Round 13 Day 1
Loot is gained-"Well, i quite fancy going back up and ambushing that orc lookout. What do you guys think?" Rafi says!
-"Viride" & "Hroc" ignores him, as they think loot is far more important than tactics!
Some better than other!
-"Viride" finds 1 Padded cloth armor and 1 Curved Dagger!
-"Hroc" finds 1 Axe and 1 Potion of minor healing in the chest!
New Items:
► Show Spoiler
Curved dagger: -1 ATK, DMG 1d2, on MAX +2d2 DMG. light weapon, short range!
Potion: Minor healing. Drinking a lesser healing potion restores 1d4+2 Health.
Intoducing Potions:
Explaining MAX
Potion: Minor healing. Drinking a lesser healing potion restores 1d4+2 Health.
Intoducing Potions:
► Show Spoiler
Potions
There exists a lot of potions out there to help and improve the performance of adventures and others, some of the most common are healing potions and power potions.
Each potion have an individual value based on its ingredients, this is marked on the potion, along with a recipe.
Drinking multiple potions over a day have a risk of giving negative effects.
For each potion after the first, roll 1d6+1d(number of potions drunk this day) and compare the number to the table below.
Result: Effect:
2 Normal potion effect.
3 Normal potion effect.
4 Normal potion effect.
5 Normal potion effect.
6 Normal potion effect.
7 Normal potion effect.
8 Potion sickness* for 1 round
9 Potion sickness* for 2 rounds
10 Delayed effect** 1 round
11 Potion sickness* for 3 rounds
12 Delayed effect** 2 round2
13 Opposite effect of last potion.
>13 Roll again twice.
* The character take -1 to ATK, RNG, POW and DEF, effects stack in both strength and duration.
**The the potion takes effect X number of rounds later than normal.
There exists a lot of potions out there to help and improve the performance of adventures and others, some of the most common are healing potions and power potions.
Each potion have an individual value based on its ingredients, this is marked on the potion, along with a recipe.
Drinking multiple potions over a day have a risk of giving negative effects.
For each potion after the first, roll 1d6+1d(number of potions drunk this day) and compare the number to the table below.
Result: Effect:
2 Normal potion effect.
3 Normal potion effect.
4 Normal potion effect.
5 Normal potion effect.
6 Normal potion effect.
7 Normal potion effect.
8 Potion sickness* for 1 round
9 Potion sickness* for 2 rounds
10 Delayed effect** 1 round
11 Potion sickness* for 3 rounds
12 Delayed effect** 2 round2
13 Opposite effect of last potion.
>13 Roll again twice.
* The character take -1 to ATK, RNG, POW and DEF, effects stack in both strength and duration.
**The the potion takes effect X number of rounds later than normal.
► Show Spoiler
MAX is whenever you roll maximum in any test roll, such as ATK, RNG, POW or Skill rolls, but not Damage rolls.
So if you have +3 ATK and you roll 1d6+1d3=9, you have a MAX result, same as a critical.
So if you have +3 ATK and you roll 1d6+1d3=9, you have a MAX result, same as a critical.
-"Viride" gains 1 Curved dagger and 1 minor healing potion
-"Hroc" gains 1 Axe and 1 minor healing potion!
Player colors:
► Show Spoiler
"Viride - Ask - Green/00FF00"
"Hroc- Bean - Purple/BF00BF"
"Rafi - Thinks - Teal/008080"
"Hroc- Bean - Purple/BF00BF"
"Rafi - Thinks - Teal/008080"
Characters sheets simple:
► Show Spoiler
.[tabs:Hroc]
Stats
XP: 4
HP: 11->8->5->9->6->2->4
ATK: 5 (6 Die Hard) (Sword, 2-Handed. 2d3+2 -1ATK or Dagger 1d2+1)
RNG: 0
POW: -1
DEF: 6 (7 Die Hard)
AURA: 4
-------
Skills: (if they are not here they are 0)
Alchemy (main) 2
Alertness 3
Intimidate 4
Sense motive 2
Stealth-2
-------
Active Abilities:
Regain Vitality 1/day +1d4 Health (Mjr)
-------
Passive Abilities:
Die hard (p) Health<5 = +1 ATK & DEF
Dual wield medium weapons at -2 ATK
Can exchange ATK for a Damage bonus
Skilled (+1 Skillpoint each level)
-------
Inventory:
Sword, 2-Handed. 2d3+2 -1ATK
Dagger 1d2+1 short range
Helmet +2 to Intimidate, 5% chance to enrage Orc kin
Leather armor +2 DEF -1POW
AdventureÔÇÖs kit
Backpack / Rations 2 / Torch / 2m rope (6.5 ft) / 2Padded cloth armor +1 DEF / 2 Axe 1d5+1 / Potion of minor healing (1d4+2)
[tabs:Rafi]
Stats
XP: 4
HP: 7->5
ATK: 4 (2 * Dagger 1d2+1 Short range OR Axe 1d5+1)
RNG: 0
POW: -1
DEF: 6
AURA: 4
-------
Skills: (if they are not here they are 0)
Disable device (thief only) 4
Larceny (thief only) 2
Spot (thief only) 4
Stealth (main) 5
-------
Active Abilities:
Regain Vitality 1/day +1d4 Health (Mjr)
Can throw one small weapon And Slash with anoter small weapons as a Major action.
Ghost: can roll another stealth roll after an attack, to remain hidden.
