Paul
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Post by Paul on Dec 24, 2010 12:44:29 GMT -6
The game is ready and will be played January 15th.
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Paul
Administrator
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Post by Paul on Dec 31, 2010 11:35:43 GMT -6
Official Rules:
Don’t ask why, we are just going to the dungeon. We are rescuing an item or a person or something, it doesn’t matter, just go. Names and alignment of the characters will not matter. You can decide them if you want, but it isn’t needed. Don’t ask about local news in the area; don’t ask about the area it isn’t important. All you need to know for this one time game is there is the dungeon, rescue whatever it is you are rescuing.
Each player will have 3 characters and can only play one at a time. If at any time a character dies, then his gear and equipment goes with him. The starting gear and the corpse just vanish. The only thing that stays behind is the gear/money/equipment that character has found in the dungeon. Everyone will need to keep track of the treasure they all have. It would be wise to divide up treasure after every encounter. The player that belongs to the dead character can choose what happens to the gear that stays behind as they have first priority of the gear.
Rules Variant: Random Encounters:
Per the original rules whenever a party makes camp or surprised the DM rolls a d6 and on a roll of 1 or 2 the party is attacked by random monsters. This will happen in our game too with a little change. In our dungeon each room / square on the map will have a die value. For example the worst die level for a place to rest is 1d4. If the party rests on that square I will roll 1d4 and on a 1 the party will be attacked. This # changes every time a party rests in a square. If the party rests in that square again, then I will roll 1d2 (coin) and on 1 the party will be attacked.
Rest wisely.
Rockso the rock and roll Djinn:
I come to realize that a one shot game will have no use for money, so I decided that when we want we can call Rockso and buy things from him, including magical equipment. The amount per random roll has been determined but changes depending on how many people are playing. The rules for random magical equipment are the same as they are during character creation. When you call upon Rockso I will roll on the random encounter table to see if we are attacked. The same rules apply for the random encounters rules variant.
Special Powers:
Now I don’t have a problem with some of the “powers” that are being created but what I don’t want to see is these powers used to manipulate the puzzles.
What I’d like to see is people using their brains for the answers of the puzzles not using powers to manipulate the situation.
Jim’s time travel power is a perfect example: If you try an answer to a puzzle and get it wrong yes he can use his time travel power to try again. What I don’t want to see is resting to get another use of the power and trying another random combination for the answer. I will allow this to an extent, but if you’ve read the rules variant on resting you will realize that every time you rest in an area the chances for a random encounter are greater. You will be wasting your resting by guessing.
Roles: I am going to ask that everyone take a role that will help move the dungeon along. The following roles are available. These roles do not change with the character they stay with the player.
Leader: YOU decide which way we go, and what we do but within reason. There is no discussion about which door we are going to go to next, the leader decides and that is the end of the story.
Time Keeper You keep track of time. One turn is the equivalent in game time to 10 minutes. Rounds are ten seconds of game time each, so there are 60 rounds in a turn.
It will be up to the group to determine what they are doing each "turn" or round. Turn = Character actions that take one turn can include looking for secret doors or traps. Round = one round in combat. If no one wants to search a "square" for traps, doors, etc etc then it is assumed you are just spending a "round" in that square. It may seem a little overwhelming but it really isn't that hard.
Mapper You will have the map to draw out. This will be a hell of a lot easier than usual as I will be drawing the map while we go through the dungeon. Chances are we will not even need the mapper, I'm just throwing the idea out there.
This is all subject to change before game day.
Hints and Tips:
Some solutions to the puzzles are easier than others, sometimes the solution is in another room. Don't feel that since you found a puzzle that you must try to start to "guess" at the answers right away. Please be courteous of everyone when you try and solve the puzzles, I will act as referee as much as possible if things start to get out of control. If need be we may need to make copies of the puzzle "hints" for everyone. If anyone asks the solution to a puzzle after a successful guess I will provide it.
There will be a overall/overview dungeon map. We will only see parts as we move along. When the group moves along I will reveal more of the map. When combat starts I will place figures and obstacles on the battle map. I will most likely be using star wars figures because I don't have any D&D figures. It will be simple though, as an example we may be fighting 11 orcs and an orc king. There will be 11 stormtroopers on the map and one "other" figure will represent the king.
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Paul
Administrator
Posts: 1,839
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Post by Paul on Jan 12, 2011 13:51:55 GMT -6
P46
If characters go for a full day or more without food, the Labyrinth Lord may begin to apply penalties to attack rolls, require more frequent rest and a reduction in movement, or even begin to deduct hit points in extreme cases.
Since there is no official "rules" for eating this is what I'm creating.
Rations, unpreserved (per day) 2 sp 1 lb. Rations, trail (per day, preserved) 5 sp 1 lb.
Rations, trail: This food is dried and preserved to be carried on long voyages when securing other food may be uncertain.
For our game these rations will last for one week before they spoil.
Rations, standard: This food is fresh and will not keep for more than a few days. The cost for this food would reflect fresh food fixed for a militia, or the most basic food at an inn.
For our game these rations will last for one three days before they spoil.
Simple, eat a ration a day and you don't get a penalty. Each day you don't eat you get a -1 to your attack rolls and a +1 on your ac.
The benefits are there to purchase trail rations over standard but I'm not going to change anything but how many days until they spoil.
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Paul
Administrator
Posts: 1,839
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Post by Paul on Jan 14, 2011 17:57:56 GMT -6
1. Players declare character movement or actions. 2. Initiative: 1d6 is rolled by each opposing side. 3. The winner of initiative acts first. The Labyrinth Lord may check morale for monsters. 4. Movements can be made. 5. Missile attack rolls are made, accounting for DEX adjustments, cover, and range. 6. Spells are cast and applicable saving throws are made. 7. Melee combat occurs; attack and damage rolls are made, accounting for STR and magic adjustments. 8. Other sides act through steps 4-7, in order of initiative 9. When all sides of a conflict have acted and the combat will continue into the next round, the sequence begins again at step 1.
All beings recover hit points through rest. For each full day of complete rest, a character or monster will recover 1d3 hp. If the rest is interrupted, the character or monster will not heal that day. Healing also occurs through magic, such as potions or spells. This kind of healing is instantaneous. Magical healing and natural healing can be combined.
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