In this game, your goal is to go as deep as you can into the dungeon, collecting artifacts and loot along the way.
Rules:
1) 1 post/round, no double posting(if you somehow get extra posts via artifacts). 1 action/post. Multiple actions are possible, but the action power will be decreased.
2) Each player starts with +0 Duress, +0 Swiftness, +0 Knowledge, +0 Attack, 0 AC, 100 HP, 0 HP Regen, 1.00 Action Power, Journeyman, Human. 0 gold. 0 items
3) Each floor consists of a certain amount of rooms. Among these rooms is 1 Boss Room, 1 Artifact Room(Guarded by Boss and Trial), 1 Shop, 1 staircase, and a certain amount of basic rooms containing treasure, monsters, traps, etc.
4) Artifacts are magical objects that can give the user permanent stat upgrades or special abilities. Some potions and scrolls mimic this effect, but to a lesser degree, and with a certain time limit. Stats cannot be upgraded in any other way.
5) If a player dies, it takes 3 rounds to respawn.
6) If the entire party dies, they respawn in the starting area of the floor they died on, and must redo that floor.
In this game, your goal is to go as deep as you can into the dungeon, collecting artifacts and loot along the way.
Rules:
1) 1 post/round, no double posting(if you somehow get extra posts via artifacts). 1 action/post. Multiple actions are possible, but the action power will be decreased.
2) Each player starts with +0 Duress, +0 Swiftness, +0 Knowledge, +0 Attack, 0 AC, 100 HP, 0 HP Regen, 1.00 Action Power, Journeyman, Human. 0 gold. 0 items
3) Each floor consists of a certain amount of rooms. Among these rooms is 1 Boss Room, 1 Artifact Room(Guarded by Boss and Trial), 1 Shop, 1 staircase, and a certain amount of basic rooms containing treasure, monsters, traps, etc.
4) Artifacts are magical objects that can give the user permanent stat upgrades or special abilities. Some potions and scrolls mimic this effect, but to a lesser degree, and with a certain time limit. Stats cannot be upgraded in any other way.
5) If a player dies, it takes 3 rounds to respawn.
6) If the entire party dies, they respawn in the starting area of the floor they died on, and must redo that floor.
7) Let's Delve!
Races:
Elf: +2 Swiftness, +1 Knowledge, +2 attack with weapons requiring dexterity(Daggers, Rapiers, Bows), Resist Psychic.
Dwarf: +2 Duress, +1 Knowledge, +2 attack with weapons requiring strength(Swords, Axes, Clubs), Resist Poison.
Classes:
Apprentice: +2 magic damage, -1 spell cooldown, access to mage armor, familiar, and Ice shard.
Squire: +2 weapon damage, +15 health, +2 AC.
Greataxe: 1d12, two handed
Longsword: 1d10
Shortbow: 1d8, ranged
Dual Daggers: 2d4, throwable for 1d4 each
Minor heal potion : heal 1d8, bonus action to drink
Minor potion of renewal: -1 spell cooldown, bonus action to drink.
Items and relics and what they do will be copied down here when the party encounters one.
Spells take 1 action to cast unless otherwise specified.
Lesser Heal - 3 Cooldown - Heal a small amount of HP(1d8)
Firebolt - 2 Cooldown- Deal a small amount of damage(1d8 + 2 DOT for 3 turns)
Minor Polymorph - 4 Cooldown - Polymorph yourself into a small, weak animal (Small bird(Owl, Songbird, Crow), Rabbit, Ferret, Toad/Frog, etc.)
Revert - free - Unpolymorph self
APPRENTICE ONLY:
Mage Armor - 4 cooldown - +3 AC for 5 rounds.
Familiar - 10 cooldown - get a familiar.
Ice Shard - 3 cooldown - 1d10 damage and -1 attack for 3 rounds.
People:
No one
Sorry humbug for copying.
Bram Quikfoot fractured.