The Euphoria of Silence - Pocket Dungeon Online

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The Euphoria of Silence - Pocket Dungeon Online

Postby Olothontor » Sat Jan 08, 2011 8:56 pm

Welcome, noble heroes, to PD Online!

This game's players are as follows:
--- kidko
--- Ross_Varn
--- Keldoclock
--- ... and I.

Now, to keep things balanced, I've decided that classes will be assigned by random lottery, to keep everyone from wasting time bickering over who gets to be what. The results from my hat drawing are as follows:

--- kidko - Ranger
--- Ross_Varn - Warrior
--- Keldoclock - Thief
--- And I - Wizard

As for the exposition...

A wealthy aristocrat by the name of Clinn Bosworth has recruited your skills as part of a dungeoneering brigade, sent to investigate the potential of a diamond mine deep within the bowels of Zyphos Peak, notorious for its supernatural- and often hostile- inhabitants. You have come to this place, knowing only that the promises of riches, glory, and battle are ahead of you.

And with that, make your characters! I will correct you if you do something wrong (forgive me if I state something that's not clear in the rules as-written; there are a few things that are not well-explained, so I may correct you with an unstated house rule or something). Your characters should conform to the following template (feel free to copy+paste):

Code: Select all
Character Name:

Strength:
Dexterity:
Wisdom:

AP:
HP:
Move:

Weapon/Spell:

Potions/Armor:


HOUSE RULE INDEX:
This is for keeping track of all the House Rules that I fail to remember and invariably am forced to correct as we progress through the game. Again, apologies for this.

- #1 - Fudge Points can not be used as a Die Adjustment in PDOnline; however, they can still be used as an experience system (i.e. Spend 3 Fudge pts. increase an attribute by 1, or gain 3 permanent HP). Just let me know somewhere in your turn post that you'd like to use your Fudge points and it shall be done.

- #2 - Any character that is permitted the use of a Spellbook may spend one Fudge point and two turns copying a spell from a Scroll in your inventory into your Spellbook permanently. This burns the Scroll.

- #3 - If a room is empty (no monsters), a player may use one turn to skip straight to a door of his choosing in the same room, regardless of distance.
Last edited by Olothontor on Sun Jan 09, 2011 11:58 am, edited 4 times in total.
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Postby Ross_Varn » Sat Jan 08, 2011 9:05 pm

I haven't used a Fudge Point to Fudge yet, been saving them all to advance.

Warrior, eh? We playing with Tome addition or just Deluxe?

Deluxe-
Name- Thoss {Warrior}
S- 4
D- 3
W- 2

AP- 4
HP- 10+{3}=13
Move- 2

Hand Axe
Potion Heal
Potion AP

Thoss the Warrior Lizardfolk stalks out of the entrance, looking around for a potential target to bash. Time to swipe some loot...
Last edited by Ross_Varn on Sat Jan 08, 2011 9:12 pm, edited 1 time in total.
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Postby Robot Monkey » Sat Jan 08, 2011 9:08 pm

Well, BFenix recently invited me to his game. This'll be great.
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Postby kidko » Sat Jan 08, 2011 9:10 pm

Character Name: Thuran (Ranger)

Strength: 3
Dexterity: 4
Wisdom: 2

AP: 4
HP: 11 (8 + [3])
Move: 2

Weapon/Spell: Sword R1 D2 H0 (Str)

Potions/Armor: Potion of Firebreathing, Potion of Healing

Thuran peers nervously into the darkness, his Human eyes unable to pierce the gloom from the doorway. His hand strays to the sword hilt at his hip. "Not this again," he murmurs to no one in particular.
Last edited by kidko on Sat Jan 08, 2011 9:28 pm, edited 1 time in total.
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Postby Olothontor » Sat Jan 08, 2011 9:13 pm

Ah, good point, Ross. We'll be using the Tome, with the possible addition of some extra goodies, which may or may not get randomly generated. You'll see them if they ever come up at all.

