tries to hold him [Str] Rolls 1d3 Result: 2 Krat does not want to be grappled [Str] Rolls 1d3 Result: 2 – Krat is free

Bird of Prey pulls up and vanishes in the clouds

Bird of Prey does not return


The dwarf:
Encountered by Ludo in turn 8
Its a heavy armored dwarf talking to himself.
[Perception: 1 d 4 -2 (noskill) = 0]

gnome-patrol of 3 - discovered in turn 13, disposed of in turn ??
Common Gnome has Str 2 Dex 3 Con 4 Int 3 Wis 3 Cha 3
two gnomes have 3 skill levels and one additional stat point each, one of them (vice captain) is higher skilled (either 8 skill levels and 1 additional stat point or 14 skill levels and 2 additional stat points)
Perception: 1 d 3
G B 1 d 3
G C: 2 d 3

Gnome A
Armor-Roll – 2 d 4 = 7 -1 Exuberance
Shield-Roll – no shield
Dodge-Roll - 1 d 3 -2 (no skill)
Initiative-Roll – Dex 3, Int 3 Rolls: 3d3
Perception: 1 d 3
Died after taking - 7 Con.

Gnome B (sleeping but gets his rolls)
Armor-Roll – 2 d 4 = 6 -1 Encumbrance
Shield-Roll – no shield
Dodge-Roll - 1 d 3 -2 (no skill)
Initiative-Roll – Dex 3, Int 3 Rolls: 3d3
Perception: 1 d 3
Died after taking - 4 Con.

Vice-Captain
Armor-Roll - 3 (+1tool) d 5 = 5 -1 Encumbrance
Shield-Roll - 4 (+1tool) d 4 = 15 +3 Soak
Dodge-Roll - 3 d 2 (Dex3 -1 Encumbrance) = 5 +1 Defense
Initiative-Roll - Dex 3 (2), Int 3 Rolls: 2d3
Perception: 2 d 3
Attack - 4 d 2
Damage: 1 d 7
roll for keeping shield, when KnickKnack was trying to disarm him: ShieldDStr = 4d2
Died after taking - 5 Con, was still alive after taking -2 Con[/spoil]

Aftermath of a fight:
[spoil][Healing the wounded:
1. First-Aid/Healing at ground zero.
You can heal them and if successful there will be no aftereffects.
2. First-Aid/Healing at home.
The transport of Nockit (-1 Con) and Krat (0 Con) could be dangerous (30% chance to loose another con -> Chance to die or be crippled)]

8If you are not brought to 0 or more con you are dead. At 0 Con thereis a chance you take permanent damage.
If you are brought back to the mine in you current state: 25% risk of dying 50% risk of permanent damage. (if Gathers Craft - Wood check is successful (D5) half the chances for both (12/25 %)
If you are at 0 Con while being brought back 25%(12%) chance of damage.

Your best bet would be a skilled Spell: Heal roll. Krat could take a Heal check. (you have 60% chance to recover a Con when resting after a succesfull Heal).]

[How targeting works... the fist attack was random. You were standing around no.one was sticking out. I just rolled a die. (pun intended)
Ludo was hit because he was the only one in melee.
Next turn Nockit jumped actively into the way screaming like a madman and flailing his sword in direction of the axe. The gnome felt slightly irritated and hit him to make him stop.
Next hit would have been Ludo again because he was wounded and the gnome fights smart: wounded = most likely dead with next hit -> less enemies][/spoil]
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: Kobold Mine by NOA, resources

Postby GathersIngredients » Thu Aug 28, 2014 2:30 am

Vixareticz is the name of the dragon who sent us into the mine. He sent us a letter and some gifts in turn 3. -> Maybe we should write him back?

Mine surroundings:
[spoil]Image[/spoil]
There is a distance you can travel maximum in one action (lets call that Border A)
NPC helpers and travelling
if you sent them 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 (except some dick goes up to them and 'steals' them from you)
and if you use your active action to direct them (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)


Mine Map:
[spoil]Image[/spoil]
Water-Room[M19]
Ore-Room[M16]
The rats of your cave have their rat hole in J16 (in direction J17).
A whole bunch (20 at the last encounter) of very tiny giant spiders (they look like the one you fought before but only about half the size) are suddenly in the room with the granite wall (U7 - Y7) and start to build nets.
W17: small room with floor tiles
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: Kobold Mine by NOA, resources

Postby GathersIngredients » Thu Aug 28, 2014 2:49 am

Trader info
[spoil]There are 4 trader (Lossa , Aleek, ???, ???) - One of them got killed in turn 14, we don't know who!)
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 coming with the trader
if the colony is prosperous (and contributing its share to the dragon hoard) 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 appropriate)
next time he visits he has a 80% chance to bring it with him (and is VERY not amused if you don't buy it)

to trade with him you use your passive action to bring him stuff and offer it to him.
Please try to be reasonable 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.

Lossa: male, - turn 10 and turn 16
his home mine is always in need of Iron, Salt, Wood and Coal.
brought with them so far:
turn 10:
1x shovel [metal (iron), metal (iron)]
1x brestplate [metal (copper)]
traded both items for:
3x herb (wolfbane)
3x herb (ivy)
10x berries (lord and ladies)
10x berries (belladonna)
1x unbelivable tasty stew

Turn 16:
10x meat jerky
10x dried mushrooms
10x egg powder
1x axe [wood (ash / metal (copper)]
1x breastplate (metal (copper)



Aleek, female, turn 3
brought with them so far:
warhammer [bone (human) / stone, precious (marble)]
cooking pot, large [metal (iron)]
-> traded the cooking pot for one fire stone and sent another fire stone back to Vixareticz[/spoil]

Value
I have a very basic value system. It will change but has do do for now.
I dont post the rules for it because I dont want you to mass produce something because you think it would make money.
But it takes material, type of object and quality lvl into account and will be upgraded.

Your kobold empire has a common currency. Its called Dragon Scales and are basicly little gold ingots (in scale form)(coins). In writing it is symolised by a S for scale and an clawmark to remember the dragon.

It would look something like this :
[spoil][font=fantasy]$[/font][/spoil]

Aleek ripped you TOTALLY based on that ... he only took one firestone.



Event info:
[spoil]Every turn
no event: +5% (good/bad) +10% (neutral)
on event *1/2[/spoil]
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: Kobold Mine by NOA, resources

Postby GathersIngredients » Thu Aug 28, 2014 3:07 am

herbs and berries; food or poisonous:

herb, medical (mint) - identify with Nature & Minerals (Int), difficulty 5
herb, medical (nightmare bane) (soothing, helps with restlessnes/insomnia, makes nice dreams) - identify with Nature & Minerals (Int), difficulty 5

herb, poison (wolfbane) - identify with Nature & Minerals (Int), difficulty 5
herb, poison (ivy) - identify with Nature & Minerals (Int), difficulty 5


berries, food (gooseberries) - identify with Nature & Minerals (Int), difficulty 5

berries, poison (lords and ladys) - identify with Nature & Minerals (Int), difficulty 5
berries, poison (belladonna) - identify with Nature & Minerals (Int), difficulty 5

Fruit (happy-nut fruit) - identify with Nature & Minerals (Int), difficulty 5
Its possible to eat the fruit and the nut (about the size of a fist) is a rare magical component. You also heard its wood is great for making toys and beds.
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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