The Rules
For every roll you make, you must begin by stating your faction, your current HP, your current gold and your current status/inventory. All players start with 13 HP and 10 gold.
Movement Rolls
There are 41 spaces on the game board. You roll a 1d41 (I can't remember the script), and check the corresponding list to your roll to see what effects occur.
If you are affected by a bonus to your movement roll and go over the maximum, your roll is reset. For example, if you are under the effects of a Delirious Gas trap and have a +5 to your movement roll and you roll a 40, you go to space 4.
Attack Rolls
Two factions cannot occupy the same space! In such a case where two or more rival factions land on the same space, an Attack Roll occurs. Both players roll 1d20 and add their modifiers based on Church spells or special weapons. The highest roll wins and gets to take the effects; the loser of the attack roll effectively loses his turn, suffering no effects.
Spots marked Neutral Turf do not require an attack roll.
At the End of the Day...
All Glory for each faction will be tabulated! At the end of ten days, the faction with the most Glory wins.
The City of Brustwile
1: Neutral Turf You wander about the alleys and streets of the city, ready for trouble.
No effect.
2: You discover a sickly old man staggering down the streets with a purse at his hip; he should be wearing a sign on his back saying Free Gold. A meager reputation boost, but a solid one.
You gain 5 gold and 1 Glory.
3: You discover a modest shop whose owner didnt bother to spring for an expensive lock; times are tough and theyre about to get tougher for him. People are going to know your name after this.
You gain 10 gold and discover a potion that heals you for 3 HP. Your faction gains 3 Glory.
4: You discover a shrine ensconced in an alley depicting a tall, muscular man wearing a giant helmet; at his massive feet have been heaped piles of gold.
You have discovered the Shrine of Bajagon, God of Battle. You may offer 10 gold and gain a +5 to your next attack roll. Members of His Glorious Hands gain this effect for only 5 gold.
5: You run into Yimmy the Rodent, a well-known street peddler; with a grin and a come-hither wink, he opens his coat
Merchant: For 5 gold, you can buy a healing potion that will heal you for 3 HP and for 20 gold, you can buy a nice dagger that will add +5 to your next attack roll.
6: Your prowling has revealed a merchant whose wagon has broken a wheel as hes trying to pull his goods to market; you decide to lend him a long and reaching hand.
You gain 20 gold worth of goods. Your faction gains 10 Glory.
7: You discover a small shrine ensconced in a dark alley depicting a jocular, robust creature seated on a throne of coin; recognizing Parcelicus, the god of fortune, you offer your respects.
You gain a +1 or a -1 (your choice) on your next movement roll. Your faction gains 3 Glory.
8: Neutral Turf You discover a wandering patrol of city guardsmen who, at spear-point, kindly inform you that youre behind on your taxes.
You must either pay 10 gold or lose your next turn in jail. Your faction loses 5 Glory.
9: In a dark alley, you discover a thin, starved man trembling in the shadows; he glances up at you with a fervent stare and says: Im so hungry the clerics, they dont give me anything any more, no bread, no blood Ill eat anything. Ill do anything for some food.
You have discovered Snoota the Bloodhunter, ex-assassin; you may offer him 10 HP (or a Loaf of Bread if you have one) and he will attack one person of your choosing for 15 HP. If you help Snoota, your name becomes recognized and your faction gains 10 Glory.
10: You stumble upon a tall and foreboding structure carved out of obsidian depicting a lanky creature cloaked in a black robe, extending a lantern and a skeletal, beckoning hand.
Church of Blackenoth (Quietmen only, other factions suffer no effects): In exchange for your life or that of a Sacrificial Lamb, you may activate the Sixfold Shroud spell. You can elect twelve different numbers/spaces and anyone of a rival faction who lands on the chosen numbers in the next round will suffer 10 HP worth of damage each and automatically lose any attack rolls against Quietmen on all spaces. In addition, the player may choose one number as the Unlucky Number; rival faction members who fall on this number are killed instantly.
Players who sacrifice themselves may not return to play later.
Players who sacrifice themselves gain 20 Glory for their faction. Players who sacrifice Sacrificial Lambs gain 10 Glory for their faction.
Quietmen under the Sixfold Shroud cannot automatically defeat any His Glorious Hands members under the effects of the Blessing of the Brawler spell. In such a case, the attack roll proceeds normally.
11: Neutral Turf You barely know that something is awry when you hear a faint clicking sound; theres only a second to scream before two great swinging stones hurtle towards you.
You have stumbled into a deadfall trap! Lose 7 HP! What an amateur the other cultists must think you are. Your faction loses 7 Glory.
12: You stumble across an abandoned alchemists workshop; scavenging through the remains, you discover only a few items of possible use.
