100 years ago, Drys DSart was a well-known mage of a caliber never before seen in the lands of Crestania. His kindness knew no bounds as he spent coin from his vaults to help the downtrodden, gave shelter to those that had no homes, and gave his time freely to those that needed his aid. This is not to speak of the tremendous powers at his very fingertips. They were so great that many nations flocked under his banners when a rival mage, Taranius, attempted to invade Crestania. Drys was the only hope that the people of Crestania had against the foul demonic and undead legions unleashed by Taranius.
Many cities fell during the years of the war, under the leadership of Taranius greatest general Mortanu the Malignant. Several nations were under siege from all sides, losing many great people. This, in turn, led to many great heroes and leaders rising up from the populace of Crestania that may have lived their lives unnoticed otherwise. A wise and brilliant leader of the northern Orc tribes became known as the only person in Crestania who could match Mortanu tactic for tactic. Parcumon, Orc Chieftan, knew that the threat of Mortanu and Taranius would only be the beginning of an invasion from other realms if they could not be stopped there and then.
His troops, fueled by their fervor and devotion to Bajagon, the God of Battle, were able to drive back many of Mortanus forces while Drys was able to focus his efforts on matching powers with Taranius. This in turn led the other nations to rally and take back much of their lost homeland, ravaged though it was.
When Parcumon and the armies of the Nations of Crestania thought they were nearing victory, with the end of the war in sight, something happened. Something that scholars still today still debate but have no definite answer. An eruption of light occurred, wiping out most of the armies gathered on the field for battle. Once the light had passed and vision returned, only a crater remained where the battlefield (including Drys tower) once thrived. The remaining demons fled and the few remaining undead found themselves no longer under the control of Taranius. Mortanu was gone along with his advisors. Taranius had disappeared. The biggest and most noticeable loss was that of the mage Drys himself.
These 100 years have passed and Crestania has been in decline, having never recovered from the loss of so many good and noble people. Losing Drys has been a heavily felt gloom over the souls of all that remain in Crestania. The land has never really returned to its former glory.
Something could be changing, though. Messengers have been sent all over the small continent of Crestania, seeking out Adventurers to rise to a call for aid. The reports state that Mortanu has been trying to find a way to return to Crestania, to wreak vengeance for the loss of his lord Taranius. He has sent demons, undead, and recruited the local dark elves into aiding his plots.
The undead have returned under the leadership of the Avatar of Blackenoth, who has merely been waiting for a chance to return to the world of Crestania and finds the idea of a bleak landscape very appealing. The Avatar has had many lost friends and family from generations of Crestanians risen from the grave to further his ambitions. While Blackenoth has no concern of Mortanus goals, he has found an ally to help him gain strength.
The healers of Katrinitu have had an influx of wounded in their temples and fear the return of another war, but give hope that they do not tire from their duty. They continue to train their clerics and tend to the sick and injured, welcoming all that need their help.
The call for aid is being answered.
Parcumon, aged though he may be, still knows the threat of Mortanu. He sends his orcs to aid in turning back the demon once again. His leadership during the dark 100 years has only steeled his resolve to keep the people of Crestania protected and governed. While his guidance is seen harsh by some, it is known that he truly cares for the well-being of Crestania.
The Dwarves, under the leadership of the Mountain King Karnag Firebottom, have joined up with the Orcs in an effort to drive the filth of the demons and undead from their lands once and for all. Their allies, the humans led by the fierce and brave swordsman Seanicus, have also sent adventurers forth to stop this foul plague on the lands.
The gnomes, under the guidance of their favored deity JaGorgo, and led by Chief Mechineer Gantzboro, enjoy the idea that they can test out a few new things theyve been working on, for weal or woe. Perhaps the god of chaos will help them make things interesting. They take no side, choosing to just see what kind of results they can get from their equipment, good or bad.
Mortanus demons and Blackenoths undead are joined by the Dark Elves, so the free peoples of Crestania may find more than their match. The Dark Elves are led by JoDeth, who was once laughed out of the elven lands for his mullet and odd way of speaking. The Dark Elves understood what it was like to be persecuted by the elves and took him in. It was only a matter of time before he took to their leadership, discovering a tactical and scientific genius that was truly undiscovered by the elves.
Finding that JoDeth was helping Mortanu was enough to convince the Elven nation to join the Humans, Dwarves, and Orcs. Their leader, Baetutisz, is known as an arrogant and unapproving type, but it is also known that once committed to a cause, he will see it through if just to prove his people can do it better.
It is a place crafted by JoDeth that the forces of Mortanu are gathering. It is this place that the adventurers are being called to fight.
Do you wish to join your peoples cause? Will you answer the call? Or are you one of Mortanus allies, looking to cause mayhem in the world of Crestania?
JOIN THE GAME!
If you wish to join the game, create a character!
Table One
The first step in joining the game is to roll 1d8 on this table to determine your race.
Table Two
After determining race, a player needs to know what their class is. This will be 1d10 on the following table.
Rules
Every player starts at Level 1 with 10 gold coins. At the start of the game (or when they join), they will roll on two tables. First they roll on Table One to determine their race. Then they roll on Table Two to determine their class.
