Abandoned Arts Presents: AdventureCrawl

Game Master Abandoned Arts

Welcome to AdventureCrawl: the game the whole forum can play, together.

PC actions in AdventureCrawl are selected by a GM from a pool of player-submitted suggestions. Just jump into the gameplay thread when you're ready to join in, and suggest some actions of your own, according to the prompts. A GM dictates the results of those actions according to a (still-in-development) system of rules and responses.

Adventures unfold in roguelike play-by-post style, and the game will NEVER fizzle out just because a player got bored and left!

A synopsis of the rules is presented, below. Be advised, AdventureCrawl is a working title, and the rules are still very much in early beta.

Enjoy!


RPG Superstar Season 9 Top 32

Here we go!

Your guild has 6 PRESTIGE and 2 REPUTATION. Your guild could also use a name.

Read up on the rules in the Campaign Info tab or the Discussion Thread tab and let's talk guild names and adventurer recruitment.

Liberty's Edge

She/Her Human Edgelord/20

So...3 adventurers. I assume no resources?

NAME PROPOSAL: Pathfinder Society.

RPG Superstar Season 9 Top 32

Ahem. I actually meant RESOURCES when I typed REPUTATION.

So, to clarify:

Your guild has 6 PRESTIGE and 2 RESOURCES.

Your guild has a QUEST LOG of with 3 QUESTS in it - so there's no need to spend resources on soliciting business yet (unless you want to).

In case it informs your recruiting decisions, the QUESTS in your QUEST LOG are:

> Investigate the GODDART FAMILY TOMB for the wealthy councilman, Sarel Goddart. After entombing his late brother, the alchemist Hewart Goddart, the tomb has become overrun with slimes of a sort. Purge the tomb and collect a reward of 1 PRESTIGE and 4 RESOURCES.

> Locate and destroy the GOBLIN ENGINEER Xaharl. A local thieves' guild has his location, but they won't give it up to outsiders. You must dispatch an ASSASSIN or ROGUE in order to begin this QUEST. Eliminate the GOBLIN ENGINEER and collect a reward of 0 PRESTIGE and 6 RESOURCES.

> Eliminate a DUERGAR SLAVER CAMP on behalf of the local militia. Gnomish allies of the kingdom are experiencing frequent raids and sabotage at the hands of the dark dwarves, and the militia is stretched too thin to execute a response. Eliminate the camp and collect a reward of 2 PRESTIGE and 2 RESOURCES.

You'll still need to name your guild and recruit adventurers first, of course.

RPG Superstar Season 9 Top 32

In case it wasn't clear, a rules-synopsis can be found on the Campaign Info tab and the Discussion tab. See here.


Character proposal: Ghoul Assassin.

Silver Crusade

Male Human 10 Manager/20 BBQer

Character proposal: Goblin Witchdoctor

Name for guild: The Order of the Sleepless Knights

Dark Archive

Character Proposal: Random!

Race: 1d12 ⇒ 11
Class: 1d12 ⇒ 9

That would be an Ork Rogue!

Guild Name: Dead Men Walking

RPG Superstar Season 9 Top 32

Keep 'em coming. Or [discuss / vote for] existing choices.

Scarab Sages

Ghoul assassin and goblin witchdoctor sound good.
We're going to need a frontline guy though. I suggest we take the generic human warrior.
Adding some questions to the discussion thread.

Liberty's Edge

I'd like to see a lizardfolk priest. Seems cool.

RPG Superstar Season 9 Top 32

I have two nominations each for ghoul assassin and goblin witchdoctor. There's talk about a typical "frontline guy," and one nomination each for an ork rogue, a human warrior, and a lizardfolk priest.

I'll give you folks some time to put forth additional nominations, or vote on existing ones, then I'll finalize the expenditure of your PRESTIGE and cement your roster later today/tonight.


Guild: DEAD MEN WALKING "Deathwalkers" { PRESTIGE: 0, RESOURCES: 2 }

Ahem. I'm interested in a frontline fighter...

Golfinwe Drakesson-Laerylln - Female{married, 2 years}, High-Elf - Paladin of ISHTAR
{Goddess of Love and War}
- Bronze Plate Mail, Large Shield, Longsword, Elven Longbow, Longspear, Elven Long Knife, Bonded War Griffin "Agamemnon" w/Exotic Military Aerial Saddle & 'Partial' Leather Scale Barding
- 'Husband' Connor Drakesson - Male, Human - Warrior {Wyvern-Rider} of Clan MacDonald
- Black Dragon Scale Armor, Claymore, Elven Longbow {made by Golfinwe}, Warhammer, Bonded Wyvern "Darkus" w/Exotic Aerial Saddle
[Conner is NOT intended to be a guild member.. just backstory to give hints as to Golfinwe's personality.]


Guild: DEAD MEN WALKING "Deathwalkers" { PRESTIGE: 0, RESOURCES: 2 }

Oh... Guild Name...

Knights of Fortune


Guild: DEAD MEN WALKING "Deathwalkers" { PRESTIGE: 0, RESOURCES: 2 }

As for my vote for the first mission..

> Eliminate a DUERGAR SLAVER CAMP on behalf of the local militia. Gnomish allies of the kingdom are experiencing frequent raids and sabotage at the hands of the dark dwarves, and the militia is stretched too thin to execute a response. Eliminate the camp and collect a reward of 2 PRESTIGE and 2 RESOURCES.

Golfinwe - "Slavery is a crime against soul of all free races!!! It MUST be crushed and those who practice it punished for their wickedness!"

RPG Superstar Season 9 Top 32

.....
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Your guild spends 4 PRESTIGE to recruit a GHOUL ASSASSIN and a GOBLIN WITCHDOCTOR.

