From 0f57e7e3e81b5b0d0a7ca232ebef27f4bb96bc4b Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Mon, 22 Mar 2021 03:29:31 +0100 Subject: [PATCH] separate example stories into their own files --- cc.tex | 67 +--------- combat.tex | 303 ++---------------------------------------- gm.tex | 4 + gods.tex | 64 --------- intro.tex | 5 + rules.tex | 182 +++---------------------- story/1-intro.tex | 41 ++++++ story/10-combat.tex | 86 ++++++++++++ story/11-ram.tex | 30 +++++ story/12-advanced.tex | 80 +++++++++++ story/13-morale.tex | 16 +++ story/14-run.tex | 27 ++++ story/15-fatigue.tex | 53 ++++++++ story/16-stories.tex | 62 +++++++++ story/2-cc.tex | 21 +++ story/3-xp.tex | 17 +++ story/4-rolls.tex | 32 +++++ story/5-resting.tex | 12 ++ story/6-team.tex | 23 ++++ story/7-resisted.tex | 31 +++++ story/8-hiding.tex | 25 ++++ story/9-rations.tex | 8 ++ story/cc.tex | 8 ++ story/encumbrance.tex | 9 ++ story/equipment.tex | 14 ++ 25 files changed, 636 insertions(+), 584 deletions(-) create mode 100644 story/1-intro.tex create mode 100644 story/10-combat.tex create mode 100644 story/11-ram.tex create mode 100644 story/12-advanced.tex create mode 100644 story/13-morale.tex create mode 100644 story/14-run.tex create mode 100644 story/15-fatigue.tex create mode 100644 story/16-stories.tex create mode 100644 story/2-cc.tex create mode 100644 story/3-xp.tex create mode 100644 story/4-rolls.tex create mode 100644 story/5-resting.tex create mode 100644 story/6-team.tex create mode 100644 story/7-resisted.tex create mode 100644 story/8-hiding.tex create mode 100644 story/9-rations.tex create mode 100644 story/cc.tex create mode 100644 story/encumbrance.tex create mode 100644 story/equipment.tex diff --git a/cc.tex b/cc.tex index e8e3dfde..54a44194 100644 --- a/cc.tex +++ b/cc.tex @@ -148,28 +148,9 @@ These are the basic Traits which characters must use over and over again for eve \end{tcolorbox} -\begin{figure*}[t!] - -\begin{boxtext} - -\subsection{The Story of Sean} - -After rolling the dice, my final results are Strength +1, Speed 0, Dexterity -1, Intelligence 0, Wits -1 and Charisma +1. -That doesn't look like it speaks of much, but consider what kind of human might be `Charismatic yet clumsy'. -Perhaps a noble? -It could be a performer, but what kind of performer doesn't have the coordination to play the difficult songs on the banjo? A poet! Imagine a minor noble, perhaps the third son of a townmaster or some such. -He's always rushing about then falling over. -His poems aren't terribly good (just look at that banal Intelligence score) but he can get better. -Meanwhile, he earns his pay, and perhaps attempts to chat up a few ladies, based on his dashing good looks and likeable personality. - -He just needs a name now -- something which captures the idea of a slightly silly fop, a knightly poet. -`Sean' should do it. -Roll up a character of your own, and you can use it for practice rolls in a moment. - -\end{boxtext} - -\end{figure*} - +\iftoggle{verbose}{ + \input{story/2-cc.tex} +}{} \subsection{Body Attributes}\index{Body Attributes}\index{Physical Attributes} @@ -217,46 +198,6 @@ Wits is the only Mind Attribute available to animals. Finally, a character's ability to speak with people, make friends, lie convincingly, lead a group or barter for cheaper goods are all covered under Charisma. Charisma also covers characters' luck, and therefore some measure of their ability to avoid being damaged, because the gods seem to love a chancer. -\iftoggle{verbose}{ - -\begin{exampletext} - -The skinny man greets Sean with overbearing enthusiasm as he continues to explained the mission. - -``\emph{The book was stolen from our library}'' emphasizing ``our'' to make it obvious that it was as much his library as any other wizard's. -``\emph{It is very dangerous and we must have it back. -It contains a song - a bad one}''. - -Sean pulls his face to its own centre for a moment. ``\emph{You mean, you think the song in the book is awful?}'' - -``\emph{No no no. I mean yes}'', the wizard replied, as happily as ever. -``\emph{The book contains a song, the song contains the magic. -When you play or sing it or whatever it is, things happen. -Bad things}''. - -``\emph{Okay. -What kinds of things?}'' - -``\emph{That's a guild secret I'm afraid, but the important thing to know is to never let him sing.}'' - -``\emph{Might he do that while we're charging towards him with swords and rope?}'', Sean asks. - -``\emph{Oh yes}'', the wizard grinned wider. -``\emph{After all, he is a bard. -We allowed him into the college to show off his odd abilities - those sorcerer powers from his elven heritage. -And he stole our book, from the secret section at the back with all the forbidden books. -He must have stolen the key from me. -Anyway -- we can pay handsomely. -Perhaps two hundred gold in total. -Do you think your friends would be interested?}'' - -``\emph{I'm going to speak with my guys, but two hundred gold for a apprehending a single criminal? Easiest job we've ever had.}'' - -The wizard smiled again. - -\end{exampletext} -}{} - \subsection{Player Chosen Characters} \label{playerchosen} @@ -766,6 +707,8 @@ Whether this comes through prayer or inborn abilities which develop over time, a {\longsword, \partialchain, \bucklar, bow, 2 x adventuring equipment}% EQUIPMENT {\mana{2}\addtocounter{fp}{10}} +\input{story/3-xp.tex} + \end{multicols} }{} diff --git a/combat.tex b/combat.tex index 8af2108c..6c14fe88 100644 --- a/combat.tex +++ b/combat.tex @@ -697,93 +697,11 @@ When the party take any part of the day to rest, they can heal a number of \glsp In most cases, Fatigue Points will heal faster than they accumulate, so tiredness can be safely ignored while are in ideal circumstances. However, persistent battles, sprints, and poisons can quickly incapacitate the most seasoned warriors. - \begin{exampletext} - The next morning the trio gave a wide berth to the area between the fallen village and the mountain, in the hopes of avoiding attack from the rear. -Unfortunately there was little they could do to hide themselves, and a band of hobgoblins from the village were following them. -The trio had reached halfway up the mountain by this point but the hobgoblins were faster than them, and stronger. - Sean thought for a moment about abandoning Hugi if there was a problem - his little dwarvish legs were no good for sprinting. - Of course Hugi's death would not buy them much time, and Arneson would never stand for it. - No, they would have to stick together to survive. - - The trio climbed for a while longer, looking back every few moments to note how close the hobgoblins were behind them. An ogre was among their ranks, so they must have come from a very deep cavern. - - Looking back, the enemy was nearing and everyone was out of breath. - Arneson suggested a rest to make sure they would be ready for the fight - they could fight downhill against an enemy fatigued from walking upwards. - He calmly got out the rations - some cheese, smoked pork, oatcakes and a flagon of wine. - - ``May as well have the best of the rations now, eh, friends?'', Arneson said while smiling, and they slowly masticated their age-hardened meal and tried to smile back as the nine foot monstrosity which was so recently a man made its way up to them, pounding its great feet up the mountainous slopes, surrounded by half a dozen hobgoblins, each the size of a broad-shouldered man. - - As the hobgoblins neared the plateau where the trio sat they began to make their war cries, but Arneson just sat and ate his last oatcake slowly. They began to sprint upwards across the rocky ground. - - The \gls{gm} decides that since the players have the higher ground, they will receive +1 to all rolls until the hobgoblins can reach slightly higher ground - probably after the first action. -One of the players must roll Initiative, so Arneson's player take the dice and rolls, producing a `5'. - Each character's Initiative Bonus adds to this separately, so Sean's Initiative of +1 gives him a total of 6; Hugi's Initiative of +0 gives him a total of 5 and Arneson's Initiative Bonus of +2 makes his total 7. - The group then gain +1 each due to the higher ground. - Meanwhile, the hobgoblins have rolled a `5' for their Initiative as well. -The hobgoblins each have a +1 bonus to Initiative and the ogre has a +0 bonus. - - The \gls{gm} knows the highest Initiative total is somewhere under 9 so she calls out, - - ``Ten! The hobgoblins gather at the base. Nine! They cover their faces with their weapons and gang together. Eight! They push forwards and ....'' - - ``Eight!'' shouts Arneson's player. ``I'm going at eight! \ I'm going for the ogre - you said he was unarmoured so we should be able to take him down with a couple of good hits''. - - Arneson's player needs to roll an 8 to hit the ogre, so he rolls and adds +1 for his Combat Skill. His total is `11' and he hits. He has already rolled his damage die at the same time. It landed on a `2'. He adds +2 for his Strength and +1 for the sword's Damage bonus for a total of 5. The ogre shrieks in pain as Arneson's sword sticks in. Arneson's action took 6 Initiative points so he goes down to `2', and the hobgoblin has spent 2 Initiative to defend himself. - - ``Seven!'', she cries. - Sean's player jumps in. - He only deals $1D6+2$ Damage but he has a much better Combat Skill of +2. - He rolls to Strike but misses the ogre with a `5'. - His Initiative score reduces to 1, and he reduces the hobgoblin's from 6 to 4. - - ``Six!'', beckons the \gls{gm}, and starts to describe leering hobgoblins stabbing at everyone's feet from the base of the great stone step the trio are sitting on. She gives them each a -1 to attack due to occupying the lower ground. - - \pic{Boris_Pecikozic/nura_brawl}{\label{boris:brawl}} - - A hobgoblin hits Arneson, so he spends 2 Initiative to attempt to Dodge. Arneson rolls a 7 but the \gls{tn} is 10. - The hobgoblin's Strength is +2 and the battle axe adds +3 Damage for a total of +5. - 4 of the Damage is replaced with a die, so the hobgoblin is rolling $2D6+1$ Damage. - The total is 6. - Arneson's player first reduces that by his chainmail's \gls{dr} of 4, leaving 2 Damage. - Instead of taking that Damage he marks off 2 \glsentrylongpl{fp} and declares that the attack in fact misses. - - Hugi finally releases his crossbow, but in all the confusion misfires. He's down to Initiative 1. - - \needspace{3cm} - \begin{wrapfigure}{r}{.3\textwidth} - - \begin{tabularx}{.3\textwidth}{c|X} - \setcounter{enc}{12} - - 8 & Arneson deals 5 Damage to a hobgoblin. \\ - - 7 & Sean misses. \\ - - 6 & Most hobgoblins attack. \\ - - 5 & Ogre grabs Hugi, then runs away. \\ - 4 & Two hobgoblins attack. \\ - - - \end{tabularx} - - \end{wrapfigure} - - ``Four!'', shouts the \gls{gm}, then she smiles. The next hobgoblin attacks and Arneson rolls a 5 -- that's a failure with a Margin of 4, so it bypasses his chainmail. The axe is coming down towards his unarmoured shin-bone and the Damage rolled is 9. He marks off his last 9 \gls{fp} rather than taking any Damage. Any further Damage is coming straight off his \gls{hp}. - - ``The ogre pushes forward with its club then reaches out to grab Hugi. Roll at \glsentrylong{tn} 9''. - - Hugi's player isn't happy, as that is enough to hit him, or in this case grab him. In fact with his crossbow out rather than a defensive weapon, he'll have a hard time defending himself. - - The ogre reached forward, grabbing Hugi by the beard and pulling him back through the horde of hobgoblins and out from the protection of his companions. - - The other players want to attack the ogre, but he's making a movement action -- these count as \gls{quickaction} so they are allowed to operate before other actions. - Hugi disappears behind the crowd. - The ogre's Initiative reduces to 0 and he is done for the \gls{round}, but Arneson and Sean each have one action left. - -\end{exampletext} +}{} +\iftoggle{verbose}{ + \input{story/10-combat.tex} }{} \end{multicols} @@ -988,6 +906,10 @@ Those who resist must also sacrifice 3 Initiative. A resisted Strength + Combat A \textit{Ram} action must employ normal movement, and cannot move any character farther than their normal movement. Characters who have been rammed but are unable to move far enough back fall \textit{prone}.