Posts

Rollohi-ch404-script

Intro Welcome back to Part Two of Villa-fight in the World of Rollohi.  Our heroes have elected to intervene directly to safeguard the villagers from the ferry; who have all fled to the manor house, which is in effect a fortified villa, belonging to the seigneur Fuire.   It may take some time before the Buccaneers realize that their northern tip of their siege is under attack. And that's all to the good for our party, for they have walked fairly quietly(!) close to the northern group of buccaneers, and have managed to reach shortbow range, from where they let drive.  The action  Jack's shortbow, Cied and Pod's shortbows, Kylie's longbow, and Xantu's crossbow: [d6s]  Pod maxes off, but all four buccaneers in that particular clump of buccaneers fall at the first stroke.  Declarations round 1 From what Eryn can see, everything has gone according to plan. Her move will be to advance to where the buccaneers had been positioned and check that they are all d...

Rollohi-ch403-script

Welcome back to the world of Rollohi, where in this episode we discover what happens with the buccaneer assault on the Seigneur's villa, as we shall choose to call it.  Meta Before we go any further, I'd like to just underline what it is I'm trying to get out of this variant rule test. Up until now, I've really focused on melee combat; and not worried at all, really, about missile combat. But now, with so much of the action taking place at range, I hope to explore the variant rules as far as range combat goes.  To remind you, dear listener, what the point of the variant is, it is to avoid rolling a d20 to hit, and simply use the roll low but high nature of a normal damage die to decide whether a hit is made on reducing armor class. If armor class is plate armor, for example, it has a standard value of three. That means a roll of only one or two would bypass that plate armor, resulting in a wound, and it would be a light wound, except that rolling a one, a natural one, o...

Rollohi-ch402-script

4.02.01 Last episode, the party conducted a successful initial raid to extract one keelboat from the many that the Buccaneers have gotten to the jetty. We pick up the episode with measuring some distances and conducting a fake escape as the party pretends to try to get away from the Buccaneers, while actually luring them to where they can be taken apart one boat at a time.  Let's start with the distance to the Buccaneers. Ninety yards before the Buccaneers have gotten back to the boats to begin some kind of pursuit. Of the 19 keel boats, up to 2d6 might be initially manned to the point of being able to pursue 2d6. I roll on 8, so 8 pursuit boats. There are two percentile rolls, one for the fake escape. That's 85, so unsuccessful, which is exactly what the party want. They remain very close within pursuit range, and so none of the eight boats will give up, and potentially more buccaneer boats will add to the chase. And the second one, which we do want to go low, is how quickly ...

Rollohi-ch401-script

Flashback! --  Ingle: Viscount Espeque may have made his decision. But we need to let him know about Ouzi's problem.  jack: You mean uh Baron Jazz problem? Ingle: Not his right name, but sure. Umbert: I can write the Viscount.  then, seeing surprise on some faces continues...     I don't even need to sign the party to it, since I belong to the Wizard Academy. It could just be this. I fear though, without seein' much o'th' grey beards. Pod objects. It's an easy vote, yes, for the majority, though  Cied contrarily votes against Pod. And both Jack and Umbert raise qualified conditions.  So we can imagine the scene with both parties now fully equipped, the Greybeards moving in below the monastery, and the party moving out, ready to leave.  Oh younkers, you got a new big menace? - I'm afraid so, or rather, put it like this. In recent days, we stumbled upon an account of giant ants that could wipe out all of a county if left unchecked, Ingle begins. ......

Rollohi-ep35-script

Monastery fight part 2   Ingle uses the staff on himself, gaing minimal 2, he is on 9 of 14.     During round 13 the party grapples with guilt at getting their level zeroes killed, and whether to go on is just to be chipped and nibbled to death.   Eryn: I'd like to know why a raiding force of goblins is attacking this particular place, but I want to kite any others here so we can kill them   Ingle: likewise.   Jack: the goblins didn't even notice me in the elf gear, I'll scout forward   Umbert: Kylie still has her web spell. I vote to advance.   Pod and cied both shake their heads. Cied says, a bit shamefaced, there's no loot to be had here, the village won't thank you for getting killed.    Kylie smiles and says, goblin ears can be salted until we get to lake town, they do pay there. And I think umbert is right.   Xantu is piling gob corpses up at both exits and spares a bah no for the debate, but now it's a choice between kiting a...

Rollohi-ep036-script

36.1 - the great dungeon and my decision not to progress So far, I've avoided using too many external tools. I felt like once I shift away from a d6, I'm losing sight of testing the variant rules for combat.     In this situation though, the d6 tells me that these ancient ways are what I call a "dead" dungeon. There is no vast ecology of predators and prey. Instead, the party faces only traps, mostly caused by entropy.     This will not, then, be any use in testing variant rules for combat!      I could skip forward. But that would be unfair to the dungeon and the potential for claiming lives. So instead, I'm using a set of dungeon generating tables I wrote – longhand – for my oracle d6 rules, for a completely different fantasy world. I hope to see it in action once I'm happy with this world,  Rollohi , and the variant rules can all be written down with little chance of revision.     My first roll was for the entrance, when the party sle...