Kobold Mine [one slot open]

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NewOneAround
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Kobold Mine [one slot open]

Post by NewOneAround » Sun May 11, 2014 8:31 am

You are kobold.
You are dircet kin to dragon and your proud race has inheritated many things. You are tough, focused at work, magical and intelligent. Most of the people just try to work for the best of the settlement and are happy to listen to the ones that are more competent.

Your expedition was sent out to look for a good spot to gather riches for the hoard of Vixareticz the great. A red dragon and protector of yor people.
A few bits of equipment and a bunch of young and adventurous kobold led by a few 'gifted'.
You agreed that you lead the lesser kobold as good as you can, but consult each other if there is a life-threatening change in plans to be made. Where to settle for example.

After a long trip (always traveling at night to be hidden from the other races) you send some scouts into a small cave and are rewarded.
They find some rooms and in one of them a small gold vain.

Your informations after the short scouting mission:
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Resources:
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As soon as I know your names, Stats and Skills I will post the first turn.
Last edited by NewOneAround on Wed Jun 11, 2014 1:19 am, edited 7 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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NewOneAround
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Re: Kobold Mine - Turn 0 [Two slots open]

Post by NewOneAround » Mon May 12, 2014 3:18 am

Turn 0

1. Player Actions

The gifted kobold discuss the posibility of settling down here.
The 6 agree a place with gold is a good place.

2. NPC Actions

The kobold are sitting in the grass and eating meat jerky while waiting for their leaders to decide what to do.

The kroga trys to build a biface using Material: 1 Stone, soft [siltstone] Tool: 1 Stone, soft [siltstone] in 1 round.
[Craft ÔÇô Stone (Int) 0, Int 1: Rolls: 1d1 -2. Result:1 Round: 1/1] - finished
[Round 1: 1 / Sum: 1 / Dificulty 5] Quality: almost unusable
Gain 1 almost unusable biface [stone, soft (siltstone)]

3. Event

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

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

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

4. Trader

No trader.

5. Wandering Monster

The kroga encounterd nothing while crafting outside.

Your watchposts have seen no creatures near the cave.
________________________________________________

The kroga decides he needs a sharp stone. He starts banging two rocks against each other and after a while he seems more or less satisfied with his creation.

All kobold eat consuming 18 pieces of meat jerky.
________________________________________________
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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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NewOneAround
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Re: Kobold Mine - Turn 0 [Two slots open]

Post by NewOneAround » Mon May 12, 2014 3:27 am

Feel free to discuss what you want to do.
As soon as I have :

Active Action (Scouting, Fighting a Wandering Monster with known location, visiting a location, Casting a Active Spell, ect)
Passive Action (Crafting, Casting a Passiv Spell, Foraging, Barter with trader ect)
Training Action (gain xp in a skill you did not use. Can not be highest two skilsl or tied with them)

of everyone the next turn will happen shortly thereafter.

Remember
NewOneAround wrote: 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]
so if you plan to do some fightin you should write a preset.

Strike the earth! :cheer: ;)
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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Theis2
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Re: Kobold Mine - Turn 0 [Two slots open]

Post by Theis2 » Mon May 12, 2014 5:07 am

Actions for Krat
Active action: (after the passive) mine the firestone deposit with appropriate equipment (or would it just be visit X19 and a passive action to mine it next turn?)
Passive action: examine the firestone deposit for weaknesses or similar things to help mine them out.
Training action: Sense motive

Fighting tactics for now
Run away and call for the kroga.

