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DM LFP Dungeon Crawl Classics RPG, Entry level fantasy game, Wednesdays at 6:00PM CST, (UTC-6) On going

The Peasants and Pointy Sticks campaign will begin when five or six players have assembled. Dungeon Crawl Classics is a simple challenging game.  No experience required, veteran players welcome.  Rules provided, but you already know enough to play the first six sessions. Weekly Wednesday game unless there is a consensus to skip a week.  On going campaign that should take your character to fifth level or above, think of it as a one year commitment.  Players should be reliable.  If you will miss more than one game a month, don't commit to this campaign.  DCC can be lethal at low levels.  Expect to play 3 peasant characters at zero level, 2 at first level, and one at second level. Color GIMP maps with dynamic lighting and circle tokens, is the usual format.  Game begins with DCC #67, Sailors on the Starless Sea . You will need to check your personal messages for a campaign invitation that will contain the game link, and a request for your email address.
One player has joined the party.
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 be two zero level modules, allowing you enough time to read the rules prior to gaining first level. How do I make characters?  The DM will make a pool of characters to choose from and there will be a roll off to see who picks the first character based on name, race, and occupation.  You begin as a zero level peasant, either human, halfling, dwarf, or elf.  You are poorly equipped and unskilled, this makes you play as if your life depends on it.  Characters who pick their battles will survive, careless characters will become monster buffet. The following shows you how a character is generated.  It also demonstrates the mechanics for those who are worried about playing a new game. Occupation: roll 1d100, this determines race, 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.  AC: 10 (modified by agility and armor) Initiative: 1d20  Melee attack: 1d20 +/- Missile attack:1d20 +/- Melee damage: by weapon type Missile damage: by weapon type Alignment: choose lawful, neutral, or chaotic.  In this world the gods vie for each of these aspects, and you win the favor or displeasure of the gods 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 Dwarves, elves, and halflings have infravision 60'.  Elves have +4 to detect secret doors, free check when passing within 10'.
Setting:    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 Mayans or they can be your typical fantasy dwellers.    If you do not wish to be from Feronte, you can be part of the stranded crew from the ship, the  Sea Cleaver . The ship came under attack by the same forces that took your families and set sail to preserve herself.
If you read the following excerpt about combat and luck, you are now ready to play. Here are the basics of combat for zero level play: You get one action per round, this means move and attack, or move then move again, or move and take an action, or take an action then move.  Here are the specifics: While moving you can draw or sheath a weapon or equip/drop a shield.  You can drop a torch but it has a fifty percent chance of going out.  Performing one of the following will use up your action: open door light torch draw potion or scroll Drink potion/read scroll locate item in backpack stand up from prone mount/dismount steed If you are on higher ground than your opponent you get +1 to your attack roll.  If you are behind cover the opponent suffers -2 on their attack rolls to hit you. Ranged: Medium range missile fire suffers a -2 attack penalty. Long range missile fire rolls 1d16 to hit, instead of 1d20. Firing missiles into melee invokes -1 to the attack roll, if the attack misses the target there is a fifty percent chance it will strike a random ally, rolled against the ally’s armor class. Grappling: Each party makes opposed attack rolls, adding the higher of their Agility or Strength modifier. An attacker twice the opponent’s size adds +4 to the opposed roll; an attacker triple the opponent’s size adds +8 to the opposed roll; an attacker quadruple the opponent’s size adds +16 to the opposed roll; and so on. If the attacker wins the op- posed roll, he has grappled and pinned his opponent. If the attacker loses the opposed roll, the grapple fails. A pinned target cannot move or take any significant action until he frees himself from the pin. This is done by succeed- ing in another grapple check, as above. Melee attacks against a grappled creature are treated similar to firing a missile into melee. Any failed melee attack against a grappled creature has a 50% chance of wounding the ally who is maintaining the pin. Charge: A reckless character can use 1 action to declare a charge. In order to charge, he must move at least half his speed. A charging character gains +2 bonus to attack rolls but suffers a -2 penalty to AC until his next turn. Morale and withdraw go hand and hand: Not all monsters fight to the death.  A morale check is made at these times: • With a group of monsters: when the first creature is slain and when half the creatures have been killed or incapacitated. With a single monster: when it has lost half its hit points. Withdraw Once a character is engaged in melee, he cannot back away without opening himself up to attack. If a character or monster withdraws from an active melee – whether to retreat, move to a new position, or attempt some action – his opponents immediately receive a single free attack. Burning Luck As noted earlier, a character can permanently burn Luck to give a one-time bonus to a roll. For example, a character could burn 6 points to get a +6 modifier on a roll, but his Luck score is now 6 points lower. The following rules gov- ern the burning of Luck: A character can only burn Luck to affect his own die rolls (except for halflings as noted in their class de- scription). Luck cannot be burned to affect the die roll of other characters or monsters, even if they affect the character. (Note that the character’s Luck modifier does apply to enemy crits against him, but this Luck modifier is different from burning off Luck.)  Luck is typically used to affect a character’s attack rolls, damage rolls, spell checks, thief checks, and saving throws, but it can also be used for other purposes.  A character can declare his intent to burn Luck before or after his die roll. He then specifies how many points he will burn. But he can only burn Luck once per roll. 
Justin has been invited to the game.
In the U.S.A., this start time converts to 4PM pacific, 5PM mountain, 6PM Central, and 7 PM eastern . Because we are on this silly thing called daylight savings time, anyone elsewhere in the world, we are on GMT (minus five hours) but,  "USA, Canada clocks on Daylight Saving Time until Sunday 3 November 2013 at 2am local time.  UK / Europe: Clocks on Summer Time until Sunday 27 October 2013 at 01:00 (1am) GMT." This means at the end of october/ beginning of november this time will change to GMT (minus six hours).   Need an example?  Find out your + or - from GMT.  London is GMT +1, if it is 11:30 A.M. in CST as of this post (heading for noon lunch) it is 5:30 PM in London (thinking of supper, perhaps).  Therefore standard time is 4:30 PM in Greenwich.  Thus this game starts at midnight in London, and 11 PM GMT (also UTC).  So go from 11PM GMT and add or subtract your plus or minus. Thanks internet!  Feel free to point out any errors.
I have been looking all over for a DCC game to play in. I am a D&D veteran but have never played DCC. I have been reading the core book for a while and think the idea is killer. I dont think I could make the 6 cst game time though. I am home from work by about 6:45cst. Uggghhh. .I am hoping to learn the ruleset better by playing and then GM some games. Any chance at all you would be willing to start later? I am a fun, mature, dependable guy. I am worth it believe me.
I can start later, but not earlier.  Now considering moving start time to 7:ooPM.
I would love to join this group. That being said, I have never played in a game of DnD, but I have watched them and I have played some other table top games. If you don't mind having someone that would be completely new to it all I will definitely be glad to join. I am definitely reliable, and would most likely not miss any sessions.. unless an emergency comes up.  Thanks!
Count me in with a 7pm start time (1hour later)
Ted and Weirdly, I am moving the start time to 7:00, both of you need to send me an email address, otherwise your slot is confirmed.  Start watching the Peasants and pointy Sticks Forum until I have your email address.  I did get one mystery email, that I'm not sure goes with which player, begins with mac. This post is closed.  I believe I have enough player offers to assemble a party.