You gain a healing potion that heals you for 10 HP and an antidote that will cure any status ailments. Your faction gains 5 Glory.
13: You discover a decrepit shrine depicting a long and lanky creature covered in a black robe and extending a lantern; a glimpse at his skeletal feet reveals a few small piles of coin heaped upon scraps of parchment with names written on them.
You have discovered the Shrine of Blackenoth, God of Death. For 10 gold, you may deal 5 HP worth of damage to any other player. Quietmen gain the same effect for only 5 gold.
14: You discover an abandoned shop with an unlocked door; your momentary joy is dashed the moment the door swings open and you find yourself staring down the barrel of a musket with a wire on the trigger you hear a faint clicking sound.
You have stumbled into a gunpowder trap! Lose 7 HP! Other cultists recognize you for the clumsy chump you are. Your faction loses 5 Glory.
15: You discover a shrine depicting three stout, flightless birds; suddenly, the air seems less oppressive and dank about you.
You have discovered the Shrine of the Penguins of Safety, Delidgamus, Voragus and Liamus. You are immune to any curses, ill effects or sacrificial spells for this round.
16: You find a creek of pure, clean water bubbling up from beneath the cobblestones; curious, you decide to risk it and take a drink.
You gain 10 HP! Your vigor restores faith! Your faction gains 5 Glory!
17: Neutral Turf You run into a troop of armed guardsmen; their shiny badges, well-groomed cloaks and spotless uniforms tell you that these are the bad ones that actually do their jobs.
You lose your next turn in jail. You are laughed at in the temples. Your faction loses 10 Glory.
18: You wander past a bakers stand as the merchant haggles with a customer; hell never know that youve just nicked one of his loaves.
You gain a Loaf of Bread; you can eat it and gain 3 HP back or hold onto it to pay Snoota the Bloodhunter, should you run into him. Your faction gains 1 Glory.
19: You discover a shrine depicting a tall man with two heads, one bespectacled and wise, the other snarling and drooling; heaped at his feet are several piles of gold.
You have discovered the Shrine of JaGorgo, God of Change. For a donation of 10 gold, you may put a curse on any other player, giving them a -5 to their next attack roll, or a blessing on yourself, giving you a +5 to your next attack roll. Waychangers gain this effect for only 5 gold.
20: You discover a local clerics temple where someone has apparently left a lamb intended for sacrifice unattended; your patrons will be pleased by this.
You gain a Sacrificial Lamb. You may offer the Sacrificial Lamb to your Church instead of your own life to activate your Churchs spells.
21: You discover a local crime boss wandering about unattended and unprotected as he stumbles out of a local whorehouse, vomiting and cursing as he bends over and exposes his back to you unwittingly. Your god must be smiling on you
Your assassination earns you prestige! Your faction gains 20 Glory!
22: Neutral Turf You discover an abandoned belltower that used to be a part of an old church; climbing up the steeple, you discover a rusty, but effective, crossbow mounted on the ledge with a sturdy scope attached.
You may fire the crossbow at any rival faction who rolls a 23 on this turn and reduce their HP to 1.
23: You discover the courtyard of an old church; the gardens are eerily quiet as you cast a gaze upward towards the old belltower.
If another player rolls a 22 this turn, they may fire a crossbow upon you and reduce your HP to 1.
24: You discover a small idol that must have been dropped by a passing cleric; it looks important and vaguely magical.
You have discovered the Statuette of Teleportation! On your next turn, you may teleport to any Shrine or Church you wish.
25: You discover a decrepit, ravaged statue carved of white marble depicting a woman with nine fox-like tails. It has long since been forgotten, graffiti and refuse heaped upon it. The emeralds of her eyes still seem to glow with some power, however
You have discovered the Church of Katrinitu! For 35 gold, you may gain the Blessing of Katrinitu and be blessed with an auto-resurrect spell! The next time you suffer damage that would kill you (including sacrificing yourself), you may come back the next day with your previous HP and gold.
26: You discover a burned-out, ravaged building. Apparently a local riot destroyed most of the wood but it couldnt touch the safe, inside. Lucky for you.
You have discovered an untouched safe! You gain 35 gold! Your reputation as a thief and safecracker earns you prestige! Your faction gains 10 Glory!
27: Neutral Turf As you step out of a local tavern, you begin to feel your insides cramping up. Perhaps the day-old mutton wasnt such a good idea, no matter how cheap it was.
A rival cultist has poisoned you and tarnished your otherwise sterling reputation! Each turn, you lose 2 HP and 1 Glory for your faction! This effect is nullified once you discover any kind of HP gain.
28: In the shadier sections of downtown, you discover a small stage crowded with hulking, hairless men. A shrill-voiced barker bids you to step up and buy a eunuch for your very own.
