Posted December 20, 2011
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
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