Vault of the Vampire, Fighting Fantasy pbp (Inactive)

Game Master MayDay

LINK TO GRIM'S AWESOME MAP


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Faith: 1d6 + 3 ⇒ (4) + 3 = 7

I'm going to to take 2 away from stam too add 2 too skill.

Id like to change my spells to:

Speak to undead (unless thats going to be useless)

Heal: After living for over 1000 years he has learned the secrets of life and channel the living energy all around.


2 ready!

Blunderbuss may used by rolling a skill check during your turn. On hit the gun does 1d6 damage. BUT in order to fire you must skip the previous turn, spending it to stuff the muzzle-loader with powder-ball and wad...

Spirit of Fire asks like GrukGruk's 'let it burn' spell for the Bear.


How are you determining who is ready?

Spells and gear in profile.


you are telling me...are ya ready Grim Knight??


Hell Yea!!!

You cool with me having a heal spell?


Heal Spell for Grim: instead of taking a turn you can spend 3 luck points to heal yourself for 1d6 STAMINA. You should give your spell a killer name...


FIRST GAMEPLAY POST IS UP...LET IT BEGIN!


DM Owlbeard wrote:
Heal Spell for Grim: instead of taking a turn you can spend 3 luck points to heal yourself for 1d6 STAMINA. You should give your spell a killer name...

Drain Life?


how about:

Drain life: instead of taking a turn spend luck points - drain STAMINA from your enemy directly into your own equal to 1/2 the number of LUCK points you spend...

Liberty's Edge

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.

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So begins another tale, during a silent winter, featuring:


  • DM Owlbeard, as dm night-shade, the Dungeon Master;
  • Signore di Fortuna as Antoni Kettler, protector of the innocent, destroyer of evil and lover of ladies and ale;
  • Dave the Dwarf as "Grim", a skeletal knight cursed to undeath for past deeds;
  • Golard as Rattus, a blunderbuss for hire after nightfall and a social pariah when the sun comes up;
  • Dragon Rider as Gruk-Gruk, the Great Firestarter;
  • yours truly, as a black bear.

Guest starring:


  • BeowulfIam

(If you were there, you too would feel the utmost silence of your cabin be shattered by an imposing knock on the door; the landlord has come to claim his dues. Such is life in Mauristatia: the few seconds between death knocks on your door and you are forced to open it, stretching themselves throughout the hours, the days, the years... there is no future.)


DM Owlbeard wrote:

how about:

Drain life: instead of taking a turn spend luck points - drain STAMINA from your enemy directly into your own equal to 1/2 the number of LUCK points you spend...

Sounds good.

At some point I hope to be able to channel my life into others.


Actually what would you think of that being my other spell?
Channel life?
Would be good to have a healer.


Yes, that heal spell could be a used to heal others too...You will definitely want that:)


DM Owlbeard wrote:
Yes, that heal spell could be a used to heal others too...You will definitely want that:)

Do i give my own stam? 1 to one basis 1 luck 1stam heals an ally 1 stam?


Let's just do it the same way healing yourself would be done: spend 3 luck points to roll 1d6, heal that many on your ally.

And don't worry about it if we can't keep these rules strait, this is rules lite...if you post a spell action or dice roll, as long as it fits with the story and doesn't lop-side the challenge we will just roll with it. This adventure will be much more geared to good Role-playing and decision making, than rules hounding.


Let's move to the discussion thread so we don't keep popping up in recruitment. Although the game can still take another player or two who are interested:)


Ah! I'm behind, aren't I? I'm cleaning up a TPK in another game, but I should be ready in around an hour.

Faith: 1d6 + 3 ⇒ (1) + 3 = 4


Okay, ready! Backstory is in my profile, but basically Antoni is from a family of night-hunters who set off on his own, looking to settle down in the near future.

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