GHOUL ASSASSIN
AP: 11
Health Value: 11
Morale Value: 10
Endurance Value: 16; armor 2
Class Feature: Assassinate

ATTRIBUTES:
STRENGTH, rank 3; roll 5d6; Value 13

AGILITY, rank 5; roll 7d6; Value 15

ENDURANCE, rank 4; roll 6d6; Value 16 (+2 armor)

MOBILITY, rank 4; roll 7d6 (+1 Ghoulish Gambol); Value 14

WISDOM, rank 3; roll 5d6; Value 13

EQUIPMENT & INVENTORY:
EQUIPPED
> short sword (one-handed, small, slashing; AP Cost: 5, Hit Value: 4, Attack Dice: 3)
> leather armor (+2 armor; Move AP Cost: 2; Move Hit Value: 3)

INVENTORY
[BACKPACK: 4 LARGE SLOTS]
> light crossbow (one-handed, medium, piercing; AP Cost: 6, Hit Value: 4, Attack Dice: 4)
> grappling hook (medium, reduces the Hit Value of Athletics checks made to climb to 2)

CLASS FEATURE:
ASSASSINATE
RANK 2/6; KEYWORDS: [PHYSICAL, SILENT]

With a single, carefully-placed attack, an assassin can fell unsuspecting opponents.

AP Cost: special, (see below)
Type: hostile class skill; Range: melee or 1 zone (see text); Target: one character

Effects: As long as you benefit from the [hidden] condition relative to your target, you may attempt to assassinate the target with a single attack made with a [small] melee weapon, a [small] or [medium] ranged weapon, or any natural weapon that you wield. A ranged assassination must target a character no more than 1 zone away. In order to activate Assassinate, you must expend all AP from your AP pool (with a minimum expenditure equal to the AP Cost of the relevant weapon).

Make an Assassinate skill check at a number of dice equal to the number of ranks that you possess in the Assassinate skill + the Attack Dice value of the relevant weapon. This skill check has a Hit Value equal to that of the relevant weapon. An Assassinate skill check behaves in all respects (except as noted here) as an attack check, but never misses due to one or more rolls of 1. If the attack would result in 1 or more injuries to the target, the target is slain instead. Otherwise, the check fails; an Assassinate skill check never results in simple injuries or bruises.

CLASS SKILLS:
ATHLETICS
RANK 1/6; KEYWORDS: [PHYSICAL, SILENT, SUBTLE]

Assassins are skilled at leaping, swimming, or scrambling over and across obstacles.

AP Cost: 2
Type: non-hostile class skill; Range: personal; Target: self

Effects: When faced with any obstacle which the Athletics skill might overcome, make an Athletics skill check at a number of dice equal to 2 + the number of ranks that you possess in the Athletics skill. Both the Hit Value and the number of hits required for success are dictated by the type of obstacle that you face.

PERCEPTION
RANK 1/6; KEYWORDS: [PHYSICAL, SILENT, SUBTLE]

Assassins are vigilant and perceptive, able to notice fine details and hidden dangers.

AP Cost: 2
Type: non-hostile class skill; Range: personal; Target: self

Effects: You can use this skill to reveal [hidden] things. Make a Perception skill check at a number of dice equal to 2 + the number of ranks that you possess in the Perception skill. This skill check has a Hit Value of 5. If your check returns 1 or more hits, each [hidden] character and object within your line of sight loses the [hidden] condition. Against creatures with one or more ranks in the Stealth skill, you must score a number of hits equal to the number of ranks possessed by that character, instead. It is entirely possible for a Perception skill check to yield mixed results, revealing some characters or objects but not others.

STEALTH
RANK 2/6; KEYWORDS: [PHYSICAL, SILENT, SUBTLE]

Assassins are adept at moving silently and unseen.

AP Cost: special, (see below)
Type: non-hostile class skill; Range: personal; Target: self

Effects: In order to activate Stealth, you must expend all AP from your AP pool (minimum 1). You may attempt to use the Stealth skill to hide or move undetected in any zone featuring the [cover] or [darkness] keywords, or while adjacent to any terrain feature with the [cover] or [darkness] keywords. Make a Stealth skill check at a number of dice equal to 2 + the number of ranks that you possess in the Stealth skill. This skill check has a Hit Value of 4.

If your check returns 1 or more hits, you gain the [hidden] condition relative to all enemy characters. Against creatures with one or more ranks in the Perception skill, you must score a number of hits equal to the number of ranks possessed by the enemy character with the most ranks, instead. This condition persists until you attack any character or use any skill that does not feature the [silent] or [subtle] keywords, or until you are no longer within a qualifying zone or adjacent to a qualifying terrain feature.

RACIAL FEATURE:
UNDEATH
RANK 1/1; KEYWORDS: [DEATH, RACIAL]

A ghoul is a shriveled, animate corpse, possessed of human cleverness and decidedly inhuman agility.

AP Cost: none
Type: passive racial skill; Range: personal; Target: self

Effects: Your undead physiology confers immunity to effects with the [death] or [paralysis] keywords. In addition, a you cannot gain the [diseased] or [poisoned] conditions, and you gain a +2 bonus to your Wisdom Value for the purposes of resisting effects with the [fear] or [psionic] keywords.

RACIAL SKILLS:
FESTERING BITE
RANK 1/2; KEYWORDS: [BITE, PHYSICAL, RACIAL]

This ghoul’s teeth are filed down to jagged points, and Its mouth is a breeding ground for infectious bacteria.

AP Cost: 3
Type: hostile class skill; Range: melee; Target: one character

Effects: Make a natural, piercing, slashing bite attack with a Hit Value of 4 and 3 Attack Dice. Any character injured (not merely bruised) by this attack gains the [diseased] condition.

GHOULISH GAMBOL
RANK 1/2; KEYWORDS: [PHYSICAL, RACIAL]

This ghoul’s moves with an unsettling, almost capering gait. It leaps and lopes on hands and feet in a manner somehow simultaneously agile and ungainly.

AP Cost: none
Type: non-hostile class skill; Range: personal; Target: self

Effects: You gain a +1 bonus on Mobility rolls and Athletics skill checks equal to the number of free hands that you possess.

