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  Single Session Adventures
Posted by: Oedipussy Rex - 03-21-2014, 03:51 AM - Forum: ə SCHWA - Replies (6)

The Lost Mission
Background:
Church Elders want you to investigate a mission that's gone silent for over year and find out what happened to the clerics previously sent to investigate. The group is given 4xP (xP=number in the party) gold for expenses.

Objectives:
1 - Retrieve the relic kept at the mission: the Kidney Stone of Undile the Un-pained.
2 - Determine what happened to the mission.
3 - If necessary, uphold the honor of the church.

The Journey:
The road to the mission goes through a wooded mountain pass.

Encounter 1 – The Goatherder
The group encounters a goatherder taking his goats (xP) to market. Being a lazy man, he's willing to sell the goats for 5 gold a head or 3 gold a head for the entire herd.

Encounter 2 - Bandits (Ranged Combat)
Two bandits stand in the road, demanding money. In the trees are ranged support with short bows and short swords spot one for each PoS on S6, S3 to spot attacker if hit. (If only three people are playing, have only one bandit in the road. For one or two players, have one archer in the trees making demands and another on the other side of the road, keeping quiet.)
Bandits x2: Sd4, Wd8/d1, Ad6/d1, H20, D2+d3
Archers xP-2: Sd4, Wd6/d1, Ad8/d1, H20, D2+d3

Encounter 3 - Troll Bridge
The road leads to a well-built, stone, and gated bridge crossing a deep gorge. 100 feet away from this bridge is a very large tree that has been felled to span the chasm. The cost to cross the bridge is 5 gold per person on foot, 7 gold per horse/goat/large animal, and 10 gold per wagon. If deciding to use the tree, the bridge's troll will climb up from underneath to demand payment of 10 gold, or 1 goat, per person. The troll will grapple and toss anyone refusing to pay.
Troll x1: Sd4, Wd16/d3, Ad8, H250, D4+d6
Fall: A16/d2+1/2
Climbing the gorge: A12/d1+1/2
Crossing/surviving the rapids below: A8/d1+1/1
Time to cross: 20 Turns

The Mission:
No windows, Door locked and stuck (A8 to unlock, W6 to open, W12 if still locked). There is a hole in the floor where the altar would be in the apse. Searching the wreckage underneath reveals the relic is missing.

Trap 1 – Unless care is taken when walking inside the mission, the floor will collapse when the party enters. A8/d3.
Climbing down: A6/d3


Beneath the Mission:
The hole underneath the mission reveals a natural tunnel system.

Encounter 4 – Skeletons
Uh oh. Skeletons with short swords.
Skeleton x2P: Sd2, Wd6/d1, Ad2, H10, D2 (8 vs missiles)

Trap 2 – Leeches
The tunnel dips down into still water. It takes 20 Adventure points to cross, roll dA to each turn until the total exceeds 20. For each turn a character spends crossing, d12 leeches attach. A character can remove dA leeches per turn and loses d6 Health each turn until a Warrior Resist is made with a target number of 1 for each part of 10 leaches attached or a Cure spell is cast with the same target number. The Resist or spell cannot be made until all leeches have been removed. If a careful search of the water is made during or after the crossing, a Long Sword +1 is discovered on A3.
Leeches: Sd2, Wd6, Ad2, H1, D0

Trap 3 - Howlers
The tunnel widens and there's evidence of a recent cave-in. A Resist A12 is required to safely cross. Failure means someone stepped on a Howler, setting off the lot. No spells can be cast while the howling continues. When all Howlers are dead, or when the party tries to leave, the roof caves in and a Resist on Adventure with a target number of 2x the number of turns of the encounter, minimum 10. Resist A(E)/d2+1/2

Encounter 5 - Viscous Blob
If the Blob is defeated, searching through the carcass will turn up the silver and gold reliquary with the kidney stone still inside. Further investigation on A4 for a Sling Bullet +1 for each PoS.
Viscous Blob x1: Sd12, Wd8/d1, Ad4, H50, D1/d4, Surprise d30, Paralyzation: Resist W on PoS

The Road Home
After the Viscous Blob, the tunnel exits on the side of the mountain, further down from the mission.