For npc actions, I guess some of the should scout the nearby area?
Last edited by Theis2 on Mon May 12, 2014 6:51 am, edited 1 time in total.
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ChuckDaRighteous
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Re: Kobold Mine - Turn 0 [Two slots open]

Post by ChuckDaRighteous » Mon May 12, 2014 5:58 am

Actions for Nockit
Active action: Take a short bow, quiver, and 15 arrows and go engage the "big-ass spider", will get the help of a fellow kobold(NPC) if possible
Passive action: Set up 2 of his traps hidden in defensive positions near the cave entrance, (and make sure his people know where they are to avoid accidents)
Training action: forage(wis)

Fighting tactics:
If unseen:
sneak to a good sniping position, if seen run away
fire on the unsuspecting victim
run away towards a trap

for the spider fight, sneak up on it and keep shooting at it till dead.
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Re: Kobold Mine - Turn 0 [Two slots open]

Post by BadgeAddict » Mon May 12, 2014 6:44 am

Name: Clink-Clank

Actions
Active: Take a pick, move to the location of the copper-ore
Passive: begin mining copper
Training: Metal Working

Fighting tactics:
(Charge) - Attack with an unwavering, mad-eyed craziness that includes using any and all available weapons (claws, tail, teeth, improvised weapons, etc)

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

Post by NewOneAround » Mon May 12, 2014 3:54 pm

Theis2 wrote:Actions for Krat
Active action: (after the passive) mine the firestone deposit with appropriate equipment (or would it just be visit X19 and a passive action to mine it next turn?)
Passive action: examine the firestone deposit for weaknesses or similar things to help mine them out.
Training action: Sense motive
Examining the deposit for weaknesses would be an active action.
Mining the deposite would be a passive action^^
So is this ok for you?
Active action: examine the firestone deposit for weaknesses or similar things to help mine them out.
Passive action: try to mine the firestone deposit with a pickaxe [metal (copper) / wood (ash)]
Training action: Sense motive

You are near X19 so its no action to move there.

Your fighting preset would look somewhat like:
General Combat Preset:
1st Round: Run and scream for the kroga(1 action)
2nd Round: Run and scream for the kroga or XXX (1 action + 1 reaction)
3rd Round: Run and scream for the kroga or XXX or XXX (1 action + 1 reaction + 1 priority reaction)
ChuckDaRighteous wrote:Actions for Nockit
Active action: Take a short bow, quiver, and 15 arrows and go engage the "big-ass spider", will get the help of a fellow kobold(NPC) if possible
Passive action: Set up 2 of his traps hidden in defensive positions near the cave entrance, (and make sure his people know where they are to avoid accidents)
Training action: forage(wis)

Fighting tactics:
If unseen:
sneak to a good sniping position, if seen run away
fire on the unsuspecting victim
run away towards a trap

for the spider fight, sneak up on it and keep shooting at it till dead.
Your active action is a bit big for my understanding of actions^^ you can do that but you'll get a malus on you Lead (Cha) to command one of the kobold to come with you.

Your fighting preset would look somewhat like:
General Combat Preset:
1st Round: Sneak to sniping position (1 action)
2nd Round: Snipe enemy or if seen run like hell (1 action + 1 reaction)
3rd Round: run like hell or if there is a trap nearby to towards it or XXX (1 action + 1 reaction + 1 priority reaction)

Preset fight that Big Ass Spider:
1st Round: Sneak to sniping position
2nd Round: Shoot it or XXX
3rd Round: Shoot it or XXX or XXX (here would an order like "If I am on 2 or less Con run like hell" fit perfectly ;) )
BadgeAddict wrote:Name: Clink-Clank
Actions
Active: Take a pick, move to the location of the copper-ore
Passive: begin mining copper
Training: Metal Working

Fighting tactics:
(Charge) - Attack with an unwavering, mad-eyed craziness that includes using any and all available weapons (claws, tail, teeth, improvised weapons, etc)
Actions are fine with me.
You could do a little bit more with you Active action if you want.
How long do you want to mine copper?

