Strength- 6 } This means Bill gains a +6 bonus to all melee attack rolls, up to a maximum of 20.ĭexterity- 1 } This means Bill gains a +1 bonus to all ranged attack rolls, up to a maximum of 20.Ĭonstitution- 3 } Bill is not so strong willed or as healthy as other Dwarves. Stat bonuses only apply if the dwarf is proficient with a weapon that benefits from that stat.īill- Militia Commander }Militia Commanders have proficiency in all weapons. The maximum AC is 20 to keep stats in a confined and controllable space. Attack rolls SHOULD NEVER exceed 20 unless it is a forgotten beast. Instead of modifiers these stats contribute directly to the roll. Your max health will always be 10+ your constitution value. Strength- An objects ability to slice or deal blunt force damage.ĭexterity- An objects ability to land a damaging blow with ranged equipment or traverse difficult terrain and hazards.Ĭonstitution- An objects ability to resist poisons, gasses, paralysis and other mind or physique damaging effects. There are 3 stats that you only need to use. The Stats, Weapons, Gear and some Combat stuff Every bladed weapon amputates on a crit, every blunt weapon breaks bones on a crit and possibly destroys AC, ranged weapons do double damage on a crit, striking a vital organ. Forgotten Beasts are completely randomized with completely random traits and stats, don't be hesitant to unleash a montrosity on the PCs that is too strong. The Mountainhome grows larger with each encounter and thus the gear it sells will increase in tier depending on the cave levels exposed and cleared by the militia. ( I didn't test this so feel free to change it as you want to balance it out) For every 3 encounter survived each surviving melee dwarf gets 1 strength and 2 extra max hp, marksdwarves get 1 dexterity and 1 extra max hp. Reward the party with enough gold to sufficiently buy better full set of gear for at -least two dwarves in each squad per encounter. Repeat this until you reach the final depth. After 10 -30 Encounters in the first cave level, open the next. For every 6 cave encounter sessions have a Forgotten Beast awaken ![]() For every 8 cave encounter sessions have a Goblin siege Here are some general guidelines to follow that will help with running the campaign. Each session is a particular day on the Dwarven Calender, each session is a day that the Militia are sent to deal with a threat to their mountainhome, unless it is a continuation of last sessions threat. Each PC is given a squad of 5 Dwarves including the Commander character, The PCs can choose what individual weapons their soldiers wield but they will always start with default iron armor.Īs a DM your first job should be to assort the PCs squads and make sure everything is set out properly and that the PCs are prepared for the session to come. ![]() To start out each PC has a Militia Commander who rolls D10 on his/her stats, then they roll a D6 on the stats of their squad.
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