GOBLIN WITCHDOCTOR
AP: 10
Health Value: 8
Morale Value: 10
Endurance Value: 17; armor 4
Class Feature: Mojo (13/13)

ATTRIBUTES:
STRENGTH, rank 2; roll 4d6; Value 12

AGILITY, rank 5; roll 7d6; Value 16 (+1 Nimble)

ENDURANCE, rank 3; roll 5d6; Value 17 (+4 armor)

MOBILITY, rank 4; roll 6d6; Value 14

WISDOM, rank 3; roll 5d6; Value 13

EQUIPMENT & INVENTORY:
EQUIPPED
> fetish staff (two-handed, medium, crushing; AP Cost: 4, Hit Value: 5, Attack Dice: 4)
> hide armor (+4 armor; Move AP Cost: 2; Move Hit Value: 4)

INVENTORY
[BACKPACK: 4 LARGE SLOTS]
> light crossbow (one-handed, medium, piercing; AP Cost: 6, Hit Value: 4, Attack Dice: 4)

CLASS FEATURE:
MOJO
RANK 1/5; KEYWORDS: [MAGIC, OCCULT, SOMATIC, SUBTLE]

A witchdoctor can petition mysterious Loa spirits to work good or bad mojo on others.

AP Cost: 3
Type: non-hostile class skill; Range: 1 zone; Target: one character or object

Effects:You work your mojo on the target, for good or ill. Place a [mojo counter] on the target. At any given time, you may have a number of [mojo counters] in play equal to 10 + your Wisdom rank. If you activate Mojo while the maximum number of [mojo counters] are already in play, this skill has no effect.

Alternately, you may activate Mojo in order to recover any number of [mojo counters] from any number of targets, even if those targets are out of range.

A [mojo counter] confers no effects of its own, but many of the witchdoctor’s class skills are dependent on the number of [mojo counters] in play. Sometimes, a class skill may call for a [mojo counter] to be “burned.” A burned counter is dead – it cannot be recovered until the witchdoctor completes a session of rest, ending the adventuring day.

CLASS SKILLS:
HEALING FETISH
RANK 1/2; KEYWORDS: [MAGIC, OCCULT, SOMATIC, SUBTLE]

The witchdoctor bids Loa spirits to make an injured body whole.

AP Cost: special, (see below)
Type: hostile class skill; Range: same-zone; Target: one willing character

Effects: In order to activate Healing Fetish, you must expend all AP from your AP pool (minimum 1). In addition, you must hold or wield a fetish object in order to activate this skill.

The target recovers 1d6 points of Endurance Value for every two [mojo counters] attached to it. If the target’s Endurance Value is at maximum when you activate Healing Fetish, the target recovers 1 Health for every two [mojo counters] attached to it instead.

After the effects of this skill are resolved, burn one [mojo counter] attached to the target.

FETISH STAFF
RANK 1/2; KEYWORDS: [MAGIC, OCCULT]

A witchdoctor’s staff is adorned with fetishes, and engraved with Loa totems.

AP Cost: none
Type: passive class skill; Range: none; Target: none

Effects: You begin play with a fetish staff. Treat a fetish staff as you would an ordinary staff, except that it gains the [occult] keyword and counts as a fetish object.

You can craft additional fetish staffs at the Guildhall. Each staff costs 1 RESOURCE to create.

LOA INDWELLING
RANK 1/2; KEYWORDS: [MAGIC, OCCULT, SOMATIC]

The witchdoctor invites an aggressive Loa spirit to inhabit its body.

AP Cost: 2, (see text)
Type: invested, hostile class skill; Range: personal; Target: self

Effects: Loa Indwelling remains active as long as there are 2 or more AP invested in this skill. You may burn any number of [mojo counters] attached to you to divest an equal number of AP from this skill.

While this skill is active, you gain the [possessed] keyword and a +1 bonus to your Strength and Endurance Values for every two [mojo counters] attached to you. Additionally, as long as there are at least four [mojo counters] attached to you, any time a weapon that you wield would inflict one or more bruises and/or injuries to any character, your attack inflicts one additional bruise and/or injury.

If at any time there are not at least two [mojo counters] attached to you while this skill is active, all AP are immediately divested from this skill and you receive 1d6 injuries as the Loa spirit is violently forced out of your body.

BREATH of the LOA
RANK 1/4; KEYWORDS: [LOUD, MAGIC, OCCULT]

The witchdoctor expels an angry Loa spirit from its mouth. The wailing spirit lashes at a nearby creature, then vanishes.

AP Cost: 6
Type: hostile class skill; Range: 1 zone; Target: one character

Effects: You may activate Breath of the Loa only while 2 or more AP are invested in the Loa Indwelling skill. All AP are divested from Loa Indwelling, and any [mojo counters] attached to you are safely removed.

Make an attack check against the target at a number of dice equal to the number of [mojo counters] removed from you in this way (maximum 8 dice). The Hit Value for this attack is 5.

RACIAL FEATURE:
NIMBLE
RANK 1/1; KEYWORDS: [DEATH, RACIAL]

A goblin’s spindly limbs allow it to move with a sort of childlike nimbleness.

AP Cost: none
Type: passive racial skill; Range: personal; Target: self

Effects: You gain a +1 bonus to your Agility Value.

RACIAL SKILLS:
EVASION
RANK 1/1; KEYWORDS: [PHYSICAL, RACIAL]

Goblins are fast; they can evade all but the quickest of attacks.

AP Cost: 1, invested
Type: non-hostile class skill; Range: personal; Target: self

Effects: Evasion remains active as long as there are 1 or more AP invested in this skill.

While this skill is active, any attack check made against you automatically misses if it scores two or more results of “1” on the roll.

RPG Superstar Season 9 Top 32

Your guild could use a name. So far, we have one vote each for:

> the Pathfinder Society
> the Order of the Sleepless Knights
> Dead Men Walking
> Knights of Fortune

If a consensus isn't reached before the roster is cemented and dispatched, I'll choose one from the above list. Same for choosing a QUEST. Just to refresh your memories, your QUEST LOG reads as follows:

For the third recruit, I have one vote each for:

> an ork rogue
> a human warrior
> a lizardfolk priest
> a high-elven paladin

I'll give everyone some time to read over the new recruits and discuss the third (plus the QUEST).

> Investigate the GODDART FAMILY TOMB for the wealthy councilman, Sarel Goddart. After entombing his late brother, the alchemist Hewart Goddart, the tomb has become overrun with slimes of a sort. Purge the tomb and collect a reward of 1 PRESTIGE and 4 RESOURCES.

> Locate and destroy the GOBLIN ENGINEER Xaharl. A local thieves' guild has his location, but they won't give it up to outsiders. You must dispatch an ASSASSIN or ROGUE in order to begin this QUEST. Eliminate the GOBLIN ENGINEER and collect a reward of 0 PRESTIGE and 6 RESOURCES.