\footnote{See page \pageref{prone} for details on falling prone.} +\iftoggle{verbose}{ + \input{story/11-ram.tex} +}{} + \subsubsection[Sneak Attack: +4 to attack and +2 Damage. Surprised enemies cannot use their Evasion Bonus. Weapon's \glsentrytext{weightrating} creates a penalty to attack]{Sneak Attacks} \label{sneakattack} \index{Combat!Sneak Attack} @@ -1003,39 +925,6 @@ A character using two weapons -- perhaps a shield in one hand and a sword in the The Evasion bonuses from the weapons stack, so the second weapon adds \textit{half} its Evasion bonus. Each weapon will have to be held in one hand, increasing its \gls{weightrating} by 2. -\iftoggle{verbose}{ - -\begin{exampletext} - - Arneson decides he is going to \textit{ram} the crowd of hobgoblins to save his friend.\footnote{See page \pageref{ram} for details on the attack.} - Pushing the half dozen hobgoblins back is going to be tricky. - He launches himself from the stony step they are on, pushes his chest into one then grabs two more hobgoblins. - Since he is pushing back 2 extra figures, he takes a -2 penalty to the action. - Arneson's rolling with +2 from his Strength Bonus and +1 bonus for his Combat Skill for a grand total of +1. - The \gls{tn} is 7 plus the hobgoblins' Strength of +2 and Combat Skill of +2 for a total of 11. - The \gls{gm} allows him a total of a +2 bonus for jumping off the step. - The dice come up with an 8 and his total of +3 just passes the test. - Normally, he would only push the hobgoblins back by 1 step, but they are on the side of a cliff and being pushed onto their back feet. - - The \gls{gm} decides some sort of check is in order to see how well the hobgoblins perform. - Ordinarily, she would roll for each of them but there are six of them and that will take too long. - Thinking quickly - because who wants to slow down combat? - she decides that all of them could potentially fall down the cliff since the first three are in front of the next three so Arneson is pushing against all of them one way or another. - She gives them a \gls{tn} of 9 to stay up and a bonus of +6 because there are 6 of them. - Each Margin they roll in the final score is one hobgoblin that has not fallen over. - Dice clatter, she has rolled a `4' and that leaves a final score of 10. - Everyone falls down the mountain's steep incline except for a single hobgoblin. - - Sean, on Initiative 1, is the last to act. - He jumps off the cliff-side to attack the last hobgoblin. - He strikes with a score of 11, bypassing the ugly creature's Partial chain armour, then rolls $1D6+2$ for the Damage for a total of 4. - The creature is reduced to half its \glspl{hp} with a crimson gash across its throat. - - As Sean's sword swooped down it opened up his target's arm. The last one standing cries out and withdraws his arm then backs off. - - ``End of the \gls{round}!'', cries the \gls{gm}. ``Round two! Roll for Initiative''. -\end{exampletext} -}{} - \end{multicols} \stopcontents[Manoeuvres] @@ -1105,85 +994,8 @@ Weapons also receive a -2 penalty to Damage. \iftoggle{verbose}{ - \begin{exampletext} - - - The players start by assigning their Combat Skill. - On the last \gls{round}, they left it as the default - it added to the Strike Factor. - Arneson repeats the move and Hugi has no Combat score to speak of, but Sean has Combat +2. - He knows speed is of the essence if he wants to save his friend, so he adds +2 to his Initiative Factor, giving him a total of +3. - - The characters roll to get their bearings but achieve only a `4', so Sean will act at Initiative 7. - The \gls{gm} rolls for the hobgoblins and achieves `9' - with Speed +1 they will act on Initiative 10. - - \vspace{1em} - - \begin{tabularx}{.3\textwidth}{c|X} - \setcounter{enc}{12} - - 10 & The Ogre grapples Hugi. \\ - - 7 & Sean moves to stab the Ogre. \\ - - 6 & The Ogre deals 5 Damage. \\ - - 5 & Sean kills the ogre. \\ - - \end{tabularx} - - \vspace{1em} - - ``Twelve!'', the \gls{gm} rolls a Morale Check for that last hobgoblin. It is wounded and outnumbered. The \gls{tn} is 12 and it can add its Combat bonus, but the roll still fails. - - ``The last hobgoblin backs up. \textit{Eleven!} It flees down the mountain towards its allies, many of whom are still rolling down the hill.'' - - ``Ten!'', the \gls{gm} continues, and immediately rolls for the ogre as it tries to eat Hugi's face off. - This will count as a grappling roll, so he and Hugi will use double their Strength Bonus added to their Combat Skill. - Unfortunately Hugi has neither Strength Bonus nor Combat Skill, so the ogre gets a straight +12 bonus; the roll succeeds before it is even made, and succeeds by a margin of 3: that means Damage is inflicted, rather than just Fatigue Points. - The ogre only adds Strength - of course his massive club is useless for the attack. - His Strength of +5 means he will roll $2D6+1$ Damage for a total of 4. Hugi is safe for now as the ogre luckily bites down on dwarvish helmet as Hugi's player marks off 4 \glspl{fp}. - - ``Nine! The ogre pulls Hugi down. Eight! He bites down on Hugi's face but gets a mouthful of helmet instead. Seven!'' - Sean's player is acting now and takes two Initiative to run over to aid Hugi. - He asks the \gls{gm} if he can sneak up on the ogre. - - ``You mean in the middle of a fight you want to backstab someone?'' - - ``Sure. He's busy eating Hugi's face, so can I stab him while he's not bothering to avoid it?'' - - The \gls{gm} thinks about it - the action is not clearly covered in the rules, so she decides the following. - - ``Okay - make a sneak roll. - If he sees you then he's going to stop the action and defend himself, otherwise your next attack can count as a Sneak Attack. Roll Speed + Stealth at \glsentrytext{tn} 6.'' - - Sean has no bonus to either, but that ogre is so dim the test is easily passed. - - ``Six! The ogre gnaws into Hugi's face, this time without failure. 5 Damage!'' - - Hugi's player marks off his last 3 \glspl{fp} then 2 \glspl{hp}, noting that he could have just died. - - Arneson runs over to aid the fight. - - ``Five! Sean rolls for attack'' - -His Sneak Attack gives him +4 to strike the ogre - which he does - and +2 Damage, making his Damage roll $2D6$. His total is 7 Damage. - - ``Launching himself forward he lands the tip of his sword into the ogre's back just as teeth are sinking into the dwarf's face. - It finds purchase and slides in only six inches before stopping. - The giant whirls \gls{round}, ripping the sword out and pushing Sean to the side. - He screams and attempts to get up, then slumps back down onto the dwarf, blood pooling out of the gash on his back.'' - - ``Finally!'', shouts Sean. - We're done. - It's finished. - We can\ldots - -``Four! Over a dozen hobgoblins can be seen marching down from the mountain.'', shouts the \gls{gm}. - -``What? \ We can't handle any more. Hugi's Damaged. Arneson's in poor shape too.'' - -``Three! \ They pull out crossbows and start cranking them {\dots}'' - \end{exampletext}}{} + \input{story/12-advanced.tex} +}{} \end{multicols} @@ -1236,21 +1048,7 @@ When an enemy flees the scene, characters still gain full \gls{xp} for the fight \iftoggle{verbose}{ - \begin{exampletext} - - Sean's mind was racing -- searching for anything to help he remembered his acting classes, the roar they taught to open a grand scene and how actors said their roar was such that it would terrify local ruffians around the town. - - Sean's player asks the \gls{gm} about making a moral check for the hobgoblins. - - ``Well'', she ponders, ``you certainly don't outnumber them. - They are not half dead. - They might make a moral check at \gls{tn} 4 but they would get a +1 bonus for their Combat Skill. - So no, not really. - They are not terrified of Sean waving his sword about, even if he took acting classes''. - -So much for that plan. - - \end{exampletext} + \input{story/13-morale.tex} }{} \end{multicols} @@ -1335,32 +1133,7 @@ Each area covered also inflicts 1 Fatigue Point in addition to any for wearing a Players are encouraged to suggest Skills which might help. While running away from a band of guards, a character could use the Stealth Skill, quickly dipping into an alleyway to hide. When jumping around a busy area of town, the character might leap over a moving cart to gain some headway. Characters can, with \gls{gm} permission, use their Skills to aid an entire group. The Stealth Skill, in particular, might be used to aid the entire party to hide by finding the right spot. The Empathy Skill might be used to quickly convince farmers to hide the characters. \iftoggle{verbose}{ - -\begin{exampletext} - Sean's next plan was to run away as fast as possible. - This was much more popular than his last plan of yelling at the enemy, though Hugi found it hard to move enthusiastically with an arrow in his shoulder. - The hobgoblins of course realised that they had no time to reload so they just gave chase. - They dropped their projectiles, pulled out their shortswords and started to clamber along the rocky face of the mountain. - The trio could not move clearly up the mountain until they had gained some ground between themselves and the hobgoblins, and feared that there would be more openings to once-dwarven tunnels, now infested with hobgoblins, if they went further up from their present location. - - The basic \gls{tn} for such actions is 6 and the \gls{gm} lowers it by 2 because the trio have a good head start. - The hobgoblins add their Speed Bonus of +1 for a final \gls{tn} of 5. - The party roll an 8 but unfortunately Hugi isn't the fastest of people -- he's only four feet tall after all -- so his score is 7. - They needed that 8 to completely get away. - Arneson and Sean decide they're going to keep pace with him rather than running ahead. - They're not caught yet, but run through three different distinct areas before making another roll. - -The hobgoblins were fast on their trail as they clambered over the rocky mountain side. -They soon headed up steeper, overhanging rocks and at one point had to help each other upwards across large rocks jutting out of the side as the hobgoblin horde came ever closer. -Finally, they reached the peaks and gazed down the other side. -Seeing only mist in the other side they decided to lose themselves in the crevices there before the enemy could catch up enough to see their direction. - - Arneson's player wants to roll again while adding his +2 Stealth Skill. He is the only one with this Skill but the \gls{gm} says he can use it to help everyone hide. Arneson's player takes the dice and rolls; he scores 11. - - They didn't go far, but only hopped down a few stony crevices before Arneson beckoned them to the side and requested they creep into a nook he had found. - Hugi and Sean could only just fit, with no spare room, so Arneson then bounded off to see what else he could find. - He was still out looking for a spot when the great axes scraping down the cliff could be heard, and guttural voices complained about dangerously empty stomachs. -\end{exampletext} + \input{story/14-run.tex} }{} \subsection{Hunting} @@ -1387,59 +1160,7 @@ Such is life. The maximum Damage someone can suffer from a fall is 18, equating to $4D6+2$. \iftoggle{verbose}{ - - \begin{exampletext} - ``That's the end of the scene'', the \gls{gm} says. ``You can each regain 2 \glsentrylongpl{fp}.'' - -``I've got 10 \glsentrylongpl{fp} in total'', mentions Arneson's player, ``So I'm getting 4. But doesn't this rest period count as a new scene too?''