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Dungeon Crawl Classics Adventure Campaign (OOC)


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Tonguez

A suffusion of yellow
I'm in for a bit of hacknslash - I haven't had a good PbP scrap in ages:)

Dwarf Axethrower

for some advice yo speed combat up
1. Use simultaneous resolution of action (ie DM gives a summary of everyones moves)
2. Mook combat should last 3 rounds max (just gloss anything further), maybe let big monsters go longer
 

Wow! Lots of replies.

First, @ Brother Shatterstone: I appreciate your advice, and I realize that this is a bit of a stretch for PBP gaming. Still, I'd think it could work given the right circumstances. If this thread had garnered no interest in the few hours since I put it up, I'd probably say you were right and close the thread. But, since there are several interested players, I'm going to go for it. Will it last and thrive? I don't know, but I hope so. I know I'm going to do my best to make it work. Thanks to those of you who have already offered tips for how to keep it moving.

Having said that, I really think this game would be best served by players who can post every day (or nearly so). I can commit to that pace, and I think this game will most certainly bog down if we wind up waiting for lengthy stretches of time for people to post their moves. So, please consider that before submitting a character.

I also wanted to mention that while these modules are certainly combat-heavy, they aren't combat-exclusive (like an arena-style game, etc.). There are interesting dungeons to explore, traps to elude, mysteries/puzzles to solves, etc. In short, all the things that have made dungeon-crawling so fun throughout the history of this game.

Okay, so who's in line....

Krug
Lefferts
Sargon the Kassadian
Lord Raven88
Ferrix
AmorFati
Tonguez

That's more than enough right there. So, let's see some character sheets, and I'll pick five of you. Remember, party balance is really important here, so you might want to steer away from the archetypes that are heavily represented. But, you still ought to create a character that will be fun for you to advance. Okay, enough rambling.

Here are the rules....

1. First level characters, no evil alignments, no psionics.

2. Use a 32 point buy to generate ability scores. Adjust for race after the buy.

3. Maximum gold by class to purchase starting equipment.

4. Maximum hit points to start.

5. Sources....I'd prefer to keep this as a back to basics type game, so I'm limiting you to the core rulebooks only, for first level. I may open things up to other sources for future level advancements.

6. If you make a cleric, paladin, or some other worshiper of a patron deity, you may use one of the ones in the PHB, or you may create a generic god....e.g., 'God of War', 'God of Nature' etc., to be named by you.

I think that about covers it! Please give a holler if you have any questions at all. I look forward to seeing those sheets!

Thanks,
Krago
 

Hey, I want to submit a character! Also, I run combats in my PBP game (using a grid and miniatures and everything) and they aren't too out of control at all. Well, I'll submit one anyway.
 

If I can submit a character...


Sharza the Badger
Female Gnome Barbarian 1
Chaotic Neutral

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 8 (-1)
Wisdom 10 (+0)
Charisma 12 (+1)

Size: Small
Height: 3' 3"
Weight: 43 lb
Skin: Brown
Eyes: Hazel
Hair: Red

Total Hit Points: 14

Speed: 25 feet [barbarian fast movement+scale mail]

Armor Class: 17 = 10 +4 [scale] +2 [dexterity] +1 [small]

Touch AC: 13
Flat-footed: 15
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +4 = 2 [base] +2 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +0 = 0 [base]
Attack (handheld): +5 = 1 [base] +3 [strength] +1 [small]
Attack (unarmed): +5 = 1 [base] +3 [strength] +1 [small]
Attack (missile): +4 = 1 [base] +2 [dexterity] +1 [small]
Grapple check: +0 = 1 [base] +3 [strength] -4 [small]

Languages: Common, Gnome

2 Spiked Gauntlets [1d3, crit x2, 1/2 lb, light, piercing]
Sling [1d3, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Light Hammer [1d3, crit x2, range inc 20 ft., 1 lb., light, bludgeoning]
Heavy Flail [1d8, crit 19-20/x2, 5 lb., two-handed, bludgeoning]

Scale mail [medium; +4 AC; max dex +3; check penalty -4; 15 lb.]

