But now I think its time for one of my easy forum game.
THE DUNGEON OF HORROR
So, simple maze navigating game.
Find the treasure, kill the monsters, move to the next level!!
Rules:
► Show Spoiler
Everyone gets a goblin to control,
A goblin (or any monster for the matter) has the following stats:
HP ÔÇô Indicates life, reach 0 and you die O.o
ATT ÔÇô Damage in close combat
R-ATT ÔÇô Damage in ranged combat, range 3 unless otherwise indicated.
MAGIC ÔÇô Points are accumulated over rounds to cast spells.
DEF ÔÇô Is subtracted from damage taken by ATT.
REF ÔÇô Is subtracted from damage taken by R-ATT.
WILL ÔÇô Each point indicates an extra action needed to cast a spell on you.
COMBAT ÔÇô Each point indicates 10% chance of doing double damage with ATT
ARCHERY ÔÇô Each point indicates 10% chance of doing double damage with R-ATT
ARCANE ÔÇô Each point indicates 10% chance of accumulate double number of MAGIC points.
PROTECTION ÔÇô Each point indicates 10% chance to take half damage from ATT (after DEF)
DODGE ÔÇô Each point indicates 10% chance to take half damage from R-ATT (after REF)
AURA ÔÇô Each point indicates 10% chance to foil enemy spellcasting.
Each round a Goblin may make one move action (up to 4 fields unless otherwise specified) and afterwards one attack action, interact with an item or make another move action (Up to 4 fields. Never more)
A goblin (or any monster for the matter) has the following stats:
HP ÔÇô Indicates life, reach 0 and you die O.o
ATT ÔÇô Damage in close combat
R-ATT ÔÇô Damage in ranged combat, range 3 unless otherwise indicated.
MAGIC ÔÇô Points are accumulated over rounds to cast spells.
DEF ÔÇô Is subtracted from damage taken by ATT.
REF ÔÇô Is subtracted from damage taken by R-ATT.
WILL ÔÇô Each point indicates an extra action needed to cast a spell on you.
COMBAT ÔÇô Each point indicates 10% chance of doing double damage with ATT
ARCHERY ÔÇô Each point indicates 10% chance of doing double damage with R-ATT
ARCANE ÔÇô Each point indicates 10% chance of accumulate double number of MAGIC points.
PROTECTION ÔÇô Each point indicates 10% chance to take half damage from ATT (after DEF)
DODGE ÔÇô Each point indicates 10% chance to take half damage from R-ATT (after REF)
AURA ÔÇô Each point indicates 10% chance to foil enemy spellcasting.
Each round a Goblin may make one move action (up to 4 fields unless otherwise specified) and afterwards one attack action, interact with an item or make another move action (Up to 4 fields. Never more)
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To create a character, first, choose a color (in hex code please ´üè )
This will be the color of your pants.
Second choose a name.
Your goblin currently has the following stats:
1: Lucky goblin. Gains one point in two of the skills.
2: start with a dagger, +1 ATT, and one point in any one skill or 1 HP extra.
3: start with a spear, +1 R-ATT, and one point in any one skill or 1 HP extra.
4: start with a wand, +1 MAGIC, and one point in any one skill or 1 HP extra.
5: start with a light armor, +1 DEF, and one point in any one skill or 1 HP extra.
6: start with a shield, +1 REF, and one point in any one skill or 1 HP extra.
7: start with a mage crown, +1 WILL, and one point in any one skill or 1 HP extra.
The characters knows no spells or special abilities when the game starts.
This will be the color of your pants.
Second choose a name.
Your goblin currently has the following stats:
Then choose one of the following 7 options:Normal Goblin wrote: HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA 0
1: Lucky goblin. Gains one point in two of the skills.
2: start with a dagger, +1 ATT, and one point in any one skill or 1 HP extra.
3: start with a spear, +1 R-ATT, and one point in any one skill or 1 HP extra.
4: start with a wand, +1 MAGIC, and one point in any one skill or 1 HP extra.
5: start with a light armor, +1 DEF, and one point in any one skill or 1 HP extra.
