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Dungeon of horror, Round 8
Posted: Wed Feb 01, 2017 10:47 am
by LAYF
Just the game thread for Dungeon of horror Take II
Recruitment thread: (1 spots left)
http://www.goblinsforum.com/viewtopic.php?f=25&t=1685
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 round or 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)
Character choice:
► Show Spoiler
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:
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
Then choose one of the following 7 options:
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.
Learning stuff, classes and regaining HP
► 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:
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.
//Using magic wands, staffs and relics
► Show Spoiler
When using a magic wand, staff or relic, the character may use his MAGIC to activate the item.
for each Point in MAGIC, the character may, as an action, add "Magic power" to the item. these points accumulate and does not disappear (except for special circumstances). When the required Magic Power has accumulated in the item, it will activate. Some magic items has a limited number of uses. in that case, some can be restored at Magic Circles.
A character can Move and then try to activate the magic item.
Alternatively the character can use a full round action, effectively doubling their ARCANE for the round.
An unidentified magic item can be identified by activating it (all effects will be activated at once). Or by casting an identify spell (The item will not activate by the spell, except in special cases).
Q/A:
► Show Spoiler
GathersIngredients wrote:
Will there be AoE healing/spells?
Not at the first levels no. But if you get deep enough there will be Teller restricted healing powers with AoE.
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?)
Yes, up to 4 small (goblin) can occupie a square. 2 medium (human size) or one large (troll or horse)
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)
oh, yeah, I'll explain items as seen during the game, but yes. That one is a door.
GathersIngredients wrote:
How far can a goblin see (if LoS is not obstructed)?
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:
Can non-spell-casters activate magic circles, too?
Yes, anyone can activate a magic circle, each circle can be used once.
GathersIngredients wrote:
Can goblins do range attack, even if they didn't pick the spear?
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:
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)
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)
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.
GathersIngredients wrote:
Does the group have to go down together, or can we split up over more than 1 dungeon level?
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.
.[tabs: Eats, Shoots, and Leaves]
Color LIGHT BEIGE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 0
REF: 1 + 1 =
2
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 1
Items:
[Shield] + 1 REF (10 durability)
[tabs:TIN CAN]
Color WHITE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 1+1 =
2
REF: 0
WILL: 0
--Skills--
COMBAT: 1
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Light armor] + 1 DEF (10 durability)
[tabs:WANDERER CANON]
Color BLUE
HP: 4
--Ability--
ATT: 1
R-ATT: 1 + 1 =
2
MAGIC: 0
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Spear] + 1 R-ATT (Returns to owner)
[tabs:WhizBang]
Color PURPLE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 1
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Wand] (Unidentified)
[tabs:
LORE!!!]
Entry 1)
This dungeon maze was found some twenty years ago by Becomes-A-Skeleton, a famed goblin adventure.
He, and countless other goblins has trough the times dared the dungeon, few has returned. but those who did spoke of horrors and gold, both far beyond any goblins imagination.
And now it is your turn to venture into the DUNGEON OF HORROR!!!
Oh.. yea... Becomes-A-Skeleton did not return.... Just saying....[/tabs]
Re: Dungeon of horror, sample rounds up (1 spot left)
Posted: Mon Feb 06, 2017 11:33 am
by LAYF
okay, so.. Tomorrow the game will start. so far we have 3 players. (Character sheets in the OP)
There are one spot left.
The following is sample round, to explain LoS and FoW. as well as actions.
► Show Spoiler
SAMPLE "Start character"
Tests character wrote:
Color DARK BLUE
HP: 4
--Ability--
ATT: 1+4 =
3
R-ATT: 1
MAGIC: 0
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 1
Items:
[Stone] (Throwable)
Special
[Orcs strength] (Blessing - +4 ATT - 5 rounds left)
I'll not update the sheet during the sample rounds.