Your fighting preset would look somewhat like:
General Combat Preset:
1st Round: Charge it
2nd Round: Charge it or hit it
3rd Round: Hit it or kill it or if its dead Charge anotherone

^^ is that correct?
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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ChuckDaRighteous
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Re: Kobold Mine - Turn 0 [one slot open]

Post by ChuckDaRighteous » Mon May 12, 2014 7:39 pm

Ok, based on that I'll change it to:

General Combat Preset:
1st Round: Sneak to sniping position (1 action)
2nd Round: Snipe enemy or if seen run like hell (1 action + 1 reaction)
3rd Round: Fire till position is compromised, if enemy is near death continue firing, otherwise run away towards a trap (1 action + 2 reactions)

Preset fight that Big Ass Spider:
1st Round: Sneak to sniping position
2nd Round: Shoot it
3rd Round: Shoot it till at 2 con or less
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Theis2
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Re: Kobold Mine - Turn 0 [one slot open]

Post by Theis2 » Mon May 12, 2014 11:47 pm

That seems about right :P
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GathersIngredients
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Re: Kobold Mine - Turn 0 [one slot open]

Post by GathersIngredients » Tue May 13, 2014 12:46 am

KnickKnack will join the big-ass spider fight. He'll take the 5 spears (assuming the spears are a throw-able kind), plus an axe. (Who has the breast leather, btw? Is there any chance KnickKnack can borrow it for this turn?)

General Combat Preset:
1st Round: Sneak into position to throw a spear (1 action)
2nd Round: Throw spear at enemy or if seen run like hell (1 action + 1 reaction)
3rd Round: Throw spears till position is compromised or out of spears, if enemy is near death continue firing (or finish him off with melee weapon), otherwise run away towards a trap (1 action + 2 reactions)

Preset fight that Big Ass Spider:
1st Round: Sneak into position to throw a spear
2nd Round: Throw spear at spider, if spider moves towards him, try to move to maintain as much distance as possible, while still facing the enemy
3rd Round: Throw spears (while maintaining distance as possible) till out of spears, then switch to axe, continue to fight until at 2 con or less, in which case RUN like hell, preferably towards a trap.

Summary:
Name: KnickKnack
Actions
Active: take the 5 spears (assuming the spears are a throw-able kind), plus an axe, and borrow the breast leather (and equip), if that's possible; join the spider fight
Passive: if wounded, tend to wounds, if victorious with the spider, gather spoils if any, else forage
Training: Knowledge ÔÇô Creatures (Int)

Please tell me if my fighting schemes are okay the way I wrote them.
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Theis2
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Re: Kobold Mine - Turn 0 [one slot open]

Post by Theis2 » Tue May 13, 2014 1:17 am

GathersIngredients wrote:(Who has the breast leather, btw? Is there any chance KnickKnack can borrow it for this turn?)
The Kroga has the breast armor a club and a big barrel at the moment :)
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Re: Kobold Mine - Turn 0 [one slot open]

Post by NewOneAround » Tue May 13, 2014 2:31 am

Turn 1

1. Player Actions
Krat
Active action: examine the firestone deposit for weaknesses or similar things to help mine them out.
[Perception (Wis) 1, Wis 5 Rolls: 1d5 +2 (tool) +3 (Moral Bonus [New Mine]) Result: 10 Round: 1/1] ÔÇô finished
[Round 1: 10 / Sum: 10 / Dificulty 5] - success +5XP
masterwork Magnifying glass Break: 5 Rolls: 1d100 Result: 3 - break
The masterwork quality of the tool negates the deterioration of it - this time.

[Knowledge - Nature & Minerals (Int) 0, Int 4 Rolls: 1d4 -2 (no skill) +3 (Moral Bonus [New Mine]) Result: 2 Round: 1/1] ÔÇô finished
[Round 1: 2 / Sum: 2 / Dificulty 5] - failure +1XP

Passive action: try to mine the firestone deposit with a pickaxe [metal (copper) / wood (ash)]
[Mine (Wis) 1, Wis 5 Rolls: 1d5 +1 (preparation) +3 (Moral Bonus [New Mine]) +3 (Kobold helper) Result: 8 Round: 1/X]
[Round 1: 8 / Sum: 8 / Dificulty 25] ÔÇô ongoing Mined 1 stone, soft (siltstone). +5XP
pickaxe Break: 15 Rolls: 1d100 Result: 72 - nothing