Merchant: For 50 gold, you can buy your very own Eunuch Bodyguard. This results in a bonus of +10 to your next five attack rolls.
29: In a shady corner of the local tavern, you discover a small, portly character laden with jewels. Introducing himself as a traveling clergyman, he bids you to help out his cause. Your peers will respect you, he adds through a gold-toothed grin.
Merchant: You have made the acquaintance of a respected Priest of Parcelicus! You may donate gold to him and gain 2 Glory for your faction for every 5 gold.
30: You discover an imposing statue carved of wrought and rusted iron depicting a powerful man raising a fist to the sky. Shattered bones and weapons, as well as some less impressive treasures, have been heaped at his feet.
Church of Bajagon (His Glorious Hands members only, other factions suffer no effects): In exchange for your life or that of a Sacrificial Lamb, you may activate the Blessing of the Brawler spell. All members of His Glorious Hands automatically win any attack rolls for this turn and the following turn. In addition, all members of His Glorious Hands immediately gain 5 HP and 5 gold.
Players who sacrifice themselves may not return to play later.
Players who sacrifice themselves earn 20 Glory for their faction. Players who sacrifice a Sacrificial Lamb earn 10 Glory for their faction.
His Glorious Hands members under the Blessing of the Brawler cannot automatically defeat any Quietmen under the effects of the Sixfold Shroud. In such a case, the attack roll proceeds normally.
31: Neutral Turf A rumor you had been fed regarding a rich old man and a large estate with only two guards turned out to be true. Too bad the rumormongers forgot to tell you that the two guards were a pair of slavering, gnashing hounds that chewed your legs up.
You have been attacked by dogs and partially crippled! You lose 5 HP and add a -3 to your next movement roll!
32: In one of the more rural areas, yet untouched by the cult wars and chaos, you discover an ivory statuette of a small woman with nine fox-like tails. It has been well-tended by the locals and a few coins have been heaped upon it.
You have discovered the Shrine of Katrinitu! Praying to it will increase your health by 5 and remove any status ailments you may have incurred!
33: A body lays still in the streets outside the pub; apparently, an adventurer decided to pick a fight with the wrong person. Lucky for you, they didnt seem to take most of his stuff
You have discovered an adventurers satchel! You gain 10 gold! You gain 3 HP! Your luck is renowned! Your faction gains 3 Glory!
34: A scrawny figure obscured by shadow whispers to you from an alley. He withdraws a shiny, twisted dagger that leaks an eerie green liquid. The secrets of Blackenoth can be yours, he explains, for a price.
Merchant: For 50 gold, you may purchase the Dagger of Blackenoth. The Dagger of Blackenoth adds a +10 to your next attack roll and inflicts upon the loser a Poison effect that causes 2 HP damage per turn until death or antidote.
35: (Neutral Turf) While trying to pick a lock on a door, you hear a faint clicking and whirring noise. You barely have time to breathe before, out of a small hole, a cloud of noxious green gas assaults your senses.
You have triggered a Delirious Gas trap! For your next movement roll, you add a +5, and for the following one, a -5, and so on in that fashion until you are cured! Your folly is laughable! Your faction loses 5 Glory!
36: You discover a statue depicting a short, brutish man with arms crossed over a barrel chest. His frown is immense, his scowl could break ice. You get the sensation that this is a man not to be trifled with.
You have discovered the Pillar of Seanicus! You gain the Trap Immunity buff! The next trap effect you wander into is nullified!
37: You discover a funeral procession, no doubt someone killed in the recent riots is being carried to the graveyard by six pallbearers. Unfortunately for them, this day is about to get worse
You have successfully mugged a funeral procession! You gain 25 gold! Your dirty deeds are admirable! Your faction gains 5 Glory!
38: While conversing with a stranger over drinks, he offers to sell you a rather impressive-looking sword that he guarantees will bring you fame and fortune with every swing.
Merchant: For 50 gold, you can purchase the Sword of Glory. Your next attack roll will gain a +10 and the next rival faction member you defeat with your sword will earn your faction 20 Glory.
39: On the ground, trampled beneath feet and hooves, you discover a map identifying the major leaders of the city.
You have discovered a map! On your next turn, you may automatically visit any Merchant or Special Character (such as Snoota the Bloodhunter or the Priest of Parcelicus).
40: You stumble across a hastily-erected statue carved from stone, marble, wood, silver, gold and rubies. Atop a robed body, two heads, one bespectacled, the other drooling and snarling, are portrayed, looking down upon you with hungry eyes.
