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Frozen in Time - As a 0-level funnel

Posted: Thu Nov 05, 2015 8:15 am
by Judge Perky
Towards the roof of the world lies a vast, untamed wilderness of frigid plains, shadowy evergreen forests, forbidding mountains and gleaming glaciers. This primordial land is home to primitive tribesmen, savage monsters, fading gods and relics of antediluvian civilizations. This is the Forlorn North...

I'm going to run this as a 0-level funnel for members of a primitive tribe in the Forlorn North. We'll get started as soon as we have at least 3 active players.

If you are interested in playing, please generate 5 0-level characters using the Purple Sorcerer games generator located here:
http://purplesorcerer.com/create_party.php

Please choose the options shown in the attached picture.
Capture.JPG
Capture.JPG (66.47 KiB) Viewed 85628 times
When you have the results, and then copy and paste your favorite FOUR characters below, adding a NAME and an ALIGNMENT (Law, Neutrality or Chaos) to each of your characters.

Re: New Game! - Frozen in Time - Join Now!

Posted: Thu Nov 05, 2015 6:23 pm
by GnomeBoy
Generator Settings
Source: Frozen | Roll Mode: 3d6 | HP Mode: normal | Augur Mode: kovacs

VOORAK
0-level Occupation: Hunter
Strength: 10 (0)
Agility: 12 (0)
Stamina: 10 (0)
Personality: 6 (-1)
Intelligence: 13 (+1)
Luck: 15 (+1)

AC: 10; HP: 3; Weapon: Spear +0 (1d8)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: -1

Equipment: Holy water (1 vial) (25 gp)
Trade good: Animal pelt
Starting Funds: 35 cp
Lucky sign: Four-leafed clover (Find secret doors) (+1)
Languages: Common, choose 1 more


SARKLA
0-level Occupation: Gatherer
Strength: 9 (0)
Agility: 14 (+1)
Stamina: 14 (+1)
Personality: 15 (+1)
Intelligence: 14 (+1)
Luck: 8 (-1)

AC: 11; HP: 5; Weapon: Knife +0 (1d4)
Speed: 30; Init: 1; Ref: 1; Fort: 1; Will: 1

Equipment: Chest - empty (2 gp)
Trade good: Basket of vegetables
Starting Funds: 28 cp
Lucky sign: Seventh son (Spell checks)
Languages: Common, choose 1 more


TARR
0-level Occupation: Hunter
Strength: 14 (+1)
Agility: 11 (0)
Stamina: 15 (+1)
Personality: 13 (+1)
Intelligence: 8 (-1)
Luck: 8 (-1)

AC: 10; HP: 3; Weapon: Spear +1 (1d8+1)
Speed: 30; Init: 0; Ref: 0; Fort: 1; Will: 1

Equipment: Holy water (1 vial) (25 gp)
Trade good: Animal pelt
Starting Funds: 32 cp
Lucky sign: Fox's cunning (Find/disable traps)
Languages: Common


TELVA
0-level Occupation: Herbalist
Strength: 13 (+1)
Agility: 6 (-1)
Stamina: 9 (0)
Personality: 6 (-1)
Intelligence: 12 (0)
Luck: 10 (0)

AC: 9; HP: 2; Weapon: Club +1 (1d4+1)
Speed: 30; Init: -1; Ref: -1; Fort: 0; Will: -1

Equipment: Chain 10' (30 gp)
Trade good: Herbs- 1 lb.
Starting Funds: 36 cp
Lucky sign: Speed of the cobra (Initiative)
Languages: Common

Re: New Game! - Frozen in Time - Join Now!

Posted: Thu Nov 05, 2015 7:10 pm
by Dr. Meat
Excited to play!

Generator Settings
Source: Frozen | Roll Mode: 3d6 | HP Mode: normal | Augur Mode: kovacs

DIBBON
Alignment: Neutrality
0-level Occupation: Gatherer
Strength: 10 (0)
Agility: 14 (+1)
Stamina: 6 (-1)
Personality: 8 (-1)
Intelligence: 12 (0)
Luck: 13 (+1)

AC: 11; HP: 1; Weapon: Knife +0 (1d4)
Speed: 30; Init: 1; Ref: 1; Fort: -1; Will: -1

Equipment: Crowbar (2 gp)
Trade good: Basket of vegetables
Starting Funds: 31 cp
Lucky sign: Fortunate date (Missile fire attack rolls) (+1)
Languages: Common