. - - ``Sure, says the \gls{gm}. ``Mark down another load for hiding in the tops of the mountains.'' - -With their \gls{fp} now replenishing quickly, the group can rest and worry less about being hit again. - - ``Oh! I've been forgetting about the Fatigue'', says the \gls{gm}. Your \gls{gm} will probably say the same at some point. - - ``Everyone got two Fatigue from being in two \glspl{round} of combat, then four more for running through three areas. - That's six in total''. - -\vspace{1em} - -\needspace{3em} - -\textbf{Hit Points and Fatigue} - - \begin{tabularx}{\linewidth}{ccccccccccc} - - $\CIRCLE$ & $\CIRCLE$ & $\CIRCLE$ & $\CIRCLE$ & $\CIRCLE$ & $\CIRCLE$ & $\CIRCLE$ & \Circle & \Circle & \Circle \\ - - $\boxslash$ & $\boxslash$ & $\boxslash$ & $\boxslash$ & $\boxslash$ & $\boxempty$ & $\boxempty$ & $\boxempty$ & $\boxempty$ & $\boxempty$ \\ - - &&&&&&& -1 & -2 & -3 \\ - - \end{tabularx} - -\vspace{1em} - - Sean's player starts by putting down two \glspl{fatigue} for the two rounds of combat. - His armour has a \gls{weightrating} of 0, so it doesn't add \gls{fatigue}. - He receives three \gls{fatigue} for running across the mountain. - Five Fatigue Boxes are marked down in total. - If the characters had continued being active that would be the end, but since they have finished the scene while resting, Sean heals 4 Fatigue points leaving him with only 7 in total. - - Hugi isn't doing so well. He only had 2 \glspl{hp} left by the time he was running. - He gains the full 7 \glspl{fatigue}. - Finally, the \gls{gm} reminds him that he is bleeding from his wounds. - He is in no condition to patch them up while hiding, especially since nobody in the party knows anything about Medicine. - She decides to only award one more Fatigue point since the arrow is also stopping the wound from bleeding too much - that makes the total 8. - Hugi's rest allows him to regenerate 3 Fatigue Points (he's not as strong as Sean) so he receives 5 Fatigue Points in total. - Dwarves, luckily, can withstand 2 additional Fatigue Points so 2 of those points give him no penalty. - That's 6 more than his \glspl{hp}. - He gains a -4 penalty to all actions. - The danger now passed, the warriors lie in their hiding nooks, watching the cold clouds whirl around them, hoping to never see any kind of goblin again. - They breathe in and out gently, waiting for the heaviness in the chest to subside. - Despite the winds, Sean can hear a gentle drip, drip, drip from the slowly bleeding wound on Hugi's shoulder where an arrow still lies. - - \end{exampletext} + \input{story/15-fatigue.tex} }{} \end{multicols} diff --git a/gm.tex b/gm.tex index 438729b0..99cc47c3 100644 --- a/gm.tex +++ b/gm.tex @@ -683,4 +683,8 @@ This means the forest will target anyone it likes (so most people), especially i The spell rolls with a +3 Bonus against TN 7, so it will mostly succeed. It can only work on one person at a time, but that's enough of a threat to keep everyone in the area silent (except for alchemist \glspl{miracleworker}, who don't need articles in their spells). +\iftoggle{verbose}{ + \input{story/16-stories.tex} +}{} + \end{multicols} diff --git a/gods.tex b/gods.tex index a3bade2a..ebde578a 100644 --- a/gods.tex +++ b/gods.tex @@ -492,68 +492,4 @@ The world is here to be lived, to be known, to be connected with. You want all t \end{xpchart} -\iftoggle{verbose}{ -\begin{exampletext} - - ``Do you think the village on the other side of the mountain is safe to visit?'', asked Sean with raised eyebrows. - - His companions did not really want to hear that question, but they had. - It was impossible to tell from this distance if the hobgoblins had settled there already. - - ``Ah dinnae ken, laddie'' - - Hugi is resolved to just enter the next area, stoically, but his player is no stoic. - It is decided that now is the time to expand Hugi's backstory. - He wants a place to rest, he wants more of an idea of what is happening here. - He decides to spend a Story point to specify that a single dwarven outpost has a single person still there. - - ``Why is just one person in an outpost?'', the \gls{gm} asks. - - ``Well, it's my cousin. - She was inside at the time. When the scouts returned from watching the side of the mountain, they all got eaten by hobgoblins. - Only after that she managed to escape, helped by the men-dwarves. So she's alone in the outpost'' - - ``So this is a safe space story?'', the \gls{gm} asks. - - ``No. No I just want to spend one Story point and get someone with a normal place to stay, and knows a little about what's going on, and maybe some knowledge of Medicine''. - - Hugi's player marks off a single \gls{storypoint} and starts telling his story. - - ``There's an outpost over there'', Hugi remarked. - ``It looks mostly like the mountain but you can see a little dark bit that's too straight-cut. - They're little windows.'' - - Entering the building, Hugi found his cousin, Magda. - Sean expected them to hug after the ordeal, but Hugi just bowed low. - Apparently he was proud of the honour of gathering news from her on account of their shared blood. - - As luck would have it, she was a proficient medic, and helped patch Hugi back up, safely removing the arrow. - -\pic{Boris_Pecikozic/dwarves_meet}{\label{boris:meet}} - -While all the players are thinking about the next move, the \gls{gm} adds up their \gls{xp}. They defeated 6 hobgoblins and 1 ogre. Hobgoblins and ogres are worth 7 each. There were seven in total, so that means 49 \gls{xp} in total, minus one \gls{xp} per member of the group. The final result is that each character receives 15 \gls{xp} and one more \gls{xp} is left in the pot for later (because 46 cannot evenly be divided by 3). After that, each player wants a little additional \gls{xp} for following their own God or codes. - -Arneson follows the Goddess, \gls{naturegod}. -He receives 3 additional \gls{xp} because the hobgoblins are particularly hated enemies for him - followers of \gls{naturegod} believe they are either unnatural, or that their presence in the human realm is unnatural. -Hugi, meanwhile, follows the Code of the Tribe; what's important to him is his dwarvish clan's honour. -In coming here he has defended his tribe's honour and claims 3 \gls{xp} for coming to the rescue of dwarves in the name of his own tribe. -He is additionally helping a particular member of the tribe whom he has met a long way from home. -That's another 2 \gls{xp}. -He believes his arrival has saved this cousin. -The \gls{gm} thinks this is plausible, since his cousin Magda was previously stranded with little food. -This grants him another 5 \gls{xp}. -That's a total of 7 \gls{xp}. - -Hugi decides to spend his 7 on his first Knack, and selects `Chosen Enemy (Goblins)'. - -Meanwhile, Arneson purchases Dexterity +1 with his 15 \gls{xp}. The group is a little older and wiser, and are more confident about meeting danger in the future. - -Hugi was filled with pride to the point of forgetting about the pain when Magda pulled out the arrow which had so deeply penetrated his shoulder. He was almost caught smiling when Magda bandaged up the ogre's teeth-marks on his face - it would make a good scar. - -The band took only a couple of hours before they set off again, hoping to find that village, somewhere beyond the mist. What had happened to that bard, they could only guess, but there seemed little chance of finding him in that village. - -\end{exampletext} - -}{} - \end{multicols} diff --git a/intro.tex b/intro.tex index 182e4c7b..8cb987f0 100644 --- a/intro.tex +++ b/intro.tex @@ -93,5 +93,10 @@ D\'{o}nal Emerson, Christopher Taylor, June Strang, Aleksej, Mihailo, and Proxy; also thanks to Ari-Matti Piippo and \href{https://www.twitter.com/AliceICecile}{Alice I. Cecile} for their insightful comments. +\iftoggle{verbose}{% + \columnbreak + \input{story/1-intro.tex} +}{} + \end{multicols} diff --git a/rules.tex b/rules.tex index 24005d97..85c84de2 100644 --- a/rules.tex +++ b/rules.tex @@ -47,37 +47,8 @@ Poor Attributes give a penalty, rather than a bonus. \iftoggle{verbose}{All actions are assumed to have a \gls{tn} of 7 unless your \gls{gm} states otherwise. Don't ask -- just roll! -\begin{exampletext} +\input{story/4-rolls.tex} -When they arrived at the town of Arano they could already see the mountain their bard was supposedly wandering over in the distance. It was peaceful, but Arano was in complete disarray. People were nipping back and forth with cartloads of breads and smoked meats while others were rushing past with no discernible purpose. - -Sean needed information on whether or not that bard had travelled through here, how long ago and whether anyone noticed anything strange about his book, or singing. -He had no desire to wait until things calmed down of their own accord -- he would need to leave today. - -Sean's player uses his Intelligence Bonus (0) and Empathy \gls{skill} (+1). -The \gls{gm} stated no \gls{tn} so the \gls{tn} is 7. -Sean's player rolls $2D6+1$ and the dice show a 4 and a 1, for a grand total of 6. -The roll is a failure. -No information about the bard is forthcoming, but the \gls{gm} still has some response to describe from the villagers. - -After stopping several people they frantically explained that hobgoblins had attacked the last village before the South mountains - Casarenna. -The strange man-devouring monsters had been pushed back but the village would still be in need of military aid. -Apparently the mountains were full of hobgoblins, waiting to come down and eat everything. - -Sean suddenly regretted his views on that two hundred gold coin reward. He was almost certain his companions would turn back, but his dwarvish companion, Hugi, surprised him. - - \emph{Laddie, listen. Them dwarves in that there mountain hae a pact wi' a village o' yonder side o' the mountains. They telt them that if ever there was worry, they'd protect them. As a result the village hae always gi'en em aw're best meats fer cheap. An wan o' them just happens tae be ma cousin. A'm afraid Ah'm honour bound tae gang over the mountain and warn the village on the other side o' the coming storm, e`en if every last guid dwarf dwellin' thar be deed.