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Please limit this thread to current players. For the main thread, which is also the place to sign up for the reserve player pool, click here.

Rules
- Here is the full rulebook, but the rules listed below occasionally supercede these.

Turn Order and Deadlines
- There is a two day deadline to post after the monster's turn.
- As soon as everyone has taken their turn, the round ends and the monsters will move. The next round then begins.
- If one person has not responded they will get a polite prod and have one more day to post, and then their turn is forfeit for this round.
- If there's an extended absence (four or more turns without posting), the player is considered MIA and the next reserve player will be offered the role for the subsequent scenarios. If you know you're going to be missing for a while, get in touch with me ahead of time and we'll work something out.

Taking a turn
- At the beginning of each round I will roll a movement roll for each player (two six sided dice, normally). These will be listed in the OP.
- You take a movement and an action, in either order.
- You may move anywhere up to the full amount of your movement roll. No diagonals, and you cannot pass through monsters. You can pass through other players. You can also attempt to dodge a known active trap as part of your movement. There is a chance of failure.
- Actions include: attacking, casting a spell, searching a room for treasure, searching a room for traps and secret doors, disarming a trap (if you have the ability)
- Actions do not include opening doors or stopping and "looking" (asking me to reveal the fog of war before you continue moving)
- Bold your turns. Feel free to add flavour and such, but movement and actions should be highlighted. Example: north, west, north two, west, open door, north, attack.
- If you have remaining movement or you aren't going to use your action for that turn, add end turn to your post so I know you are finished.

Rolling
- I handle most of the die rolls. The game uses nonstandard six sided dice for combat. All you need to know is that the more dice rolls you get, the more wounds you can inflict.

Death
- It's permanent. Once you die your items are gone (any plot items are passed to the closest remaining player) and you are finished for the rest of the scenario.
- At the end of the scenario, the top player on the reserves list is offered the empty role before the next scenario. They may accept, or pass to the next player.
- You are added back onto the end of the reserves list, and can be shuffled back into the game, possibly under a new role.

For a ton of resources, click here. This includes rule books, character sheets, descriptions, and all you could ever want. Obviously, it would be very easy to access the GM quest book from here too, but that would just ruin the fun. So please don't.

The current players are

The Barbarian (stoicsentry)
Attack 3; Defence 3; Body 7/8; Mind 2
Weapon: Broadsword; Armor: Helmet; Gold 0

The Dwarf (Rodzaju)
Attack 2; Defence 2; Body 6/7; Mind 3
Weapon: Short Sword; Armor: none; Gold: 25
Ability to disarm traps

The Elf (MrWilli)
Attack 2; Defence 2; Body 6/6; Mind 4
Weapon: Short Sword; Armor: none; Gold: 15
Spells: Earth

The Wizard (RealWeaponX)
Attack 1; Defence 2; Body 4/4; Mind 6
Weapon: Dagger; Armor: none
Spells: , [url=http://www.yeoldeinn.com/downloads/system/150-system-fire-spells.pdf]Fire, Water
Post edited January 06, 2012 by PenutBrittle
Scenario 1 - The Trial

After your good hearted friendly competition, it's now time to go and save the world. To prove yourselves capable of this task, your good wizard pal Mentor has a final test for you.

“You have learned well, my friends. Now has come the time of your final trial. You must enter the catacombs which contain Fellmarg's Tomb. You must seek out and destroy Verag, a foul Gargoyle who hides in the catacombs. This quest is not easy, and you must work together in order to survive. This is your first step on the road to becoming true heroes. Tread carefully my friends."

The quest book tells me I can assure you that Verag has no traps or secret doors in his lair, so don't bother looking. But that doesn't mean this is going to be easy!

Round 6 Movement
stoicsentry: 10
Rodzaju: 5
MrWilli: 9
RealWeaponX: 3

See the attached image for the most recent map.
Attachments:
Post edited January 06, 2012 by PenutBrittle
OOC: So can we move yet? Nvm I guess so!

"Oh great hopefully this moron who is controlling doesn't get me killed," remarks the Elf before Peanut rolls my movement dice.
Post edited December 20, 2011 by MrWilli
No Armour?
NO ARMOUR?!!?
I sleep in full chainmail & don't get out of bed without my leather overgarments on.....

;-}


East 6; Open door; pause to find out what's in there.....
Post edited December 20, 2011 by Rodzaju
Been having some issues with forum reverting my edits. Sorry! Just going to post your spells and you'll all be set.
Post edited December 20, 2011 by PenutBrittle
South 6; open door and peek in.
avatar
Rodzaju: East 6; Open door; pause to find out what's in there.....
With a deep breath, you knock down the door to find....

an empty room. How dull.

(fyi, ugly inverted colours means fog of war. Pleasant nice colours means you can see what's in the room. the mapping software isn't great...)
Attachments:
Post edited December 20, 2011 by PenutBrittle
North 1; Pause to check that blind corner...

OOC: Random Trivia....
The dwarf model for this game is plastic cast of the iconic "White Dwarf" that was Games Workshops magazine logo for the first 15 years or so of it's run....
Post edited December 20, 2011 by Rodzaju
avatar
MrWilli: South 6; open door and peek in.
You creep down the corridor and throw open the door. An ugly, disgusting orc growls and brandishes his sword!

(Orc: Attack 3, Defend 2, Body 1/1, Mind 2)
Attachments:
I put on my robe and wizard hat...

West 9, end turn.
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Rodzaju: North 1; Pause to check that blind corner...
You step forward and gaze your piercing dwarf eyes at the ominous corner. Phew. Empty.
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RealWeaponX: I put on my robe and wizard hat...

West 9, end turn.
You stride down the corridor, and stop just before a doorway. You reflect on it thoughtfully.
Attachments:
Post edited December 20, 2011 by PenutBrittle
I will Search room for Treasure.
"Oh goody. I swear if this incomptent moron gets me killed I will kick his ass!" remarks the Elf as he looks at the goblin who looked strangely like his one from his one night stand from last week; another reason to never drink dwarven ale. Again. Although he would do so after today.

West one; search room for treasure; end turn
Post edited December 20, 2011 by MrWilli
As an elf, you have access to the Earth school of magic. http://www.yeoldeinn.com/downloads/system/150-system-earth-spells.pdf

With your robe and wizard hat you have access to the remaining schools.
http://www.yeoldeinn.com/downloads/system/150-system-air-spells
http://www.yeoldeinn.com/downloads/system/150-system-fire-spells.pdf
http://www.yeoldeinn.com/downloads/system/150-system-water-spells.pdf

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Rodzaju: I will Search room for Treasure.
Zounds! An orc hidden under a pile of garbage leaps up! He looks like he's about to swing.
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MrWilli: "Oh goody. I swear if this incomptent moron gets me killed I will kick his ass!" remarks the Elf as he looks at the goblin who looked strangely like his one from his one night stand from last week; another reason to never drink dwarven ale. Again. Although he would do so after today.

West one; search room for treasure; end turn
Unfortunately, you cannot search the room for treasure with a monster present. He's a mite bit too distracting. Sorry.
Attachments:
Post edited December 20, 2011 by PenutBrittle
West 1
Heft axe....
"Bloody hell, where's my armour?"
Glares at Orc....
"If that forkin' elf thinks it's funny to nick a dwarf's armour while he's sleeping, he's gonna get a lesson in humour when I find 'im!"
End of turn.