Feats:power Attack

Skills:

Climb (Str*) +7 = +3 +4
Hide (Dex*) +6 = +2 +4 [small]
Jump (Str*) +5 = +3 +2
Listen (Wis) +4 = +0 +2 +2 [gnome]
Survival (Wis) +2 = +0 +2
Tumble (Dex*) +3 = +2 +1

* = check penalty for wearing armor

Gnome:
+2 constitution / -2 strength (already included)
Small (combat bonuses, +4 to hide already included)
Low-light vision
+2 racial bonus on saves vs. illusions
+1 on DC of opponent's save vs. gnomish illusions
+1 racial bonus to hit kobolds and goblinoids
+4 dodge bonus on AC against giants
+2 bonus on listen checks (already included)
Speak with burrowing animals once per day
1/day dancing lights, ghost sound, prestidigitation

Barbarian:
Illiteracy (2 skill points to learn to read)
Rage (+4 Str, Con) 1/day

Fast Movement (already included)
This barbarian cannot yet read/write.

Class HP rolled
Level 1: Barbarian 12

Sharza the Badger's Equipment:
(Total 45 lb- light load)
Weapons / Armor (from above): Hvy Flail, Spiked Gauntlets, light hammer, scale armor
Sling bullets (2 bags of 10)
Backpack
Grappling hook already connected to 50' rope
small utility knife
68gp, 8sp

BACKGROUND: Sharza the Badger was abandoned as a baby after her parents were killed by a green dragon in a deep and dangerous part of the forest. She was later discovered and raised by a group of xenophobic druids who had rejected all civil society. Unfortunately, they had no real experience in raising children, and for the most part Sharza used her nascent ability to communicate with animals to raise herself in the deep forest. One day while exploring a certain part of the woods with nothing but her sling and knife, she fell upon the husk of a dead adventurer (a halfling) she found wrapped in a spiders web. Intrigued by the possibilities of life outside of the forest, she scavanged all of the usuable gear she could from the hapless warrior. Intrigued by dreams of adventure, she bid farewell to the druids, strapped on her recently refurbished scale mail and took up the small heavy flail that would become her trademark weapon.

Upon reaching town, she gained the name "The Badger" when she talked to a grumpy dire badger that had holed up in the town stable and convinced it to leave. Of course the confused badger was eager to leave, but Sharza's timely use of her ability to speakwith animals impressed the townsfolk enough to earn her the nickname.
 
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AmorFati

First Post
Morka

Male Dwarven Cleric of Pelor 1

Alignment: Neutral Good
Deity: Pelor
Size: Medium
Type: Humanoid
Base Speed: 20
Space: 5 ft.
Reach: 5 ft.

Str: 14 (+2) [6pts]
Dex: 12 (+1) [4pts]
Con: 16 (+3) [6pts + 2racial]
Int: 10 (+0) [2pts]
Wis: 16 (+3) [10pts]
Cha: 8 (-1) [2pts - 2racial]

HP: 11 (1d8 + 3Con)

AC: 18 (10base + 1dex + 5armor + 2shield) / 11 / 17
+4 against giants

Saves:
Fortitude: +5 (2base + 3con)
Reflex: +1 (0base + 1dex)
Will: +5 (2base + 3wis)
+2 against poison
+2 against spells and spell-like effects

Init: +1 (1dex)

Base attack bonus: +0

Attacks:
Morningstar: +2 (0base + 2str), 1d8+2 damage, Threat 20/x2
+1 attack against orcs and goblinoids.

Spells:
Spells per day: 3+1/2+1
Domains: Sun and Healing
DC 10 + spell level + 3wis

Spells Prepared:
0: Detect Magic, Light, Read Magic
1: Bless, Comprehend Languages + Endure Elements

Turn Undead:
7 - 1cha times / day.

