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Post by mgtremaine on Nov 2, 2009 23:00:52 GMT -5
...or the death of Tinga-ling. So after all my messing about with the PDF today was the day to play it. I had a good hour to wait outside my son's ceramics class so I brought everything I needed. I rolled up a Fairy Warrior named Tinga-ling stats were alright St: 4 In: 11 Lk: 20 Dx: 26 Cn: 3 Ch: 22 Sp: 12 Height/Weight: 8" / 1lb 2oz 80 Gp to start picked up a Katar, Blowpipe and Buckler + Delv Pack, Warm Dry, some food. Tinga-ling was looking pretty tough to my eye. So he starts in, the first room is nothing special he tries to drag a chest along with him but it rusts away. Then follows many, many turns of wandering down hallways, he decided to keep heading north and west... Passes up a sign that reads "Keep Out" and ends up in a room, in a boat with a string in his hands. Turns out the water is very tasty and his ST and CN go up 5! Tinga-ling the invincible that's what I'm talking about. The next room he finds has a Paintbrush that starts to paint him, well he does have a 22 CHR I can see why! So Tinga-ling poses for the painting, and is disintegrated. The End [NOoooooooo poor Tinga-ling he had so much promise.] -Mike
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Post by jongjungbu on Nov 3, 2009 7:02:56 GMT -5
Doh'! Don't you just hate those insta-deaths LOL. Me too. My suggestion? Permanently lose 1 luck per paragraph you move backward until you reach the point where you are no longer going to instantly die. Or, permanently lose 1 luck per point you lost the fatally SR by to pass it. I can't remember how that situation was presented. Nice little adventure though!
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Post by cartomancer on Nov 3, 2009 11:16:29 GMT -5
Ooh, i recognise that rule from your site JJB. It's a great one too as we all know about the tendancy that solo's have to swallow characters whole and not even spit out the bones.
Another thing i've been doing was inspired by the Nethack DOS game. I note on a seperate piece of paper i keep with the solo where characters have died and, then imagine that has been added into the description the next time i arrive there with another character (Deathtrap Dungeon has got crowded all of a sudden). Then, based on how they died i might decide that the body is lootable. Obviously being disintergrated you'd only find a pile of dust (pretty worthless, even if it is fairy dust... Sorry, couldn't resist the gag) but, being killed by creatures that don't value certain items (like zombies and such) might mean that something was left behind... Or you might find that loot on another similar monster later.
Lol, i think i might be GM'ing my solos. :0).
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Post by jongjungbu on Nov 3, 2009 16:16:32 GMT -5
Now THAT is a brilliant and neat idea, cartomancer! I am going to start doing that too. Maybe roll a die to figure out one random item from my dead character's inventory and then write that along with a deadly description. That's cool.
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Nov 3, 2009 22:22:52 GMT -5
Excellent idea Cartmanomancer. How about new solos with an empty box to record such details next to each para?
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Post by cartomancer on Nov 3, 2009 23:50:38 GMT -5
Thanks guys. :0).
The extra box would be useful but, i'd be kindda' drawn not to write on my solos to be honest. I do like the idea though. Maybe an extra sheet that comes with the solo with permission to photocopy it?? (like character sheets come with the main rules).
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Post by mahrundl on Nov 4, 2009 7:13:50 GMT -5
Another thing i've been doing was inspired by the Nethack DOS game. I note on a seperate piece of paper i keep with the solo where characters have died and, then imagine that has been added into the description the next time i arrive there with another character (Deathtrap Dungeon has got crowded all of a sudden). And of course, you have the other Nethack aspects of the items now being, for the most part, cursed, and guarded by the ghost of the previous owner... ;D
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Post by jongjungbu on Nov 4, 2009 9:01:48 GMT -5
And take it a step further here. Create a Death Table at the end of the solo. If a character dies, consult the table and roll dice etc etc. It will determine the result. Then you write on the extra sheet (or in the solo) the said result.
