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The Wandering Mage
Jul 22, 2010


Welcome to the Valorous Vagrant! A Tavern in a small village on the fringes of civilization, in a world filled with monsters to kill, dungeons to explore and terrible evils to vanquish. In this game, you will be a member of the townsfolk, called to adventure to keep your home safe - or an adventurer arriving from afar, with big dreams in your head and very little change in your pocket! But all that can quickly change - for the better or the worse - when you venture out to make your fortune!

To begin, you must choose a starting kit. Either you are one of the Townsfolk or an Adventurer. Their capabilities at the end of the day are quite similar but each have their own advantages and disadvantages to start out.

Townsfolk start with 4 Coins in their pocket and the skill "Work the Land" - which will earn the user 1d4 Coins for the price of their Action that turn.

Adventurers start without any Coins, but they have 3 Companions and 1 Random Skill. (Roll a d20 when you choose this starting package and I'll start revealing skills for the game! Note: if you roll a 16-20, please Spoiler your roll) They will be better prepared to begin adventuring right away, if they so choose.

Here are some options for portraits for your characters:

Townsfolk posted:

1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15.

Adventurers posted:

1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15.

Now, I'll be the first to admit that my drawing skills aren't spectacular, so if you'd like to create your own character portrait, please go ahead:

When we begin, your character will start in the Tavern of the Valorous Vagrant, a drinking hole where they can pursue a variety of different actions, including:

- Brawl - Raise your dukes and learn a thing or two about fighting with your fellow adventurers! (Potentially gain useful skills for your travails! But watch out for injuries...)
- Flirt - Gain useful adventuring companions through charm and wit! (Companions act as both a measure of your "Party Health" and add bonuses to your dice rolls while Questing and in some cases increase the value of your treasure!)
- Contest - Face off in a PvP rolloff - the winner comes away with a +1 bonus to Action rolls! The loser comes away with a -1 penalty...
- Gamble - Wager your precious coins in a PvP rolloff for the pot!

Those of you who choose to be Adventurers might instead immediately try Monster Hunting or Exploring a Dungeon. Monster hunting has a variable payoff but is a speedy way to make some early money as an Adventurer and try out the battle system. Dungeon exploration can be a gruelling gauntlet of Monster battles or, with some luck, lead to a cornucopia of rewards.

If you're interested in participating, please pick a character name and a portrait. If you are choosing an Adventurer, roll a d20, and spoiler the result if it is between 16-20. We'll hopefully be able to start up in a couple days, depending on interest.

For the curious, the full rules of the game (which are home-brewed and may need some fine tuning as we go on) as well as some tracking spreadsheets are Available Here for your viewing.

The Wandering Mage fucked around with this message at 15:52 on Apr 30, 2024

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The Wandering Mage
Jul 22, 2010
Player Cards



Discovered Skills
Note: Roll 1d20 For random skill acquisition. Roll again if you already have the skill. If you land on a skill that you already have again, you recieve the skill with the lowest Target Number on this list that you do not already possess. If that is an undiscovered skill, it is discovered.

1. Work the Land - 1 Action - Gain 1d4 coins while at the Tavern

2. Take 10 - Instead of rolling a d20, the Player can choose to use 10 as the final value of their Check. No Modifiers may be added to the check. Advantage and Disadvantage do not apply to the check. The final result is 10. This Skill cannot be used to Attack a Creature. Discovered by Hawkins

3. Fancy Footwork - Take 2 Actions/Turn when at the Tavern. Not available while Questing. Discovered by Hawkins

4. Experienced - Take 2 Actions/Turn while Questing - Not available in the Tavern. Discovered by Sylvestre

5. Good Looking - Lower the DC to Flirt by 2. Discovered by Lug Thunkhard

6. Keen Sight - Spot a Boss' weakness without rolling. - 1 Action. Discovered by Saikrit Baus

7. Escape Hole - Leave a Dungeon for the Tavern - 1 Action - All Temporary Companions are lost. Discovered by Stabdee

8. Run Like Hell - Leave a Boss Battle or Monster Battle for the Tavern - 1 Action - Lose 1 Companion, if available. All Temporary Companions are lost. In a Dungeon, retreat from the Monster to the Dungeon. Discovered by The Geezer