Starting point for all samples
TEST PLAYER:
Test goblin will walk to C-6, (move action)
if there are no opponents, he will open the door to C-7 (second action)
Else if there is an opponent Test goblin will throw his rock at it (other action)
Note the "door knobs" between A-5/B-5 and C-6/C-7. these are... yep.. doors the standard type
Sample 1:
► Show Spoiler
There is no opponent, so Test goblin opens the door.
TEST PLAYER:
Test goblin will walk to C-3, (move action)
if there are no opponents, he willwait here (no action)
Else if there is an opponent Test goblin will flee back to B-6 (extra move action)
please note the "door" where there are open doors, the "floor line" is erased, this means that a door can in theory be closed here. and yes, closing doors are allowed and cont for an action.
Test goblin moves to C-3, there is no opponent, so he waits.
Please note the LoS (line of sight) and FoW (Fog of war)
Basically, i treat "view points" as being the four corners of the square a character stands in.
If a character moves so something that was visible goes out of sight, the item/monster or what ever will stay visible, but will not update on location.
All Goblins share the same view, and players may act as if the know what all goblins see.
Sample 2:
► Show Spoiler
As Test goblin goes to C-6 he spots a small skeleton at C-3 and throws a rock at it for 1 (R-ATT) Damage.
TEST PLAYER:
Test goblin will yell out in anger, run towards the skeleton and attack him with him mighty strength
same as Sample 1 actions, but more RP, less rules speak
Test goblin and the Skeleton both advances and attacks each other. Test goblin takes 1 Damage, while he deals 5 (ATT) damage to the skeleton and destroys it.
TEST PLAYER:
Test goblin will laugh at his fragile opponent, then loot the bones, picking two bones up (if there are any?) to use as new throwing ammunition, the hurries to C-3
Test goblin uses an action to loot the skeleton, since move actions must be taken first, he has no actions left and must await moving till next round.
TEST PLAYER:
Ah okay... The Test goblin will......
So.. I think that shows the most important things
Re: Dungeon of horror, sample rounds up (1 spot left)
Posted: Tue Feb 07, 2017 4:23 am
by GathersIngredients
Are those spots at A1 rocks or such? If so,
Tin Can picks ups some of them.
In any case,
Tin Can moves to D1.
If there's any enemies in melee range, attack them.
If there's any enemies around in missile range and he got rocks, he throws as many rocks at the nearest enemy there is as he can.
If there's no enemies around, he'll open the door to E1.
Edit:
BadgeAddict wrote:WhizBang starts waving his wand around, pointing it at random things whilst remarking "I wonder what this does?"
Tin Can also makes sure he's not a random thing.
Re: Dungeon of horror, sample rounds up (1 spot left)
Posted: Tue Feb 07, 2017 9:14 am
by Quarg
This is a tag...
Re: Dungeon of horror, Round 0
Posted: Tue Feb 07, 2017 9:18 am
by LAYF
ROUND 0
-
Here is the opening!
-
Where?
-
Here!
-
Oh.. see, there are some stones.. maybe we should bring some, to throw you know?
-
You can do that... I have my magic spear!
-
Fair.. well... I'll stack up on stones then...
-
I'll take some too!
-
Yea, me too.
Welcome.
This dungeon maze was found some twenty years ago by Becomes-A-Skeleton, a famed goblin adventure.
He, and countless other goblins has trough the times dared the dungeon, few has returned. but those who did spoke of horrors and gold, both far beyond any goblins imagination.
And now it is your turn to venture into the DUNGEON OF HORROR!!!
Oh.. yea... Becomes-A-Skeleton did not return.... Just saying....
Entry 1 added to the LORE.
So. welcome.. this is Round 0, and the game has officially started.