One on the table could be, if you rolled an 11, pick one random item, curse it, and put it in that paragraph section where the character died. Or, if you rolled a 13, write down your character stats for that paragraph section. Next character comes through will encounter your ghost with those stats and CON equal to that before you died. Roll a die, 1-2 it is hostile and attacks anyone on sight before the text of the paragraph is performed, 3-4 it is friendly and will help you succeed the paragraphs text (maybe +5 on the roll of an SR there or something), 5-6 it is neutral and will help you succeed if you pass a CHR SR or attack you if you fail.
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Post by mgtremaine on Nov 4, 2009 9:56:09 GMT -5
Thanks guys. :0). The extra box would be useful but, i'd be kindda' drawn not to write on my solos to be honest. I do like the idea though. Maybe an extra sheet that comes with the solo with permission to photocopy it?? (like character sheets come with the main rules). Hehehe many of my Solo's have been written in with both pencil and pen as I've added or changed the numbers. My City of Terrors was the worst with a new list of wandering people, levels and stat changes and making all the 4th Edition numbers into 5th edition adding the new chief of Ogres and Timelord. That's one of hard parts of my scanning I have to go in and pixel edit all that back out. ah well that's life, thank goodness technology has provided me a way of fixing it. -Mike
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Post by jongjungbu on Nov 4, 2009 10:19:59 GMT -5
I don't mind writing in my solos at all. I do it in pencil though, but I worry not about markings any longer. I actually get more pleasure writing on the pages themselves now, knowing it is only myself that would complain about it.
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Post by cartomancer on Nov 4, 2009 14:32:10 GMT -5
And take it a step further here. Create a Death Table at the end of the solo. If a character dies, consult the table and roll dice etc etc. It will determine the result. Then you write on the extra sheet (or in the solo) the said result. One on the table could be, if you rolled an 11, pick one random item, curse it, and put it in that paragraph section where the character died. Or, if you rolled a 13, write down your character stats for that paragraph section. Next character comes through will encounter your ghost with those stats and CON equal to that before you died. Roll a die, 1-2 it is hostile and attacks anyone on sight before the text of the paragraph is performed, 3-4 it is friendly and will help you succeed the paragraphs text (maybe +5 on the roll of an SR there or something), 5-6 it is neutral and will help you succeed if you pass a CHR SR or attack you if you fail. That'd be great JJB and, i have to say that i'm really loving all the different ideas that are coming off of this brainwave i had. Do you think you'd be happy to create such a table to share with us all?? You've produced a lot of quality content for your site so i think it'd be great to see what you come up with. :0).
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Post by jongjungbu on Nov 4, 2009 15:26:32 GMT -5
Sure, I could take a stab at it. But TKD is the real idea man. Sometimes, I implement his ideas when he gets on a roll.
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Post by jongjungbu on Nov 4, 2009 16:34:21 GMT -5
Death Table If your character dies within a solo adventure, note the paragraph in which he or she has perished. Roll one die and consult the table below. The result will apply to any new characters that reach that same paragraph. 1d6 | Result | 1 | Place 1d6 items (your choice) from the fallen character’s inventory at the specified paragraph. The remaining items and body have decayed or been removed by others. Any character that survives this paragraph may take any or all of these items. For each item taken, roll one die. On an odd roll, the item is Cursed and cannot be dropped. Consult the Curse Table below. | 2 | The fallen character haunts the location as a spirit. Note the character’s stats and items (or retain the character sheet), and restore any lost ST/WIZ/POW/etc and CON to its maximum. Because this fallen character is non-corporeal, hit point totals are reduced in half for living players that combat the spirit unless they use magical weapons. Any characters that reach this paragraph must roll one die to determine the ghost’s reaction if it still haunts the location. On a 1 or 2, the ghost attacks the character before the paragraph’s actions may be taken. On a 3 or 4, the ghost aids the character by adding +5 to any combat or saving rolls at this paragraph if any. If