6: start with a shield, +1 REF, and one point in any one skill or 1 HP extra.
7: start with a mage crown, +1 WILL, and one point in any one skill or 1 HP extra.
The characters knows no spells or special abilities when the game starts.
► Show Spoiler
For each kill a goblin participates in he gains at least 1 XP.
For each "magic circle" activated each all goblins gain 3 XP.
For each dungeon level the party goes down, they gain 5XP.
HP can only be gained trough classes by going down trough the dungeon.
Ability points can be raised by one point for a price of 5 x new point XP (so from 0->1 costs 5 XP, 1->2 costs 10 XP, 2->3 costs 15 XP and so on.) an ability can never be higher than the dungeon level. or 5. (not including weapons,other item or magic bonus)
Skills can be rises for the same price as abilities, but no more points in total than 2 x dungeon level. no skill can be higher than 5 or the current dungeon level.
Spells can be learned from scrolls at magic circles, but no more than two spell per dungeon level can be learned. to learn spells one must gain the [SPELLCASTER] characrter class.
Powers can be learned from instruction books, but no more than one power per dungeon level. to learn a power one must gain any characrter class.
/NOTE:
HP: Hp can be regained trough potions, scrolls and the Tellers healing special.
Spells: Everyone can cast spells from scrolls, but only the [spellcaster] may learn them, learning a spell has a 50% chance of destroying the scroll.
Powers: All classes can learn powers, learning a power has a 50% chance of destroying the instruction books.
Classes.
After the first Kill, a player may declare a class. each class may choose a bonus when completing a dungeon level instead of the standard 5 XP.
In addition classes may learn Powers.
Players may choose between:
For each "magic circle" activated each all goblins gain 3 XP.
For each dungeon level the party goes down, they gain 5XP.
HP can only be gained trough classes by going down trough the dungeon.
Ability points can be raised by one point for a price of 5 x new point XP (so from 0->1 costs 5 XP, 1->2 costs 10 XP, 2->3 costs 15 XP and so on.) an ability can never be higher than the dungeon level. or 5. (not including weapons,other item or magic bonus)
Skills can be rises for the same price as abilities, but no more points in total than 2 x dungeon level. no skill can be higher than 5 or the current dungeon level.
Spells can be learned from scrolls at magic circles, but no more than two spell per dungeon level can be learned. to learn spells one must gain the [SPELLCASTER] characrter class.
Powers can be learned from instruction books, but no more than one power per dungeon level. to learn a power one must gain any characrter class.
/NOTE:
HP: Hp can be regained trough potions, scrolls and the Tellers healing special.
Spells: Everyone can cast spells from scrolls, but only the [spellcaster] may learn them, learning a spell has a 50% chance of destroying the scroll.
Powers: All classes can learn powers, learning a power has a 50% chance of destroying the instruction books.
Classes.
After the first Kill, a player may declare a class. each class may choose a bonus when completing a dungeon level instead of the standard 5 XP.
In addition classes may learn Powers.
Players may choose between:
Archer wrote: Dungeon level 1: + 1 R-ATT.
Dungeon level 2: + 1 HP & 1 REF.
Dungeon level 3: + 1 R-ATT
Dungeon level 4: + 1 REF.
Dungeon level 5: + 1 HP & 1 R-ATT.
Dungeon level 6: + 1 REF
Dungeon level 7: + 1 R-ATT.
Dungeon level 8: + 1 HP & 1 REF.
Dungeon level 9: + 1 R-ATT
Dungeon level 10: + 1 REF.
Warrior wrote: Dungeon level 1: + 1 ATT.
Dungeon level 2: + 1 HP & 1 DEF.
Dungeon level 3: + 1 ATT
Dungeon level 4: + 1 DEF.
Dungeon level 5: + 1 HP & 1 ATT.
Dungeon level 6: + 1 DEF
Dungeon level 7: + 1 ATT.
Dungeon level 8: + 1 HP & 1 DEF.
Dungeon level 9: + 1 ATT
Dungeon level 10: + 1 DEF.