} - -Sean thought for a moment. -If Hugi was at all upset by all the other dwarves in the mountain being killed by hobgoblins, his cousin presumably included, he didn't show it. -Still, it was important to warn anyone who didn't know. -An unexpected hobgoblin attack could spread like wildfire before being put down, at least if people are not prepared. - -Arneson nodded too. -The three were in agreement. -They would go across the mountains, capture their bard in the South Kingdom and then warn those people about the hobgoblins in the mountains. -But first Sean would still have to get the villagers to tell him about the bard, and where he went. -\end{exampletext} }{} \subsection{Group Rolls} @@ -117,17 +88,8 @@ When taking a \gls{restingaction}, one die is presumed to have rolled a 6 and th \iftoggle{verbose}{ -\begin{exampletext} - - Sean's player decides to retry his questions as a \gls{restingaction}. - He already rolled the dice, so he cannot change the result by rerolling; the dice have decided that the village is far too frantic to help with random questions about long-forgotten strangers. - Sean's player instead takes the die that landed on a 1 and changes it to a 6. - His total is now 8 and he has passed the test. - This means the trio will have to spend longer than anticipated in the village and will not reach the other village until nightfall. - - After speaking with several villagers he found a single boy who remembered. \emph{These men came for him. They came and surrounded him and said they wanted his book, but then he just started singing, and they all went to sleep. After that he headed over to Caserenna. He must be trying to go over the mountain where the dwarves live. He had a funny accent and I think he came from the South, over those mountains}. Sean suspected that the spell in the bard's book was some kind of sleeping spell. If he wasn't simply a very boring singer then the trio would have to strike fast if they found him, before he could send them all to sleep. + \input{story/5-resting.tex} -\end{exampletext} }{} \subsection{Teamwork}\label{teamwork}\index{Teamwork}\index{Group actions} @@ -141,28 +103,7 @@ Two companions with a +3 bonus would add a total of a +2 bonus. \iftoggle{verbose}{ -\begin{exampletext} - - Sean wants to know what exactly that spell-song the boy was talking about means. - He has the Academics Skill and never wrote down any specialisations so he asks the \gls{gm} if he can take a specialisation in whatever it is he needs in order to know about that bard and what he was up to. - The \gls{gm} tells him to write down `Music' -- it's a fitting specialisation since he already plays the flute. - - Sean then needs to roll using his Intelligence Bonus and Academics Skill -- the first is at 0 but his Academics Skill grants him +1. - The more academics you have, the better the chances that one of them knows something, so Hugi's player wants to help using his +2 Bonus. - He has Intelligence +1 and the Academics Skill at first level. - He wants to use his specialisation in History, and the \gls{gm} allows it. - Hugi is helping the action so he can add half his score of +3 (rounded up) for an additional +2 bonus. - Arneson has no knowledge of academic matters and an Intelligence Attribute at -1 so he's better off staying quiet. - Adding the bonuses together, the roll is at +3. - The \gls{gm} stipulates the \gls{tn} of 14 -- a tall order without a library to aid matters. - The roll fails and the troop will have to go into the situation blind. - - Sean recalled what the old alchemist had said about the book -- surely the bard had sung the song from the stolen book and put the guards to sleep with this magic. - He searched his mind for where such a song might come from and what else it might be capable of. - He wondered if the bard had really come from the South and what he might want with that book. - The entire thing was an impenetrable enigma. - -\end{exampletext} + \input{story/6-team.tex} }{} \subsubsection{Stacking} @@ -183,37 +124,7 @@ The player then rolls against that \gls{tn}. The results are exactly the same, but having Players roll for everything helps emphasize agency and can speed up the game. \iftoggle{verbose}{ - -\begin{exampletext} - - Arneson, Sean and Hugi left that day, and as the sun was setting they saw Casarenna's smoking chimneys ahead, reaching up to the imposing, grey mountains behind. - The smell of roasted meat was coming from every house. - - Unknown to the characters, the hobgoblins returned to attack the village again some hours ago, slaughtered everyone and began to roast them. -Hobgoblins tend to act quickly. -The smell of roasted meat is coming from human flesh roasting over each fire in the village, while little troves of hobgoblins each sit around one hearth, hungrily gnawing on undercooked dinners. - - The \gls{gm} wants to know if the characters will notice the village is full of hobgoblins before hollering a greeting. - They might manage to luck into stealthing through the environment, or might be caught unaware. - She decides the appropriate roll is Wits + Stealth, and that the character with the lowest score should complete the task, since if any one of them give away their position it will spell bad news for each of them. - - The \gls{gm} thinks about the difficulty. - On the one hand, it is dark (which makes hiding easier) and there are some signs of battle in the village, such as blood on the grass. - On the other hand, the darkness stops the characters seeing the signs of battle. - She decides that the various factors cancel each other out and keeps the base \gls{tn} of 7. - She adds the hobgoblins' score to this - the highest score counts since any of of the hobgoblins might spot the characters, but all the hobgoblins have the same score. - They have Wits -1 and no Vigilance Skill; the hobgoblins' score is added to the \gls{tn} for a final \gls{tn} of 6. - Meanwhile, Sean still has a Wits + Vigilance total of -1. - - Sean's player rolls a total of 4. - - Sean shouted out, `Hey there! We are here from \dots' but Hugi quickly jumps up to cover his mouth, saying - - ``Nay, laddie! Can ye no smell wha's cookin'? Can ye no see the blood on the grass? This place is deed. Them buggers musta returned, and they're cooking the humans. We best be quiet''. - - Movement from the nearby cottages soon showed them it was too late. A full village of the enemy were here, and they were starting to react and shout warnings and orders to each other. - -\end{exampletext} + \input{story/7-resisted.tex} }{} \subsection{Margins}\index{Margins} @@ -227,23 +138,7 @@ Margins might also be used to gain bonuses on later rolls. Someone attempting to impress a noble court might roll Charisma with the Tactics Skill; the bigger the Margin the more troops they will be trusted with. \iftoggle{verbose}{ - -\begin{exampletext} - - While previously the players rolled to hide against their opponent's ability to spot them, this time they roll to see if they spot a hidden opponent. The character with the highest score is Arneson, with Wits 0 and Vigilance +1. The \gls{gm} decides that the hobgoblin should use his Speed Bonus of +1, and his Stealth Skill adds +1 again. The hobgoblins' score of +2 adds to the basic \gls{tn} of 7, producing a final \gls{tn} of 9. Arneson's player rolls $2D6$ to produce a final score of `12' - the roll is a success and the margin is 3. Since the margin is quite good, the \gls{gm} decides that the troop leave the area before they are engaged and gain a +3 bonus to running away. - - The thatched roof on the nearby cottage rustled and Arneson instinctively drew his companions back. - They turned and ran before their adversary could make his leap down to meet them with his axe. - They ran as swiftly as they could into the safety of the darkness surrounding Casarenna but the hobgoblins stampeded fast behind them, running as swiftly as they could with guttural cries and war songs which Sean could only guess translated to something about dinner. - - \sidepic{Boris_Pecikozic/nura_jump}{\label{boris:jump}} - - A scurrying of agile, hungry feet filled the little muddy rows between houses. The trio looked about for an escape route. Unknown to them, one of the hobgoblins was meant to be keeping a lookout from the roof of the cottage on the edge of town. He observed them for a brief moment and then jumped off, axe in hand, ready to make up for all the meals he had missed while pretending to keep guard. - It was twenty long minutes of running before they were confident they were safe. - Hugi and Sean tenderly tried to regain their own breath while Arneson went to gather wood for a temporary shelter. - Despite their distance from the village, they were kept awake by the wind bringing faint yet deep and reverberating songs from the village over to them all through the night. - - \end{exampletext} + \input{story/8-hiding.tex} }{} \iftoggle{verbose}{ @@ -455,7 +350,12 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta \subsection{Concept} -Now is the time to look at your character's base Attributes and think about what they might be good at. The best place to start is your highest Attribute. If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option. Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}. Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter. Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily. +Now is the time to look at your character's base Attributes and think about what they might be good at. +The best place to start is your highest Attribute. +If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option. +Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}. +Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter. +Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily. \iftoggle{verbose}{ \sidepic{Roch_Hercka/xp-2}{\label{roch:xp2}} @@ -466,23 +366,6 @@ Think about which way the character is headed and at this point write something It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'. You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'. -\begin{exampletext} - -My own character, Sean, has a good Charisma score and some basic ability to fight with his enhanced human Strength Attribute. -I think I'm going to make him a `knightly poet'. - -With that in mind, it's time for me to spend some of that 50 \gls{xp} on Sean, the knightly poet. - -For a start, he'll need the Performance Skill, and he gets two specialisations with it because it's a specialised Skill. -`Poetry' is a good start, and perhaps the flute after that, because why not? That costs 5 \gls{xp} so I have 45 left. -He should have some basic Combat ability, so I'm going to give him +1 in the Combat Skill -- that'll cost 10, and why not put him at +2 for another 20 \gls{xp}? That leaves only 15 \gls{xp} to go. -Since he's a fighter he needs the Dexterity penalty removed. -Removing the penalty costs only 5 \gls{xp}, so with 10 left I'm going to buy a level of Empathy to make him a socialite. -Deceit would also be good, but I think a knightly poet would be too naive for that. -Finally, a member of the nobility, even a minor noble, should have some basic Academics knowledge, so his last Trait will be the first level of the Academics Skill. - -\end{exampletext} - }{} \end{multicols} @@ -646,15 +529,7 @@ Characters cannot carry any item which gives them a -5 Encumbrance rating or hig \iftoggle{verbose}{ -\begin{exampletext} - - For example, Sean, with a Strength Bonus of +1, picks up a weighty battle axe. - The \gls{weightrating} is 3, so this inflicts an Encumbrance Penalty of 2. -Sean's effective Speed Bonus drops to -2, reducing his Initiative (covered below) and ability to run. -He will also gain 2 Fatigue points at the end of each scene\footnote{See page \pageref{time} for notes on scenes.} where he carries it. - -\end{exampletext} - + \input{story/encumbrance.tex} }{} \subsection{Services} @@ -742,15 +617,7 @@ The player can decide to replace any of these items with a generic item called \ If a player has an \gls{adventuringequipment} item, they can decided to describe exactly what it is at any point later in the game. \iftoggle{verbose}{ -\begin{exampletext} - - Out in the forest, the group need some fire starting equipment. - Luckily, Arneson's player put down three pieces of \gls{adventuringequipment}, which could be any number of things. - He marks one off, and decides this particular piece of \gls{adventuringequipment} is a tinder box, so he can start a fire. - - Meanwhile, Hugi is out of rations, so his player marks his last piece of \gls{adventuringequipment} as a day's rations. - -\end{exampletext} + \input{story/9-rations.tex} }{} \Gls{adventuringequipment} can include any of the following items: @@ -773,13 +640,7 @@ If a player has an \gls{adventuringequipment} item, they can decided to describe \end{multicols} \iftoggle{verbose}{ -\begin{figure*}[t] - \npc{\M}{Sean} - \settoggle{examplecharacter}{true} - - \person{1}{0}{0}{{0}{-1}{1}}{0}{2}{Academics 1, Empathy 1, Performance 1}{\longsword, \partialchain, \gls{adventuringequipment} x 1, 32\glspl{sp}}{} - -\end{figure*} + \input{story/cc.tex} }{} \subsubsection{Starting Money} @@ -793,20 +654,7 @@ For example, a character with Academics 1 and Tactics 1 might roll a 7. $7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}. \iftoggle{verbose}{ - \begin{exampletext} - - Sean now only needs his starting equipment. - We covered already that he starts with any two items worth 10 \gls{sp} or less plus one more item per Skill. - The Combat Skill, Empathy and Performance let him start with 3 items in total. - We'll start with some shiny Partial chainmail and a longsword so he can fight. - His final item will be \gls{adventuringequipment}, so he'll have some flexibility for later. - - Rolling $3D6$ for his starting money, I've got a `9', so I'm starting with 4 ($9-5=4$). - His three specialized skills double that number, making it 32 ($4\times2^3$). - Since one of those Skills is Academics, he'll start with 32 \glspl{sp} rather than \glspl{cp}. - - \end{exampletext} - + \input{story/equipment.tex} }{} \end{multicols} diff --git a/story/1-intro.tex b/story/1-intro.tex new file mode 100644 index 00000000..b6f2e4e1 --- /dev/null +++ b/story/1-intro.tex @@ -0,0 +1,41 @@ +\iftoggle{verbose}{ + +\begin{exampletext} + +The skinny man greets Sean with overbearing enthusiasm as he continues to explained the mission. + +``\emph{The book was stolen from our library}'' emphasizing ``our'' to make it obvious that it was as much his library as any other wizard's. +``\emph{It is very dangerous and we must have it back. +It contains a song - a bad one}''. + +Sean pulls his face to its own centre for a moment. ``\emph{You mean, you think the song in the book is awful?}'' + +``\emph{No no no. I mean yes}'', the wizard replied, as happily as ever. +``\emph{The book contains a song, the song contains the magic. +When you play or sing it or whatever it is, things happen. +Bad things}''. + +``\emph{Okay. +What kinds of things?}'' + +``\emph{That's a guild secret I'm afraid, but the important thing to know is to never let him sing.}'' + +``\emph{Might he do that while we're charging towards him with swords and rope?}'', Sean asks. + +``\emph{Oh yes}'', the wizard grinned wider. +``\emph{After all, he is a bard. +We allowed him into the college to show off his odd abilities - those sorcerer powers from his elven heritage. +And he stole our book, from the secret section at the back with all the forbidden books. +He must have stolen the key from me. +Anyway -- we can pay handsomely. +Perhaps two hundred gold in total. +Do you think your friends would be interested?}'' + +``\emph{I'm going to speak with my guys, but two hundred gold for a apprehending a single criminal? Easiest job we've ever had.}'' + +The wizard smiled again. + +\end{exampletext} +}{} + + diff --git a/story/10-combat.tex b/story/10-combat.tex new file mode 100644 index 00000000..55567cfd --- /dev/null +++ b/story/10-combat.tex @@ -0,0 +1,86 @@ +\begin{exampletext} + +The next morning the trio gave a wide berth to the area between the fallen village and the mountain, in the hopes of avoiding attack from the rear. +Unfortunately there was little they could do to hide themselves, and a band of hobgoblins from the village were following them. +The trio had reached halfway up the mountain by this point but the hobgoblins were faster than them, and stronger. +Sean thought for a moment about abandoning Hugi if there was a problem - his little dwarvish legs were no good for sprinting. +Of course Hugi's death would not buy them much time, and Arneson would never stand for it. +No, they would have to stick together to survive. + +The trio climbed for a while longer, looking back every few moments to note how close the hobgoblins were behind them. An ogre was among their ranks, so they must have come from a very deep cavern. + +Looking back, the enemy was nearing and everyone was out of breath. +Arneson suggested a rest to make sure they would be ready for the fight - they could fight downhill against an enemy fatigued from walking upwards. +He calmly got out the rations - some cheese, smoked pork, oatcakes and a flagon of wine. + +``May as well have the best of the rations now, eh, friends?'', Arneson said while smiling, and they slowly masticated their age-hardened meal and tried to smile back as the nine foot monstrosity which was so recently a man made its way up to them, pounding its great feet up the mountainous slopes, surrounded by half a dozen hobgoblins, each the size of a broad-shouldered man. + +As the hobgoblins neared the plateau where the trio sat they began to make their war cries, but Arneson just sat and ate his last oatcake slowly. They began to sprint upwards across the rocky ground. + +The \gls{gm} decides that since the players have the higher ground, they will receive +1 to all rolls until the hobgoblins can reach slightly higher ground - probably after the first action. +One of the players must roll Initiative, so Arneson's player take the dice and rolls, producing a `5'. +Each character's Initiative Bonus adds to this separately, so Sean's Initiative of +1 gives him a total of 6; Hugi's Initiative of +0 gives him a total of 5 and Arneson's Initiative Bonus of +2 makes his total 7. +The group then gain +1 each due to the higher ground. +Meanwhile, the hobgoblins have rolled a `5' for their Initiative as well. +The hobgoblins each have a +1 bonus to Initiative and the ogre has a +0 bonus. + +The \gls{gm} knows the highest Initiative total is somewhere under 9 so she calls out, + +``Ten! The hobgoblins gather at the base. Nine! They cover their faces with their weapons and gang together. Eight! They push forwards and ....'' + +``Eight!'' shouts Arneson's player. ``I'm going at eight! \ I'm going for the ogre - you said he was unarmoured so we should be able to take him down with a couple of good hits''. + +Arneson's player needs to roll an 8 to hit the ogre, so he rolls and adds +1 for his Combat Skill. His total is `11' and he hits. He has already rolled his damage die at the same time. It landed on a `2'. He adds +2 for his Strength and +1 for the sword's Damage bonus for a total of 5. The ogre shrieks in pain as Arneson's sword sticks in. Arneson's action took 6 Initiative points so he goes down to `2', and the hobgoblin has spent 2 Initiative to defend himself. + +``Seven!'', she cries. +Sean's player jumps in. +He only deals $1D6+2$ Damage but he has a much better Combat Skill of +2. +He rolls to Strike but misses the ogre with a `5'. +His Initiative score reduces to 1, and he reduces the hobgoblin's from 6 to 4. + +``Six!'', beckons the \gls{gm}, and starts to describe leering hobgoblins stabbing at everyone's feet from the base of the great stone step the trio are sitting on. She gives them each a -1 to attack due to occupying the lower ground. + +\pic{Boris_Pecikozic/nura_brawl}{\label{boris:brawl}} + +A hobgoblin hits Arneson, so he spends 2 Initiative to attempt to Dodge. Arneson rolls a 7 but the \gls{tn} is 10. +The hobgoblin's Strength is +2 and the battle axe adds +3 Damage for a total of +5. +4 of the Damage is replaced with a die, so the hobgoblin is rolling $2D6+1$ Damage. +The total is 6. +Arneson's player first reduces that by his chainmail's \gls{dr} of 4, leaving 2 Damage. +Instead of taking that Damage he marks off 2 \glsentrylongpl{fp} and declares that the attack in fact misses. + +Hugi finally releases his crossbow, but in all the confusion misfires. He's down to Initiative 1. + +\needspace{3cm} +\begin{wrapfigure}{r}{.3\textwidth} + + \begin{tabularx}{.3\textwidth}{c|X} + \setcounter{enc}{12} + + 8 & Arneson deals 5 Damage to a hobgoblin. \\ + + 7 & Sean misses. \\ + + 6 & Most hobgoblins attack. \\ + + 5 & Ogre grabs Hugi, then runs away. \\ + 4 & Two hobgoblins attack. \\ + + \end{tabularx} + +\end{wrapfigure} + +``Four!'', shouts the \gls{gm}, then she smiles. The next hobgoblin attacks and Arneson rolls a 5 -- that's a failure with a Margin of 4, so it bypasses his chainmail. The axe is coming down towards his unarmoured shin-bone and the Damage rolled is 9. He marks off his last 9 \gls{fp} rather than taking any Damage. Any further Damage is coming straight off his \gls{hp}. + +``The ogre pushes forward with its club then reaches out to grab Hugi. Roll at \glsentrylong{tn} 9''. + +Hugi's player isn't happy, as that is enough to hit him, or in this case grab him. In fact with his crossbow out rather than a defensive weapon, he'll have a hard time defending himself. + +The ogre reached forward, grabbing Hugi by the beard and pulling him back through the horde of hobgoblins and out from the protection of his companions. + +The other players want to attack the ogre, but he's making a movement action -- these count as \gls{quickaction} so they are allowed to operate before other actions. +Hugi disappears behind the crowd. +The ogre's Initiative reduces to 0 and he is done for the \gls{round}, but Arneson and Sean each have one action left. + +\end{exampletext} + diff --git a/story/11-ram.tex b/story/11-ram.tex new file mode 100644 index 00000000..85787630 --- /dev/null +++ b/story/11-ram.tex @@ -0,0 +1,30 @@ +\begin{exampletext} + + Arneson decides he is going to \textit{ram} the crowd of hobgoblins to save his friend.