Skills:
Skill points: 8
Max Rank: 4
Heal : 7 [4ranks + 3wis]
Knowledge (Religion): 4 [4ranks]

Feats:
Lvl 1 - Extra Turning

Languages:
Common
Dwarven

Equipment:
Morningstar 8gp
Heavy Wooden Shield 7gp
Chainmail 150gp
Wooden Holy Symbol 1gp
Backpack 2gp
Flint and Steel 1gp
Trail Rations x4 2gp
Hempen Rope 1gp
Waterskin 1gp
Belt Pouch 1gp
Bedroll 1sp
Hammer 5sp
Common Lamp 1sp
Oil (1pint) x3 3sp
Empty Sack x3 3sp
Torch x3 3cp
Clay Mug 2cp
Iron Pot 5cp
21gp 36sp

Proficiencies:
Simple Weapons
All armors
Shields (Not tower)

Race:
Darkvision
Stonecunning: +2 racial bonus on search checks involving stoneworks.
Weapon Familiarity: Dwarven Waraxe is Martial insetad of Exotic
Stability: +4 resist against bull rush or tripped.
+2 saves against poison
+2 saves against spells and spell-like effects
+1 attack against orcs and goblinoids.
+4 AC against giants.
+2 racial appraise checks involving stone
+2 racial craft checks involving stone


Info:
Morka is a silent young dwarf, out on some personal quest for Pelor. (At least, in his mind!). He is of average height and weight, sporting a short brown beard braided with golden strands of silk. He wears a light-grey robe with the symbol of Pelor and the symbol of his Clan on the chest. Underneath the robe you can see the old, sturdy chain mail he got from his father. He use a morningstar shaped and colored like a blazing sun, and a big wooden shield bearing the symbol of his Clan, a crow flying towards the setting sun.

As a person he is usually quite silent, but when battle start, he yells his prayer for his deity and charge the abomination of Darkness. He escpecially hate undead, and has made it somewhat of a personal quest to eradicate any undead on his way.
 
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Ferrix

Explorer
Krago, what's your opinion on having items that are made by a character with the appropriate craft skill? Standard reduction in cost?
 

Tonguez

A suffusion of yellow
Jaire Zerhacker
Dwarf Ranger

Jaire Zerhacker came from a Woodchopper clan (responsible for gathering the timber used in the Dwarf mines) and as such was raised near the surface where he spent his youth split between working the alpine forest and poking around in the many caves and crevices of their alpine home. His wandering nature sometimes drew grumbles from the other Woodchoppers but his skill at bringing in rabbits and fish to eat, and keeping track of stray ponies kept him in good order with the clan.
He doesn't come from a dysfunctional family nor is he an orphan who saw his parents slaughtered by orcs, Jaire is just a good stable dwarf but with a strong wanderlust that gets him labeled as a daydreamer (at least amongst more serious dwarfs).


Alignment: Neutral Good
Deity:
Size: Medium
Type: Humanoid
Base Speed: 20
Space: 5 ft.
Reach: 5 ft.

Str: 14 (+2) [6pts]
Dex: 16 (+3) [10pts]
Con: 14 (+2) [4pts +2]
Int: 10 (+0) [2pts]
Wis: 14 (+2) [6pts ]
Cha: 10 (+0) [4pts - 2racial]

Saves: Fortitude: +4 (2base + 2con) Reflex: +4 (2base + 2dex) Will: +2 (0base + 2wis)
+2 against poison
+2 against spells and spell-like effects

Skills 24pts
Climb 5 (3+2), Handle Animal 2 (2+0), Heal 4(2+2), Hide 5(2+3), Jump (2), Knowledge (dungeoneering) 2(2+0), Listen 5(3+2), Move Silently 5(2+3), Ride 5(2+3), Search (0), Spot 5(3+2), Survival 5(3+2), Use Rope (3). Concentration (2), Craft (0), Knowledge (geography) (0),Knowledge (nature) (0),Profession (2),Swim (2),


Combat
HP: 10(1d8 + 2Con)
AC: 15 (10base + 2dex + 3armor / 12 / 13)
+4 against giants

Init: +2 (2dex) Base attack bonus: +1

Attacks:
Throwing Axe (melee +3 1D6 x2)
Throwing Axe (ranged +4 1D6 x2)

+1 attack against orcs and goblinoids.