Church of JaGorgo (Waychangers only, all other faction members suffer no effects): In exchange for your life or that of a Sacrificial Lamb, you may activate the Twin Omens spell. All Waychangers automatically have their HP, Gold and Glory bonuses doubled for the next turn. In addition, you may choose a unit of 5 spaces (1-5, 10-15, etc.) to be cursed. Any rival faction members who land on these spaces have their HP, Gold and Glory losses doubled.
Players who sacrifice themselves may not return to play later.
Players who sacrifice themselves earn 20 Glory for their faction. Players who sacrifice a Lamb earn 10 Glory for their faction.
41: You meet up with a traveling cleric who introduces himself as a priest of Blud-Say, Lord of Control. For a small fee, he offers, he will give you the power over your enemies.
Merchant: For 50 gold, you earn the Rod of Conversion. You add a +5 to your next attack roll. In addition, the player you defeat acts his or her next turn as though they were a member of your faction and all Glory they gain goes to your faction.
Go! Mr. Parcelan fucked around with this message on 02-01-2007 at 11:05 PM.
1d41 => 10
1d41 => 27
Sigpic shamelessly stolen from Kate Beaton.
1d41 => 2
Only one Player may Sacrifice themselves at a Church per Day. So, the Quietmen couldn't all sacrifice themselves in an attempt to kill everyone. That'd be cool, though.
On Day Seven, all players who have died via some way other than Sacrifice may return with 10 HP and 0 Gold.
1d41 => 10
Xyrra, unfortunately, cannot use the Church of Ja'Gorgo! No effects!
Razor may choose to gain a +1/-1 to his next movement roll! His Glorious Hands gain 3 Glory!
Lucky Trent discovers a satchel! Trent gains 10 gold and 3 HP! The Quietmen gain 3 Glory!
Sentow has been poisoned! On the next turn, he loses 2 HP and the Waychangers lose 1 Glory unless he finds a source of HP renewal or antidote!
Skaw gains 5 gold! The Waychangers gain 1 Glory!
Unfortunately, Mr. Crabs cannot use the Church of Blackenoth!
2/1/07 9:39 PM totals
His Glorious Hands: 3
Quietmen: 3
Waychangers: 1
Ozimander fucked around with this message on 02-01-2007 at 11:45 PM.
1d41 => 19
quote:
En Garde, Monsieur BeauChan! Them's Fightin words:
Beaukat
Gold: 10
HP: 13
Status: Nada
Waychangers*1d41 => 19*
I choose the blessing on myself for 5G.
New Status:
Gold:5
HP 13:
Status: +5 next attack roll
1d41 => 32
1d41 => 40
Willias of His Glorious Hands
HP: 13
GP: 10
Status: Normal
Inventory:
1d41 => 28
Oreo, to roll a die, you type [.roll]1d#[./roll]. Without the periods, and with the proper number in place of the number symbol (in this case, 41).
1d41 => 24
1d41 => 41
LeMiere
Clan: Quietmen
HP: 13
Gold: 10
Status: Normal
1d41 => 15
Thanks Willias
*Looks at Gadani*
1d41 => 24
His Glorius Hands
13 HP
10 G
1d41 => 34
Waychangers
HP:13
Gold:10
No Status
1d41 => 36
Ozimander gains 5 HP!
Beauchan donates 5 gold to Ja'Gorgo to gain a +5 to her next attack roll!
Dr. Gee must fight Ozimander for control of the Shrine! If he wins, Ozimander loses his bonus!
Argh! cannot use the Church of Ja'Gorgo, sadly.
Willias meets the Eunuch merchant!
Greenlit gains the Statuette of Teleportation!
Blackenoth meets the Conversion Rod merchant!
LeMiere discovers the Penguins of Safety! LeMiere is protected from all status ailments until his next turn!
Oreo encounters Snoota the Bloodhunter! Will he feast and do the Waychangers' bidding?
Delphi encounters Greenlit on the Statuette of Teleportation! Attack rolls commence! Winner gains the statuette!
Norim encounters the Blade Merchant!
Anakha gains Trap Protection!
11:22 PM Totals
His Glorious Hands: 8 Glory Mr. Parcelan fucked around with this message on 02-02-2007 at 01:26 AM.
Quietmen: 3 Glory
Waychangers: 1 Glory
1d20 => 18
1d41 => 10
Three Way Brawls
If three factions land on the same spot, the highest roller wins, no matter what. Since we're all posting at different times, attack rolls happen as they come.
Trading Mr. Parcelan fucked around with this message on 02-02-2007 at 01:31 AM.
If two members of the same faction land on the same square, they may trade Gold, HP and Items. For example, if Greenlit and LeMiere landed on the same spot, Greenlit may give LeMiere 10 Gold, 3 HP and the Sword of Glory.
Want me to roll now?
1d41 => 23
Movement: 1d41 => 37
Attack (if needed): 1d20 => 5
1d20 => 15