Training action: Sense motive +10XP Krat gains Sense motive (Wis) 1

Nockit
Active action: Take a short bow, quiver, and 15 arrows and go engage the "big-ass spider", will get the help of a fellow kobold(NPC) if possible
[Persuade (Cha) 0, Cha 3 Rolls: 1d4 -2 (no skill) +3 +5 (Moral Bonus [New Mine, Fearless Leader]) Result 8 Round: 1/1] ÔÇô finished
[Round 1: 8 / Sum: 8 / Dificulty 10] ÔÇô failure +1 XP
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Passive action: Set up 2 of his traps hidden in defensive positions near the cave entrance, (and make sure his people know where they are to avoid accidents)
[Knowledge - Defensive Strategies (Int) 1, Int 4 Rolls: 1d4 +3 (Moral Bonus [New Mine]) Result: 5 Round: 1/1] ÔÇô finished
[Round 1: 5 / Sum: 5 / Dificulty 10] - ongoing

Training action: Forage (Wis) +10XP Nockit gains Forage (Wis) 1

Clink-Clank
Active: Take a pick, move to the location of the copper-ore
Passive: begin mining copper
[Mine (Wis) 1, Wis 5 Rolls: 1d5 +3 (Moral Bonus [New Mine]) +3 (Kobold helper) Result: 11 Round: 1 /] ÔÇô finished
[Round 1: 11 / Sum: 11 / Dificulty 10] ÔÇô ongoing Mined 1 ore, high qulity (copper) +5XP
pickaxe Break: 15 Rolls: 1d100 Result: 10 - -1 Durability

Training: Craft ÔÇô Smelting and Alloying (Int) +10XP Clink-Clank gains Craft ÔÇô Smelting and Alloying (Int) 1

KnickKnack
Active: take the 5 spears (assuming the spears are a throw-able kind), plus an axe, and borrow the breast leather (and equip), if that's possible; join the spider fight

Ozt the Kroga has the leather armor. He wants to fight with you and play your meat shield ;) You could totaly borrow it from him, but I rule you think its better on him for a while. If you REARLY want to take that armor (beeing greedy and cowardish is no crime in the eyes of a kobold) say so and I will change the combat acordingly.
Fight see Nockit

Passive: if wounded, tend to wounds, if victorious with the spider, gather spoils if any, else forage
The spider has no 'spoils'. But there is his web and some small silken bags with dead rats and bats inside. The bats are mummified but you think you can use their wing leather.
Gain 5x silk (gigant spider)
Gain 2x bone (rat)
Gain 4x bone (bat)
Gain 1x leather (bat)

Training: Knowledge ÔÇô Creatures (Int) +10XP KnickKnack gains Knowledge ÔÇô Creatures (Int) 1

[Knowledge ÔÇô Creatures (Int) 1, Int 4 Rolls: 1d4 +3 (Moral Bonus [New Mine]) Result: 7] Dificulty 5 ÔÇô This is a gigant 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'. Normaly they live in colonys where the big ones protect the small. +5XP

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 ÔÇô finished
[Round 1: 10 / Sum: 10 / Dificulty 10] ÔÇô success +5 XP
Passive: Fill the big barrel with cave pool water
Big barrel full.
Training: Persuade (Cha) +10XP Traknesh gains Persuade (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: 38 ÔÇô nothing
1 kroga goes fighting with Nockit
1 Kobold helps Clink-Clank mining
[Mine (Wis) 1, Wis 4 Rolls: 1d4 Result: 3]
5 Kobold stand watch ( and take naps still exhausted from the journey)
4 Kobold scout the near suroundings
[Stealth (Dex) 1, Dex 5 Rolls: 1d5 Result: 1]
[Stealth (Dex) 1, Dex 5 Rolls: 1d5 Result: 4]
[Stealth (Dex) 1, Dex 5 Rolls: 1d5 Result: 2]
[Stealth (Dex) 1, Dex 5 Rolls: 1d5 Result: 2]
[Perception (Wis) 0 , Wis 4 Rolls: 1d4 -2 (no skill) Result: 0]
[Perception (Wis) 0 , Wis 4 Rolls: 1d4 -2 (no skill) Result: 1]
[Perception (Wis) 0 , Wis 4 Rolls: 1d4 -2 (no skill) Result: 2]
[Perception (Wis) 0 , Wis 4 Rolls: 1d4 -2 (no skill) Result: 1]
[Perception: 0, 1, 2, 1 Sum: 4]
Meadow:
herb, unidentified
herb, unidentified
herb, unidentified
herb, unidentified
berries, unidentified
berries, unidentified
berries, unidentified
there are stone, hard (flint) from pintsized to arm's length
no creatures sighted
no items found
no landmarks found