Feats
Point Blank Shot

Equipment
2 x Throwing Axe (1D6 x2, 10ft), Dwarven Waraxe (1D10 x3)
Backpack, Winter Blanket, Fishing net, 50 ft. Hemp Rope, Grappling hook, Hammer, 3 x Piton, Hooded Lantern

Racial
Darkvision
Stonecunning: +2 racial bonus on search checks involving stoneworks.
Weapon Familiarity: Dwarven Waraxe is Martial insetad of Exotic
Stability: +4 resist against bull rush or tripped.
+2 saves against poison
+2 saves against spells and spell-like effects
+1 attack against orcs and goblinoids.
+4 AC against giants.
+2 racial appraise checks involving stone
+2 racial craft checks involving stone
 
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Ferrix

Explorer
Dair - Deep Halfling Rogue

Dair
Chaotic Neutral Deep Halfling Rogue 1

Age: 22
Gender: Male
Height: 3’4”
Weight: 38lb
Eyes: Dark brown
Hair: Black
Skin: Mahogany

STR: 10 [--] (4 points, -2 race)
DEX: 18 [+4] (10 points, +2 race)
CON: 14 [+2] (6 points)
INT: 14 [+2] (6 points)
WIS: 12 [+1] (4 points)
CHA: 10 [--] (2 points)

Hit Dice: 1d6 + 2
HP: 8
Armor Class: 10 (10 base + 4 Dex + X Armor)
Initiative: +8
BAB: +0
- Melee: +1
- Ranged: +5

Speed: 20’

FORT: +3 (0 Base + 2 Con + 1 Race)
REFL: +7 (2 Base + 4 Dex + 1 Race)
WILL: +2 (0 Base + 1 Wis + 1 Race)

Abilities:
- Darkvision 60 ft.
- Stonecunning
- +2 racial bonus on Appraise & Craft checks related to metal or stone
- +2 racial bonus on Listen checks
- Small size
- +1 racial bonus on saving throws
- +2 morale bonus against fear
- +1 racial bonus on attacks with slings or thrown weapons
- Trapfinding
- Sneak Attack +1d6


Feats:
1st Level
- Improved Initiative


Skills:
Hide +12 (4 ranks, +4 Dex, +4 Size)
Move Silently +8 (4 ranks, +4 Dex)
Spot +5 (4 ranks, +1 Wis)
Listen +7 (4 ranks, +1 Wis, +2 Race)
Search +6 (4 ranks, +2 Int)
Disable Device +8 (4 ranks, +2 Int, +2 Circ)
Open Locks +10 (4 ranks, +4 Dex, +2 Circ)
Tumble +8 (4 ranks, +4 Dex)
Sleight of Hand +6 (2 ranks, +4 Dex)
Escape Artist +6 (2 ranks, +4 Dex)
Climb +4 (4 ranks, +0 Str)


Languages:
- Common, Halfling, Dwarven, Goblin and Orc


Equipment:
Armor and Shield
-Leather (+2 AC, Max Dex 6, -0 ACP, 10% ASF) (10gp, 7.5lb)

Melee weapons
-Rapier +1 (1d4, 18-20/x2) (20gp, 1lb)
-Dagger +1 (1d4, 19-20/x2) (2gp, .5lb)

Ranged weapons
-Sling +6 (1d3, 20/x2, 50ft.) (0gp, 0lb)

Mundane equipment
Adventurer’s Outfit (0gp, -lb)

Beltpouch (1gp, .125lb)
-Sling Bullets, 10 (1sp, 2.5lb)
-Chalk, 10pc. (1sp, -lb)
-Flint & Steel (1gp, -lb)

Backpack (2gp, .5lb)
-Masterwork Thieves Tools (100gp, 1lb)
-Bedroll (1sp, 1.25lb)
-Soap (5sp, 1lb)
-Waterskin (1gp, 1lb)
-Trail Rations, 4 days (2gp, 1lb)

Weight Carried (25/50/75): 18lb
Remaining money: 60gp, 2sp


Description
Slightly tall and stocky for a halfling, Dair keeps his appearance practical and effective. His black hair is braided, each one ending in a silver cap. He has dark brown eyes and mahogany skin. A wide-bladed rapier in a scabbard on his left hip and a dagger in a boot sheath are his only weapons. His leather armor is a dapple gray.

Personality & Background
Having grown up in a mixed Halfling/Dwarf community, Dair has a streak of the practical in him that more common halflings rarely do. Although quiet, he is, like many halflings, incredibly curious and prefers to approach things from odd angles. With a tankard of ale in him, he can become much like a dwarf, slightly rowdy and loud, although it is combined with a penchant for mischief. When he does speak, it is straight forward and free of any flourishes or embellishments.
 
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