> Eliminate a DUERGAR SLAVER CAMP on behalf of the local militia. Gnomish allies of the kingdom are experiencing frequent raids and sabotage at the hands of the dark dwarves, and the militia is stretched too thin to execute a response. Eliminate the camp and collect a reward of 2 PRESTIGE and 2 RESOURCES.


>Recruit Avian Sorcerer
> Investigate the GODDART FAMILY TOMB for the wealthy councilman, Sarel Goddart. After entombing his late brother, the alchemist Hewart Goddart, the tomb has become overrun with slimes of a sort. Purge the tomb and collect a reward of 1 PRESTIGE and 4 RESOURCES.

RPG Superstar Season 9 Top 32

Welcome, Froggy Ninja. Do you hail from GenCrawl way?

Update:

For the third recruit, I have one vote each for:

> an ork rogue
> a human warrior
> a lizardfolk priest
> a high-elven paladin
> an avian sorcerer


Guild: DEAD MEN WALKING "Deathwalkers" { PRESTIGE: 0, RESOURCES: 2 }

Actually ....there are 2 votes for the elf paladin. Read second to last post in disscussion.

Dark Archive

And since we've got a ninja, no need for the rogue. I'll vote for the paladin and the tomb as well to get a move on. :)


Yay Paladin! Slimes are somewhat awful in pathfinder, but I'd like to see what they are like in this game, so I agree on tomb mission thingy.

Guild name vote: Dead Men Walking.

And if I might propose a character name for the Ghoul Assassin: Charon


Guild: DEAD MEN WALKING "Deathwalkers" { PRESTIGE: 0, RESOURCES: 2 }

That makes 4 votes for Elven Paladin... including mine.

Silver Crusade

Male Human 10 Manager/20 BBQer

Paladin fo sho


Male Human Inquisitor

Goblin Witchdoctor, Trying to figure a way to enter these stats into the ones provided on the site

RPG Superstar Season 9 Top 32

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..
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Your guild spends 2 PRESTIGE to recruit a HIGH-ELVEN PALADIN.

GOLFINWE, HIGH ELVEN PALADIN of ISHTAR
AP: 10
Health Value: 11
Morale Value: 10
Endurance Value: 23; armor 10
Class Feature: Divine Favor (6/6)

ATTRIBUTES:
STRENGTH, rank 4; roll 6d6; Value 14

AGILITY, rank 4; roll 6d6; Value 15 (+1 Elven Immortality)

ENDURANCE, rank 3; roll 5d6; Value 23 (+10 armor)

MOBILITY, rank 4; roll 6d6; Value 14

WISDOM, rank 6; roll 8d6; Value 17 (+1 Elven Immortality)

EQUIPMENT & INVENTORY:
EQUIPPED
> longsword (one-handed, medium, slashing; AP Cost: 6, Hit Value: 4, Attack Dice: 4)
> tower shield (one-handed, large, shield; AP Cost: 4, Hit Value 3)
> scale armor (+10 armor; Move AP Cost: 4; Move Hit Value: 4)

INVENTORY
[BACKPACK: 4 LARGE SLOTS]
> shortbow (two-handed, medium, piercing; AP Cost: 6, Hit Value: 5, Attack Dice: 5)

CLASS FEATURE:
DIVINE FAVOR
RANK 1/1; KEYWORDS: [DIVINE, HOLY]

A paladin can call upon the favor of her deity to work miracles.

AP Cost: none
Type: passive class skill; Range: personal; Target: self.

Effects: You gain a pool of “divine favor” with which you can work miracles through your deity. You gain 4 points of favor, or an amount equal to your Wisdom score, whichever is greater.

Some of the paladin’s class skills require that the paladin simply have a prerequisite number of divine favor in her pool, while other, more powerful skills require the paladin to spend points from the pool.

CLASS SKILLS:
ISHTAR’S PRAYER
RANK 1/2; KEYWORDS: [DIVINE, HOLY, MAGIC, VERBAL]

A paladin’s prayer can invoke Ishtar’s boon.

AP Cost: 4
Type: non-hostile class skill; Range: same-zone; Target: each allied, willing character within range

Effects: In order to activate Ishtar’s Prayer, you must possess at least 4 [divine favor]. Each target receives ISHTAR’s [divine boon] for 1 round.

PERCEPTION
RANK 1/6; KEYWORDS: [PHYSICAL, SILENT, SUBTLE]

Paladins are vigilant and perceptive, able to notice fine details and hidden dangers.

AP Cost: 2
Type: non-hostile class skill; Range: personal; Target: self

Effects: You can use this skill to reveal [hidden] things. Make a Perception skill check at a number of dice equal to 2 + the number of ranks that you possess in the Perception skill. This skill check has a Hit Value of 5. If your check returns 1 or more hits, each [hidden] character and object within your line of sight loses the [hidden] condition. Against creatures with one or more ranks in the Stealth skill, you must score a number of hits equal to the number of ranks possessed by that character, instead. It is entirely possible for a Perception skill check to yield mixed results, revealing some characters or objects but not others.

SMITING STRIKE
RANK 1/4; KEYWORDS: [DIVINE, HOLY, LOUD, PHYSICAL]

Paladins can channel the wrath of ISHTAR through their weapons.

AP Cost: special, (see below)
Type: hostile class skill; Range: melee; Target: 1 character

Effects: In order to activate Ishtar’s Prayer, you must possess at least 3 [divine favor]. You can channel ISHTAR’s bane through the target with a single attack made with a melee weapon that you wield. In order to activate Smiting Strike, you must expend a number of AP from your AP pool equal to 2 + the AP Cost of the relevant weapon. Resolve an attack check with the weapon normally. If the attack would inflict one or more bruises and/or injuries to the target, it inflicts one additional bruise and/or injury, and the target is affected by ISHTAR’s [divine bane] for 1 round.

ISHTAR’S MANTRA
RANK 1/2; KEYWORDS: [DIVINE, HOLY, MAGIC, VERBAL]

A paladin can lead a mystical group prayer, restoring health and sanity to Ishtar’s allies.