Encounter 7 – Betrayal
When the group nears the bridge across the gorge, the church elder is waiting with a party of armed men to take possession of the relic and to kill the group. “So sorry. It's for the honor of the church. It can't be known that we can't keep what's ours.” Their first move is chain-casting Elemental Blast (or Lightning Bolt if party is 1 or 2).
Elder: Sd16, Wd8/d2, Ad10, H40, D3/d8, Spells: Magic Dart, Shield, Elemental Blast (LB), Sleep, Fly
Guard xP: Sd12, Wd16/d3, Ad10, H40, D3/d6, Spells: Heal, Magic Dart, Elemental Blast (or LB)

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  Familiars in really tiny font because the forum software is kind of a pain-in-the-ass
Posted by: Oedipussy Rex - 03-21-2014, 03:16 AM - Forum: ə SCHWA - No Replies

Familiars

The iconic Black Cat or Owl or Serpent, Familars come in many forms. The advantages of a Familiar are readily apparent: When near (within a combat turn of movement) they provide the Sorcerer with extra spell-casting power, as a staff of the Familiar's Sorcerer Rank; when within an adventure Turn of movement, the Sorcerer can cast spells through the Familiar; and when concentrating, the Sorcerer can see/hear/smell/etc. what the familiar senses. This is all possible because the familiar is, in a very real sense, a part of the Sorcerer: the Sorcerer's own Character Points are used when creating or improving a familiar. Through this connection, the Sorcerer and familiar always know where the other is; know the other's general state of mind (content, frightened, worried, etc.); and can send simple instructions ("Bring me my boots," "Stop playing with that mouse and kill it already," "Hide," "Let's go home"). However, even though a Familiar is a part of the Sorcerer, it is most definitely a separate entity and will leave, or even attack, the Sorcerer if abused.

A Sorcerer can have more than one Familiar but when a new Familiar is summoned, no further improvements can be made on the old. Only one familiar can be "active" at a time and it takes a Travel Turn to switch between active familiars.

Pests as Familiars: If a Sorcerer has a Pest as a Familiar (rats, cockroaches, herring, etc.) he gets a swarm/intrusion/school. The stats for each member is set when summoned and cannot be improved, but for each Character Point spent on Health (see the Familiar spell) 10 more of the pest join the group with identical stats. The Sorcerer does not get any advantage for spellcasting and cannot cast spells through the familiar, but is able to switch focus between individual pests in only a combat Turn when "seeing through the eyes of the familiar."

Familiar
Spell Base: Variable
Min. Rank: d4
Resist: No
Summon or improve the characteristics of a Familiar using the Sorcerer's Character Points. Similar to the Summon spell, Familiar uses the tables in Appendix C of Ə-OH, (pages 48-49). Unlike the Summon spell, the form a Familiar takes cannot be that of a self-aware intelligent creature. As always, the GM has final say on what can be a Familiar.

When Summoning, the Spell Number is 0 and the Degree of Success is the number of Character Points that can be spent in creating the Familiar. The base characteristics for a Familiar is S:d1, W:d1, A:d1, D:0, H:1. The Size of the Familiar is set during summoning, as well as any special abilities, and cannot be improved through later castings of the Familiar spell.

Subsequent castings of Familiar can be used to improve a single Characteristic by one Rank, Defense score, or Health level (i.e. spend one CP on Health to increase by the appropriate amount). The Spell Base for each follows:

  • Increase an Aspect: the Rank of the Aspect plus the number of CP to increase by 1
  • Increase Defense: the Defense score plus the number of CP required to increase by 1
  • Increase Health: the number of CP already spent on Health
The required number of CP must be available before the spell can be attempted.

If a casting of the spell fails, another attempt cannot be made until the Sorcerer has earned another Character Point.

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  The Up-to-Date Rules
Posted by: Oedipussy Rex - 03-20-2014, 12:22 PM - Forum: ə SCHWA - Replies (6)


.pdf   SCHWA 190309.pdf (Size: 206.26 KB / Downloads: 108)
.pdf   SCHWA 190309 landscape.pdf (Size: 204.8 KB / Downloads: 114)
.pdf   SCHWA-OH 160318.pdf (Size: 390.9 KB / Downloads: 297)
.pdf   SCHWA-OH 160318 landscape.pdf (Size: 387.85 KB / Downloads: 412)

This post will be edited as changes are made.


And here are the character sheets.


.pdf   SCHWA Character Sheets.pdf (Size: 23.55 KB / Downloads: 275)
.pdf   SCHWA-OH character sheet.pdf (Size: 82.81 KB / Downloads: 287)



Attached Files
.pdf   SCHWA-HUH 200217 landscape.pdf (Size: 245.52 KB / Downloads: 35)
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