Core Competencies
Posted: Sat Aug 06, 2022 7:13 pm
Since it’s quiet on the Campaign Report front, I figured I’d write up a solo dungeon crawl I’m about to start.
I’ll be using house ruled Core 3rd printing (because it’s cleared up fighter saves, keeps the dwarf warrior, and has bookmarks/links) and Boons by MSJ Maps.
Other house rules are:
Fighters get to Drop & Chop. If they kill an opponent (regardless of HD) they can make another attack. If they do another murder, they can create a daisy chain of carnage (who doesn’t love those?).
Clerics & Magic Users gain a spell slot for exceptional stats, so a 1st level cleric can cast.
Clerics & Magic Users can also scribe a scroll @ 100gp + 1 week per level (needless to say, the magic users on the team don’t have much equipment).
Bandages can be applied after combat, healing 1d4-1 HP.
Slings do 1d6 damage (did you know the Romans had special tongs to remove sling bullets?).
Armour selection has been expanded per OSRIC (AC kept in line with S&W).
Random Dungeon will be generated via the OSRIC system.
Any non-standard action (picking locks etc.) will be handled by a d6 or d8 roll, modified by exceptional attributes (Core’s max of +1 being one of the main reasons I like it).
@Merias, if this is in the wrong place/not what you want here/a load of rubbish, feel free to delete it/move it/hit me with the ban hammer. I promise I won’t cry too much.
Okay, our heroes:
Ezra Kantoom, Human male, Cleric 1 (Cure Light Wounds from high wisdom).
Pluvia Stardew. Elf Female, (currently) Magic User 1,
Mancho Boracho, Human male, Magic User 1,
Arn Copper Tongue, male Dwarf Warrior 1,
Festoonia Chipway, Hafling female, Fighter 1,
Barnabus Cloth, Human male, Cleric 1 (average wisdom, no spells).
Background:
The Fizzlewick & Stone Mining Corporation had set their sights on the Nahkleeta hills as a prime source of silver and other precious metals.
Things were going swimmingly until an ‘accidental’ explosion opened a hole in what appeared to be an ancient structure.
Superstition slowed work to a crawl so Fizzlewick & Stone offered Delving Licenses to any fools willing to investigate. Our heroes, calling themselves the ‘Six of Spades’, have answered the call.
The Six crawled through a large hole in the wall. On the other side they find a 20×30 room. The air smells of damp. An old, rusted lantern sits in the middle of the dirt spattered floor. There are no exits.
The six scratch their heads until Pluvia wanders over to the opposite wall.
“There’s something not right here,” she says.
Battle axe in hand, Arn strolls over to join her and together they find a line of mortar that looks more ‘solid’ than the others. Between them they activate the latch. Stone grinds against stone and the door slides into a recess.
The stench of brimstone and corruption wipes self-satisfied smirks from the demi-humans’ faces. Slurping, popping sounds ride a breeze of rancid heat. Gurgled, choking moans filter through the entrance.
“Brother Barnabus,” Ezra Kantoom growls, loading a stone into his sling and passing through the open doorway.
The rest follow Ezra into a 30×30 chamber. Mancho’s lantern sheds its glow over a twisting, amorphous blob. Twisted faces strain against its membranous exterior.
The party wins initiative and Ezra hurls a stone into the writhing mass.
The Six of Spades send the lemure back to hell in short order. Brother Barnabus received a slight wound, but Ezra Kantoom’s skill with herbal bandages were an effective remedy.
Ezra & Barnabus had 1-2/d6 of knowing only holy water could banish the creature for good. Lucky, with his +1 modifier for exceptional wisdom, Ezra recalled the scriptures and emptied his sole phial of blessed water over the cursed creature.
With the stink of damnation burning their airways, the Six of Spades made bee line for the door opposite.
Festoonia Chipway, keen of eye and fast of hand, hung back to secure the acid-burned leather satchel tucked in a corner. Only after slinging it over her shoulder and adjusting her cloak to cover it did she move out to regroup with her colleagues.
She joins them in a large circular room. Humid air smells slightly sweet. A large pool fills the southern end. The others stand work gawping at the still waters, but Festoonia (with her Wisdom of 8) can smell the remnants of demon stench on her newly-acquired satchel and dives head-first into the pool.