Teller wrote: Dungeon level 1: + 1 DMG VS UNDEAD (ATT, R-ATT, MAGIC and Powers)
Dungeon level 2: Heal 1 HP/Round - takes all actions.
Dungeon level 3: Detect magic and undead (range 5 trough walls) + 1 HP
Dungeon level 4: + 2 DMG VS UNDEAD (ATT, R-ATT, MAGIC and Powers)
Dungeon level 5: Detect magic and undead (range 7 trough walls)
Dungeon level 6: Heal 2 HP/Round - takes all actions. + 1 HP
Dungeon level 7: + 3 DMG VS UNDEAD (ATT, R-ATT, MAGIC and Powers)
Dungeon level 8: Detect magic and undead (range 10 trough walls)
Dungeon level 9: + 1 HP
Dungeon level 10: + 4 DMG VS UNDEAD (ATT, R-ATT, MAGIC and Powers)
Spellcaster wrote: Dungeon level 1: + 1 MAGIC. can learn level 1 spells.
Dungeon level 2: + 1 WILL
Dungeon level 3: + 1 HP
Dungeon level 4: + 1 MAGIC. can learn level 2 spells.
Dungeon level 5: + 1 WILL
Dungeon level 6: + 1 HP
Dungeon level 7: + 1 MAGIC. can learn level 3 spells.
Dungeon level 8: + 1 WILL
Dungeon level 9: + 1 HP
Dungeon level 10:+ 1 MAGIC. can learn level 4 spells.
► Show Spoiler
Not at the first levels no. But if you get deep enough there will be Teller restricted healing powers with AoE.GathersIngredients wrote:First of all, thank you, I edited my post (I picked combat).
okay, question time!
Will there be AoE healing/spells?
Yes, up to 4 small (goblin) can occupie a square. 2 medium (human size) or one large (troll or horse)GathersIngredients wrote: Can more than 1 goblin/monster occupy a square in the dungeon or not? (e.g. you state "you start on A1", does that mean ALL of the players?)
oh, yeah, I'll explain items as seen during the game, but yes. That one is a door.GathersIngredients wrote: What is that grey line between D1 and E1? A wall or a door? (it got a little brownish dot there, that might indicate a door-knob)
unless somehow obstructed by a wall or lowered by spells/magic items their LoS is limitless, as the maze will never be so big as it to matter (I think)GathersIngredients wrote: How far can a goblin see (if LoS is not obstructed)?
Yes, anyone can activate a magic circle, each circle can be used once.GathersIngredients wrote: Can non-spell-casters activate magic circles, too?
only if they have some other thing to throw/shoot with, but anything goes (nearly) so stones, bones and other hard objects can be used as projectiles. They just don't add any damage bonus like the spear (and other later ranged weapons) oh. And spear/any real ranged weapons has the same effect as Chief's (it return to your hand), but stones/bones and such does not.GathersIngredients wrote: Can goblins do range attack, even if they didn't pick the spear?
all magic circles must have been discovered. Or all goblins must agree to go down stairs (and have found a pair of stairs of course)GathersIngredients wrote: What are the requirements of going down to the next level?
(e.g. some dungeon stairs/doors/gates won't open until all monsters are slain, some until you activated a lever or such, some until you found a specific item (and bring it with you), some don't stop you at all - but the mobs on the next level are likely to beat the crap out of you, if you didn't upgrade your own char enough)
When entering a level you'll know how many circles are on that level.
Each level has at least 2 sets of stairs down, the direction taken will have effect on the "style/feel" of the dungeons you can get to later. You cannot go back up.
You must go down together, as mentioned above either as a dessision or when all magic circles are discovered (after that there will be a countdown/flooding/attack forcing the goblins to hurry and find stairs to go down.GathersIngredients wrote: Does the group have to go down together, or can we split up over more than 1 dungeon level?
Oh
And lastly youll start at A-1
Feel free to submit possible characters in this recruitment thread. I'll take 3-4 players. if more sign up, ill roll random... standard stuff.