3. Event

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

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

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


4. Trader

No trader.


5. Wandering Monster

Krat and his companion encounter nothing while mining outside.
The scouting party encounter nothing.
Your watchposts have seen no creatures near the cave.
________________________________________________


While the player character gather equipment Traknesh speaks to a few other kobold and they join you on your actions. After that he rummages trough the equipment and walks into the cave carrying all your waterskins.

Krat takes out his magnifying glass studying a rock. Most of you agree they felt something inside that rock.
He sees a spot of witch he thinks its neares to whatever is in there and starts mining. After a few strikes another kobold joins in.

Nockit straps the quiver around his hip and is a bit angry noone was listening to his attampt to recruit them to hunt the spider. Suddenly he hears a voice: "Ozt comes with you! Ozt bash izzy bizzy araneomorphae!" The kroga smiles happy with his club in his claws. The two of them went into the cave and sneak up to the room where the spider has been seen and as soon as Nockit draws an arrow and tries to snipe it Ozt charges the black-brown creature. After a few seconds and a short fight the spider is no more. It lies in front of his web two arrows sticking out of his body like new slim legs.

The two walk out of the cave proudly and while Nockit starts to place some small snares around the entrance Ozt takes a nap. Nockit seems not quite satisfited with the position of his taps and replaces them a few times.

Clink-Clank takes a pickaxe and goes to the room with the ore veins. One kobold scurries behind him and the two start breaking ore. The kobold hums a song about mining.

A kobold of the scouting party comes to Nockt while he is laying the traps.
"We looked around the area and wie found no cratures bigger than a beatle. But the is enough flint out there to make thousends of arrows and spears. Most of that growing greeny stuff looks the same but there where some notable plants. We also found some scrubs with berries. We can lead some of us there when we forage for them."

All kobold are sated.
________________________________________________

.
.
.[tabs: KnickKnack]
Player: GathersIngredients
Color: #FF8000
Stats:
Strength 3 Dexterity 5 Constitution 3 Intelligence 4 Wisdom 4 Charisma 3
► Show Spoiler
Inventory:
masterwork backpack [rare wood (floatwood) / metal (mithral) / leather (mounain troll)] Durability 30
4x 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
► Show Spoiler
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
► Show Spoiler
Inventory:
4 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
13 arrow, shortbow [hard stone (flint) / wood (ash)] Break: 60 Durability: 2
quiver [wood (ash)]
[tabs: Clink-Clank]
Player: BadgeAddict
Color: #008080
Stats:
Strength 3 Dexterity 5 Constitution 3 Intelligence 4 Wisdom 4 Charisma 3
► Show Spoiler
Equipment:
pickaxe [metal (copper) / wood (ash)] Break 20 Durability 6/7[/tabs]
Last edited by NewOneAround on Tue May 13, 2014 2:59 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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NewOneAround
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Re: Kobold Mine - Turn 0 [one slot open]

Post by NewOneAround » Tue May 13, 2014 2:51 am

KickKnacks 3rd Round of combat preset is to volominous its not realy important this time but i want to explain what I mean.