9. Muscle Memory - Earn double positive Contest Bonuses - Max Contest Bonus = +4. Discovered by Stabdee

10. Shield Scroll - When you would take an Injury, negate it. Lose this skill after use. Discovered by Hawkins

11. Mentor's Blessing - Lower the DC to Brawl by 2 Discovered by Ninjer

12. Dungeoneering - Player's rolls towards a dungeon's Exploration Target are increased by 1.5 x Roll with mods (Round up). A natural 1 is unaffected. Discovered by Stabdee

13. Skinflint - Up to three times per turn, Roll 1d4. On a 3 or 4, your next purchase costs 1 Coin less (Even drinks!) - On a 1, your next Purchase costs 1 Coin more. Discovered by Lacrimissa Skrunk

14. What's in this Room? - Your base treasure for exploring a dungeon becomes: (Exploration Target Number)/10 (round up if necessary) Coins + 3d6 Coins + 2d6 Coins per Companion + 2d6 Coins per Monster.
When using a Treasure Map, the following will be the Treasure: (Exploration Target Number)/5 (round up if necessary) Coins + 4d6 drop lowest Coins + 3d6 Coins/Companion + 3d6 Coins/Monster. Treasure Maps are 10 Gold. You smell like Gold... Discovered by Mr. Tower

15. Sacrificial Lamb - Instantly Defeat a Boss - Apply 1 Death Penalty to an Injured Player Participating in the Boss Battle. Player receiving Death Penalty must Consent and must not have any companions to take the death penalty.
The Player with this skill must presently be in the Boss Battle. Lose this Skill after use. Discovered by Lacrimissa Skrunk

Spoilered Skills posted:

Check only when prompted by a player with one of these skills.

Note 1: You can only use 2 Spoilered skills at a time on a given Roll-off.
Note 2: The following skills must always be spoilered in your posts, and visibly numbered if you have more than one. You may change the order and/or numbering of these skills as you wish.
Note 3: Remember to spoiler the result of your roll when gaining the skill as well! When used, declare the name of the player who will be affected by the skill, and the skill number you have included in your post, if necessary. They can then view the appropriate spoilered skill and proceed to play as required by the skill effect.


16. Loaded Dice - Gain Advantage while Gambling. Notify the Opponent. Spoiler this skill.

17. Mechanic's Grip - Give Disadvantage to One Opponent while Gambling. Notify the Opponent. Spoiler this skill.

18. Gun Show Tickets - Gain Advantage while in a Contest. Notify the Opponent. Spoiler this skill.

19. Water Gun Flower - Give Disadvantage to your Opponent in a Contest. Notify the Opponent. Spoiler this skill.

20. Arbiter - The Spoilered Skills of one Opponent are annulled. If two Players target one-another with Arbiter, neither can use their Spoilered Skills for that Roll-off. Notify the Opponent. Spoiler this skill.


Easter Egg Skills posted:

You can only learn these by fulfilling certain criteria.

Maelstrom - Your crit range increases to 18-20 - Only useable when attacking a Monster - Gain by Fighting a Mirage as your first monster, or as your first monster in a Dungeon.

Dungeons
  • Temple of Mazes - TN: 109 - Bosses Unlocked: Red Dragon, Necromancer
  • The Tenebrous Tenement - TN: 100
  • The Aviary Agressions - TN: 160 - Boss Unlocked: Goblin King
  • Tomegarden of Arkay the Vile - TN: 110
  • Cobalt Cult Hideout - TN: 20
  • Dougie's Old Treehouse - TN: 110
  • Sinterklaas's Workshop - TN: 160
  • Uncle Bilabogs House of Horrors - TN: 190
  • Dragon's Backup Hoard - TN: 140

Boss Monsters
  • Red Dragon: HP: 150 (60) - Spot DC 16 - Damage Range 1-15 - Max Players: 3
  • Necromancer: HP: 120 (40) - Spot DC 14 - Damage Range 1-14 - Max Players: 5
  • The Goblin King - HP 100 (30) - Spot DC 13 - Damage Range 1-13 - Max Players 6

