Difference between revisions of "Forbidden Tomb of the Dwarven Martyrs"

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Revision as of 16:25, 31 July 2015


A play-by-post game of Dungeon Squad 2 by Jason Morningstar.

Zark the Bloody

Calling: Hero

Race: Half-Orc

Hit Points: 6/6

Special Ready? Used?
Damage To an Ally 2 N N
Attract Evil Attention Y Y
Bonus To Damage 1 N N
Inflict Damage 1 N N
Shrug a Off Damage 1 N N
Be Utterly Terrifying N N

Marks: 5

Description: Zark is big, mean and bearded. Dual wielding a mace and a long rusty chain. Her pale green skin is tattoed with mystic dwarven sigils and she smells of mushroom.

Backstory: Zark's mum was the Godmother of the dwarven cartel. She hates halflings, despises drugs and is secretly in love with Talathlan.

Talathlan the High

Calling: Rascal

Race: Elven Sex Machine

Hit Points: 6/6

Rascal Special Ability: Make a Loyal “Friend”

Special Ready? Used?
Be Impossibly Clever N N
Bonus To a Roll 1 N N
Attract Evil Attention N N
Be Hilariously Pathetic N N
Penalty To Damage 2 N N
Penalty To an Ally’s Roll 2 N N

Marks: 0

Description: Talathlan is tall and astonishingly handsome. He's always dressed poshly but with clear individuality and rebelliousness. Talathlan is sporting the traditional elvish sword and bow combo (however, he doesn't have any arrows b/c he spent that $$ on pipe weed- priorities, people!). His leather jacket, in addition to being out of sight, is magic armor.

Ya dig?

Backstory: Talathlan's quest? He bogarted all of his collective's pipe weed and was banished, he needs to find some more before he can go home. The Forbidden Tomb of the Dwarven Martyrs is rumored to have a huge stash of the little dudes' best product, man.

The Way Things Are

Dwarves

1. What history/events might have caused the dwarves to abandon their sacred tomb?

  • They died out...All dwarves. Gone...Finito...

2. Why did the dwarves die out?

  • They were wiped out by another vicious drug cartel, the halflings.
  • The Dwarven Holocaust ended quite recently, a matter of weeks.

3. What are dwarves best known for?

  • The dwarves made the best weed, man.

Elves

1. What is the nature of an elf?

  • Elves are all about exploration, whether spiritual, intellectual, sexual, etc. Often with lots of drugs. LOTS of drugs.

2. How does “society” view them?

  • As self-absorbed and pompous know-it-alls- but at least they share their weed.

3. Why is it that most Elves are able to layabout and smoke weed all day?

  • This is because they have a huge amount of accumulated $$ from all the previous ages.
  • Elves are excellent investors, and made out huge before the Dimbledorf Potions, Inc. fiasco during the 880’s that crashed the market.

Halflings

1. What is the nature of a halfling?

  • Halflings are the crazy ninjas of this world.
  • In addition to being crazy ninjas, Halfings are master manipulators- they convince most people that they are cute and harmless.

Orcs

1. What is the nature of an orc?

  • They were made in the vats of the dwarves, out of fungus and all things nice. Some of us are civilised whilst others just like to SMASH.

2. How does “society” view them?

  • We are society. Screw everyone else!

3. What is their relationship to dwarves?

  • Dwarves made us . We both fear and revere them. Orcs serve as the dwarves’ heavies.

The Forbidden Tomb

  • “Forbidden Tomb of the Dwarven Martyrs” is the Orcish name for this place, as it was where the Dwarves had their last stand. The Dwarvish name is “Well of Souls”.

Rules

Fighting

When you fight a monster, each point over the monster's challenge number is equal to one Hit Point of damage against that monster. When all the Hit Points are gone, the monster dies.

Each point under the monster's chal-lenge number is a point of damage for your guy - mark down your Hit Points by that amount. When your guy's Hit Points reach zero, that's the end. If you shoot a bow, rolling under the monster's challenge number does not hurt you unless that makes sense. Bows are hard to come by (only Rascals would use them) and have limited ammo!

If you roll the challenge number exactly, choose one of your guy's Specials and mark it as ready. You don't need to use it right away, but it becomes available to you. Once you do use it, mark it as used. Announce that you are using one before you roll the die!

Traps & Tricks

When you encounter a trap, any number over the challenge number successfully avoids it.

Each point under the trap's challenge number is a point of damage for your guy, just like getting mauled by a monster. Traps may have other bad effects as well.

If you roll the challenge number exactly, choose one of your guy's Specials and mark it as ready. The trap is sprung on you but you take no damage from it. If it has other effects, you must deal with them.

If you want your guy to perform some feat of strength or a cool maneuver, go for it! The Game Master should reward you, because you are being creative and making the game more fun. Sometimes you will automatically succeed.

Other times it may be more difficult. Ask everybody who is playing what the challenge number should be for the thing you want to do. Anywhere from 2 to 4 is good; 5 if it is really tough.

Each point under the challenge number you decided on is a point of damage for your guy, just like getting mauled by a monster. There may be other bad effects as well.

Unlike with traps, if you roll the challenge number exactly your cool trick works. And over equals success.

Becoming Awesomer

When you have used all six of your Specials, your guy becomes more awesome. This is called “refreshing”. When you refresh, choose six new Specials, and choose one more good Special than you had before. If you had two good and four bad, when you refresh you will have three good and three bad. If you have six good, you just choose six good ones you like.

If you want to keep a Special your guy already has, it becomes better (if good) or less terrible (if bad). So you could choose to keep “Bonus to damage” and make it +2 instead of +1, or “Damage an Ally” and reduce it from 2 to 1 damage.

You can also make up your own! The final step to refreshing is rolling a die and adding that to your guy's Hit Points. Your guy is tougher now, but the monsters will be tougher, too...

Specials

Bad specials

  • Penalty to roll of an ally 2/1
  • Penalty to damage 2/1
  • Penalty to a roll 2/1
  • Suffer random damage 2/1
  • Take extra damage 2/1
  • Damage to an ally 2/1
  • Be in the wrong place
  • Be hilariously pathetic
  • Attract evil attention
  • Break vital equipment

Good specials

  • Bonus to an ally 1/2/3
  • Bonus to damage 1/2/3
  • Bonus to a roll 1/2/3
  • Inflict damage 1/2/3
  • Shrug off damage 1/2/3
  • Heal ally damage 1/2/3
  • Be somewhere else
  • Be staggeringly righteous
  • Be utterly terrifying
  • Be impossibly clever

Rascal Abilities

  • Cast a useful spell
  • Cast a damaging spell 2/4
  • Restore all an ally's hit points
  • Use any good special at 1
  • Be a freakin' ninja
  • Make a loyal friend

House Rules

Come up with something extra about The Way Things Are. Something interesting. Something funny. Something that can make milk squirt out the nose. For each something, earn a mark. Spend four marks to make a saving throw — re-roll one die you don't like.