Throw spears 1 action
till position is compromised then run away towards a trap 1 reaction
if out of spears, run away towards a trap 1 reaction
if enemy is near death continue firing (or finish him off with melee weapon) 1 priority reaction

with nockits it would look like this

Fire if position is compromised run away towards a trap or if enemy is near death continue firing

I know its hard not to be able to 'if' all problems, but I wanted to make combat simple for me^^
And if some of the combat presets cancel each other out I call that chaos of the battlefield^^
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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Theis2
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Posts: 7440

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

Post by Theis2 » Tue May 13, 2014 3:23 am

Actions for Krat
Active action: is it possible to use it for a double passive action to speed up the process? Doing that if possible. If not then examine the process so far and best way to proceed with further mining
Passive action: continue mining the firestone deposit
Training action: Knowledge nature and minerals
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NewOneAround
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Re: Kobold Mine - Turn 0 [one slot open]

Post by NewOneAround » Tue May 13, 2014 4:28 am

oh I forgot something
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Active action Mining
Passive action even more Mining ?

hmm should be possible if a bit abusive. And yes one kobold is not so fast in mining.
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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BadgeAddict
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Location: Ohio

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

Post by BadgeAddict » Tue May 13, 2014 5:05 am

Clink-Clank

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.
Passive: Begin to dig out the area of O17 - O18 & P17-P18 to serve as an eventual "forge" area.
Training: (Train in leadership(Cha) to allow higher results when giving NPC kobolds a task.)
Last edited by BadgeAddict on Tue May 13, 2014 5:42 am, edited 1 time in total.

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

Post by ChuckDaRighteous » Tue May 13, 2014 5:40 am

Drats, I was hoping the spider might be venomous so I might coat my arrows. Oh well, the spider silk will probably make good trip wires for my traps. So I'm still happy.

Actions for Nockit
Active action: Take a knife, then go hunting with his bow in the forest
Passive action: Set up 2 of his traps hidden in the forest, since the meadow apparently lacks wildlifeFinish setting up the traps around the cave entrance.
Training action: Dodge(dex)
Last edited by ChuckDaRighteous on Tue May 13, 2014 11:07 am, edited 2 times in total.
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NewOneAround
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Re: Kobold Mine - Turn 0 [one slot open]

Post by NewOneAround » Tue May 13, 2014 9:15 am

Passive action: Set up 2 of his traps hidden in the forest
to trap small animals i presume?

Training: (Train in leadership(Cha) to allow higher results when giving NPC kobolds a task.)
yes that is what the lead skill is for.
Passive: Begin to dig out the area of O17 - O18 & P17-P18 to serve as an eventual "forge" area
hmm you have no access to O17-P18. Which dirction do you want to tunnel to the area?
GM for a Kobold Mine

Cutting, building and assembling inside of Castle Heterodyne [Salpicon]
Being on hold while working under the D'Jinn [Zeun]
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BadgeAddict
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Re: Kobold Mine - Turn 0 [one slot open]

Post by BadgeAddict » Tue May 13, 2014 9:21 am

^good question..hmm, I would like to dig a tunnel from M16-M19 (a good forge need water access)

(I assume that digging a tunnel will also collect resources as well....you should lose out on copper just because you are focusing on digging a tunnel...but its up to you.

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

Post by ChuckDaRighteous » Tue May 13, 2014 9:35 am

NewOneAround wrote:Passive action: Set up 2 of his traps hidden in the forest
to trap small animals i presume?
Yes this is for hunting.
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GathersIngredients
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Re: Kobold Mine - Turn 0 [one slot open]

Post by GathersIngredients » Wed May 14, 2014 12:30 am

Erm, okay. Why does KnickKnack only have 4 spears now? I know he threw one at the spider, but I would have assumed that he gathered it back up after the fight (with the 'spoils' from the spider, if nothing else).
Also, why isn't KnickKnack's contribution to the fight even mentioned in the summary?
The two walk out of the cave proudly and while Nockit starts to place some small snares around the entrance Ozt takes a nap.
:(

And, no since Ozt took the melee fighter part, it's more efficient to have him use the breast leather. I just thought it would only be Nockit and KnickKnack, and I figured it would be better to protect the kobold with the melee weapons as best as possible. So that's completely fine.

Oh, and I don't understand how your battle work well enough to simplify my conditions. Would it be okay to say "if out of ammo (=spears), switch to melee weapon. If hurt badly (as in with the 2 Con or lower), run"? Is that simple enough?