\footnote{See page \pageref{ram} for details on the attack.} + Pushing the half dozen hobgoblins back is going to be tricky. + He launches himself from the stony step they are on, pushes his chest into one then grabs two more hobgoblins. + Since he is pushing back 2 extra figures, he takes a -2 penalty to the action. + Arneson's rolling with +2 from his Strength Bonus and +1 bonus for his Combat Skill for a grand total of +1. + The \gls{tn} is 7 plus the hobgoblins' Strength of +2 and Combat Skill of +2 for a total of 11. + The \gls{gm} allows him a total of a +2 bonus for jumping off the step. + The dice come up with an 8 and his total of +3 just passes the test. + Normally, he would only push the hobgoblins back by 1 step, but they are on the side of a cliff and being pushed onto their back feet. + + The \gls{gm} decides some sort of check is in order to see how well the hobgoblins perform. + Ordinarily, she would roll for each of them but there are six of them and that will take too long. + Thinking quickly - because who wants to slow down combat? - she decides that all of them could potentially fall down the cliff since the first three are in front of the next three so Arneson is pushing against all of them one way or another. + She gives them a \gls{tn} of 9 to stay up and a bonus of +6 because there are 6 of them. + Each Margin they roll in the final score is one hobgoblin that has not fallen over. + Dice clatter, she has rolled a `4' and that leaves a final score of 10. + Everyone falls down the mountain's steep incline except for a single hobgoblin. + + Sean, on Initiative 1, is the last to act. + He jumps off the cliff-side to attack the last hobgoblin. + He strikes with a score of 11, bypassing the ugly creature's Partial chain armour, then rolls $1D6+2$ for the Damage for a total of 4. + The creature is reduced to half its \glspl{hp} with a crimson gash across its throat. + + As Sean's sword swooped down it opened up his target's arm. The last one standing cries out and withdraws his arm then backs off. + + ``End of the \gls{round}!'', cries the \gls{gm}. ``Round two! Roll for Initiative''. +\end{exampletext} + diff --git a/story/12-advanced.tex b/story/12-advanced.tex new file mode 100644 index 00000000..c2910540 --- /dev/null +++ b/story/12-advanced.tex @@ -0,0 +1,80 @@ +\begin{exampletext} + + +The players start by assigning their Combat Skill. +On the last \gls{round}, they left it as the default - it added to the Strike Factor. +Arneson repeats the move and Hugi has no Combat score to speak of, but Sean has Combat +2. +He knows speed is of the essence if he wants to save his friend, so he adds +2 to his Initiative Factor, giving him a total of +3. + +The characters roll to get their bearings but achieve only a `4', so Sean will act at Initiative 7. +The \gls{gm} rolls for the hobgoblins and achieves `9' - with Speed +1 they will act on Initiative 10. + +\vspace{1em} + +\begin{tabularx}{.3\textwidth}{c|X} +\setcounter{enc}{12} + +10 & The Ogre grapples Hugi. \\ + +7 & Sean moves to stab the Ogre. \\ + +6 & The Ogre deals 5 Damage. \\ + +5 & Sean kills the ogre. \\ + +\end{tabularx} + +\vspace{1em} + +``Twelve!'', the \gls{gm} rolls a Morale Check for that last hobgoblin. It is wounded and outnumbered. The \gls{tn} is 12 and it can add its Combat bonus, but the roll still fails. + +``The last hobgoblin backs up. \textit{Eleven!} It flees down the mountain towards its allies, many of whom are still rolling down the hill.'' + +``Ten!'', the \gls{gm} continues, and immediately rolls for the ogre as it tries to eat Hugi's face off. +This will count as a grappling roll, so he and Hugi will use double their Strength Bonus added to their Combat Skill. +Unfortunately Hugi has neither Strength Bonus nor Combat Skill, so the ogre gets a straight +12 bonus; the roll succeeds before it is even made, and succeeds by a margin of 3: that means Damage is inflicted, rather than just Fatigue Points. +The ogre only adds Strength - of course his massive club is useless for the attack. +His Strength of +5 means he will roll $2D6+1$ Damage for a total of 4. Hugi is safe for now as the ogre luckily bites down on dwarvish helmet as Hugi's player marks off 4 \glspl{fp}. + +``Nine! The ogre pulls Hugi down. Eight! He bites down on Hugi's face but gets a mouthful of helmet instead. Seven!'' +Sean's player is acting now and takes two Initiative to run over to aid Hugi. +He asks the \gls{gm} if he can sneak up on the ogre. + +``You mean in the middle of a fight you want to backstab someone?'' + +``Sure. He's busy eating Hugi's face, so can I stab him while he's not bothering to avoid it?'' + +The \gls{gm} thinks about it - the action is not clearly covered in the rules, so she decides the following. + +``Okay - make a sneak roll. +If he sees you then he's going to stop the action and defend himself, otherwise your next attack can count as a Sneak Attack. Roll Speed + Stealth at \glsentrytext{tn} 6.'' + +Sean has no bonus to either, but that ogre is so dim the test is easily passed. + +``Six! The ogre gnaws into Hugi's face, this time without failure. 5 Damage!'' + +Hugi's player marks off his last 3 \glspl{fp} then 2 \glspl{hp}, noting that he could have just died. + +Arneson runs over to aid the fight. + +``Five! Sean rolls for attack'' + +His Sneak Attack gives him +4 to strike the ogre - which he does - and +2 Damage, making his Damage roll $2D6$. His total is 7 Damage. + +``Launching himself forward he lands the tip of his sword into the ogre's back just as teeth are sinking into the dwarf's face. +It finds purchase and slides in only six inches before stopping. +The giant whirls \gls{round}, ripping the sword out and pushing Sean to the side. +He screams and attempts to get up, then slumps back down onto the dwarf, blood pooling out of the gash on his back.'' + +``Finally!'', shouts Sean. +We're done. +It's finished. +We can\ldots + +``Four! Over a dozen hobgoblins can be seen marching down from the mountain.'', shouts the \gls{gm}. + +``What? \ We can't handle any more. Hugi's Damaged. Arneson's in poor shape too.'' + +``Three! \ They pull out crossbows and start cranking them {\dots}'' + +\end{exampletext} diff --git a/story/13-morale.tex b/story/13-morale.tex new file mode 100644 index 00000000..6adff7a0 --- /dev/null +++ b/story/13-morale.tex @@ -0,0 +1,16 @@ + +\begin{exampletext} + +Sean's mind was racing -- searching for anything to help he remembered his acting classes, the roar they taught to open a grand scene and how actors said their roar was such that it would terrify local ruffians around the town. + +Sean's player asks the \gls{gm} about making a moral check for the hobgoblins. + +``Well'', she ponders, ``you certainly don't outnumber them. +They are not half dead. +They might make a moral check at \gls{tn} 4 but they would get a +1 bonus for their Combat Skill. +So no, not really. +They are not terrified of Sean waving his sword about, even if he took acting classes''. + +So much for that plan. + +\end{exampletext} diff --git a/story/14-run.tex b/story/14-run.tex new file mode 100644 index 00000000..b011a89f --- /dev/null +++ b/story/14-run.tex @@ -0,0 +1,27 @@ +\begin{exampletext} + +Sean's next plan was to run away as fast as possible. +This was much more popular than his last plan of yelling at the enemy, though Hugi found it hard to move enthusiastically with an arrow in his shoulder. +The hobgoblins of course realised that they had no time to reload so they just gave chase. +They dropped their projectiles, pulled out their shortswords and started to clamber along the rocky face of the mountain. +The trio could not move clearly up the mountain until they had gained some ground between themselves and the hobgoblins, and feared that there would be more openings to once-dwarven tunnels, now infested with hobgoblins, if they went further up from their present location. + +The basic \gls{tn} for such actions is 6 and the \gls{gm} lowers it by 2 because the trio have a good head start. +The hobgoblins add their Speed Bonus of +1 for a final \gls{tn} of 5. +The party roll an 8 but unfortunately Hugi isn't the fastest of people -- he's only four feet tall after all -- so his score is 7. +They needed that 8 to completely get away. +Arneson and Sean decide they're going to keep pace with him rather than running ahead. +They're not caught yet, but run through three different distinct areas before making another roll. + +The hobgoblins were fast on their trail as they clambered over the rocky mountain side. +They soon headed up steeper, overhanging rocks and at one point had to help each other upwards across large rocks jutting out of the side as the hobgoblin horde came ever closer. +Finally, they reached the peaks and gazed down the other side. +Seeing only mist in the other side they decided to lose themselves in the crevices there before the enemy could catch up enough to see their direction. + +Arneson's player wants to roll again while adding his +2 Stealth Skill. He is the only one with this Skill but the \gls{gm} says he can use it to help everyone hide. Arneson's player takes the dice and rolls; he scores 11. + +They didn't go far, but only hopped down a few stony crevices before Arneson beckoned them to the side and requested they creep into a nook he had found. +Hugi and Sean could only just fit, with no spare room, so Arneson then bounded off to see what else he could find. +He was still out looking for a spot when the great axes scraping down the cliff could be heard, and guttural voices complained about dangerously empty stomachs. + +\end{exampletext} diff --git a/story/15-fatigue.tex b/story/15-fatigue.tex new file mode 100644 index 00000000..13f8e710 --- /dev/null +++ b/story/15-fatigue.tex @@ -0,0 +1,53 @@ +\begin{exampletext} +``That's the end of the scene'', the \gls{gm} says. ``You can each regain 2 \glsentrylongpl{fp}.'' + +``I've got 10 \glsentrylongpl{fp} in total'', mentions Arneson's player, ``So I'm getting 4. But doesn't this rest period count as a new scene too?''