Yes, i know this is a long title, sorry. Simply fill a character sheet and post. For the beginning, i will only be taking 2 people, but as the scenarios progresses i will add on more. The is based on the book the Spine of the World, by R.A. Salvatore. It actually has a Rpg section in the back, which i will be reading out of and using their hit system. a weapon can increase damage or chances to hit, and i will constantly be making secret die rolls here. each round, a character may take one action such as climbing a ladder, attacking, casting a spell, or jumping boxes. Lets get down to business.
Character Sheet:
Seneschal Dondo: human cleric To hit number: 11 (to make an attack, i'll roll 3 dice and if it's eleven or greater, your atatck succeeds.) Damage: 1 die + 1 (When a cleric hits, roll 1 die and add one to the result.) Hp: 12 Spells: cure wound(2) and bless(2) Cure wounds: the cleric invokes the power of the good gods and and heals a friendly character for 1 die. Bless: the power of good gods protects the party from evil, and all enemies hit with -1 damage for one battle. Description: human average build. 5'2" tall weighs 120 lbs. Blond hair brown eyes. Has light chainmale and servicable cloak. cannot use sharp weapons, is forbidden by her gods.
Crondell BattleSmoke: dwarven warrior to hit number: 9 hit damage: 1 die + 3 hp: 16 skills: can use any weapons or armor description: 4'5" tall and sturdy build. gloomy brown eyes, and unkempt beard.
Golly G. Willacres: Halfling Theif To hit number: 13 damage: 1 die hp:10 skills: trap searching and pick lock Trap searching: will be done automatically for halfling Pick Lock: i roll 3 dice and if it's 6 or greater lock is picked. description: 3'7" tall 90lbs. bright blond locks give him childlike appearence which contrasts roguish nature. Wears leather armor and soft boots.
Copy and paste a character sheet, remember only 2 people. Then we'll get started. Please be active, but remember i have a life. I cannot be on 24/7.
Crondell BattleSmoke: dwarven warrior to hit number: 9 hit damage: 1 die + 3 hp: 14 skills: can use any weapons or armor description: 4'5" tall and sturdy build. gloomy brown eyes, and unkempt beard Poisoned temporarily for 5 min in game (-2 to all rolls.)
and other two just copy last posted character sheets by me.
you try to open the door and you see it's held by a lock that not even golly can reach. eventually, you hear muffled speech from the hall outside the cell.you recognize the voices as those of Barabus, the high tax collector, and the local weaver, the old man who claimed you killed his wife! "removing their tongues during torture will ensure that admission of guilt will be impossible!" barabus says. "clever brother, clever," says the old weaver. "Lord Feringal will be forced to execute them, if he's in a good mood, he might just cut off their hands and send them back to Luskan." "My plan is working. As i expected, Lord Feringal made me captain of the guard. I've brought in a number of my personal guard. You can recognize them by the red bamndanas they wear on their right arm." says Barabus. "in two days we meet at the Vault to move the gold to our ship. At last, we'll get outside pathetic backwater burg and return to WaterDeep!" The sound of voices trails off to your right. after a few minutes of quiet, you hear footsetps heading down the hall to your left. The door to your cell rattles. you have many choices.
A.) get ready for a fight B.) back away C.) other
also, when making decisions if you feel you make a decision for the group say group: before your post.
a resounding crash sounds outside you cell, and the door bursts inward followed by a guard who collapses at your feet. you are already prepared, and you dodge out of the way of both. standing in the door is a huge barbarian, an incredibly imposing figure. he stares at you. Seneschal remembers him as Wulfgar. At your trial he was hunched over and bent beneath a cloak. he was talking to Lord Feringal about his friend Morik who he was searching for. The barbarian speak, " You have some choices to make. you can either stay in your cell and try to talk your way out of this mess, or you could take those puny clubs and fight your way through the guards so you may go clear your names. either of the those two mean you'll wind up dead or running for your lives i suppose, it matters not to me. i have other matters to attend. the barbarian calls out a name, "MORIK!" he yells. a muffled yelp sounds from cell farther down the hall. wulfgar quickly moves away from your cell. the guard had no weapon on him and only the keys to your cell. (which are useless now, seeing as the door is busted in.) an alarm rings in the distance somewhere to the left of your cell door. the barbarian smashes through a door acrost the way, and quickly reappeares with a small rogue over his shoulder. the man must be morik. "i overheard your difficulties," Morik says. "if you could get the REAL tax ledger, you might be able to prove your innocence. i happened to have been in Barabus's room the other day, although i had just been looking for a clean hankercheif of course." clanging armor and footsteps head in your direction. the barbarian rushes to the left crashign through the main door to the dungeon.he crosses the room and pushes a secret panel aside. still carrying his friend he sprints to another door that leads to an earthen tunnel leading outside. already, the cries of guards can be heard from the stairs beyond the secret panel. morik gestures at the passaageway he shouts, "your destiny lies ahead!" what do you do? you have many choices. A.) look for weapons quickly B.)await and try to talk your way out of it C.) through the secret passageway wulfgar opened for you. D.) other