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Post by chrisrice on Feb 14, 2013 7:29:15 GMT -5
Sounds like it could make an interesting game if your players were up for it.
I'm not sure about the XP rules though. "When they reach +1XP they (suddenly) recieve 8 more hero points and 4skill/spell points". What, overnight? Don't like the sound of that.
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Post by madwill on Feb 14, 2013 14:54:18 GMT -5
i understand this system very well as i was playing dungeon crawl classics before i bought HOW. it's a character funnel. not everyone is supposed to survive.
as for the overnight stat gain etc. you can say it's some time after they gain the points to represent training.
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Post by geordieracer on Feb 17, 2013 11:20:59 GMT -5
Very interesting, I may remix the programmed adventure I've written for zero level play.
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Post by sirgawain on Feb 17, 2013 18:32:07 GMT -5
Funny report...That's right kids, Total Poison Kill!
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Post by Fenway5 on Feb 17, 2013 18:53:02 GMT -5
Outstanding work derv! You should put all this together in a document and submit it to the Cauldron as an article! Most impressive!
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Post by ewookie on Feb 17, 2013 18:53:40 GMT -5
i would: - lower the number of spiders - lower the DX of baby spiders to 8 - trim the adult female down to ST12 - lower normal damage of both adults to 1d6 - make the chasm of fire shorter; 5ft - let characters jump across it on passing 3/DX+5 but suffer 1d6 damage
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Post by ewookie on Feb 17, 2013 22:52:40 GMT -5
i actually wanted to suggest making it a 5ft deep wall of fire but was afraid i might be butting in too much. perhaps a 5ft wall of fire that does 1d6 damage. perhaps the town council told the characters that the fire was just an illusion. maybe let them roll only 2 die for the disbelieve check. tell players they only get one before hand and then they must walk through or turn back and face the peasant mob at the entrance. if they decide they just want to sit there and starve to death, bring out more spiders to end the story. once they do decide to just walk through the fire, let them have another 2d disbelieve check. if they fail, they get 1d6 damage.
maybe let the characters do a 2d check for resisting the baby-spider poison too. you could spin that because they are babies, they don't inject as much into you as mama and papa.
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Post by ewookie on Feb 17, 2013 23:07:20 GMT -5
hope i'm not being nit-picky here... for intro story, maybe having the vault outside of town is not a good idea. there don't seem to be any militia around to protect it or the town council when they go out there to make a deposit. seems pretty tempting to thieves. maybe put the vault in a hidden passage beneath the townhall or something.
as for the combination lock at the end, maybe, if the characters get there, they discover that it's already been opened and all the tax money is gone! looking for clues, they discover some very enterprising thieves have tunneled their way into a side-chamber, picked the lock and made off like real bandits. perhaps the thief tunnel is how the spiders found their way in. this could lead to the next mission: find the thieves and recover the money.
or for combo lock...just let them automatically find the paper with the combo on it. however, it's dirty with blood or something, so they are missing part of the combo. what they do have will let them use only 2d to try to 'pick' it.
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Post by geordieracer on Feb 18, 2013 2:45:50 GMT -5
Outstanding work derv! You should put all this together in a document and submit it to the Cauldron as an article! Most impressive! I agree, do it derv !
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Post by ewookie on Feb 18, 2013 20:35:19 GMT -5
derv, that's cool. i only suggested the 2d checks because of this:
it gave me the impression the bonuses weren't really working out for you. you should definitely this scenario for Cauldron. good stuff.
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Post by ewookie on Feb 18, 2013 23:31:25 GMT -5
embarrassingly, that was not a typo on my part. i need to go back to notation school
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