Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

LFP Dungeon Crawl Classics RPG, Zero level (no experience needed) Wed, Tue, or Thu, start time 5PM (or later) CST

When?  W, Thursday, or Tues, preferably W.  On going campaign, probably bi-weekly, weekly possible.  4-5 hour duration.  Can start as early as 5PM CST, but later is better, could start as late as midnight for a night owl's game. Could start as early as Thursday, April 18 (tomorrow) will probably start 23-25th of April. How many? Five to seven players.  Level zero play starts with fifteen peasant characters, you will be managing 2 or 3 characters that tend to die like flies.  You get more characters by freeing prisoners or regrouping at game's end. What is it?  Easy fantasy role play inspired by appendix N.  If you have played any RPG, such as any version of D&D, you know enough for zero level play.  No experience needed, new players encouraged.  There will (likely) be two zero level modules, allowing you enough time to read the rules prior to gaining first level. How do I make characters?  Character creation must occur with the GM.  As soon as you are accepted we can chat and roll characters, or I have fifteen characters for you to choose from.  Only one halfling per party, first player to join gets first shot at the little guy/gal. Why don't you just play D&D? I like this better, old school renaissance play.  Incorporates a simple mechanic called luck.  The magic works like the stuff you read in novels, it is wild, unpredictable, and it changes the wizard over time.  The wizard gets their magic from a mentor, some kind of demon or demigod, and this flavors the way it plays out. This game has the best mechanics for clerics.  Alignment is a big factor, your character must choose from Chaotic, lawful, or neutral.  New spell duel rules. It's time for the peasants to take out the trash, once again.    Get in here!
Character classes don't matter at level zero, you begin play as some type of peasant, with an occupation, like farmer.  You are unskilled and poorly equipped, which makes you play as if your life depended on it. Here are the character classes to help you look forward to first level: Humans: cleric, thief, warrior, wizard.  Demihumans: elf, halfling, dwarf. Where are the half-breeds?  House rules.  You can play as a half-elf or half-orc if you want, but you will progress in either the elf or human class chosen.  If you insist on being a gnome you will progress as the dwarf character class. Thieves are what you expect: hide in shadows, back stab, pick pockets, etc.  Warriors are capable of mighty deeds of arms, like swinging from chandeliers, stabbing armored foes through the visor, and leveraging people off staircases.  They also get higher dice to roll in combat. Clerics, wizards, and elves are the most challenging and interesting classes to play.  As spell casters, these classes require some reading and interacting with the GM, you will have to pick a god or a mentor.  That means elves are sort of, fighter/magic users. Halflings are like hobbits, they have special luck rules and their luck can rub off on other players.  There is only one allowed in each party.  You could have a second, but there is only one lucky halfling in a party.  They fight two-handed and can wear armor. Dwarves are what you would expect, mostly fighters with a second attack called shield bash. Why no elf thief?  Elves are long lived and have no need or interest in theft.  Nor does thieving fit in with the culture of the dwarves. If you want to flavor your character like a ranger or druid let me know, you will probably start off with the occupation of hunter/herbalist, etc.
You live and toil in Feronte, a fishing village on the island of Tlahuaco, in the Sea of Desperation, population six hundred seventy-nine--and dropping.  Something is rotten in Feronte and it isn’t the black cod.  Your family and friends have disappeared, including the colonial guards who are supposed to protect you from the dangers of the jungle.    The Mayor has gone to the capitol, so help isn’t on its way.  If the peasants want their loved ones back, they are going to have to take matters in to their own hands.    Feronte is a hamlet in the Criestine Colonies, it is a rain forest environment similar to South America.  The Xulmec city-states lie on the main continent to the South.  That means your characters can be from a culture similar to the Aztec/Maya or they can be your typical fantasy dwellers.
Questions or chat. <a href="https://app.roll20.net/join/115175/aScQZg" rel="nofollow">https://app.roll20.net/join/115175/aScQZg</a>
1 player has joined and requests start time around 5:00 PM CST (GMT -6) He is playing a human radish farmer named Eeghi, and a woodsman &nbsp;named Ascark (names may change.)
Here is what a character sheet looks like and what rolls you will be asked to make.&nbsp; I’m on Roll20 right now, if you think you are likely to join this game, chat with me and we’ll make 2 or 3 characters (click the link above.)&nbsp; At higher levels you will play fewer characters because they don’t die as often. Race: pick human, elf, dwarf, or halfling. Occupation: roll 1d100, this determines starting weapon and some trade goods. Strength: 3-18 (roll 3d6) Agility: 3-18 Stamina: 3-18 Personality: 3-18 Intelligence: 3-18 (determines # of languages spoken) Luck: 3-18 Hit points: 1-4 (1d4 +/- modifiers) Speed: 30’ for humans and elves, 20’ for dwarves and halflings, base.&nbsp; AC: 10 (modified by agility and armor) Initiative: 1d20&nbsp; Melee attack: 1d20 +/- Missile attack:1d20 +/- Melee damage: by weapon type Missile damage: by weapon type Alignment: choose lawful, neutral, or chaotic.&nbsp; In this world the gods vie for each of these aspects, and you win the favor or displeasure of a god based on your alignment. Lucky roll: 1d30 some characters are blessed or cursed in certain areas based on this roll, for example: a roll of 6 means you were conceived on horseback, so you will have a plus or minus to mounted attack rolls. Starting funds: 5d12 copper pieces Fast and easy.
You guys are gonna have a blast, DCC is one of my favorite games.
Now there are 2 players, with a vote for Tuesday as game day. &nbsp;Player two adds a human chest maker, an an elf sage, and a dwarf blacksmith as an alternate. Still room for five players.
If you do not wish to be from Fronte, you can be part of the crew from the ship, the&nbsp; Sea Cleaver. The ship came under attack by the same forces that took your families and set sail to preserve herself.
Signing off, will return in about twelve hours for more character creation.
<a href="https://app.roll20.net/join/115175/aScQZ" rel="nofollow">https://app.roll20.net/join/115175/aScQZ</a> Available for questions or character generation.
Tuesday sounds good to me. I Raid tuesday but should be finished by 5 CMT
We now have four players, possibly five.&nbsp; Thursday as a day has been thrown out by request.&nbsp; That leaves Tues or Wednesday, so far around 5:00 PM CST.&nbsp; That means two player slots are still available.
Would of loved to, but alas timing issue with IRL.
Jester T joins us with a halfling butcher and an elven trader.
This LFP ad is closed.&nbsp; We now have a pool of seven probable players: Viron, James L., Jester T., Scan Man, Mark S., Mark M., and possibly Vince G.&nbsp; This dialogue will continue in the Sailors on the Starless Sea forum, as I try to find a time frame we can agree upon.&nbsp; If we end up with less than five players I will post another LFP ad.