You may all post actions. for those who does not have a returnable spear, you have all been given 2 stones (from the entry)
@Gathers: I have seen your post, and if you do not post any other actions before i update, I'll use that
(also, please note that a the order of actions is Move->Other action (+any free actions if any), or Move->Extra move (+any free actions if any), or (Full round action (no free actions)
.[tabs: Eats, Shoots, and Leaves]
Color LIGHT BEIGE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 0
REF: 1 + 1 =
2
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 1
Items:
[Shield] + 1 REF (10 durability)
[Stone] X 2 (Throwable)
[tabs:TIN CAN]
Color WHITE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 1+1 =
2
REF: 0
WILL: 0
--Skills--
COMBAT: 1
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Light armor] + 1 DEF (10 durability)
[Stone] X 2 (Throwable)
[tabs:WANDERER CANON]
Color BLUE
HP: 4
--Ability--
ATT: 1
R-ATT: 1 + 1 =
2
MAGIC: 0
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Spear] + 1 R-ATT (Returns to owner)
[tabs:WhizBang]
Color PURPLE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 1
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Wand] (Unidentified)
[Stone] X 2 (Throwable)
[tabs:
LORE!!!]
Entry 1)
This dungeon maze was found some twenty years ago by Becomes-A-Skeleton, a famed goblin adventure.
He, and countless other goblins has trough the times dared the dungeon, few has returned. but those who did spoke of horrors and gold, both far beyond any goblins imagination.
And now it is your turn to venture into the DUNGEON OF HORROR!!!
Oh.. yea... Becomes-A-Skeleton did not return.... Just saying....[/tabs]
Re: Dungeon of horror, Round 0
Posted: Tue Feb 07, 2017 9:29 am
by BadgeAddict
WhizBang starts waving his wand around, pointing it at random things whilst remarking "I wonder what this does?"
Re: Dungeon of horror, Round 0
Posted: Tue Feb 07, 2017 9:44 am
by LAYF
BadgeAddict wrote:WhizBang starts waving his wand around, pointing it at random things whilst remarking "I wonder what this does?"
If you wish, you may attempt to use it.
//Using magic wands, staffs and relics
► Show Spoiler
When using a magic wand, staff or relic, the character may use his MAGIC to activate the item.
for each Point in MAGIC, the character may, as an action, add "Magic power" to the item. these points accumulate and does not disappear (except for special circumstances). When the required Magic Power has accumulated in the item, it will activate. Some magic items has a limited number of uses. in that case, some can be restored at Magic Circles.
A character can Move and then try to activate the magic item.
Alternatively the character can use a full round action, effectively doubling their ARCANE for the round.
An unidentified magic item can be identified by activating it (all effects will be activated at once). Or by casting an identify spell (The item will not activate by the spell, except in special cases).
Re: Dungeon of horror, Round 0
Posted: Tue Feb 07, 2017 9:54 am
by BadgeAddict
WhizBang points his wand at the door at the end of the hallway and closes his eyes, wincing in expectation.
Re: Dungeon of horror, Round 0
Posted: Tue Feb 07, 2017 11:09 am
by Quarg
Canon will move to D2 if he does not see an enemy behind the door...
If there is an enemy, he can see, behind the door he will move to D1 and throw his spear at it if it is in range.
If Canon moves to D2 and sees an enemy and it is in range he will throw his spear.
If Canon moves to D2 and sees an enemy but it is out of range he will wait for the enemy to come into range to throw his spear.
If Canon moves to D2 and does not see an enemy, or it is out of his line of sight, he will wait for an enemy to appear and to come into range.
If no enemy appears this round he will end his turn.
Re: Dungeon of horror, Round 0
Posted: Tue Feb 07, 2017 1:26 pm
by Tea
ESaL will move to D1 and see if he can open the door by hand.
Although, if Whiz is successful at directing some magic in this direction ("Are you sure you know how to use that thing?"), he is prepared to abandon the door in favor of ducking (or diving) out of the way!
Re: Dungeon of horror, Round 0
Posted: Tue Feb 07, 2017 2:27 pm
by Quarg
Canon will state "Do any of us know what we are doing? That isn't Canon for this level..."
Re: Dungeon of horror, Round 1
Posted: Tue Feb 07, 2017 4:09 pm
by LAYF
ROUND 1
-
ESaL and
Tin Can moves over to the door and opens it, well aware of
Whizs wand waving.