there were no rolls but rather an instant death, the ghost will carry the character to the previous safe paragraph and dissipate forever into the afterlife. On a 5 or 6, the ghost is neutral and the player must make a L2-SR on CHR (L1 if fluent in the same language); on failure the ghost attacks the player and on success the ghost will aid the player as if he or she rolled a 3 or 4 on the reaction roll. | 3 | The fallen character has become infested with dark magic and risen in an undead stupor. Note the character’s stats and items (or retain the character sheet), and restore any lost ST/WIZ/POW/etc and CON to its maximum. Any characters that reach this paragraph must battle the undead fallen before the paragraph’s actions may be taken. | 4 | Combine both results 1 and 2 for the specified paragraph. The player may take items only after defeating the ghost in combat OR may ask for a single item if the reaction result is favorable. The curse roll still applies whether the item is taken or given, and the +5 roll bonus no longer applies if the player asks for an item instead of help. | 5 | A small burial mound and monument has been placed at the specified paragraph. Write a small epitaph for the fallen character. | 6 | The corpse of the fallen character remains, with all items intact. However, decadence has begun to consume the corpse. Any character that comes in contact with the remains or for every item taken off the body, he or she must make a L4-SR on CON. On failure, the person is diseased (permanently reduce maximum CON by 1d6). On success, the character loses 1d6 CON as wounds from the disease. |
Curse Table 2d6 | Result | 2 - Succor | The item applies an attribute penalty while in your possession. Roll 1d6 to determine the attribute: 1-ST, 2-IQ, 3-CHR, 4-CON, 5-DEX, 6-LK. Then roll 1d6 to determine the amount of the penalty. | 3 or 4 - Burden | The item is extremely heavy while in your possession. Roll 2d6 and multiply by 100 to determine the item’s weight. | 5 or 6 - Cheap | If the item is a weapon, it rolls 1 less die and has no combat adds. If the item is armor or shield, it has half as many Hits absorbed as normal. If the item is neither, its gold value is reduced to 25% of the original. | 7 - Jinx | All 6’s are treated as 5’s during combat rolls while this item is in your possession. This means the player can never inflict spite damage while he or she is cursed. | 8 - Sap | Whenever magic is cast while this item is in your possession, it consumes 1d6 extra ST/POW/WIZ/etc (roll one die each time a spell is cast). However, the player does not gain the a.p.’s expended for the additional lost points. | 9 - Tremors | Whenever an SR is required on DEX or for missile/ranged attacks, add one level to the SR. In the case of attacks, also add one step to the range as if two levels have been added to the SR. | 10 - Toad | The player is turned into a Toad! All items carried by the player have become melded into the new shape, but somehow he or she is still able to speak all languages previously known (retain the IQ score) and therefore cast spells spells (retain ST/WIZ/POW stat for purposes of spellcasting only but not adds). The player’s stats are now replaced with an MR of 20 and combat dice equal to 2d6+5. Spite damage inflicts 4 points for every 6 rolled due to the poison on the Toad’s skin and tongue. The tough skin of the Toad can only absorb 2 hits as armor. The only way to remove this curse is by magic, since the item can no longer be destroyed when molded into this form. | 11 - Berserk | The player will go berserk regardless of his IQ or kindred. Refer to the T&T rules section for Berserker Fighting. | 12 - Dire | Roll twice on the Curse Table, applying both curses to the item. If a 12 is rolled again for the same item, ignore it and re-roll. |
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Post by cartomancer on Nov 4, 2009 22:06:18 GMT -5
Great job JJB!! Have an exalt on me. :0).
Now to playtest it... Well, in the morning as it is now just turned 3 in the morning here which, whilst technically the morning is still late. :0).
Who would have thought it, i'm actually looking forward to a few character deaths now to see what happens! Bring on deathtrap... Hmmm... This is also going to be fun with mega dungeons. Fatalaties left, right and, centre adding a new encounter with each one. :0).
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Post by speed1000 on Feb 3, 2021 14:39:17 GMT -5
!WEIRDWORLD! I'm a map guy and like to know where I am in relation to places I've been. This was a pain in the butt to map out, but I was determined! I'm not sure if this applies to the recent Deluxe version, as I used the second printing.
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