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The Vjardengrad Delve [PLAYER EVENT]

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Qaz_The_Great

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The Vjardengrad Delve

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[PLAYER EVENT]

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CONTENTS

  1. FEATURES
  2. RULES

 

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FEATURES

 

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PLAYER GM

The GM of the event shall be selected from the pool of players. They are volunteers and will help run the event smoothly:

@Capn_Avery

@GaleofWaterfeet

@ichigomaster98

@Qaz_The_Great

 

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CLASSES

Fighter

Requirement: Melee weapons and heavy armor or medium armor

  • Bonus of +3 with advantage to opposed strength rolls
  • Enemies take a -2 to their rolls (on top of any modifiers the enemy type might have) when engaging with the combatant in melee.
  • Penalty of -3 with bows and crossbows, -1 addition to javelins and throwing projectiles including potions.

 

Blade Caster

Requirement: Melee weapons and heavy armor, medium or light armor

  • Bonus of +4 to opposed strength rolls
  • Bonus of +2 to any magical projectiles they might have, and if capable of a magic ability enhancing melee damage, may choose to either attack with rules as written of the magic or roll with a +2 separate from any other modifier, to take the chance of either scoring a critical hit if rolling above an 18, which would do twice the usual damage, or miss their attack.
  • Bonus to spells depending on magic tier capability, ranging from +1 at T1, to +5 at T5
  • Enemies will take -1 to their rolls(on top of any modifiers the enemy type might have) when engaging with the combatant in melee.
  • Penalty of -4 with bows and crossbows, -1 addition to javelins and throwing projectiles including potions.

 

Archer

Requirement: Bow or Crossbow and light armor or medium armor

Special Skill: May attach a potion to at most 6 arrows before battle. When shooting them, roll at a penalty of -4.

  • Bonus of +5 to attack rolls with bows and crossbows, -1 to rolls for throwing potions or weapons
  • Penalty of -4 to opposed strength rolls, with a +3 given to enemy attack rolls if caught in melee
  • Any roll above a 19 has the capacity to instantly kill lower tier enemies
  • A small movement bonus, being 5 block plus action/attack, or 7 full dash.
  • +2 to evade trap

 

Skirmisher

Requirement: Throwing weapons or potions and light armor or medium armor

Special Skill: May attach a potion to at most 4 javelins before battle. When throwing them, roll at a penalty of -2.

  • Bonus of +6 to attack rolls with throwing weapons and potions(to account for the fact friendly fire is possible with potions), -2 to rolls for bows and crossbows
  • Penalty of -3 to opposed strength rolls, with a +2 given to enemy attack rolls if caught in melee
  • Any roll above 18 has the capacity to instantly kill lower tier enemies.
  • A small movement bonus, being 5 block plus action/attack, or 7 full dash.
  • +2 to evade trap

 

Mage

Requirements: No armor or Light armor

  • Bonus depending on magic tier capability, ranging from +2 at T1, to +6 at T5
  • Penalty ranging from -2 to opposed strength rolls for a T1 caster to -6 for a T5 caster, with voidal mages rolling at disadvantage. -4 to all non-magic attacks.
  • Enemies roll with a +4 to attacks if caught in melee.

 

 

Alchemist

Requirements: No armor or Light armor

Special Skill: When preparing and throwing potions, they may combine potion effect (2 potions at a time). When doing so you lose advantage on throws but retain your bonus modifier.

  • Bonus depending on alchemy tier capability, ranging from +1 at T1, +2 at T2 +3 at T3 with advantage on thrown potions
  • Penalty of -2 to opposed strength rolls, with a +1 to enemy attack rolls if caught in melee
  • +1 to evade trap

 

 

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DEVIOUS TRAPS

Traps may be combined, projectile, static, and activated by tripwire, pressure plate, button, or by an individual.

 

Debuff Trap

Sludge, falling potion, shooting rat, these cause a lasting effect as opposed to simple damage.

Success: You avoid the trap!

T1 - requires one emote of removal to get rid of the debuff.

T2- requires one emote + a successful roll. Roll has advantage if an ally spends an emote to help.

 

Damage Trap

Any type of immediately damaging item such as a projectile.

Failure: You get injured!