DEAD RABBIT
Alignment: Neutrality
0-level Occupation: Slave
Strength: 11 (0)
Agility: 12 (0)
Stamina: 9 (0)
Personality: 7 (-1)
Intelligence: 6 (-1)
Luck: 8 (-1)

AC: 10; HP: 4; Weapon: Club +0 (1d4)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: -1

Equipment: Flint & steel (15 cp)
Trade good: Strange-looking rock
Starting Funds: 40 cp
Lucky sign: Four-leafed clover (Find secret doors)
Languages: Common


BARBUL
Alignment: Law
0-level Occupation: Halfling animal trainer
Strength: 10 (0)
Agility: 10 (0)
Stamina: 17 (+2)
Personality: 5 (-2)
Intelligence: 7 (-1)
Luck: 9 (0)

AC: 10; HP: 6; Weapon: Club +0 (1d4)
Speed: 20; Init: 0; Ref: 0; Fort: 2; Will: -2

Equipment: Mirror - hand-sized (10 gp)
Trade good: Wolf pup
Starting Funds: 34 cp
Lucky sign: Bountiful harvest (Hit points, applies each level)
Languages: Common
Racial Traits: Halfling ability: Infravision


WILLOUGHBY ROSENCRANTZ
Alignment: Law
0-level Occupation: Hunter
Strength: 13 (+1)
Agility: 15 (+1)
Stamina: 10 (0)
Personality: 9 (0)
Intelligence: 8 (-1)
Luck: 15 (+1)

AC: 11; HP: 1; Weapon: Spear +1 (1d8+1)
Speed: 30; Init: 1; Ref: 1; Fort: 0; Will: 0

Equipment: Hammer - small (5 sp)
Trade good: Animal pelt
Starting Funds: 34 cp
Lucky sign: Survived the plague (Magical healing) (+1)
Languages: Common

Re: New Game! - Frozen in Time - Join Now!

Posted: Thu Nov 05, 2015 8:22 pm
by Fenris Ulfhamr
Let's DO this!

Kurr the Nomad
Algnment: Neutrality
0-level Occupation: Hunter
Strength: 12 (0)
Agility: 14 (+1)
Stamina: 12 (0)
Personality: 12 (0)
Intelligence: 12 (0)
Luck: 6 (-1)

AC: 11; HP: 1; Weapon: Spear +0 (1d8)
Speed: 30; Init: 1; Ref: 1; Fort: 0; Will: 0

Equipment: Iron spike (1 sp)
Trade good: Animal pelt
Starting Funds: 45 cp
Lucky sign: Seventh son (Spell checks)
Languages: Common

Blackfeet
Algnment:Chaos
0-level Occupation: Halfling fowler
Strength: 7 (-1)
Agility: 9 (0)
Stamina: 11 (0)
Personality: 13 (+1)
Intelligence: 14 (+1)
Luck: 11 (0)

AC: 10; HP: 4; Weapon: Sling +0 (1d4-1)
Speed: 20; Init: 0; Ref: 0; Fort: 0; Will: 1

Equipment: Torch (1 cp)
Trade good: Feathered cape
Starting Funds: 28 cp
Lucky sign: Warrior's arm (Critical hit tables)
Languages: Common, Halfling, choose 1 more
Racial Traits: Halfling ability: Infravision

Bjorn Bear-Mother
Alignment: Law
0-level Occupation: Gatherer
Strength: 13 (+1)
Agility: 9 (0)
Stamina: 9 (0)
Personality: 7 (-1)
Intelligence: 11 (0)
Luck: 7 (-1)

AC: 10; HP: 3; Weapon: Knife +1 (1d4+1)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: -1

Equipment: Sack (small) (8 cp)
Trade good: Basket of vegetables
Starting Funds: 38 cp
Lucky sign: Seventh son (Spell checks)
Languages: Common

Myrna
Alignment: Neutrality
0-level Occupation: Gatherer
Strength: 8 (-1)
Agility: 7 (-1)
Stamina: 9 (0)
Personality: 8 (-1)
Intelligence: 8 (-1)
Luck: 8 (-1)

AC: 9; HP: 4; Weapon: Knife -1 (1d4-1)
Speed: 30; Init: -1; Ref: -1; Fort: 0; Will: -1

Equipment: Torch (1 cp)
Trade good: Basket of vegetables
Starting Funds: 27 cp
Lucky sign: The bull (Melee attack rolls)
Languages: Common

Re: New Game! - Frozen in Time - Join Now!