AP Cost: 6
Type: non-hostile class skill; Range: same-zone; Target: each allied, willing character within range

Effects: In order to activate Ishtar’s Mantra, you must expend 1 point of [divine favor]. Each target recovers 1d6 Morale. If a target’s Morale is at maximum when you activate Ishtar’s Mantra, the target recovers 1d6 points of Endurance Value instead. If a target’s Morale and Endurance Values are both at maximum when you activate Ishtar’s Mantra, the target recovers 1d6 Health instead. If a target's Morale, Endurance Value, and Health are all at maximum, the target receives ISHTAR's [divine boon] for 1 round, instead.

RACIAL FEATURE:
ELVEN IMMORTALITY
RANK 1/1; KEYWORDS: [PSIONIC, RACIAL]

High elves are possessed of advanced minds and extraordinarily long lives – even by elven standards – affording members of their race superior hardiness and mental agility.

AP Cost: none
Type: passive racial skill; Range: personal; Target: self

Effects: Your elven physiology grants you a +1 bonus to your Agility and Wisdom Values, and you gain an additional +2 bonus to your Wisdom Value for the purposes of resisting effects with the [death] or [psionic] keywords.

RACIAL SKILLS:
IMMORTAL WISDOM
RANK 1/2; KEYWORDS: [PSIONIC, RACIAL]

This high elf possesses the wisdom of a long life, lived gracefully.

AP Cost: none
Type: passive racial skill; Range: personal; Target: self

Effects: Your Wisdom attribute rank is increased by 1.

RPG Superstar Season 9 Top 32

Your GHOUL ASSASSIN has a name: CHARON.

Your GOBLIN WITCHDOCTOR has a name: DOCTOR BOMBAY.

Your GUILD has a name: DEAD MEN WALKING.


Guild: DEAD MEN WALKING "Deathwalkers" { PRESTIGE: 0, RESOURCES: 2 }

COOL! Did you forget Golfinwe's Piety Score? Or is that an 'off-screen' stat? Hmm.. is Piety now called Divine Favor?

RPG Superstar Season 9 Top 32

Before we proceed, some of you might have noticed that some skills reference the [diseased] and [hidden] conditions, and that GOLFINWE's class features refer to something called a [divine bane] and something called a [divine boon].

Conditions, divine banes, and divine boons are codified effects. Descriptions are as follows, along with a quick explanation as to exactly what divine banes and boons are.

Divine Banes & Divine Boons:

Each deity and faith in AdventureCrawl has a divine boon and a divine bane associated with it. Members of divine classes (like priests and paladins) often possess class skills which may inflict a divine bane or divine boon. The bane or boon imparted depends entirely on the priest or paladin’s patron deity; in this way, members of different faiths can seem to have different adventuring styles, even if they belong to the same classes and possess the same skills.

ISHTAR’s divine bane and divine boon are as follows:

ISHTAR’s DIVINE BANE:
ISHTAR’s bane causes enemies of the faith to find their attacks foiled. Any attack check rolled by a character suffering from ISHTAR’s divine bane must compare the result of his or her attack check to the defender’s Agility Value to determine whether or not the attack results in a miss, exactly as though the attack check had resulted in one or more rolls of “1” (even if it didn’t).

ISHTAR’S DIVINE BOON:
ISHTAR’s boon offers the goddess’ love and protection to the faithful. A character affected by ISHTAR’s divine boon gains 3 [protection counters], which disappear after the boon expires. Repeated exposure to ISHTAR’s boon will never allow a character to gain more than 3 [protection counters] in this way, but each time a character is affected by the boon, the number of counters attached to that character is restored to 3.

Whenever a character with one or more [protection counters] attached to it would receive bruises or injuries from any source, that character loses an equal number of [protection counters] instead of losing its Health or Endurance Values. If the damage from any source exceeds the number of [protection counters] attached to the character, it receives the remainder of the bruises or injuries after the counters are discarded.

the DISEASED condition:

[HIDDEN]: You cannot recover Health outside of the Guildhall. Any effect that would restore one or more Health to you restores no Health instead.

the HIDDEN condition:

[HIDDEN]: You are hidden from your enemies, partially or wholly obscured or invisible. Idle characters cannot draw line of sight to you, and hostile characters may not target you directly with attacks or skills unless they are engaged in melee with you (though they do retain a line of sight to you, can move toward and attempt to engage you, and are aware of your position within the zone). This condition persists until you attack any character or use any skill that does not feature the [silent] or [subtle] keywords.

RPG Superstar Season 9 Top 32

EDIT: Fixed the text in Ishtar's Mantra. It now properly reads that it grants ISHTAR's [divine boon], if the target doesn't need any healing.

HolyValkyrie wrote:
COOL! Did you forget Golfinwe's Piety Score? Or is that an 'off-screen' stat? Hmm.. is Piety now called Divine Favor?

Wow - you really did your reading! Good eye.

Golfinwe does indeed have 1 rank in the Piety skill (just for belonging to a "divine class,") but the Piety skill doesn't technically do anything by itself, so it's not noted there (just to save everybody the confusion).

If she lives long enough to spend some gold at the Guildhall to train her skills up, then her Piety rank may come into play. Piety allows a member of any class to spend gold on Faith Skills (a "third skill type," in addition to Class and Racial skills). Faith skills aren't usually overtly supernatural. Rather, they represent practices, rites, proficiencies, and talents taught or encouraged by the church of this-or-that deity.


Guild: DEAD MEN WALKING "Deathwalkers" { PRESTIGE: 0, RESOURCES: 2 }
Doctor Bombay wrote:
Goblin Witchdoctor, Trying to figure a way to enter these stats into the ones provided on the site

LOL. Click on my Avatar and look at my profile! ;)

RPG Superstar Season 9 Top 32

I'm going to give everyone a little time to catch up, read up on class and racial skills, and ask questions. Then it's TOMB TIME.

In the meantime, it might be worth discussing how to distribute DOCTOR BOMBAY's MOJO points. (At the guildhall, and during downtime even on a QUEST, characters are free to use skills and class features all they want). DOCTOR BOMBAY can - and should - distribute some or all of his MOJO before kicking in the door.