-------
Passive Abilities:
Skilled(+1 skill point each level)
-------
Inventory:
Gold Coins: 8
Lockpick
Rations (5 days)
Torch (x3)
Leather armour
2 x Daggers (small wpn, 1d2+1 DMG, short range)
Axe (Medium weapon 1d5+1 Damage)
AdventureÔÇÖs kit
Axe 1d5+1
[tabs: Viride]
Stats
XP 4
HP: 8->4
ATK: 3 (Short sword, 1d6 DMG or Dagger 1d2+1 Short range)
RNG: 0
POW: 3
DEF: 6(5)
AURA: 4
-------
Skills: (if they are not here they are 0)
Diplomacy (main) 4
Intimidate 1
Lore (Animals) 1
Lore (Arcane) 1
Lore (Devine) (cleric) 4
Lore (Humanoids) 1
Lore (Monsters) 1
Stealth-1
-------
Active Abilities:
Regain Vitality 1/day +1d4 Health (Mjr)
Fire spell: 1d2 dmg, 1d4 targets. (Mjr.) DC 4+1 /target.
Mage touch: 1 dmg/lvl, no resistance, (FRa) Auto success
Can learn spells from scrolls. Cost XP
Heal 1HP(Lowest of POW or LVL). as minor action (hurt undead)
Can Heal LvL+POW, divided as desired. After each encounter.
-------
Passive Abilities:
Tough (+1 health per level)
-------
Inventory:
Short sword, medium wpn, 1d6 DMG
Dagger , short range. 1d2+1 DMG
Curved dagger, short range, -1 ATK, DMG 1d2, on MAX +2d2 DMG.
Helmet +1 intimidation
Padded cloth +1 DEF
Small shield +1DEF *requires 1 hand
Backpack / 8 rations. / Lantern / 13m rope /Padded cloth[/tabs]
Stats
XP: 4
HP: 11->8->5->9->6->2->4
ATK: 5 (6 Die Hard) (Sword, 2-Handed. 2d3+2 -1ATK or Dagger 1d2+1)
RNG: 0
POW: -1
DEF: 6 (7 Die Hard)
AURA: 4
-------
Skills: (if they are not here they are 0)
Alchemy (main) 2
Alertness 3
Intimidate 4
Sense motive 2
Stealth-2
-------
Active Abilities:
Regain Vitality 1/day +1d4 Health (Mjr)
-------
Passive Abilities:
Die hard (p) Health<5 = +1 ATK & DEF
Dual wield medium weapons at -2 ATK
Can exchange ATK for a Damage bonus
Skilled (+1 Skillpoint each level)
-------
Inventory:
Sword, 2-Handed. 2d3+2 -1ATK
Dagger 1d2+1 short range
Helmet +2 to Intimidate, 5% chance to enrage Orc kin
Leather armor +2 DEF -1POW
AdventureÔÇÖs kit
Backpack / Rations 2 / Torch / 2m rope (6.5 ft) / 2Padded cloth armor +1 DEF / 2 Axe 1d5+1 / Potion of minor healing (1d4+2)
[tabs:Rafi]
Stats
XP: 4
HP: 7->5
ATK: 4 (2 * Dagger 1d2+1 Short range OR Axe 1d5+1)
RNG: 0
POW: -1
DEF: 6
AURA: 4
-------
Skills: (if they are not here they are 0)
Disable device (thief only) 4
Larceny (thief only) 2
Spot (thief only) 4
Stealth (main) 5
-------
Active Abilities:
Regain Vitality 1/day +1d4 Health (Mjr)
Can throw one small weapon And Slash with anoter small weapons as a Major action.
Ghost: can roll another stealth roll after an attack, to remain hidden.
-------
Passive Abilities:
Skilled(+1 skill point each level)
-------
Inventory:
Gold Coins: 8
Lockpick
Rations (5 days)
Torch (x3)
Leather armour
2 x Daggers (small wpn, 1d2+1 DMG, short range)
Axe (Medium weapon 1d5+1 Damage)
AdventureÔÇÖs kit
Axe 1d5+1
[tabs: Viride]
Stats
XP 4
HP: 8->4
ATK: 3 (Short sword, 1d6 DMG or Dagger 1d2+1 Short range)
RNG: 0
POW: 3
DEF: 6(5)
AURA: 4
-------
Skills: (if they are not here they are 0)
Diplomacy (main) 4
Intimidate 1
Lore (Animals) 1
Lore (Arcane) 1
Lore (Devine) (cleric) 4
Lore (Humanoids) 1
Lore (Monsters) 1
Stealth-1
-------
Active Abilities:
Regain Vitality 1/day +1d4 Health (Mjr)
Fire spell: 1d2 dmg, 1d4 targets. (Mjr.) DC 4+1 /target.
Mage touch: 1 dmg/lvl, no resistance, (FRa) Auto success
Can learn spells from scrolls. Cost XP
Heal 1HP(Lowest of POW or LVL). as minor action (hurt undead)
Can Heal LvL+POW, divided as desired. After each encounter.
-------
Passive Abilities:
Tough (+1 health per level)
-------
Inventory:
Short sword, medium wpn, 1d6 DMG
Dagger , short range. 1d2+1 DMG
Curved dagger, short range, -1 ATK, DMG 1d2, on MAX +2d2 DMG.
Helmet +1 intimidation
Padded cloth +1 DEF
Small shield +1DEF *requires 1 hand
Backpack / 8 rations. / Lantern / 13m rope /Padded cloth[/tabs]