Posted: Thu Nov 05, 2015 8:30 pm
by fullmentaljacket
here are mine is you still need someone. i must warn you i have never played by post before and have yet to play dcc.
Generator Settings
Source: Frozen | Roll Mode: 3d6 | HP Mode: normal | Augur Mode: kovacs
Krex ( Neutral)
0-level Occupation: Hunter
Strength: 11 (0)
Agility: 10 (0)
Stamina: 14 (+1)
Personality: 13 (+1)
Intelligence: 9 (0)
Luck: 11 (0)

AC: 10; HP: 2; Weapon: Spear +0 (1d8)
Speed: 30; Init: 0; Ref: 0; Fort: 1; Will: 1

Equipment: Waterskin (5 sp)
Trade good: Animal pelt
Starting Funds: 31 cp
Lucky sign: Bountiful harvest (Hit points, applies each level)
Languages: Common

Bitterbrew ( chaos)
0-level Occupation: Brewer
Strength: 7 (-1)
Agility: 7 (-1)
Stamina: 11 (0)
Personality: 9 (0)
Intelligence: 15 (+1)
Luck: 14 (+1)

AC: 9; HP: 1; Weapon: Club -1 (1d4-1)
Speed: 30; Init: -1; Ref: -1; Fort: 0; Will: 0

Equipment: Holy symbol (25 gp)
Trade good: Skin of beer
Starting Funds: 31 cp
Lucky sign: The Broken Star (Fumbles) (+1)
Languages: Common, choose 1 more

Grump (Neutral)
0-level Occupation: Gatherer
Strength: 12 (0)
Agility: 12 (0)
Stamina: 10 (0)
Personality: 3 (-3)
Intelligence: 9 (0)
Luck: 10 (0)

AC: 10; HP: 1; Weapon: Knife +0 (1d4)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: -3

Equipment: Backpack (2 gp)
Trade good: Basket of vegetables
Starting Funds: 16 cp
Lucky sign: The Broken Star (Fumbles)
Languages: Common

Cutter (Neutral)
0-level Occupation: Halfling fowler
Strength: 14 (+1)
Agility: 13 (+1)
Stamina: 11 (0)
Personality: 12 (0)
Intelligence: 8 (-1)
Luck: 12 (0)

AC: 11; HP: 4; Weapon: Sling +1 (1d4+1)
Speed: 20; Init: 1; Ref: 1; Fort: 0; Will: 0

Equipment: Rations (1 day) (5 cp)
Trade good: Feathered cape
Starting Funds: 28 cp
Lucky sign: Conceived on horseback (Mounted attack rolls)
Languages: Common, Halfling
Racial Traits: Halfling ability: Infravision

Re: Frozen in Time - As a 0-level funnel

Posted: Fri Nov 06, 2015 3:24 am
by Judge Perky
Awesome, folks. That's enough victims for now... Let's get started!

First, here are some guidelines (borrowing liberally from Maestro Raven Croaking):
POSTING EXPECTATIONS & HOW TO DO THIS

It's like an in person game, but instead you just interact by posting on the forum. As the Judge, I lay out what you see, and then you post how each player reacts, roll dice, etc. Then I come back and tell you the results.

I trust you to roll your own dice.

In the case of combat, it is best if you state what you intend to do, then give rolls for INIT, attack rolls, and damage ALL AT THE SAME TIME. Feel free to roll crits and fumbles if you should be fortunate or less so. Then I can narrate the combat round efficiently.

In a 0-level funnel, each player rolls INIT rather than each character.

Interact with each other all you like.

Playing by post is leisurely. If you get on even once every three days, that's fine. If you're going to be away for a week or more, try to let us know.

I suggest that you "Subscribe to this Thread" on the Forum so you're notified by email when there is something new posted.
Any questions?

Re: Frozen in Time - As a 0-level funnel

Posted: Fri Nov 06, 2015 3:56 am
by Judge Perky
BACKGROUND

You are members of a barbarian tribe of nomads, living in the vast frozen expanse known by those of the soft-civilized folk in the south who know of it at all as the Forlorn North.

Your tribe, The Ghost Ice Clan, is one of a number of others making its home here. You endure by hunting and gathering, using your bone and flint-tipped weapons and your generations of wilderness lore to survive. Yours are a formidable and resilient folk, hardened by constant struggle and the cutting winds racing constantly down The Howling Plains from the The Glacier of Blades which forms the northern boundary of your land.