Companion Tokens
Not strictly necessary, but if you would like to represent your companions with some tokens, here are a few:


Rules & Tracking Spreadsheet

In thread Rules posts:
General Rules
Death & Injury Rules
Investments & Patronize Artisan

Rules Updates:
Update 1
Update 2

The Wandering Mage fucked around with this message at 21:36 on May 29, 2024

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker


Hawkins

Starter roll: 1d20 2

Arcanuse
Mar 15, 2019


Portrait: Townsfolk #4
Name: "Crotchety-Old-Git"/"The Geezer"
Kit: Townsfolk

"...the beer was cheap'n watered down, and we liked it..."
"...dagnabbit adventurers too good to sidequest..."
"...now back in MY day..."

BraveLittleToaster
May 5, 2019
Picking Adventurer.


Stabdee

Startup roll = 9.

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.

Lacrimissa Skrunk
[1d20]=13

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH

Sylvestre
Townsfolk
Coins: 4

Start: 1d20 6 whoops stabbers only

Slaan fucked around with this message at 22:40 on Apr 29, 2024

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer

Lug Thunkhard
Townsfolk
Coins: 4

"Sure is a buncha strangers come to town hunh, Sylvestre? Oh hey, peek the beak on that one!"

Swedish Thaumocracy
Jul 11, 2006

Strength of >800 Men
Honor of 0
Grimey Drawer

Saikrit Baus
Townsfolk
Coins: 4

Prithee adventurer, wouldesth thou search for the 'Staff of Nekromancy' said to be held in the tombegarden of Arkay the Vile, that I may add it to my collection of nefari ah, historically relevant cultural miscelangia? I will pay thee with three coins for thine trouble!

Act: Flirt to find a henchman

Cloud Potato
Jan 9, 2011

"I'm... happy!"

Mr. Tower
Townsfolk
Coins: 4

"Well hello there, fellow adult. I would like one of your beers, please, which I think is yummy and not at all stupid."
"Now! Do the coin now!"

The Wandering Mage
Jul 22, 2010
After another long day toiling in the fields, the townsfolk of the Village of Wandersee make their way to the only two-story building in the town, the roadside Inn known as The Valorous Vagrant.

The people of this small community had very little to do when the sun fell low in the sky beyond assemble in the Tavern of the Inn, swapping stories, complaining about the weather, the crops, and the murderous intent of their surroundings. The young folks went about mooning over each-other and the old folks gathered up thick as thieves to gossip about them. Of course, this was greatly aided by the easy flow of liquor from the bar, proffered by the expert hand of Gilligan Quench. When things started to settle down, they could always rely on the faithful barmaid Betty Shots to stir up trouble among the patrons - an arm wrestling competition here, a game of dice there, an all-out brawl - anything to get a crowd gathered and laughing and sticking around for one more drink. It helped, too, that the Friar Paunch was always happy to sample Chef Marcel's latest contributions to the cooking profession - why, he blessed the meals of the Tavern patrons four to five times a day, bringing a steady supply of the faithful to his regular table next to the kitchen.

But lately...well, it was hard to miss the slow trickle of travellers making their way to town. Rumours persisted that the area was a gateway to an ancient kingdom - that there was treasure to be had, beyond the edge of town, if the monsters could be held at bay. This was all hearsay until a strange man showed up one day and became a permanent fixture in the darkest corner of the Tavern. Guy Ducoin, Information Broker, dealer of Treasure Maps of Unusual Origin and all-around weirdo, spoke of secret paths and strange tales, if you gave him half the chance. Now that he's here, Adventurers are more openly declaring their intent to travel into the wilderness, seeking out the lost treasures to be found there...and Townsfolk are becoming more and more willing to join up themselves, or start out on their own. Perhaps it's out of boredom, or greed, or sheer excitement, but the Village of Wandersee is at the fulcrum point of a shift in its fortunes.

