A warm summer evening, some ten miles south of Grainwell village...
"Okay, I'll look"
"It is okay, he's not looking, come one up!"
"See? That is where I told you about..."
"OH DAMN!!!! Thats a big Orc!"
"... SHHHhhh!!! What did you expect when i said there was an orc?
now!!!... The Duke of Grainwell send the guards into that cave with the book they took from that mage!
But they did not come out again, and now there is an Orc guarding the entrance!
I think this is our chance to finally be recognized by the adventures guild! if we return with the book or proof it has been destroyed they will surely let us join! what do you guys say?"
"Or! we could use the book to get a reward from the duke! I don't think he wants that thing around!!!"
Okay... simple small dungeon, just to see if I'm up to it and if players are too!
rules are much simplified this time. look in the spoiler below.
if you wish to play, post a character.
Also say if you are NOT in any other game. this will give you a +10 on the roll d% to get in.
► Show Spoiler
Stats: (Stats are consumable points that will go up and down many times)
Endurance: Like health, in combat, this is the first you lose when you take damage, some attacks also drain endurance. when you are out of endurance, you'll lose health instead. endurance regenerates 1/turn out of combat or fully with rest.
Health: vitality, lose all health and you die. health regenerates only 1/rest or by magic.
Power: used to fuel and resist magic. if you run out of power, magic will affect you more than others. regenerates 1/turn out of combat in most cases, some potions and locations will regenerate this fully.
NOT a normal stat...
Defense: defense has two numbers; ex.: 2(10) the first is a number subtracted from ingoing damage, the second is the condition of the equipment granting the defense, when the condition hits 0, the item is broken)
Also.. About defense, that is a mistake from my site... It was meant to be in its own category...
But since it was my mistake I'll allow it this way:
Either: 1 point will be = 1(5) in the form of a magical amulet.
2 points = 2(8) in the form of a magical amulet
Or last option 2 points = 1 permanent defense in the form of some natural ability....
Sorry for the mistake...
Skills: (In the game, results are determined by the roll of 1d6+ relevant skill. aside from that, a skill can be "Burned" by either 1 or 2 points to gain better results. Burned skill points return each time the player changes room out of combat.)
Fighting skill: represents your ability to do extra well in a fight.
use of extra 1 die: the result will be determined by the highest roll.
use of 2 extra die: the result will be determined by the highest roll, the lowest roll will be added to damage.
Guiding skill: represents your ability to spot traps, track and otherwise guide people. (think rogue)
use of extra 1 die: the result will be determined by the highest roll.
use of 2 extra die: the result will be determined by the highest roll, the lowest roll will be subtracted from any incoming damage (or in non damage situations special)
Casting skill: represents your ability to use magic and magical items.
use of extra 1 die: the result will be determined by the highest roll.
use of 2 extra die: the result will be determined by the highest roll, the lowest roll will be subtracted from the power cost (or if no power is used, special)
Each player starts with 6 Endurance, 4 Health, 0 Defense, 2 power, 2 extra stat points and 4 skill points (divide as see fit)
10 coins to use as you wish.
Aside from that. they must choose a class:
Warrior: + 2 endurance,+ 2 health + 4 Fighting skill. gains 1 medium weapon and a light shield or one large weapon.
Guide: + 2 endurance,+ 2 power + 4 guiding skill. gains 2 light weapons or 1 light weapon and thieves tools
Caster: + 4 power + 4 Casting skill. gains 2 simple spells and a potion, or 1 simple spell, 2 potions and a scroll. (Scroll containing a bit more powerful spell but single use)