Both your characters look good, I'll plop them into the HUD while I'm thinking about it.

EDIT: Whoops, I've got a character to make, too. Whaddya know?

Character Name: Herren Thistlebottom

Strength: 2
Dexterity: 2
Wisdom: 5

AP: 10
HP: 11 (6 + [5])
Move: 1

Spell: Magic Missile

Potions: Healing and Invisibility

Herren, Gnomish eccentric and magical enthusiast, stands leaning against one wall, his long smoking pipe dangling from a vacant grin.

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P.S. I added another rule to the HRIndex.
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Postby Keldoclock » Sun Jan 09, 2011 12:15 am

Character Name: Anduin

Strength:3
Dexterity:3
Wisdom:3

AP:6
HP:12(8+[4])
Move:2

Weapon/Spell:
Sword

Potions/Armor:
1 Potion of Healing
1 Sunburst Potion



Anduin arrives silently and were he not the last to come he may very well have not been noticed. The Elf's sword is of a strange make, with a slight curve and an ornate wooden hilt.
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Postby kidko » Sun Jan 09, 2011 1:19 am

And so the party embarks...

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Postby ForlornCreature » Sun Jan 09, 2011 1:30 am

Cool picture, this is gonna be cool.

ps. I posted a wip of my tile set, tell me what you think
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Postby Ross_Varn » Sun Jan 09, 2011 9:45 am

Aha, love the picture. Let's get this show on the road, mates!
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Postby Olothontor » Sun Jan 09, 2011 10:48 am

Awesome (great pic, kidko)! I'll add Anduin to our HUD and then I'll post turn one in a little while!
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And so our story begins...

Postby Olothontor » Sun Jan 09, 2011 11:45 am

The party enters the only known entrance to the interior of Zyphos Peak to find a surprisingly well-carved tunnel leading straight down into murky darkness. A dank, musty smell pervades your nostrils as you proceed, cautiously, down the hallway.

A few yards down the corridor, you stop, as the sound of soft clicking has begun. Within moments, it has grown to an almost deafening roar of arcane machinery. You draw your weapons, ready for anything, but alas...

*ZAARRRP*

You are alone. These are new rooms, of similar style and structure as the tunnel you entered, so you know you are in the same place. You cannot say the same for your compatriots, though, as there is no sign of them. You sum up your situation. You have 2 doors, and no other discernible exits. Time to choose.


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You can post orders either here or through PM; doesn't matter, it's all in your personal preference. Sorry, ForlornCreature, couldn't find an efficient way to manage each player separately, without loads more work.

P.S. Added another rule to the HRIndex, which may be important in making your turn. Go read before you post, please.
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Postby Ross_Varn » Sun Jan 09, 2011 2:46 pm

Thoss busts open the north door!
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Postby Keldoclock » Sun Jan 09, 2011 7:04 pm

I'll open up the south door, and if there are mobs inside start sneaking.
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Postby Olothontor » Sun Jan 09, 2011 7:47 pm

You each open your chosen doors, and are faced again with the stagnant rotting smell of the dungeon... and some new faces.

The creatures before each of you are unlike anything you've ever seen before. There's an unholy aura about them that hits even the non-devout. Their skin is stretched taut against sinewy muscles, and blue veins trail down their arms, ending in slender fingers with saw-like claws. They have no discernible faces, save for a small sharply-toothed mouth that screeches a warning as the door opens.


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Anduin has begun sneaking, and has expended 1 AP to do so.

Time for some combat!
Last edited by Olothontor on Sun Jan 09, 2011 9:12 pm, edited 3 times in total.
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Postby kidko » Sun Jan 09, 2011 8:19 pm

I go east two spaces through the door, then spend 1AP to use Quick Strike to attack the creature in front of me with my Sword. That is, if I counted grid squares right. If there's 3 between us, disregard the Quick Strike portion.
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