If you didn't read the GOBLIN WITCHDOCTOR's MOJO skill, the short version is:

DOCTOR BOMBAY has 13 points of MOJO. He's got to spend 3 points of AP in order to assign just 1 point of MOJO to a character, so it's best if he spreads the MOJO around before an encounter starts (so he can spend his AP doing other things).

To heal a friend (or himself), DOCTOR BOMBAY needs to have at least 2 MOJO on that friend (or on himself). The more MOJO attached to a character... the more healing that character gets. Healing "burns" 1 MOJO off of the character, and it can't be recovered until the adventuring day is over.

DOCTOR BOMBAY needs at least 4 points of MOJO on himself to get the most out of his LOA INDWELLING self-buff. If DOCTOR BOMBAY ever ends up with less than 2 MOJO attached to himself while LOA INDWELLING is active... the spell is over, and he gets hurt. Badly hurt.

DOCTOR BOMBAY can use BREATH OF THE LOA to spit some damage at an enemy - up to 8 attack dice for up to 8 MOJO. Using BREATH OF THE LOA returns the MOJO attached to him to his pool, for re-use, elsewhere. It also safely ends the LOA INDWELLING buff. No ouchies.

So while we're waiting for the QUEST to start, let's talk about how to distribute DOCTOR BOMBAY's MOJO.


Guild: DEAD MEN WALKING "Deathwalkers" { PRESTIGE: 0, RESOURCES: 2 }

Ok.

Golfinwe - "I think 'Doc' Bombay should keep 7 Mojo for himself and invest 3 Mojo in Charon and myself each. That will leave the lion's share of his Mojo available to himself for use and allow him to heal us... if needed. Though its not so important to me... as ISHTAR MANTRA allow me to heal as well. ISHTAR'S Boons are brief.. like a lover's kiss... sweet but short so I should save them as they last only a round. I think we should have a standard operating procedure for searching an unsecured locale... Charon and I scan with our PERCEPTION Skills first to reveal any hidden threats... then Charon uses STEALTH to enter while I follow readying my shield to provide and obvious threat...'Doc' close behind me."


Seconding the use of 7 mojo points for Dr.Bombay.

RPG Superstar Season 9 Top 32

Noted!

Will be starting the QUEST, shortly.

QUESTS in AdventureCrawl tend to jump right into the action, so if anyone has any thoughts or questions about skills or characters - fire away. Otherwise, stand by.

RPG Superstar Season 9 Top 32

DEAD MEN WALKING have run out of PRESTIGE. Choosing a QUEST from your QUEST LOG, you sign a guild contract with nobleman Sarel Goddart, and dispatch adventurers to the GODDART FAMILY TOMB. You can bring up to four adventurers - but you only have three – so no vote is required on behalf of the Guildmasters in order to charter a PARTY.

GOLFINWE, CHARON, and DOCTOR BOMBAY are dispatched to the GODDART FAMILY TOMB.

QUEST: THE GODDART FAMILY TOMB

Your party arrives at the Goddart family mausoleum, where two House Goddart guards stand watch.

“Lady. Sirs;” they greet you, stiffly. The taller of the two regards the hooded ghoul, Charon – and the primitive goblin at his side – with more than a little suspicion.

With some effort, the house soldiers wrestle the tall, stone mausoleum doors open. A square chamber, within, opens onto an ornate, wrought-iron staircase (which has seen better days). A lantern hangs from a hook, just above the door, casting flickering shadows about the room.

The smell here is wrong. It is not a stench of death – it’s a chemical odor. Sharp, and offensive. Like vinegar and… something else. A guard speaks up.

“We’ll have to close the doors behind you, you know. Whatever’s inside can’t be getting out into the grounds. Lord Hewart – he died ‘a some alchemy… business. Chemical disease. They entered him, and… this slimy stuff started gunking up the tomb. Anyway; you just knock four times once you straighten out whatever’s in there – just like this – and we’ll open ‘er up.”

The guard raps on the open door, smiling sympathetically. It is plain that he counts you for dead, already.

“Good luck, sirs. And lady.”

Wordlessly, the assassin Charon strides silently across the threshold. Golfinwe nods an acknowledgement to the guards, and Bombay hops the lip of the doorframe with manic enthusiasm. As the doors grind shut behind the trio, silence settles over the mausoleum foyer.

After a long moment, squelching sounds from someplace down the stairwell breaks the hush. Listening carefully, Golfinwe shuts her eyes in concentration. Opening them again, she fires a questioning glance at Charon, holding three fingers up.

Charon, otherwise still as the grave, nods in agreement.

Three distinct sounds. Three… somethings, somewhere below.

INITIATIVE CHECK! Hit Value: 3
GOLFINWE's Agility roll: 4d6 ⇒ (1, 3, 3, 1) = 8; 2 hits
CHARON's Agility roll: 7d6 ⇒ (6, 4, 2, 3, 2, 5, 2) = 24; 4 hits
DOCTOR BOMBAY's Agility roll: 7d6 ⇒ (4, 1, 6, 4, 2, 5, 1) = 23; 4 hits
LESSER ALCHEMICAL OOZE's Agility roll: 3d6 ⇒ (3, 6, 3) = 12; 3 hits
OOZING ZOMBIE #1's Agility roll: 3d6 ⇒ (5, 3, 2) = 10; 2 hits
OOZING ZOMBIE #2's Agility roll: 3d6 ⇒ (3, 5, 5) = 13; 3 hits

INITIATIVE ORDER:
1.) CHARON & DOCTOR BOMBAY
2.) LESSER ALCHEMICAL OOZE & OOZING ZOMBIES #1, #2
3.) GOLFINWE

GOLFINWE, HIGH-ELVEN PALADIN:
AP: 10; Health: 11/11; Morale 10/10; Endurance 23/23; Divine Favor 6/6

ACTIONS:
- 4 AP: MOVE; move in or out of melee, move to any zone in line-of-sight, or interact with an object; Hit Value of 4
- 6 AP: LONGSWORD; attack with 4 dice at a Hit Value of 4
- 4 AP: TOWER SHIELD; block with 4 dice at a Hit Value of 3
- 6 AP: ISHTAR’S MANTRA; costs 1 divine favor, recover group morale, then endurance, then health
- 4 AP: ISHTAR’S PRAYER; requires 4 divine favor, grants Ishtar’s boon to same-zone allies
- 2 AP: PERCEPTION; attempt to reveal characters and objects with the [hidden] condition
- 8 AP: SMITING STRIKE; requires 3 divine favor, channels Ishtar’s bane through a melee weapon attack.