During most of the year, your clan follows herds of woolly mammoth, caribou and elk over the vast expanse of permafrost and sub-arctic grasslands that comprise The Howling Plains. But now it is winter, when the temperatures can plunge as low as -20 degrees F, so your clan has retreated to the relative shelter and warmth of a wide valley in the hills to the north of The Windbreak Forest, to camp among the hot springs one mile south of the base of your clan's namesake, The Ghost Ice.

The Ghost Ice itself is a wonder of nature, a glacier measuring three miles in width, situated between two rocky cliffs and completely filling the northern end of the valley. It's blue-white majesty towers around 300' above the valley floor. Clan legend has kept the entire ice sheet itself taboo for generations; the glacier is believed by your people to be the home of "ice demons" that carry away any hunter entering their domain.

Re: Frozen in Time - As a 0-level funnel

Posted: Fri Nov 06, 2015 5:29 am
by Judge Perky
ADVENTURE START

You and your friends have just come of age, successfully completing your rite of adulthood by spending a week camped in the winter hunting grounds of the snow tiger.

Three days ago, as you celebrated this achievement over a pot of 'Natragh' (boiled elk jerky and moss) at the center of the mammoth-skin tents of your village, a massive portion of the face of The Ghost Ice collapsed with a deafening roar, terrifying your entire clan. When the last of the ice settled and the spray of frost and water subsided, two dark holes emitting green smoke were visible in the ice face above the mountain of icy rubble.

Chieftan Braalk, the clan shaman, the lore-keeper and the rest of the council of clan elders gathered in the Hut of the Ancestors to contemplate the meaning of this omen.

Emerging the next day, the clan leaders announced that the collapse might be a sign that the ice demons' power had finally broken and that a select group of champions need to enter those foreboding holes to discover if the icy devils were gone forever.

Your group of companions, 16 in all, have been chosen as those champions. You leave at dawn.

Re: Frozen in Time - As a 0-level funnel

Posted: Fri Nov 06, 2015 8:47 am
by GnomeBoy
Voorak raises his vial of sacred water — waters from the river of the sabertooth — and calls out, "Spirits and Ancestors! Walk with us on this journey, and guide us as you see best!"

He dips his finger into the water, and daubs it onto the forehead of Sarkla, Tarr, and Telva (and anyone else so willing) and lastly his own head.


[I've put condensed character stats in my sig, for ease of reference, and added Alignments, which I'd forgotten to do originally. A couple of the characters came up with more than one language possible — but I'm guessing there's no call for that(?)]

Re: Frozen in Time - As a 0-level funnel

Posted: Fri Nov 06, 2015 6:10 pm
by Fenris Ulfhamr
Kurr the Nomad grunts in agreement wth Voorak and pulls back a tattered hood from his scarred head,which he bows for annointment. Myrna and Bjorn follow Kurr's example, but Blackfeet dawdles awkwardly n the background.
Kurr: "It will be good to bring the fight to the demons at last and free our people from their fear, or fight and die amongst my clansmen! Either way, may we bring honor to our ancestors!"

[Good idea about the sig, GnomeBoy! Doing the same...]

Re: Frozen in Time - As a 0-level funnel

Posted: Fri Nov 06, 2015 6:21 pm
by Dr. Meat
Willoughby and Barbul the halfling, after accepting the blessing of the water from Voorak, begin packing their belongings for the coming dawn, the wolf pup nipping with playful ferocity at Barbul's boots.

Dibbon and Dead Rabbit sit facing each other with a strange looking rock atop a pile of coals between them. In turn they cut their hands with a knife and let a few drops fall, sizzling, onto the rock's surface.

With their pact completed, the two move toward Bitterbrew and his companions, perhaps hoping for some friendly refreshments before turning in for the night?

[is it OK to spend the residual cp from character creation on a few minor items (e.g. torches and rations) while still in camp?]

Re: Frozen in Time - As a 0-level funnel

Posted: Fri Nov 06, 2015 7:31 pm
by Judge Perky
Dr. Meat wrote:[is it OK to spend the residual cp from character creation on a few minor items (e.g. torches and rations) while still in camp?]
Sure, go to town. Er, village.

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 6:20 am
by fullmentaljacket
Grump impatiently taps foot ready to explore the unknown

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 6:48 am
by Judge Perky
Dawn breaks sharply as you gather your things and prepare to walk the long mile to the Ghost Ice.