Is it possible to modify the spears so they will be better to throw or would it be easier to build new ones from scratch? Also, do we have any raw materials (except what we just gathered from the spider fight)? I don't see anything in the list (except some siltstone.

Actions
KnickKnack will go into the woods to gather raw materials to create throwing spears. (active) If Ozt wants to go with him and keep watch, KnickKnack will encourage him to do so. KnickKnack will use the axe, if necessary, both to harvest wood, as well as to defend himself, if necessary.
Back at home, KnickKnack will try to make some throwing spear poles from the gathered materials. (passive)
He will also practice Craft ÔÇô Bone (Int). (training)
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NewOneAround
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Re: Kobold Mine - Turn 0 [one slot open]

Post by NewOneAround » Wed May 14, 2014 2:48 am

I'm very sorry. I forgot to write you into the summary (had the fight ready before you said you want to join and had to redo it. Forgot to change the fluff.)

To modify the spears you need a Craft ÔÇô Wood (Int) check with Dificulty 5 (one spear) or Dificulty 20 (all 5). But it counts as crafting. You have to say how many (passive) rounds you want to invest. If you are below the threshhold the quality will drop.
When you anonce that you want to craft an item you have to say how many turns you want to invest. Every turn you roll a apropiate Skill check. At the end you sum your rolls and compare them to the Dificulty.
<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)
To build a new spear you need the shaft and a head. (or only the shaft if you want a pointy stick)
Here are the recipts I had written for making a spear. I don't know why they should not be the same for a javelin.

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

Craft spear head, stone
Skill Craft-Stone
Material: [1 stone]
Tool needed: [1 biface]
Yield: 1 piece
Dificulty 3

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

"If Ozt wants to go with him and keep watch, KnickKnack will encourage him to do so." - Ozt would never go on his own with someone he hardly knew. If you want to encourage hin to go with you he might join.^^
The kobold all WANT to work. They just dont know what to do. You are their fearless leaders give them a comand and they follow (overuse this and they will get grumpy). Try to convince them what to do and they work. Do nothing and they start doing stuff on their own. (or act on half-hearted suggestions)
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]

Post by GathersIngredients » Wed May 14, 2014 9:35 am

Okay, thanks to a few really helpful PMs, I would like to modify KnickKnack's combat presets:
Combat Preset 1:
Used 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 2:
Used if KnickKnack (and companions, if any) is attacked by creatures twice his/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



As for the actions: I was wondering. Is moving to the forest the active action already, and would gathering wood there be the passive one, so crafting would have to wait until the next turn, in any case?
Also, how does the crafting work, if the char doesn't even have a single skill point? Crafting is based off intelligence, KnickKnack has 4 in Intelligence. How many dice (and which kind) will be rolled, and would there be anything added to it?
I would need to reach a target score of 5 to produce 'rugged' wood shafts, is that correct? And a score of at least 26 would get me 'masterwork' shafts, right?

Oh, and is asking NPC kobolds to come with me any kind of action, or can I do that freely on top of the active, passive and training one?
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ChuckDaRighteous
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Re: Kobold Mine - Turn 0 [one slot open]

Post by ChuckDaRighteous » Wed May 14, 2014 10:10 am

As I understand it, gathering in the confines of our territory (atm just the mine itself) constitutes a passive action. Doing something outside of our designated territory (aka the forest) would constitute as an active action. Not entirely sure on this though, so I'd like this clarified as well.
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Re: Kobold Mine - Turn 0 [one slot open]

Post by BadgeAddict » Wed May 14, 2014 10:12 am

Based on the above talk of different combat presets:
Clink-Clank combat strategy:
Charge, while screaming and continue to hit enemy until dead. (*1. If 2+ enemies, then hit until dead and then attack another or 2. If 1 enemy then continue to hit until tenderized even after death)

Cases in which to use this strategy:
1. If outnumbered
2. If ambushed
3. In all instances as much as possible

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