For Purchase at the Tavern:
  1. Buy a Drink - Gain Advantage on the Flirt Action - 1 Coin (free action) - Add 1 to the Drinks Counter. Advantage is lost after using Flirt Action. Roll 1d20 vs DC = # drinks x2 -> On Fail, Flirt with Disadvantage
  2. Buy a Meal - Gain Advantage on the Brawl Action - 2 Coins (free action) - Advantage is lost after 1 Brawl Action
  3. Gourmet Meal: Gain the effects of Meal - 3 Coins (free action) - Advantage is lost after using 2 Brawl Actions
  4. Buy a Treasure Map - Provides a New Dungeon to explore, Roll an Exploration Target and name the Dungeon upon purchase. The Treasure upon completion will be: 20 Coins + 2d6 + 2d6/Companion + 2d6/Monster Coins. - Price: 4 Coins (free action) - Max 1 Map, Map is lost after 1 Quest.
  5. Buy a Lore Dump: Gain knowledge of some of the Secret powers of a Boss. Roll 1d3. 1 = Special + Treasure; 2= Special + Weakpoint Hit + Treasure, 3 = Special + Weakpoint Hit + Bloodied + Treasure - 15 Coins (free action)
  6. Buy a Boss Monster Key - Automatically unlocks a Boss Monster when completing a Dungeon - 50 Gold (free action) - Consumed when used.
  7. Buy a Blessing - Remove Penalty effects - 3 Coins (6 Coins for Injury) (free action)
  8. Hired Hand - Gain a Temporary Companion - 5 Coins (free action) - Does not count towards Companion Limit, provides a normal companion bonus. Temporary Companion is lost after 1 Quest. Temporary companions are the first to take a Death Penalty.
  9. Bath: Lower Brawl DC by 2 - 3 Coins (free action) - Only applies for 1 Turn in the Tavern
  10. Laundry: Lower Flirt DC by 2 - 3 Coins (free action) - Only applies for 1 Turn in the Tavern
  11. Room Rental: Gain the effects of Bath, Laundry, and 1 Meal/Turn - 20 Coins (free action) - Applies for 3 Turns at the Tavern. The turns do not need to be consecutive.
  12. Enter Brawl and Pay for the Property Damage - Potentially Gain a Random Skill - 1 Coin (free action) - Roll 1d20 vs DC 16 - On Success, Roll 1d20 for a Random Skill. On fail, add 1 to the Bruises Counter and Roll 1d20 vs DC = # bruises x2
    On fail, take an Injury.

  13. Buy someone a drink and Flirt - Potentially Gain a Companion - 1 Coin (free action) - Roll 1d20 vs DC 13, no penalty for failure, everyone strikes out sometimes.
Tavern Actions:
  1. Enter Brawl - Potentially Gain a Random Skill - 1 Action - Roll 1d20 vs DC 16 - On Success, Roll 1d20 for a Random Skill. On fail, add 1 to the Bruises Counter and Roll 1d20 vs DC = # bruises x2
    On fail, take an Injury.

  2. Brawl with the Friar! - Brawl with Disadvantage, specifically targeting the Friar - who has been eating Meals this whole time! - 1 Action - DC 18, on success, Pick your desired Skill. On failure, take 5 Bruises and roll for Injury as per the Brawl action.
  3. Flirt - Potentially Gain a Companion - 1 Action - Roll 1d20 vs DC 13, no penalty for failure, everyone strikes out sometimes.
  4. Contest - Potentially Gain a +1 bonus to action rolls (including Tavern actions!) - 1 Action Per Player - Roll off against another player, and Spoiler tag your roll. - On fail, take a -1 to action rolls. If you have a +1 from a prior contest, it is annulled by this penalty. If someone takes a Contest action and there are no interested participants, your roll will be held until another player takes the action on a later turn, and the action will resolve. Stalemate - Players may choose to roll again as a free action, but for +2/-2 bonus. If there is another stalemate, the action is completed and both players gain +1 bonus.
  5. Gamble - Gain the Pot (all wagered coins) - 1 Action Per Player + Coins Wagered - Roll off against any number of players, and Spoiler tag your roll. - On fail, lose your wagered coins. First posted Gamble action sets the Wager and the number of players to participate. Action resolves after sufficient number of players take the Gamble action at the same wager level. Stalemate - Those players that did not stalemate lose their coins to the Pot. Those who have stalemated have the opportunity to raise the wager among the stalematers by mutual consent. Roll-off continues until there is one winner of the Pot.
Note: You can take as many free actions at the Tavern as you like during a turn. I'll try to sum up what everyone's been up to in my posts. Most skills (see 2nd post) are free actions or passive effects, but they should be declared when in use.