Opening the door they look into another short hallway, no monsters in sight,
-
Canon Notes the lact of opponent and hurries around the corner.Still, no opponents visible.
Whiz concludes the lack of danger makes for a good time to test out the wand he brought. waving it around and concentrating on adding MAGIC to it, he feels as if a little more is needed. The wand does not seem to do anything with the power given [1 Magic power accumulated in the wand].
.[tabs: Eats, Shoots, and Leaves]
Color LIGHT BEIGE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 0
REF: 1 + 1 =
2
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 1
Items:
[Shield] + 1 REF (10 durability)
[Stone] X 2 (Throwable)
[tabs:TIN CAN]
Color WHITE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 1+1 =
2
REF: 0
WILL: 0
--Skills--
COMBAT: 1
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Light armor] + 1 DEF (10 durability)
[Stone] X 2 (Throwable)
[tabs:WANDERER CANON]
Color BLUE
HP: 4
--Ability--
ATT: 1
R-ATT: 1 + 1 =
2
MAGIC: 0
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Spear] + 1 R-ATT (Returns to owner)
[tabs:WhizBang]
Color PURPLE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 1
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Wand] (Unidentified) - 1 Magic power accumulated.
[Stone] X 2 (Throwable)
[tabs:
LORE!!!]
Entry 1)
This dungeon maze was found some twenty years ago by Becomes-A-Skeleton, a famed goblin adventure.
He, and countless other goblins has trough the times dared the dungeon, few has returned. but those who did spoke of horrors and gold, both far beyond any goblins imagination.
And now it is your turn to venture into the DUNGEON OF HORROR!!!
Oh.. yea... Becomes-A-Skeleton did not return.... Just saying....[/tabs][/quote]
Re: Dungeon of horror, Round 0
Posted: Tue Feb 07, 2017 4:12 pm
by BadgeAddict
Whiz lets out a small scared peep when he realizes that he is being left alone. He hurries to catch up with the others.
Confused by the lack of bang from the wand, whiz decides to wait to use it later.
Re: Dungeon of horror, Round 1
Posted: Tue Feb 07, 2017 6:03 pm
by Quarg
Canon goes to G1,
If an enemy appears, and it is in range, he will throw his spear
if there is no enemy Canon will wait until one appears, then he will throw his spear...
If no enemy appears Canon will continue to F3
Re: Dungeon of horror, Round 1
Posted: Wed Feb 08, 2017 12:57 am
by GathersIngredients
► Show Spoiler
there's two grey lines between A1/B1 and B1/C1 (this one with an empty space in its middle). Are those supposed to be there or are they art errors?
Tin Can moves to E3.
If there are enemies in range, he'll attack the nearest one of them (with rock, if ranged).
If no enemies are around, he'll move back to D2 so he can open that door next round.
Re: Dungeon of horror, Round 1
Posted: Wed Feb 08, 2017 4:43 am
by LAYF
GathersIngredients wrote:► Show Spoiler
there's two grey lines between A1/B1 and B1/C1 (this one with an empty space in its middle). Are those supposed to be there or are they art errors?
► Show Spoiler
ah, had not seen them.. Those are just graphic artifacts that I forgot to remove..
Will fix with next update...
Edit: Fixed
Re: Dungeon of horror, Round 1
Posted: Wed Feb 08, 2017 1:15 pm
by Tea
ESaL will wait for Whiz to catch up, unless any of his comrades encounters any monsters--in that case he and those rocks he picked up will rush over to provide some backup.
Re: Dungeon of horror, Round 2
Posted: Wed Feb 08, 2017 2:09 pm
by LAYF
ROUND 2
-
Canon turns around and walks back, then farther to the East, as he turns and look around the corner he sees a small skeleton coming closer. He throws his
[Spear], breaking a rip on the small undead. The
[Spear] returns in his hand.
-The Skeleton advances towards him, but not that far.