Failure of 5 or lower: You get severely hurt! Medical attention is needed during or post-delve.

Failure of 2 or lower: Permanent debuff of -1 to attacks & defensive rolls until wound is treated/healed.

 

Alert Trap

These can be combined with other trap types. They alert anyone nearby to the potential victim’s location in #shout.

 

Area Trap

These are area of effect traps that can be activated by a foe or crafty adventurer. If someone is caught on the edge of the trap, they roll as normal. If caught a block away from the edge of the trap, they roll with disadvantage. If the trap covers an area where the victim cannot move 3 blocks to reach the edge of it, it is an automatic fail.

 

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RULES

 

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GENERAL COMBAT RULES

  1. Time will be taken into consideration for each round of combat. To maintain a flow of combat each side of combat will be given 2 minutes per creature under a single persons control
    1. E.g. The Magi have a Necromancer with x2 skeletons who are controlled directly by the Necromancer thus the Magi will be given 6 minutes to complete their round of emotes
    2. If there are no additional creatures under an individual’s control a round will last 2 minutes
  2. Rolls determine outcomes; emoting your Persona’s reaction to a hit or dodge should be inserted into your next emote, not a separate emote
  3. You may move four blocks per emote round plus an action OR six blocks for a full dash without an action
  4. Rolls are the standard for all actions unless GM states otherwise
    1. Rolls will be performed in shout chat (/roll -s)
    2. Modifiers will be added based on class and weapon rules

 

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WEAPON & CASTING RULES

  1. All weapons will be categorized into the following:
    1. Pikes have a range of 3 blocks, but lessen movement to 3 blocks plus attack, or 6 full dash, leaving the pikeman vulnerable
    2. Spears have a range of 2 blocks plus attack, or 6 full dash. Bonus against cavalry
    3. Hammers and Maces have a bonus against armored enemies healthpool, but disadvantage against unarmored enemies
      1. Disadvantage due to slowness of attack
    4. Swords and other bladed weapons have a bonus against lightly or unarmored enemies healthpool, but disadvantage against armored enemies
      1. Disadvantage due to armor of foes
    5. Bows and Javelins take 2 emotes to draw and fire
    6. Crossbows take 3 emotes to draw and fire
    7. Arbalests take 4 emotes to draw and fire\
  2. Casting follows all rules associated with class and magic redlines

 

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TRAP RULES

  1. All traps have a base DC of 10
    1. When in combat the DC is raised to 12
  2. All trap effects will be roleplayed by the affected Personas
  3. Activation of a trap in CRP requires an emote from the GM to notify the Personas of any effects
    1. The emote of a trap is emoted in its own round and will not take away from either party’s time limits

 

 

 

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MONSTERS

 

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Players of this event are suggested to not metagame this information. GMs are entitled to shift modifiers/classes of certain undead before or during an encounter in order to provide the best roleplaying experience for all. This section is primarily for GMs to reference and future events to model.

UNDEAD

 

Spoiler

These lost souls are mindless. Practically harmless on their own though one should not let their number grow.  

 

Undead have the modified stats of a Skirmisher class (detailed below). While hardly a danger in melee, when three undead are together, they become a Horde. If players are rolling poorly in dealing with an undead, GMs are encouraged to have more shamble forth, attracted by the noise of combat, to create a Horde. 

  • Bonus of +6 to attack rolls with throwing weapons and potions(to account for the fact friendly fire is possible with potions), -2 to rolls for bows and crossbows
  • Penalty of -3 to opposed strength rolls
  • A small movement bonus, being 5 blocks plus action/attack, or 7 blocks for full dash.

 

HORDE

 

Spoiler

Even the mindless have power when banded together. 

 

A Horde is formed when three undead are grouped together. They have the modified stats of a Fighter class (detailed below). The Horde will aim to grapple a player. For each undead in a Horde, it gains +1 to grappling rolls, starting at a +3. Once grappled, the player has disadvantage on attack and defensive rolls. Surrounding undead will be attracted to the struggling player and join the Horde. It will focus on the player until they are dead or incapacitated. The longer the Horde survives, the more undead it will attract with a max of eight undead at a time. 