Questing:
Questing takes your full turn/Action. When a player has initiated a Quest, they cannot make purchases, or take any Tavern action on their Turn (unless to resolve an ongoing Gamble or Contest, see above). They are restricted to the below:

Monster Hunting Takes place in three phases:
  1. 1/Turn Roll 1d20 vs DC 10 to Find a Monster. On a Natural 1, take a Death Penalty Companions add +1/Companion to this roll.
  2. Roll 1d20 to see which monster comes up. This can be done in the same post that you beat the DC above.
  3. Combat as Per Monster. Generally, 1/Turn deplete HP by rolling, Damage Range shows the rolls where you will receive Death Penalties. Companions add +1/Companion for Attack Rolls
Treasure! - 5 Coins + 1d10 Coins per Monster. Return to Tavern.
Monsters can be hunted infinitely, but they are attacked individually by each player. You have the opportunity to return to the tavern after completing your monster encounter.
Note: When battling multiple monsters, specify the monster you are attacking with your attack. You will suffer the Damage Range of the highest Damage Range creature in the battle on your attack. You will only suffer the Special of the Monster that you are attacking with your attack.


Dungeon Exploration Takes place in three phases:
  1. To discover a new dungeon, roll 1d20 X 10. This is the Dungeon's Exploration Target. Name your dungeon. You can skip this step and go into an existing dungeon if your character has not gained the Treasure reward from it yet.
  2. 1/Turn, roll and put total towards Exploration Target, if not in a Monster battle. Rolls of All players in a particular dungeon accumulate towards the same target. On a 2-9 on the die, A Monster appears and combats the player, as in Monster Hunting, except you do not receive Treasure or have the opportunity to Return to the Tavern after defeating it. On a natural 1, take a Death Penalty. Companions add +1/Companion towards the Exploration Target
  3. When the Dungeon's Exploration Target has been met, the Player whose roll completed the dungeon (highest roll on the turn the dungeon completes) rolls to see if a Boss Battle unlocks (DC 16 Check). If so, a Boss Battle opens for future Questing.
Treasure! - 10 Coins + 2d6 Coins+1d6 Coins per Companion+ 2d6 Coins per Monster. Return to Tavern. All participating Players in the dungeon gain the Treasure for that dungeon. (No matter their level of participation.)
Dungeons can be delved by each player only once. A listing of all available dungeons will be maintained with who has completed what. Multiple players can delve into a given dungeon at the same time. Once a dungeon has been completed, the cumulative Exploration Target will be reset to 0.

General rules
  • Advantage/Disadvantage - Advantage: Roll 2 d20's and use the higher result. Disadvantage: Roll 2 d20's and use the lower result. Advantage and Disadvantage do not stack. Advantage + Disadvantage = Straight Roll.
  • Check - Roll a d20 against a DC. Success usually has an Effect, failure sometimes has a Penalty. Modifiers may apply depending on the scenario.
  • Coins - Currency, used as a Free Action - Gain by Adventuring/Gambling/Skills
  • Companions - Help with Questing (See Questing) - Gain by Flirt Action - Max 4 Companions
  • Contest Bonus - Bonus to action rolls - Max +4 Bonus
  • DC - Difficulty Class - Must be matched or bested.
  • d20- A d20 is used for all rolls unless specified otherwise

--------Rules Update--------

Boss battles are now available as a Questing line! You need to complete the dungeon where the bosses were unlocked to participate in one. Once you have completed the dungeon, the Boss battle is available to you as a separate quest (you don't need to run through the dungeon again to face them).

Boss battles function similarly to Monster Battles. Companions add their +1 bonus to attack rolls, and there is a damage range for every boss. These ranges are punishing, so it's a good idea to be fully prepared before facing any boss. Players can join a boss battle up to the maximum number noted on the boss.