CHARON, GHOUL ASSASSIN:
AP: 11/11; Health: 11/11; Morale: 10/10; Endurance 16/16

ACTIONS:
- 2 AP: MOVE; move in or out of melee, move to any zone in line-of-sight, or interact with an object; Hit Value of 3
- 5 AP: SHORTSWORD; attack with 3 dice at a Hit Value of 4
- 3 AP: FESTERING BITE; attack with 3 dice at a Hit Value of 5, injuries inflict [disease]
- ALL AP (min 1): ASSASSINATE; attempt to slay an opponent as long as you are [hidden]
- 2 AP: ATHLETICS; attempt to overcome an obstacle terrain feature
- 2 AP PERCEPTION; attempt to reveal characters and objects with the [hidden] condition
- ALL AP (min 1): STEALTH; attempt to gain the [hidden] condition in an area of [darkness] or [cover]


DOCTOR BOMBAY, GOLBLIN WITCHDOCTOR:
AP: 10/10; Health: 8/8; Morale: 10/10; Endurance Value: 17/17; Mojo (0/13; 7 self-attached, 3 attached to GOLFINWE, 3 attached to CHARON)

ACTIONS:
- 2 AP: MOVE; move in or out of melee, move to any zone in line-of-sight, or interact with an object; Hit Value of 4
- 4 AP: FETISH STAFF; attack with 4 dice at a Hit Value of 5
- 2 AP: EVASION; AP is invested, causes incoming attacks to miss you more often
- ALL AP (min 1): HEALING FETISH; requires 2 [mojo] on the target, burns 1, heals endurance, then health
- 2 AP: LOA INDWELLING; AP is invested, requires 2-4 [mojo] on self, grants combat bonuses, inflicts self-harm if [mojo] is divested
- 6 BREATH OF THE LOA; attacks a character up to 1 zone away, Hit Value of 5, damage dice are [mojo]-dependent, safely ends LOA INDWELLING

LOCATION: THE SPIRAL STAIRWELL

ZONE: THE MAUSOLEUM FOYER
KEYWORDS:INDOORS, STONE
SPECIAL RULES:
> No line of sight to THE SLIMY STAIRWELL
> Creatures that suffer [knockdown] or [knockback] effects fall into THE WINDING STAIRCASE, and receive falling damage as usual.
Things that are here:
> GOLFINWE
> CHARON
> DOCTOR BOMBAY
> a LANTERN (small; removes the [DARKNESS] keyword from the zone)
> a LOCKED STONE DOOR (terrain feature; location exit, locked)

ZONE: THE WINDING STAIRCASE
KEYWORDS: COVER, DARKNESS, INDOORS, STONE
SPECIAL RULES:
> Creatures that suffer [knockdown] or [knockback] effects fall into THE SLIMY STAIRWELL, and receive falling damage as usual.
Things that are here:
> None

ZONE: THE SLIMY STAIRWELL
KEYWORDS: COVER, DARKNESS, INDOORS, STONE
SPECIAL RULES:
> No line of sight to THE MAUSOLEUM FOYER
Things that are here:
> LESSER ALCHEMICAL OOZE
> OOZING ZOMBIE #1
> OOZING ZOMBIE #2
> an ARCHWAY (terrain feature; location exit, locked)

LESSER ALCHEMICAL OOZE:

[ALCHEMICAL, MINDLESS]
AP: 8/8; Health Val: 6/6; Endurance Val: 17/17
Str 2, Agi 1, End 7, Mob 1, Wis 0
-6 AP: MOVE (Hit Value of 5)
-6 AP: ENGULF (Damage Dice: 4, Hit Value: 5; deals 1 damage to armor with each successful attack, causes [engulfed] condition with each successful attack)
Oozy Mass: ENGULF attacks deal a minimum amount of damage equal to the ooze’s current Health.
Amorphous Ooze: Immune to [acid], [death], [disease], [grapple], [knockdown], [paralysis], [poison], and [psionic] keywords and conditions.
Alchemical Transmuter: Any [humanoid] slain by an ENGULF attack instantly becomes an OOZING ZOMBIE.
BEHAVIOR: While idle, moves (or lingers) at random. While hostile, chooses targets randomly from among the closest opponents.

OOZING ZOMBIE:

[HUMANOID, MINDLESS, UNDEAD]
AP: 8/8; Health Val: 6/6; Endurance Val: 19/19
Str 4, Agi 1, End 4, Mob 1, Wis 0
-5 AP: MOVE (Hit Value of 5)
-3 AP: BITE (Damage Dice: 3, 5)
-6 AP: GRAPPLE (Strength check vs. Strength value; causes [grappled] condition)
Oozy Armor: Gains a +2 Endurance Value bonus as armor.
Undeath: Immune to [death], [disease], [paralysis], and [poison] keywords and conditions. Resistant to [fear] and [psionic] keywords.
BEHAVIOR: While idle, moves (or lingers) at random. While hostile, chooses targets randomly from among the closest opponents. Will grapple before biting whenever possible; will never voluntarily release a grappled opponent.

the ENGULFED and GRAPPLED conditions:

[ENGULFED]: You cannot easily withdraw from melee with the creature engulfing you. Instead of using an Agility check to withdraw, you must use a Strength check. Instead of comparing the result to your opponent’s Agility Value, compare it to his or her Endurance Value. This condition persists until you withdraw from melee with the character engulfing you.

[ENGULFED]: You cannot easily withdraw from melee with the creature grappling you. Instead of using an Agility check to withdraw, you must use a Strength check. Instead of comparing the result to your opponent’s Agility Value, compare it to his or her Strength Value. This condition persists until you withdraw from melee with the character grappling you, or until the character grappling you grapples or is grappled by another character.

RPG Superstar Season 9 Top 32

So! A recap / extra info on MOVING.

When you expend your AP to MOVE, you can do one of the following:

> If you're NOT engaged in melee, you can move into ANY zone at the location you're in, as long as you have line-of-sight to that zone.