I’ll be using house ruled Core 3rd printing (because it’s cleared up fighter saves, keeps the dwarf warrior, and has bookmarks/links) and Boons by MSJ Maps.
Other house rules are:
Fighters get to Drop & Chop. If they kill an opponent (regardless of HD) they can make another attack. If they do another murder, they can create a daisy chain of carnage (who doesn’t love those?).
Clerics & Magic Users gain a spell slot for exceptional stats, so a 1st level cleric can cast.
Clerics & Magic Users can also scribe a scroll @ 100gp + 1 week per level (needless to say, the magic users on the team don’t have much equipment).
Bandages can be applied after combat, healing 1d4-1 HP.
Slings do 1d6 damage (did you know the Romans had special tongs to remove sling bullets?).
Armour selection has been expanded per OSRIC (AC kept in line with S&W).
Random Dungeon will be generated via the OSRIC system.
Any non-standard action (picking locks etc.) will be handled by a d6 or d8 roll, modified by exceptional attributes (Core’s max of +1 being one of the main reasons I like it).
@Merias, if this is in the wrong place/not what you want here/a load of rubbish, feel free to delete it/move it/hit me with the ban hammer. I promise I won’t cry too much.
Okay, our heroes:
Ezra Kantoom, Human male, Cleric 1 (Cure Light Wounds from high wisdom).
Pluvia Stardew. Elf Female, (currently) Magic User 1,
Mancho Boracho, Human male, Magic User 1,
Arn Copper Tongue, male Dwarf Warrior 1,
Festoonia Chipway, Hafling female, Fighter 1,
Barnabus Cloth, Human male, Cleric 1 (average wisdom, no spells).
Background:
The Fizzlewick & Stone Mining Corporation had set their sights on the Nahkleeta hills as a prime source of silver and other precious metals.
Things were going swimmingly until an ‘accidental’ explosion opened a hole in what appeared to be an ancient structure.
Superstition slowed work to a crawl so Fizzlewick & Stone offered Delving Licenses to any fools willing to investigate. Our heroes, calling themselves the ‘Six of Spades’, have answered the call.
The Six crawled through a large hole in the wall. On the other side they find a 20×30 room. The air smells of damp. An old, rusted lantern sits in the middle of the dirt spattered floor. There are no exits.
The six scratch their heads until Pluvia wanders over to the opposite wall.
“There’s something not right here,” she says.
Battle axe in hand, Arn strolls over to join her and together they find a line of mortar that looks more ‘solid’ than the others. Between them they activate the latch. Stone grinds against stone and the door slides into a recess.
The stench of brimstone and corruption wipes self-satisfied smirks from the demi-humans’ faces. Slurping, popping sounds ride a breeze of rancid heat. Gurgled, choking moans filter through the entrance.
“Brother Barnabus,” Ezra Kantoom growls, loading a stone into his sling and passing through the open doorway.
The rest follow Ezra into a 30×30 chamber. Mancho’s lantern sheds its glow over a twisting, amorphous blob. Twisted faces strain against its membranous exterior.
The party wins initiative and Ezra hurls a stone into the writhing mass.
The Six of Spades send the lemure back to hell in short order. Brother Barnabus received a slight wound, but Ezra Kantoom’s skill with herbal bandages were an effective remedy.
Ezra & Barnabus had 1-2/d6 of knowing only holy water could banish the creature for good. Lucky, with his +1 modifier for exceptional wisdom, Ezra recalled the scriptures and emptied his sole phial of blessed water over the cursed creature.
With the stink of damnation burning their airways, the Six of Spades made bee line for the door opposite.
Festoonia Chipway, keen of eye and fast of hand, hung back to secure the acid-burned leather satchel tucked in a corner. Only after slinging it over her shoulder and adjusting her cloak to cover it did she move out to regroup with her colleagues.
She joins them in a large circular room. Humid air smells slightly sweet. A large pool fills the southern end. The others stand work gawping at the still waters, but Festoonia (with her Wisdom of 8) can smell the remnants of demon stench on her newly-acquired satchel and dives head-first into the pool.