Each day (or round), each player rolls on the Adventure Chart (1d35), Table Three, and faces the challenges according to their roll. As characters increase in level, so too will the monsters they face and the traps they must try to avoid. There are currently Adventure Tables for characters of levels 1 through 10, 11 through 20, and 21 through 30. Depending on the length of the game, all tables can be used or just some of them.
Inventory
Each adventurer may carry only 3 weapons (including Wands) and 6 items (including armor and shields) at any given time (unless the player is a Dwarf). If the player goes over this limit, they must immediately choose something to drop, up to and including the new items received.
Weapons, Armor, and Shields ALL add their bonuses to your attack roll. For instance, if you have a +2 sword, a +1 shield, and +3 armor, youll have a +6 to your attack roll! Dual Wielding classes can add two weapons to their bonus and Berserkers get a bonus from two-handed weapons, but all classes are limited to one shield and one suit of armor. In the cases where a character is carrying more than one shield, unequipped weapons, or more than one suit of armor, they must identify which is worn and which is being hauled around to sell or sacrifice. Each character is also limited to one equipped amulet and two rings.
Combat
For combat, it's a simple matter of who has the higher Attack Roll. For example, Player 1 is an Elf Berserker with a +2 two-handed sword. He is facing an Monster (Attack Roll 12). The elf berserker gets a +2 to his Attack Roll for his two-handed sword due to his class ability. This puts him at a +4 to his roll versus the Monster at a 12. Finalizing the math problem, Player 1 also gets to add his level to the roll. Player 1 would need to roll an 8 or better to win this combat.
The formula for a combat roll is as follows: [1d20 Attack Roll] + Player Level + Total Bonus from Equipped Gear
Things to note at this point: Ties go to the monster. If a player fights a monster and loses, the player suffers whatever negative effect the monster has. Once combat is lost, the player may either move on to another room on the next day OR they may choose to forfeit their move roll for another attempt at killing the monster.
Player 1 can also put to use any 'Use Only Once' items he has or any other gear to help him win. Although two players in the same room fight the same monster, they cannot help each other (they each get their own copy, like an instance!). Players with abilities that can affect other players cannot use theses abilities in a room with a Monster, as the Monster has their full attention, until they've defeated their monster. If they lose to their monster, they forfeit PVP in that room unless someone attacks them.
Winning a combat against a monster will yield a gain of one level in addition to whatever treasure the monster drops. Youll always face monsters geared towards your level groups, rolling on a Table appropriate to your current level. Each Monster will have a pre-assigned Attack Roll (which can be modified in combat by Single Use Items, etc) and a certain amount of Treasure they drop. The Treasure will be rolled on matching Tables.
Losing a combat is always going to cost you a level in addition to any other effects the monster has, as dictated by the tables. Also, note that some monsters have special conditions when you fight them. Pay attention, it could save your life!
Death
There is no death. If youre at level 1 and you Lose a Level or are otherwise reduced to 0 or lower, youre instead back at level 1. However, if youre reduced to what would normally be Level 0 or lower, you will suffer a -3 to your Attack Rolls until you win a combat.
Winning the Season
The winner of each season will simply be the person who is the highest level (ties then go by amount of gold). The winner of each season will start the following season with a bonus to their character, along with bragging rights. In the event that the same character wins multiple seasons in a row, more bonuses could be heaped on. However, if a character wins a season, then loses the next, they lose the bonus as well (or a bonus, if they have more than one).
Each Day will have its own thread, so do not post any starting Adventure Rolls yet. In each DAY THREAD, the proper posting format should be like some form of the following:
Name: Sample
Race: Human
Class: Cleric
LEVEL: 1
GP: 10
WEAPONS: None
ARMOR: None
ITEMS: None
STATUS: Healthy
MOVEMENT ROLL: [.roll]1d50[./roll] +/- #
ATTACK ROLL: [.roll]1d20[./roll] +/- # (total bonuses from equipped) + Level
Remember, you can choose to use your Single Use Items AFTER you've made your attack roll.
PVP!
Players of opposite factions can attack each other. Thats Dwarves, Humans, Orcs, Elves, vs Demons, Undead, and Dark Elves. Anyone can attack Gnomes and Gnomes can attack anyone. Combat is treated exactly the same as if facing a monster, though if the combat occurs in a room that has a monster, both combatants MUST fight and resolve the fights with their monsters first.
The winner of a PVP combat can choose to either take a level from the loser or 1 item (weapon/armor/etc).
Ties mean nothing happens!
The Merchant!
Any player may give up a turn to go visit the Merchant. However, there is one exception. If the player just lost a battle or hit a trap, they cannot go visit the merchant. They will have to wait until they have hit a positive event or defeated a monster before they can take advantage of visiting the Merchant.
Welcome to Mad Kagrama's Shop of Wonders! While he is quite difficult to understand, you learn that he will buy any items you no longer wish to carry. He will purchase any item for 10 gold per bonus it has (ie, 10 gold for a +1, 20 gold for a +2, etc). He will pay 20 gold for Single Use Items.
HE SI ALLSO SAELLING STFFU!!11 You can purchase the following items from Mad Kagrama.
