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Forums > RP Discussion > Doom of the Savage Kings - OOC

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Interest Check - https://www.rprepository.com/community/forumthread.php?t=62659

IC thread: https://www.rprepository.com/community/forumthread.php?t=62825

This game will be based off a published module. Anyone is welcome! However, spells and combat will be handled with character stats.

Swords & Wizardry White Box rules are freely available from here: https://www.rpgnow.com/product/190631/White-Box--Fantastic-Medieval-Adventure-Game It's pretty similar to basic D&D rules. If you have a character based off a different version of D&D, that'll work too! It should still be mostly role-play and not roll-play.

If you'd like help creating a character, let me know! Happy to assist!

High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe.

Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot!



I'm here! And mostly ready to pound face. ...on second thought, maybe I ought to choose at least a weapon and some armor...

You think we will find gold on this journey? I'd hope so.

Oh... there is treasure to be found!

CoyBoat, you mentioned in the other thread that you've run him through some adventures already, right? Are you playing him as level 1 or level 2? ( So I know how to help adjust his numbers for the 'white box' rules I'm using. )

And yes! Please pick weapon(s) and armor. (I can copy the tables here if needed!)

Juls wrote:
Oh... there is treasure to be found!

CoyBoat, you mentioned in the other thread that you've run him through some adventures already, right? Are you playing him as level 1 or level 2? ( So I know how to help adjust his numbers for the 'white box' rules I'm using. )

And yes! Please pick weapon(s) and armor. (I can copy the tables here if needed!)

Oof... You know I completely forgot about that entire... Level thing. ^^'
I'll have him start at level two.
Also, his weapons is a battle ax and armor is chain mail and a shield.

(I got him up to level four just this morning.)

Also a protection +1 ring

Ok. Chances are good that White Box rules use lower numbers all the way around than if you're used to using something like 5th edition. But the monsters are in the same boat... so it evens out. :)

For Hit Points: Roll 2d6 + 1
AC: 10 (+4 with chain mail and +1 with shield, so probably 15 most of the time)
BtH: +2 (+1 for fighter level 2, +1 for Strength)
Saving throw: 13
Axe: 1d6 damage

(If you wanted the 2-H Axe, it's 1d6+1 damage, but I'm assuming he wanted the one that left a hand free for his shield?)


Interested in picking from the equipment list? (We can assume a basic 'adventurers' pack if you prefer. bedroll, fire starting stuff, waterskin, and a few days rations. Or I can copy it here.)

As a Fighter, he also gets:

Combat Fury - Against foes of one hit dice (HD) or fewer, Fighters get one attack per level each combat round.
Saving throw - Fighters receive a +2 bonus on saving throws vs. death and poison

And dwarf gives him:

Fighting Giants - Giants, ogres, and similar giant-type creatures such as trolls are not good at fighting dwarves, and only inflict half the normal damage against them.
Keen Detection - Dwarves are good at spotting traps, slanting passages, and construction while underground (1-4 on a d6 when searching, 1-2 on a d6 if just passing by).
Saving throw - Dwarves do not use magic and are somewhat immune to its effects; they receive a +4 bonus on saving throws vs. magic

CoyBoat275 wrote:
Also a protection +1 ring

Protection against what? (I'm okay with it being either for damage or for AC, but not both since a +1 is a pretty big bonus here)

Forgot about that. Oops. It is +1 to AC
Also, yes to the basic equipment because, that's what I started out within the first place.

Question for you for the Magic User from the White Box.

The white box does not list how many spells one starts off with (Either that or I missed it) or if you even start with a spell book.

Slain wrote:
Question for you for the Magic User from the White Box.

The white box does not list how many spells one starts off with (Either that or I missed it) or if you even start with a spell book.

Yes, start with a spell book. (Not sure if that's in the rules or not.. but GM fiat.. ;) )

Hmmm... I see '1' Level 1 spell. But I think that means only 1 can be 'prepared' at any given time. Is that how you're reading it too?

Since there are 8 on the Level 1 list, think starting with 3 (+Int mod) known spells is reasonable?

That's exactly what I read and I was only if by one. I presumed two plus int bonus.

Our party is looking like:

2 dwarven fighters
1 gypsy witch
1 half elf druid

Question for everyone. Do you want me to throw in my human cleric? Or would you prefer the GM sticks to GMing?

I don't mind if you play him (or her?). The more, the merrier! That's my two cents anyway. :)

I don't care. As long as it is easy for you to GM and play a character.

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Forums > RP Discussion > Doom of the Savage Kings - OOC