[EDIT: This post and the following 4 were moved from the New p-b-p Campaign thread in the General Discussion Room.]I didn't think I'd be able to run a pbp game with my custom characters without getting the heroscribe addon pack working but there's enough icons to cover any combination of heroes because of the dark warrior and elf swordsmanand spearman icons. The campaign isn't fully written yet, I've done four quests so far, but I'll be making new ones as we go along so the shouldn't be any waiting between quests. It will be using expanded Euro rules with these monster stats for the original monsters:
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. The heroes can backtrack their steps in the same turn, I don't see why they shouldn't be able to do that, and they can sell equipment for half it's value to buy, assuming they're somewhere that has an armoury. We'll use the US shock rule for reaching 0MP and adventurers can't attack each other. Other new content, apart from the new heroes, will be gradually introduced as the campaign progresses.
Players can choose their characters from the sixteen (that include the original four) in the opening posts of this topic: viewtopic.php?f=203&t=2645 Characters with daggers can attack diagonally (they can't be thrown, that's knives in my rules), helms give an extra defense dice against falling objects, bucklers give an extra defense dice against physical ranged attacks, the hand crossbow is a one combat dice ranged attack and armour is taken into account on their stats. Without armour dwarvens defend with two dice, humans with one and elvens with none. Dwarvens can see in the dark and Elvens can shoot twice with a bow if they move more more than half rate, others can shoot twice with a bow if they don't move. The Knight and Gnome move eight without armour.
Random movement conversion: 1 = Lowest of three dice, 2 = Lowest of two dice, 4 = One dice, 6 = Highest of two dice, 8 = Two dice, 10 = Highest of three dice, 12 = Three dice.
When a hero dies that hero can't be chosen again. Players can choose a replacement freely, including any of the heroes I'm made accept for the battle magicians, I want to use those as mercenaries. I was intending for each hero of the initial sixteen to unlock four others as replacement options but I haven't finished them all yet, if I have by the time someone dies we'll do that and if not you can just pick freely.
We won't be keeping track of XP, the heroes will become champions and get 50gp after three quests, veterans and 100gp after six, masters and 150gp after nine and legends and 200gp after twelve quests. The mountain dwarf's money rewards work differently but the progression to legend is the same.
At the start of each of my turns I'll roll a combat dice and on a black shield a wandering monster will be placed on a random square in sight of an adventurer that's adjacent to an out of sight square that's connects to an unexplored area if there is one. On a white shield I'll roll a standard dice and use the table below.
1 - Wandering monster! A wandering monster attacks a random adventurer.
2 - Monster patrol! The same rules as rolling a black shield except that the monster can imediately take a turn.
3 - Trap! A random adventurer looses 1BP on the roll of a skull and 1MP on the roll of a black shield.
4 - The GM draws a random evil wizard card.
5 - A random hero draws a treasure card.
6 - A random hero finds treasure. Roll a combat dice. On a skull they find D6x10 gold coins, on a white shield they find a random potion and on a black shield they find a random scroll from a random spell set.
When the dungeon is clear (aside from anything that needs a secret door to access) I'll stop rolling the combat dice on my turn and you can dhose to leave at any time without having to move to the exit.
We're using the EURO weapons rules and stats except that the staff and crossbow (and other ranged weapons that don't say otherwise) are two handed. You can still carry a shield with a two handed weapon but once you've attacked you can't switch to a shield until your next turn. You can have more than one of each type of equipment, we definitely not using that rule, but in some places (villages) there's only one of each type available. You can always use your attacking action to pick up something to use as a club. Clubs attack with one dice, can be used by anyone, can't be carried if another melee weapon is equipped and they aren't worth anything.
Once you become a champion you can hire men-at-arms, when you become a veteran you can hire elite men-at-arms (US stats and rules), when you become a master you can hire an ogre mercenary and when you become a legend you can hire a battle magician. That's assuming you happen to be somewhere they're available from of course.
Each hero can have a maximum of four followers (WoM rule), and the party can only contain one ogre, one battle wizard, one battle sorcerer and one battle mage, because of rivalry.
Only characters with a magic level (zero counts) can use scrolls.
Characters can see over low fernature.
Monsters set off traps (why wouldn't they?).
I'll be adding a couple of potions to the treasure deck, a potion of defense and a potion of bravery to give the US rock skin and courage effects and I'll add one monster patrol and one gas trap to offset the two extra potions and maybe a couple of nothings.
I've altered a dew of Sjeng's evil wizard cards to make them compatible with a p-b-p game and toned down a few that I thought were overpowered, mainly because they could be used at any time. I've also replaced the pit trap with chaos assault from an older version of the cards because placing a pit trap in the wrong place could make an erea unreachable.
The p-b-p thread is here for anyone interested:
viewtopic.php?f=162&t=2673&p=46534#p46534Greetings brave adventures. As you know I am a powerful wizard working in service for the of the empire. I started out like you, as one of a group of fresh faced young adventure seekers working for our powerful wizard emisary of the emperor and my personal mentor, er, Mentor. I hope you'll have the honour of meeting him soon. I have guided many new adventurers over recent years and a few of them are very much alive and well. The Empire is still suffering from repeated attacks from an ever increasing number greenskins. I'm to join with my comrades to help protect the city of Altorf from an army that marches from the wordls edge mountains. A lair has been discovered in the mountains that seems to be of great strategic importance to the greenskins. It should be almost deserted as the army marches north and many orcs were seen coming from the lair. We suspect that the greenskin hordes are being controlled by some other influence, as they seem to be far more organised than we have come to expect from thier kind. Your first quest together will be to enter the lair to see if you can discover anything about who's behind these attacks. When your quest is complete meet me back here in the village. Are we all clear? Excellent, go away.Brief Hero SummaryBased on the standard HQ characters:Barbarian: Can use bigger weapons more effectively than other characters and gets combat bonuses as he progresses.
Dwarf: Gets axe bonuses, magical resistance, and a defence boost as he progresses.
Elf: Gets increased magical abilities as he progresses.
Wizard: Has two fate points per adventure from the start that allow dice rerolls to offset being the weakest standard hero and gets increased magical powers as he progresses, including spell merging.
Based on Advanced Heroquest characters:Fighter: Gets a speed bonus with armour and combat bonuses that are added to as he progresses.
Wood Elf: Fast bow expert who gets combat and mobility bonuses as he progresses.
Gnome: Versatile hero who is immune to hostile spells, has basic trap disarming and a search skill as standard and gets a hammer bonus and becomes a magician with chaos spells as he progresses.
Sorcerer: Powerful magician who can use spell components as he progresses.
Based on Dungeon Quest characters:Ranger High BP hero who gets bow bonuses as he progresses.
Warrior: Able to dual wield and gets combat bonuses as he progresses.
Knight: The tank hero with magical resistance who gets a dispel bonus, armour mobility bonus and a cleansing of undead aura as he progresses.
Archer: The ultimate bowman who gets even better at it as he progresses.
Loosely based on Dark World characters:Mountain Dwarf: The troll slayer who can't use armour or ranged weapons but attack with an extra dice when using an axe and gets combat bonuses as he progresses.
Swashbuckler: Skilful type character who specialises in one handed swords and gets combat bonuses as he progresses.
High Elf: Quick hero who has basic dual wielding ability and can cast from scrolls from the start who becomes a proper magician and gets cleansing chaos aura as he progresses.
Paladin: Healer who can turn undead but can only use crushing weapons and gets improved healing, a blessing skill and the ability to interchange BP and MP as he progresses.