A sense of doom lingers over your entire village, and your mood is grim. Are the elders right about the ice demons? Or will you be their latest victims?

Friends and family bid you good fortune with forced smiles, but they avert their eyes as if you are already dead.

There is no conversation or idle hunters' banter as your fur boots crunch over the frozen ground toward the formerly sheer face of the Ghost Ice.

What greets you when you arrive, piled at its base, is a 100' high mass of broken icy rubble. The two smoking holes that blemish the ice lie 50' above that. Rocky cliffs abut on either side of the glacier face.


You need to decide how you will reach the holes above.

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 7:13 am
by Fenris Ulfhamr
Kurr and Myrna check the rubble for signs of the ice demons d20 Int= 4 and 14
Bjorn and Blackfeet gaze up the rubble pile checking for the safest rout d20INT=12 and (15+1)16. [Do you need D20 or D10?]

[does the rubble pile lead all the way up to the holes, or is a sheer climb needed?]

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 7:35 am
by Judge Perky
Fenris Ulfhamr wrote:Kurr and Myrna check the rubble for signs of the ice demons d20 Int= 4 and 14
Bjorn and Blackfeet gaze up the rubble pile checking for the safest rout d20INT=12 and (15+1)16. [Do you need D20 or D10?]

[does the rubble pile lead all the way up to the holes, or is a sheer climb needed?]
Kurr and Myrna see no signs of life in the rubble.

Bjorn and Blackfeet, scanning the pile, see plenty of hand- and foot-holds that lead them to believe that scaling the rubble can be accomplished with relative ease if care is taken.

However, it is also clear to them that reaching the holes from the top of the rubble pile will require a difficult 50' climb up the sheer ice face of the glacier.

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 11:10 am
by fullmentaljacket
cutter steps forward and suggest with the use of rope and spikes he will try to find a safe way up and secure the rope for others to follow

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 12:01 pm
by Judge Perky
fullmentaljacket wrote:cutter steps forward and suggest with the use of rope and spikes he will try to find a safe way up and secure the rope for others to follow
The others look at you quizzically.

"Cutter... What is this word... 'rope'?"

Please give me a luck check (d20, try to roll at or below your luck score).

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 12:26 pm
by fullmentaljacket
pardon my boldness clanmates. but if telva will lend his rope, voorak and kurr their spikes i shall do my best
(luck roll 9) (halfings cant burn or lend luck at 0 lvl can they ? )

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 1:54 pm
by GnomeBoy
My PCs will freely share equipment for the sake of the party's advancement and protection.

And by RAW, any of us can burn Luck, but a Halfling doesn't get any better deal out of it than anyone else. Of course, our Judge will let us know if that applies or not... :wink:

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 3:40 pm
by Judge Perky
Ok, never mind. The luck roll was to see if you had in your possession such an unusual item as woven rope, from a dwarven trader, perhaps. But I see your friend already has one.

Right on 0-levels and luck.

So... If you're going to climb up to the holes, roll a d20 (adding or subtracting your Agility bonus/penalty.

If you don't roll a 15 or higher, please roll a d4...

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 4:30 pm
by fullmentaljacket
the small feather cloaked form scrabbles up the rubble (and rolls a 5 +1dc check. and a 1 on the d4)

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 5:49 pm
by Judge Perky
Cutter begins his ascent, his strength and agility apparent in his ability to find purchase on the face of the glacier despite the limited reach of his arms and legs.

However, about 10-12' into the climb, he loses his grip and ends of on his back in a spray of ice, with the wind knocked out of him and a bad bruise on his tailbone (1 hp damage).

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 6:20 pm
by fullmentaljacket
grump laughs out loud and sneers " stick to choking your chickens half man " cutter suffering more bruising than just his ego cast down the rope and spikes and limps away to let his taller fellows try their hand at it. grump scooping up the tools of cutters shame scurrys up the mound (with a dc check of19 )

Re: Frozen in Time - As a 0-level funnel

Posted: Sat Nov 07, 2015 8:40 pm
by Dr. Meat
Dead Rabbit, cradling his wolf pup in a small sack slung over his shoulder, nods to Barbul and the two take up the rope and spikes and attempt the ascent to the upper entrances.

Dead Rabbit: Roll of 17 + Agi mod of 0 = 17
Barbul: Roll of 20 + Agi mod of 0 = 20

In the event that this means that they make it successfully to the top, these two would like to anchor the rope at the top as a way of making it easier for the others to follow.