+1 Sword - Main Hand Only (20g), Either Hand (30g)
+1 Hammer - Main Hand Only (20g), Either Hand (30g)
+1 Axe - Main Hand Only (20g), Either Hand (30g)
+1 Dagger - Main Hand Only (20g), Either Hand (30g)
+1 Flail - Main Hand Only (20g), Either Hand (30g)
+1 Wand - Main Hand Only (20g), Either Hand (30g)
+1 Armor - 25g
+1 Shield - 25g
+2 Two-Handed Sword - 30g
+2 Two-Handed Axe - 30g
+2 Two-Handed Hammer - 30g
+1 Longbow - 20g
************************************************************************
If you're interested in playing, generate your characters here. Also feel free to ask any questions here or through PMs. I plan on running this up until Parce's game is ready to start, at which time I will wrap this up.
Each "Day" will be posted in a new thread, so there is less clutter and confusion. It'll be a few extra threads, but it's not like the board is so busy that it's gonna cause problems, imo.
I'll give until after Easter for people to join the initial startup, then start this bad boy on MONDAY THE NINTH. People can of course join and start playing on any day. I would prefer that people only play with one account, for those that have 'alt' accounts.
As BATTY was the winner of my last season, he will start with 50 gold (instead of the default 10) AND he gets to choose his starting race and class instead of randomly generating it.
Good luck!
Race - 1d8 => 8
Class - 1d10 => 2
Sigpic shamelessly stolen from Kate Beaton.
Race: 1d8 => 3
Class: 1d10 => 10
Under capitalism, man exploits man. Under communism, it's just the opposite. - John Kenneth Galbraith
Sigpic shamelessly stolen from Kate Beaton.
quote:
Out of a possible 10, Sentow, I Guess scored a straight 1 with:
So I'll get +3 Attack when using a bow?
I do think picking race/class is better than random
Getting the same class or race again (In my case, potentially a third time as an elf) just isn't all that fun
Or poor IS getting the paladin AGAIN
ELF FUCKING WIZARD AGAIN
If the playerbase would rather choose race and class, I could allow it and give Batty a different bonus. I would just worry then about balancing the factions.
quote:
Bajah impressed everyone with:
Those of you that have played some of the past games please note that a decent amount of the classes and races have changed.If the playerbase would rather choose race and class, I could allow it and give Batty a different bonus. I would just worry then about balancing the factions.
What about balanced assignment of races, or randomly generate races, and let the players choose their class?
Obviously some level of balance needs to be maintained, though.
Jajahotep fucked around with this message on 04-04-2007 at 04:51 PM.
Edit: I renouce my wand question since Kagrama sells offhand wands, thus I can duel wield or there would be no point. Delidgamond fucked around with this message on 04-04-2007 at 05:01 PM.
quote:
Out of a possible 10, Delidgamond scored a straight 1 with:
QUESTION: If I go visit the merchant, and another player is visiting the merchant, can I attack him or her? Or am I still considered on the same square I landed on before I chose to go to the merchant?Edit: I renouce my wand question since Kagrama sells offhand wands, thus I can duel wield or there would be no point.
While this is a good question, the Merchant is considered Neutral Ground - unless the player has been "Marked for Death," which is something you'll see in the adventure table.
Under capitalism, man exploits man. Under communism, it's just the opposite. - John Kenneth Galbraith
You're welcome to examine where everyone lands each day and then decide what you did that day before rolling the new day, but that's it. And when a new day is up, the old day can't have things added onto it like late players, etc.
Mr. Parcelan fucked around with this message on 04-05-2007 at 12:29 AM.
1d8 => 4
1d10 => 4
Race: 1d8 => 3
Class: 1d10 => 3
quote:
Rockstar games presents; Blackened;
Should I roll? I might break your lore.
Get lost, rookie.
Blackened fucked around with this message on 04-05-2007 at 05:33 AM.
quote:
From the book of Blackened, chapter 3, verse 16:
Should I roll? I might break your lore.
No more so of a problem than I or anyone else, I shouldn't think.
Race: 1d8 => 8
Class: 1d10 => 10
Bajah fucked around with this message on 04-05-2007 at 10:51 AM.
Edit: And before someone tries to "Pull a Delid," Kagrama the Merchant's sales are final. Items bought from him cannot be sold back.
quote:
Rockstar games presents; Bajah;
Don't worry about the lore. If you wanna play, play!
Edit: And before someone tries to "Pull a Delid," Kagrama the Merchant's sales are final. Items bought from him cannot be sold back.
I was so totally within the rules
THE GOOD (Attacks Bad and Ugly)
Sentow, Elf Berserker
Inferno-Spirit, Human Paladin
Vorago, Elf Wizard
Jajahotep, Human Bard
Talonus, Orc Thief
Mooj, Human Thief
Pvednes, Elf Death Knight
THE BAD (Attacks Good and Ugly)
Karnaj, Demon Death Knight
Tarquinn, Demon Assassin
Batty, Demon Cleric
Norim, Demon Wizard
THE UGLY (Attacks Good, Bad, and Ugly)
Delidgamond, Gnome Assassin