. + +``Sure, says the \gls{gm}. ``Mark down another load for hiding in the tops of the mountains.'' + +With their \gls{fp} now replenishing quickly, the group can rest and worry less about being hit again. + +``Oh! I've been forgetting about the Fatigue'', says the \gls{gm}. Your \gls{gm} will probably say the same at some point. + +``Everyone got two Fatigue from being in two \glspl{round} of combat, then four more for running through three areas. +That's six in total''. + +\vspace{1em} + +\needspace{3em} + +\textbf{Hit Points and Fatigue} + +\begin{tabularx}{\linewidth}{ccccccccccc} + +$\CIRCLE$ & $\CIRCLE$ & $\CIRCLE$ & $\CIRCLE$ & $\CIRCLE$ & $\CIRCLE$ & $\CIRCLE$ & \Circle & \Circle & \Circle \\ + +$\boxslash$ & $\boxslash$ & $\boxslash$ & $\boxslash$ & $\boxslash$ & $\boxempty$ & $\boxempty$ & $\boxempty$ & $\boxempty$ & $\boxempty$ \\ + +&&&&&&& -1 & -2 & -3 \\ + +\end{tabularx} + +\vspace{1em} + +Sean's player starts by putting down two \glspl{fatigue} for the two rounds of combat. +His armour has a \gls{weightrating} of 0, so it doesn't add \gls{fatigue}. +He receives three \gls{fatigue} for running across the mountain. +Five Fatigue Boxes are marked down in total. +If the characters had continued being active that would be the end, but since they have finished the scene while resting, Sean heals 4 Fatigue points leaving him with only 7 in total. + +Hugi isn't doing so well. He only had 2 \glspl{hp} left by the time he was running. +He gains the full 7 \glspl{fatigue}. +Finally, the \gls{gm} reminds him that he is bleeding from his wounds. +He is in no condition to patch them up while hiding, especially since nobody in the party knows anything about Medicine. +She decides to only award one more Fatigue point since the arrow is also stopping the wound from bleeding too much - that makes the total 8. +Hugi's rest allows him to regenerate 3 Fatigue Points (he's not as strong as Sean) so he receives 5 Fatigue Points in total. +Dwarves, luckily, can withstand 2 additional Fatigue Points so 2 of those points give him no penalty. +That's 6 more than his \glspl{hp}. +He gains a -4 penalty to all actions. +The danger now passed, the warriors lie in their hiding nooks, watching the cold clouds whirl around them, hoping to never see any kind of goblin again. +They breathe in and out gently, waiting for the heaviness in the chest to subside. +Despite the winds, Sean can hear a gentle drip, drip, drip from the slowly bleeding wound on Hugi's shoulder where an arrow still lies. + +\end{exampletext} + diff --git a/story/16-stories.tex b/story/16-stories.tex new file mode 100644 index 00000000..5b60d6c9 --- /dev/null +++ b/story/16-stories.tex @@ -0,0 +1,62 @@ + +\begin{exampletext} + + ``Do you think the village on the other side of the mountain is safe to visit?'', asked Sean with raised eyebrows. + + His companions did not really want to hear that question, but they had. + It was impossible to tell from this distance if the hobgoblins had settled there already. + + ``Ah dinnae ken, laddie'' + + Hugi is resolved to just enter the next area, stoically, but his player is no stoic. + It is decided that now is the time to expand Hugi's backstory. + He wants a place to rest, he wants more of an idea of what is happening here. + He decides to spend a Story point to specify that a single dwarven outpost has a single person still there. + + ``Why is just one person in an outpost?'', the \gls{gm} asks. + + ``Well, it's my cousin. + She was inside at the time. When the scouts returned from watching the side of the mountain, they all got eaten by hobgoblins. + Only after that she managed to escape, helped by the men-dwarves. So she's alone in the outpost'' + + ``So this is a safe space story?'', the \gls{gm} asks. + + ``No. No I just want to spend one Story point and get someone with a normal place to stay, and knows a little about what's going on, and maybe some knowledge of Medicine''. + + Hugi's player marks off a single \gls{storypoint} and starts telling his story. + + ``There's an outpost over there'', Hugi remarked. + ``It looks mostly like the mountain but you can see a little dark bit that's too straight-cut. + They're little windows.'' + + Entering the building, Hugi found his cousin, Magda. + Sean expected them to hug after the ordeal, but Hugi just bowed low. + Apparently he was proud of the honour of gathering news from her on account of their shared blood. + + As luck would have it, she was a proficient medic, and helped patch Hugi back up, safely removing the arrow. + +\pic{Boris_Pecikozic/dwarves_meet}{\label{boris:meet}} + +While all the players are thinking about the next move, the \gls{gm} adds up their \gls{xp}. They defeated 6 hobgoblins and 1 ogre. Hobgoblins and ogres are worth 7 each. There were seven in total, so that means 49 \gls{xp} in total, minus one \gls{xp} per member of the group. The final result is that each character receives 15 \gls{xp} and one more \gls{xp} is left in the pot for later (because 46 cannot evenly be divided by 3). After that, each player wants a little additional \gls{xp} for following their own God or codes. + +Arneson follows the Goddess, \gls{naturegod}. +He receives 3 additional \gls{xp} because the hobgoblins are particularly hated enemies for him - followers of \gls{naturegod} believe they are either unnatural, or that their presence in the human realm is unnatural. +Hugi, meanwhile, follows the Code of the Tribe; what's important to him is his dwarvish clan's honour. +In coming here he has defended his tribe's honour and claims 3 \gls{xp} for coming to the rescue of dwarves in the name of his own tribe. +He is additionally helping a particular member of the tribe whom he has met a long way from home. +That's another 2 \gls{xp}. +He believes his arrival has saved this cousin. +The \gls{gm} thinks this is plausible, since his cousin Magda was previously stranded with little food. +This grants him another 5 \gls{xp}. +That's a total of 7 \gls{xp}. + +Hugi decides to spend his 7 on his first Knack, and selects `Chosen Enemy (Goblins)'. + +Meanwhile, Arneson purchases Dexterity +1 with his 15 \gls{xp}. The group is a little older and wiser, and are more confident about meeting danger in the future. + +Hugi was filled with pride to the point of forgetting about the pain when Magda pulled out the arrow which had so deeply penetrated his shoulder. He was almost caught smiling when Magda bandaged up the ogre's teeth-marks on his face - it would make a good scar. + +The band took only a couple of hours before they set off again, hoping to find that village, somewhere beyond the mist. What had happened to that bard, they could only guess, but there seemed little chance of finding him in that village. + +\end{exampletext} + diff --git a/story/2-cc.tex b/story/2-cc.tex new file mode 100644 index 00000000..666252e4 --- /dev/null +++ b/story/2-cc.tex @@ -0,0 +1,21 @@ +\begin{figure*}[t!] + +\begin{boxtext} + +\subsection{The Story of Sean} + +After rolling the dice, my final results are Strength +1, Speed 0, Dexterity -1, Intelligence 0, Wits -1 and Charisma +1. +That doesn't look like it speaks of much, but consider what kind of human might be `Charismatic yet clumsy'. +Perhaps a noble? +It could be a performer, but what kind of performer doesn't have the coordination to play the difficult songs on the banjo? A poet! Imagine a minor noble, perhaps the third son of a townmaster or some such. +He's always rushing about then falling over. +His poems aren't terribly good (just look at that banal Intelligence score) but he can get better. +Meanwhile, he earns his pay, and perhaps attempts to chat up a few ladies, based on his dashing good looks and likeable personality. + +He just needs a name now -- something which captures the idea of a slightly silly fop, a knightly poet. +`Sean' should do it. +Roll up a character of your own, and you can use it for practice rolls in a moment. + +\end{boxtext} + +\end{figure*} diff --git a/story/3-xp.tex b/story/3-xp.tex new file mode 100644 index 00000000..2ac66d4f --- /dev/null +++ b/story/3-xp.tex @@ -0,0 +1,17 @@ +\begin{exampletext} + +My own character, Sean, has a good Charisma score and some basic ability to fight with his enhanced human Strength Attribute. +I think I'm going to make him a `knightly poet'. + +With that in mind, it's time for me to spend some of that 50 \gls{xp} on Sean, the knightly poet. + +For a start, he'll need the Performance Skill, and he gets two specialisations with it because it's a specialised Skill. +`Poetry' is a good start, and perhaps the flute after that, because why not? That costs 5 \gls{xp} so I have 45 left. +He should have some basic Combat ability, so I'm going to give him +1 in the Combat Skill -- that'll cost 10, and why not put him at +2 for another 20 \gls{xp}? That leaves only 15 \gls{xp} to go. +Since he's a fighter he needs the Dexterity penalty removed. +Removing the penalty costs only 5 \gls{xp}, so with 10 left I'm going to buy a level of Empathy to make him a socialite. +Deceit would also be good, but I think a knightly poet would be too naive for that. +Finally, a member of the nobility, even a minor noble, should have some basic Academics knowledge, so his last Trait will be the first level of the Academics Skill. + +\end{exampletext} + diff --git a/story/4-rolls.tex b/story/4-rolls.tex new file mode 100644 index 00000000..5bc80b7f --- /dev/null +++ b/story/4-rolls.tex @@ -0,0 +1,32 @@ +\begin{exampletext} + +When they arrived at the town of Arano they could already see the mountain their bard was supposedly wandering over in the distance. It was peaceful, but Arano was in complete disarray. People were nipping back and forth with cartloads of breads and smoked meats while others were rushing past with no discernible purpose. + +Sean needed information on whether or not that bard had travelled through here, how long ago and whether anyone noticed anything strange about his book, or singing. +He had no desire to wait until things calmed down of their own accord -- he would need to leave today. + +Sean's player uses his Intelligence Bonus (0) and Empathy \gls{skill} (+1). +The \gls{gm} stated no \gls{tn} so the \gls{tn} is 7. +Sean's player rolls $2D6+1$ and the dice show a 4 and a 1, for a grand total of 6. +The roll is a failure. +No information about the bard is forthcoming, but the \gls{gm} still has some response to describe from the villagers. + +After stopping several people they frantically explained that hobgoblins had attacked the last village before the South mountains - Casarenna. +The strange man-devouring monsters had been pushed back but the village would still be in need of military aid. +Apparently the mountains were full of hobgoblins, waiting to come down and eat everything. + +Sean suddenly regretted his views on that two hundred gold coin reward. He was almost certain his companions would turn back, but his dwarvish companion, Hugi, surprised him. + + \emph{Laddie, listen. Them dwarves in that there mountain hae a pact wi' a village o' yonder side o' the mountains. They telt them that if ever there was worry, they'd protect them. As a result the village hae always gi'en em aw're best meats fer cheap. An wan o' them just happens tae be ma cousin. A'm afraid Ah'm honour bound tae gang over the mountain and warn the village on the other side o' the coming storm, e`en if every last guid dwarf dwellin' thar be deed.