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Defend The Castle (Survival One Shot D&D Game)
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erwin
Master of None

Joined: 06 Dec 2006
Posts: 2932
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Post Posted: Wed Feb 09, 2011 3:22 pm    Post subject: Defend The Castle (Survival One Shot D&D Game) Reply with quote
...


The walls have been breached. The floating majestic city has sunk. The notorious Bad Beak has laid seige on Owl City, one of the capital cities of Feywild. And now legions of monsters from all over Feywild and beyond are now marching to the Firefly Castle. Reinforcements from other cities have been called, but they are yet to come. You and a handful of troops have been ordered to defend your posts until help arrives. Will you last on the darkest day of Owl City until the shining hope arise?


----


Defend the Firefly Castle: Survival One-Shot Game

Time: February 17, 2011. Thursday. 1:00 pm onwards
Place: UP HGC Tambayan
Character Creation Rules and Guidelines:
:Lvl 8 character, standard DMG creation with the exception of the following:
*Choose to be either a front guard captain or rear guard captain:
>front guard captain: +1 to saving throws
>rear guard captain: When you shift as a move action, you shift 2 squares instead of one.
*NO EVIL ALIGNED CHARACTERS
*ALLOWED Races:
- Human
- Elf
- Eladrin
- Halfling
- Half-elf
- Gnome
- Longtooh Shifter
- Razorclaw Shifter
- Goliath
- Deva
- Wilden
- Dwarf (unlocked)
- Kalashtar (unlocked)
*BANNED classes:
- dark pact and infernal pact Warlock and Hexblade
- Assassin
- Executioner (ED&D Assassin)
- Any class under an evil diety or patron
*No rare or set items
*Everyone gets a Firefly signet (allows wearer to freely communicate with anyone who wears the same signet)
*prepare a lvl 9 Daily Power, even if you normally can't get one
(for Wizards with Spellbook, prepare two but you can only use one)

Additional Game Rules:
*You'll be controlling a troop of soldiers (10). They count as your allies. They follow monster rules for combat, except they use your initiative check result; you act first before them. You do not control their actions, but you can issue commands for them to follow. You and your troops must be able to see and hear each other to issue a command. Using your actions, you can command the following:
- (Minor) Change tactics (see below); make an appropriate skill check to issue a complex command (usually Hard DC)
- (Standard or DM Discretion) issue a complex command
TACTICS:
>Hold (default tactic): attack nearest enemy in sight and hold position
>Engage: attack nearest enemy in sight and move/shift forward (or vice versa)
>Back: attack nearest enemy in sight and move/shift backward (or vice versa)
>Defend: total defense (second wind if bloodied) and hold position
>Withdraw: shift then move/shift away from any enemy
>Snipe (rear guards only): attack designated enemy in sight and hold position

*Action Point can be used more than once per encounter. When you spend an action point, you cannot use another one until after 3 rounds.

*When you would die due to three failed death saving throws or being damaged beyond negative bloodied HP, you can spend an action point (no action) to ignore the last failed death saving throw or reduce your HP to 1 point more than your negative bloodied HP. You can only do this ONCE.

*Reward points will be given to the group from time to time. You can store them for future use, but you can only spend it once per round. You can choose to expend one (1) reward point to gain one of the following:
- Everyone can gain an AP, regain use of second wind or regain use of an encounter power. (you can choose which one to get)
- Ask for aid at the castle (DM will provide the benefit, more benefits are unlocked as you last longer)


GENERAL MAP AREA (not all details are input in the map)



Your post use to house a building, but is now in shambles. You are guarding a part of the castle walls, preventing the enemy to hit base.

*Walls are obstacles and are hindering terrain.
*Towers are blocking terrain. Castle benefits usually comes out of it, around the tower aura.
*Fey Circle allow teleportation within the battlefield, from one circle to another. Needs minor action to trigger it. NOTE: Anyone can take this action
*Arbalest are magical turrets. You can use it to make a ranged attack as a standard action. +14 vs AC; 2d8+6 damage. It takes a minor action to load. They are susceptible to damage.
*Players deploy anywhere within the starting area depending on their position (rear guard or front guard). DM will declare the position of the troops.
*Enemies will be coming at the left side of the map. Right side of map is castle wall.

---------------------


TLDR? not my problem.

Discussions, comments, suggestions and reactions regarding the game falls in this thread. Players may also declare their character ideas to prevent redundancy and proper role management among players. You can also plan your tactics and plans before the game. Go ahead.



Update 1.1
- Removed reward point ability to remove global effects.
Update 1.2
- Dwarf and Kalashtar now usable races.
- Added pic of Map and details regarding it.
- some typo fix
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Last edited by erwin on Sat Feb 12, 2011 4:11 pm; edited 2 times in total
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akoposivince
Wyrmling Dragon

Joined: 12 Mar 2010
Posts: 5
Post Posted: Wed Feb 09, 2011 8:10 pm    Post subject: Can we start at 2:30? Reply with quote
Can we start the game at 2:30? I have a class from 1 - 2:30
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Last edited by akoposivince on Thu Feb 10, 2011 1:00 am; edited 1 time in total
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
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Post Posted: Wed Feb 09, 2011 11:10 pm    Post subject: Reply with quote
Stick to English, please.
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erwin
Master of None

Joined: 06 Dec 2006
Posts: 2932
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Post Posted: Thu Feb 10, 2011 11:16 am    Post subject: Reply with quote
I'm afraid you're currently the odd one out, as most one of them are free 1pm onwards.


UPDATE: on game rules.
*Removed ability to use reward points to remove a global effect.
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quickbrownfox
Adult Dragon

Joined: 29 Dec 2006
Posts: 163
Location: TSAB Section 6 Headquarters
Post Posted: Sat Feb 12, 2011 11:56 am    Post subject: Reply with quote
Can people with concrete character ideas post theirs, as to avoid redundancy. Also, what composes a squad? Does a squad have a healer? How far are players from each other? Do we keep 1 init roll for the whole thing(meaning good init is very important)?
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erwin
Master of None

Joined: 06 Dec 2006
Posts: 2932
Location: Searching...
Post Posted: Sat Feb 12, 2011 3:16 pm    Post subject: Reply with quote
You can post your character ideas here. And as always I prefer having your sources printed so that I could check their credibility, especially those who plan to do some tricks or synergies.

Mechanically, the squad is nothing more than a swarm of soldiers. I'll be giving the stats for them in the game day. Front guards are soldiers, rear guards are artilleries. They have combat capabilities, but not anything beyond their roles. The're mere compliments to the wave your about to face.

And I said above, you do not control them entirely unless you spend an appropriate action to so. They will follow general tactics issued to them, Hold being the default tactic (see above). For their initiative, I mentioned that they use their captain's initiative result, the captain moving first before the troops. They have their own set of actions (standard, move, minor). So if you have a high initiative result they will use that. If you're initiative happened to change (due to delay or readying an action) they're initiative will not change.


Feel free to ask any questions regarding the game rules and restrictions so that there would be minimal discussion regarding it on the game day.


UPDATE:
Update 1.2
- Dwarf and Kalashtar now usable races.
- Added pic of Map and details regarding it.
- some typo fix
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