  • Bonus of +3 with advantage to opposed strength rolls
  • Penalty of -3 with bows and crossbows, -1 addition to javelins and throwing projectiles including potions.
  • (if five or more undead) Enemies have disadvantage on melee attack rolls
  • (if eight undead) Enemies not beside a fighting ally will take -2 to melee attack rolls

 

ARMORED UNDEAD

 

Spoiler

Within sunken eye holes- a glimmer of a past life? 

 

Armored undead have the exact same stats as a Fighter class (detailed below). They act independently of other undead and resist the urge to join a Horde. They will aim to protect a Horde, however, if it is being attacked. 

  • Bonus of +3 with advantage to opposed strength rolls
  • Enemies take a -2 to their rolls (on top of any modifiers the enemy type might have) when engaging with the combatant in melee.
  • Penalty of -3 with bows and crossbows, -1 addition to javelins and throwing projectiles including potions.

 

GIANT SPIDER

 

Spoiler

Thieves of stray wanderers and neglected babes. Be warned, all who allow their nests to fester.

 

  • Bonus of +3 with advantage to opposed strength rolls
  • Bonus of +5 to bite and web attacks. 
  • Bite Attack: Target must make a DC 10 roll, taking additional poison damage failure. 
  • Web Attack: On a success, the target is restrained by webbing. As an action, the restrained target can make a DC 12 strength check. The webbing can also be attacked by allies and destroyed. If a giant spider has no one else it can attack, or if the GM wishes, it will web attack a restrained player again. 2 successes will result in that player being cocooned and unable to free themselves. If sensible, a nearby spider will attempt to drag a cocooned player away from the fray. Fleeing Combat Rules apply. If successful, it is assumed the player has been dragged away and eaten. 

 

HOLLOW

 

Spoiler

Daughters of science and failed magics. Hunger is their inheritance. 

 

Hollows have the appearance of large spiders (the size of an uruk head) but with twisted features. Their eight appendages end in clawed hands, wisps of human-like hair trail from their heads, and sunken eyes often flit between eerily intelligent to the dull pallor of arachnids. They travel across the sewer ceiling and are incredibly stealthy. Very rare are their attacks: saved for opportune times or when large noises are made, such as an alarm trap or cries of a dying/injured player. They are cowardly and will flee if a battle isn’t in their favor. 

  • Bonus of +3 to Drop Attack: Hollows’ main method of attack is to drop from the ceiling and latch onto a player’s head. If successful, they have advantage on attacks and will bite and sting until their victim falls dead or unconscious. 
  • Bonus of +2 to Bite Attack (+3 if it is on someone’s head).
  • Bonus of +2 to Sting Attack (+3 if it is on someone’s head). If successful, the sting swells to a comical amount, causing lasting pain until properly treated by a medic. 
  • Movement of 2 blocks when on the ground, 4 when on the ceiling or upper portion of a wall. Dash is double regular movement.


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Spoiler

Credits:

Thank you to the Sewer Elves for being willing to run this event in conjunction with the us. Thank you to DAENGIE for providing the basis of the class system for the event.

 

Edited by Qaz_The_Great
Added 'ALCHEMIST' Class; Added Monster Section
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Great idea, though when I was told about this I thought that it was an official CRP change, which made me think we would finally have proper CRP on the server isntead of best roll's or best gas lighting power gamer wins. To be more specific, I love this idea and I deeply hope that some similar version to this will one day make it as the main combat mechanic of the server, big +1

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An amazing start to CRP changes to keep things fresh. Personally I've never been a fan of how absolutely bare bones CRP on LotC is and has been for a while, up to fully random rolling or honour which leads to a lot of problems later down the line with people never wanting to be on the receiving end or leading to arguments happening over minor things just so they can power game their way through X, Y and Z that way. Absolutely approve of the initiative.

+1

Edited by Tael
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gonna find some flaws in it for when the event rolls around

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+1

The Captain emerged from the sewers with a blood soaked blade, "Disgustin' Undead." Is all he stated before returning to the Hearth Temple.

 

Qaz did great with this event! Very good combat system!

 

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Been there, was fun. Would love to see more classes such as a beastmaster or alchemist.
Otherwise the event was fun even though I was a bit late. It would maybe be dvised to summarise advantage and disadvantage rules in this post as well so people have a quick understanding of it.
+1

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