> If you're NOT engaged in melee, you can attempt to engage another character in melee. Or... you can join an existing melee.

> If you ARE engaged in melee, you can attempt to withdraw from melee.

> No matter WHERE you are, you can manipulate an object (like a door or a lever), or change your equipment. For example, you could pick up (or put out) the lantern in THE MAUSOLEUM FOYER by paying your MOVE AP Cost while you're in that zone. Of course, you'll need to be free to do so. If you're engaged in a melee, you'll have to get out (or kill your enemy) before you can interact with characters or objects outside of the melee.

Now for some Q&A.

Q: What's a melee?
A: A melee is two or more OPPONENTS engaged with, or adjacent to, one another. If a melee consists of only ALLIES (such as when the last "bad guy" in a melee is slain), the melee immediately dissolves.

Q: Do I have to pay my MOVE AP Cost for every zone I move through?
A: No; once you pay your MOVE AP Cost, you can move into any zone that you can see... provided that you're not in melee with an enemy. If you are, you'll need to withdraw from that melee before you can leave the zone.

Q: How difficult is it to join or withdraw from a melee?
A: If your movement is unopposed, it's automatic. Generally, "melee" enemies like zombies and ogres will allow you to engage them. Archers and spell-casters will oppose your attempt, meaning that you'll need to succeed on an Agility check against that character's Agility Value in order to engage them. Similarly, melee-focused monsters will oppose any attempt to withdraw.

Q: How do opposed checks work when there are whole groups of enemies in a melee?

A: To withdraw from a group of monsters, your check will need to equal or exceed the highest Agility Value among the enemies in melee with you. Conversely, creatures already engaged in a melee cannot oppose an attempt to engage. If your nimble little rogue can engage an enemy, your big, slow fighter can walk right into the melee, unopposed.

RPG Superstar Season 9 Top 32

Aaand hopefully that's enough info. If there are any questions: fire 'em.

Remember: NOBODY controls any single one of these characters. Even if you suggested the character... even if it's your favorite... no single character here is YOURS. Please submit actions, discussions, and suggestions OUT OF CHARACTER - I don't want to risk confusing new players / readers by conveying the idea that any given poster is "in control" of anything all by his-or-her self.

You, the players, should feel free to begin suggesting actions, long-term strategies, and so on. Also know this: what you see is what you get with AdventureCrawl; everything is transparent. For example, there's no need to use the PERCEPTION skill unless something has the [hidden] condition. You, the players, know it's there... but the CHARACTERS would need to use the PERCEPTION skill in order to remove that condition from the [hidden] things, in order to interact with them freely.

Actually... in many games of AdventureCrawl, the GM is "in it to win it," just like you are. For this reason, everything is apparent to both sides of the table at all times. For the purposes of this early-beta playtest I will not be adopting such an attitude, of course. ; )


Male Human Inquisitor
HolyValkyrie wrote:

Ok.

Golfinwe - "I think 'Doc' Bombay should keep 7 Mojo for himself and invest 3 Mojo in Charon and myself each."

NOOOO I'll never give up my mojo baby


Guild: DEAD MEN WALKING "Deathwalkers" { PRESTIGE: 0, RESOURCES: 2 }

Golfinwe - {Whispering} "Ok, Let's do this tactically. Charon do your STEALTH and move down the Winding stairs to get into position in the Slimey Stairs below. I'll ready my Tower Shield and follow... nosily to draw the foes attention. ASSASSINATE at will! 'Doc' grab a lantern and follow me... we will need light. Stay behind me 'Doc'... use your mojo at your discretion - but only if needed.. this is sword work! 'For Glory, let us sate our lust for battle and the victory after!'

Suggested Actions -
Golfinwe:
- Tower Shield [4AP]
- Move {Wait a few moments for Charon to move off. Then Move to ZONE: Winding Stairwell...
making as much noise as possible to draw attention} [4AP]

Charon:
- STEALTH ALL AP (min 1) [2]
- MOVE {To ZONE: Winding Stairwell} [2AP]
- MOVE {To ZONE: Slimey Stairwell} [2AP]
- Shortsword {Ready} [5AP]

'Doc'
- MOVE {grab lantern}[2AP]
- MOVE {To ZONE: Winding Stair Stays on stairs} [2AP]
- Evasion [2AP]

RPG Superstar Season 9 Top 32

Good suggestions - there are no "readied actions," in AdventureCrawl, though. One of the main design prerequisites for AdventureCrawl is that NO rolls are made on any character's turn except his own. That makes it easy for players in games where each player does control his or her own PC to take their WHOLE turns without worrying about other players' saving throws, readied actions, and the like. Just one of the ways that AdventureCrawl is designed to work seamlessly with play-by-post gameplay. Unfortunately... it does mean no readied-action-type rules.

Still - good suggestions, all the same. Especially leaving Doc on the stairs... the lantern will remove the [darkness] keyword from any zone it's in, which makes problems for Charon.

Everyone feel free to chime in, though. This is everyone's game. : )


Yeah, I think I agree with the proposed strategy. Charon stealths down the stairs and if he can gain the hidden condition, assassinates the first thing he sees. The paladin can follow and engage the next target. Doc can hold back and wait to see how things go down. Maybe invest some AP in evasion, in case something comes after him.


Guild: DEAD MEN WALKING "Deathwalkers" { PRESTIGE: 0, RESOURCES: 2 }

Yeah, my hope is that we can split their numbers with some bait and switch tactics.

I mean that while we wait just a few moments in the ZONE: The Mausoleum Foyer... Charon sneaks in [Darkness] through ZONE: Winding Stairs and can enter ZONE: Slimy Stairs so when we enter ZONE: Winding Stairs with the [Lantern] Charon will not be in that ZONE and won't be revealed.
Goldfinwe enters ZONE: Winding Stairs making as much noise as possible to draw the monsters in ZONE: Slimy Stairs to us.. allowing Charon to ASSASSINATE with impunity and Golfinwe to just defend with her tower shield... protecting herself and 'Doc'...

As soon as I get another action she will draw her Longsword and attack as well.

Scarab Sages

Stuff so far sounds good to me. Stealthy guy stealths. Tank guy tanks, other guy conserves energy.

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