} + +Sean thought for a moment. +If Hugi was at all upset by all the other dwarves in the mountain being killed by hobgoblins, his cousin presumably included, he didn't show it. +Still, it was important to warn anyone who didn't know. +An unexpected hobgoblin attack could spread like wildfire before being put down, at least if people are not prepared. + +Arneson nodded too. +The three were in agreement. +They would go across the mountains, capture their bard in the South Kingdom and then warn those people about the hobgoblins in the mountains. +But first Sean would still have to get the villagers to tell him about the bard, and where he went. +\end{exampletext} + diff --git a/story/5-resting.tex b/story/5-resting.tex new file mode 100644 index 00000000..cf3618a0 --- /dev/null +++ b/story/5-resting.tex @@ -0,0 +1,12 @@ + +\begin{exampletext} + + Sean's player decides to retry his questions as a \gls{restingaction}. + He already rolled the dice, so he cannot change the result by rerolling; the dice have decided that the village is far too frantic to help with random questions about long-forgotten strangers. + Sean's player instead takes the die that landed on a 1 and changes it to a 6. + His total is now 8 and he has passed the test. + This means the trio will have to spend longer than anticipated in the village and will not reach the other village until nightfall. + + After speaking with several villagers he found a single boy who remembered. \emph{These men came for him. They came and surrounded him and said they wanted his book, but then he just started singing, and they all went to sleep. After that he headed over to Caserenna. He must be trying to go over the mountain where the dwarves live. He had a funny accent and I think he came from the South, over those mountains}. Sean suspected that the spell in the bard's book was some kind of sleeping spell. If he wasn't simply a very boring singer then the trio would have to strike fast if they found him, before he could send them all to sleep. + +\end{exampletext} diff --git a/story/6-team.tex b/story/6-team.tex new file mode 100644 index 00000000..63c0c91c --- /dev/null +++ b/story/6-team.tex @@ -0,0 +1,23 @@ +\begin{exampletext} + + Sean wants to know what exactly that spell-song the boy was talking about means. + He has the Academics Skill and never wrote down any specialisations so he asks the \gls{gm} if he can take a specialisation in whatever it is he needs in order to know about that bard and what he was up to. + The \gls{gm} tells him to write down `Music' -- it's a fitting specialisation since he already plays the flute. + + Sean then needs to roll using his Intelligence Bonus and Academics Skill -- the first is at 0 but his Academics Skill grants him +1. + The more academics you have, the better the chances that one of them knows something, so Hugi's player wants to help using his +2 Bonus. + He has Intelligence +1 and the Academics Skill at first level. + He wants to use his specialisation in History, and the \gls{gm} allows it. + Hugi is helping the action so he can add half his score of +3 (rounded up) for an additional +2 bonus. + Arneson has no knowledge of academic matters and an Intelligence Attribute at -1 so he's better off staying quiet. + Adding the bonuses together, the roll is at +3. + The \gls{gm} stipulates the \gls{tn} of 14 -- a tall order without a library to aid matters. + The roll fails and the troop will have to go into the situation blind. + + Sean recalled what the old alchemist had said about the book -- surely the bard had sung the song from the stolen book and put the guards to sleep with this magic. + He searched his mind for where such a song might come from and what else it might be capable of. + He wondered if the bard had really come from the South and what he might want with that book. + The entire thing was an impenetrable enigma. + +\end{exampletext} + diff --git a/story/7-resisted.tex b/story/7-resisted.tex new file mode 100644 index 00000000..d8a10596 --- /dev/null +++ b/story/7-resisted.tex @@ -0,0 +1,31 @@ +\begin{exampletext} + + Arneson, Sean and Hugi left that day, and as the sun was setting they saw Casarenna's smoking chimneys ahead, reaching up to the imposing, grey mountains behind. + The smell of roasted meat was coming from every house. + + Unknown to the characters, the hobgoblins returned to attack the village again some hours ago, slaughtered everyone and began to roast them. +Hobgoblins tend to act quickly. +The smell of roasted meat is coming from human flesh roasting over each fire in the village, while little troves of hobgoblins each sit around one hearth, hungrily gnawing on undercooked dinners. + + The \gls{gm} wants to know if the characters will notice the village is full of hobgoblins before hollering a greeting. + They might manage to luck into stealthing through the environment, or might be caught unaware. + She decides the appropriate roll is Wits + Stealth, and that the character with the lowest score should complete the task, since if any one of them give away their position it will spell bad news for each of them. + + The \gls{gm} thinks about the difficulty. + On the one hand, it is dark (which makes hiding easier) and there are some signs of battle in the village, such as blood on the grass. + On the other hand, the darkness stops the characters seeing the signs of battle. + She decides that the various factors cancel each other out and keeps the base \gls{tn} of 7. + She adds the hobgoblins' score to this - the highest score counts since any of of the hobgoblins might spot the characters, but all the hobgoblins have the same score. + They have Wits -1 and no Vigilance Skill; the hobgoblins' score is added to the \gls{tn} for a final \gls{tn} of 6. + Meanwhile, Sean still has a Wits + Vigilance total of -1. + + Sean's player rolls a total of 4. + + Sean shouted out, `Hey there! We are here from \dots' but Hugi quickly jumps up to cover his mouth, saying + + ``Nay, laddie! Can ye no smell wha's cookin'? Can ye no see the blood on the grass? This place is deed. Them buggers musta returned, and they're cooking the humans. We best be quiet''. + + Movement from the nearby cottages soon showed them it was too late. A full village of the enemy were here, and they were starting to react and shout warnings and orders to each other. + +\end{exampletext} + diff --git a/story/8-hiding.tex b/story/8-hiding.tex new file mode 100644 index 00000000..6a0fa43b --- /dev/null +++ b/story/8-hiding.tex @@ -0,0 +1,25 @@ +\begin{exampletext} + + While previously the players rolled to hide against their opponent's ability to spot them, this time they roll to see if they spot a hidden opponent. + The character with the highest score is Arneson, with Wits 0 and Vigilance +1. + The \gls{gm} decides that the hobgoblin should use his Speed Bonus of +1, and his Stealth Skill adds +1 again. + The hobgoblins' score of +2 adds to the basic \gls{tn} of 7, producing a final \gls{tn} of 9. + Arneson's player rolls $2D6$ to produce a final score of `12' - the roll is a success and the margin is 3. + Since the margin is quite good, the \gls{gm} decides that the troop leave the area before they are engaged and gain a +3 bonus to running away. + + The thatched roof on the nearby cottage rustled and Arneson instinctively drew his companions back. + They turned and ran before their adversary could make his leap down to meet them with his axe. + They ran as swiftly as they could into the safety of the darkness surrounding Casarenna but the hobgoblins stampeded fast behind them, running as swiftly as they could with guttural cries and war songs which Sean could only guess translated to something about dinner. + + \sidepic{Boris_Pecikozic/nura_jump}{\label{boris:jump}} + + A scurrying of agile, hungry feet filled the little muddy rows between houses. + The trio looked about for an escape route. + Unknown to them, one of the hobgoblins was meant to be keeping a lookout from the roof of the cottage on the edge of town. + He observed them for a brief moment and then jumped off, axe in hand, ready to make up for all the meals he had missed while pretending to keep guard. + It was twenty long minutes of running before they were confident they were safe. + Hugi and Sean tenderly tried to regain their own breath while Arneson went to gather wood for a temporary shelter. + Despite their distance from the village, they were kept awake by the wind bringing faint yet deep and reverberating songs from the village over to them all through the night. + + \end{exampletext} + diff --git a/story/9-rations.tex b/story/9-rations.tex new file mode 100644 index 00000000..e662fe6e --- /dev/null +++ b/story/9-rations.tex @@ -0,0 +1,8 @@ +\begin{exampletext} + Out in the forest, the group need some fire starting equipment. + Luckily, Arneson's player put down three pieces of \gls{adventuringequipment}, which could be any number of things. + He marks one off, and decides this particular piece of \gls{adventuringequipment} is a tinder box, so he can start a fire. + + Meanwhile, Hugi is out of rations, so his player marks his last piece of \gls{adventuringequipment} as a day's rations. + +\end{exampletext} diff --git a/story/cc.tex b/story/cc.tex new file mode 100644 index 00000000..fee75105 --- /dev/null +++ b/story/cc.tex @@ -0,0 +1,8 @@ + +\begin{figure*}[t] + \npc{\M}{Sean} + \settoggle{examplecharacter}{true} + + \person{1}{0}{0}{{0}{-1}{1}}{0}{2}{Academics 1, Empathy 1, Performance 1}{\longsword, \partialchain, \gls{adventuringequipment} x 1, 32\glspl{sp}}{} + +\end{figure*} diff --git a/story/encumbrance.tex b/story/encumbrance.tex new file mode 100644 index 00000000..d74e9a42 --- /dev/null +++ b/story/encumbrance.tex @@ -0,0 +1,9 @@ +\begin{exampletext} + + For example, Sean, with a Strength Bonus of +1, picks up a weighty battle axe. + The \gls{weightrating} is 3, so this inflicts an Encumbrance Penalty of 2. +Sean's effective Speed Bonus drops to -2, reducing his Initiative (covered below) and ability to run. +He will also gain 2 Fatigue points at the end of each scene\footnote{See page \pageref{time} for notes on scenes.} where he carries it. + +\end{exampletext} + diff --git a/story/equipment.tex b/story/equipment.tex new file mode 100644 index 00000000..7b11dbc6 --- /dev/null +++ b/story/equipment.tex @@ -0,0 +1,14 @@ + \begin{exampletext} + + Sean now only needs his starting equipment. + We covered already that he starts with any two items worth 10 \gls{sp} or less plus one more item per Skill. + The Combat Skill, Empathy and Performance let him start with 3 items in total. + We'll start with some shiny Partial chainmail and a longsword so he can fight. + His final item will be \gls{adventuringequipment}, so he'll have some flexibility for later. + + Rolling $3D6$ for his starting money, I've got a `9', so I'm starting with 4 ($9-5=4$). + His three specialized skills double that number, making it 32 ($4\times2^3$). + Since one of those Skills is Academics, he'll start with 32 \glspl{sp} rather than \glspl{cp}. + + \end{exampletext} + -- GitLab