-
ESaL sees that
Canon is engaged in battle and hurries to his side. when he sees the skeleton he too attacks, throwing a
[stone] at it! the stone seems to bounce off the bony opponent.
Tin Can has other plans and moves down south, rounding a corner He spots something up ahead, an unmoving, large blue Gello-squareÔäó. Throwing a
[stone] at the beast,
Tin Can is unsure if it has any effect, the creature wobbles a bit from the impact, but otherwise seems unmoved.
Whiz decides not to play wizard right now, and hurries after the others (others being the majority)
.[tabs: Eats, Shoots, and Leaves]
Color LIGHT BEIGE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 0
REF: 1 + 1 =
2
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 1
Items:
[Shield] + 1 REF (10 durability)
[Stone] X 1 (Throwable)
[tabs:TIN CAN]
Color WHITE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 1+1 =
2
REF: 0
WILL: 0
--Skills--
COMBAT: 1
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Light armor] + 1 DEF (10 durability)
[Stone] X 1 (Throwable)
[tabs:WANDERER CANON]
Color BLUE
HP: 4
--Ability--
ATT: 1
R-ATT: 1 + 1 =
2
MAGIC: 0
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Spear] + 1 R-ATT (Returns to owner)
[tabs:WhizBang]
Color PURPLE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 1
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Wand] (Unidentified) - 1 Magic power accumulated.
[Stone] X 2 (Throwable)
[tabs:
LORE!!!]
Entry 1)
This dungeon maze was found some twenty years ago by Becomes-A-Skeleton, a famed goblin adventure.
He, and countless other goblins has trough the times dared the dungeon, few has returned. but those who did spoke of horrors and gold, both far beyond any goblins imagination.
And now it is your turn to venture into the DUNGEON OF HORROR!!!
Oh.. yea... Becomes-A-Skeleton did not return.... Just saying....[/tabs]
Re: Dungeon of horror, Round 2
Posted: Wed Feb 08, 2017 2:25 pm
by Quarg
Canon gives the skeleton "What For!" in the form of a spear attack!
He then notes that he is supposed to go save Tin Can but can't move due to the rules!
"Damn living in a GM's Paradise!" he states to the fourth wall...
Re: Dungeon of horror, Round 2
Posted: Wed Feb 08, 2017 2:59 pm
by LAYF
Quarg wrote:-SNIP-
"Damn living in a GM's Paradise!" he states to the fourth wall...
► Show Spoiler
Hehe, yes... Restrictions can make the "don't split the party" rule more important...
Re: Dungeon of horror, Round 2
Posted: Wed Feb 08, 2017 3:06 pm
by Quarg
LAYF wrote:Quarg wrote:-SNIP-
"Damn living in a GM's Paradise!" he states to the fourth wall...
► Show Spoiler
Hehe, yes... Restrictions can make the "don't split the party" rule more important...
► Show Spoiler
Party Split...the leading cause of negative hit points in games...
Re: Dungeon of horror, Round 2
Posted: Thu Feb 09, 2017 9:55 am
by GathersIngredients
Tin Can moves to E1 (that's 4 squares, so one move action, right?)
If the skeleton moves to G2 and into LoS of Tin Can, he'll throw his other rock at it.
Else he moves to G1 (unless at least another goblin moves to G2, in which case, Tin Can moves to G2, too).
Re: Dungeon of horror, Round 2
Posted: Thu Feb 09, 2017 10:03 am
by BadgeAddict
Whiz points his wand at the skeleton and wills it to do something horrible to it. He winces in expectation.
Re: Dungeon of horror, Round 2
Posted: Fri Feb 10, 2017 10:31 am
by LAYF
Missing one char, will update asap after that...
Re: Dungeon of horror, Round 2
Posted: Fri Feb 10, 2017 1:12 pm
by Tea
Apologies. Got caught in some really bad storms. The electricity got quite...fluxey.
ESaL will stay where he is. He's saving that second stone and his friends look like they have the attack handled for now.