Actions: You may take an attack roll on your turn to diminish the Boss' HP, OR You may attempt to spot the Boss' Weakpoint (DC included with the Boss' description). When you have spotted the Weakpoint, you may attack the Boss' Weakpoint HP instead to defeat them more quickly. Please note while spotting a weakpoint, Damage from the Damage Range Still applies. Once one player has spotted a boss' weakpoint, all players have access to attack the Weakpoint HP.

Boss Phases: All bosses have (at least) three special abilities that activate at different times during the combat:
  • Special: is the opening special ability that the Boss uses from the start of the battle. Sometimes these are single, powerful effects, and other times, these will last the whole battle.
  • Weakpoint Hit: This effect applies when the weakpoint gets hit by the players. Again, this might be a one-off - the first time the weakpoint gets hit in a battle - or a regular effect each time.
  • Bloodied: When the Boss' HP (either Weakpoint HP or Regular HP) Goes below a certain threshold (usually 30 HP), a final desperate effect goes off. Again, these might be single-use or regular effects, depending on the boss.
Treasure: Bosses each give individual treasure, but generally speaking you can expect a 40 Gold reward at a minimum for completing a boss battle, plus companion amounts. Some bosses will give extra skills or other unique, helpful tools to survive. All bosses will give the player who landed the final blow a unique Title which that player can flaunt with gusto.

A particular boss battle can only be completed once per player.

Check out the 2nd Post for updated Character Portraits, unlocked skills, and other goodies!
Also, if anyone has any questions about Skill effects and their applications, let me know.

The Wandering Mage fucked around with this message at 17:51 on May 31, 2024

BraveLittleToaster
May 5, 2019

Stabdee
Adventurer

Companions: 3

Stabdee kicked in the front door of The Valorous Vagrant, piling into the place along with her companions. Coming to this small community freshly penniless, a natural state of being for Stabdee and her gaggle of fellow idiots, they all had schemes and dreams of adventure and treasure in mind. After going to buy a drink and a meal and realizing they were penniless still, Stabdee let out a little swear and urgently convened a party meeting around a nearby table, leading the discussion.

"Alright, boys and girls, we need gold and we need a lot! Ideas, stat."
"Monster hunt, grind them all to dust!"
"Let's peruse one of those known local dungeons!"
"Can't we just rob this place? It looks very robbable."

Stabdee considered those ideas deeply for a few seconds, then scowled and shook her head.

"No, no, no! We need to think bigger than monster hunting and robbery. And I bet the already discovered dungeons are rigged with low payouts, one of those house always wins deals. So obviously we'll have to be smarter than them and discover a new dungeon, untainted by their influence. We'll have a hell of a golden payout!"

This made perfect sense to all in the party, and so with a fire lit under their boots, Stabdee and her companions/meatshields piled out of the inn headed off to stumble blindly into a brand new dungeon named..

Questing - Dungeon Exploration:
Temple of Mazes

BraveLittleToaster fucked around with this message at 02:17 on May 1, 2024

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH

Sylvestre
Townsfolk
Coins: 4 -> 3
Bruises: 0 -> 1

Sylvestre was minding his own business sitting next to the door, his feet up on the table and nursing a mead, when the door suddenly slammed open- right into his beak.

Sylvestre wasted no time. He got up and punched the nearest bastard right in the nose. They will pay! He didn't know who did it but they* will pay!

Brawl! (And pay for it): 1d20 12 (free action)
Brawl without paying: 1d20 16

1 win, 1 fail
Bruises or injury (DC1): 1d20 12
Roll up skill: 1d20 4

*Turns out he ended up paying in coin and bruises when he smashed a Mustelady over the head with a chair... and she smashed back

Slaan fucked around with this message at 15:12 on May 1, 2024

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer

Townsfolk
Coins: 4 -> 8 -> 7

Lug might not be the greatest thinker - but no-one could deny he was a pretty hunky handy hauly guy. And with all the people coming to the village, there were plenty of folks in need of things getting hauled and Lug made a pretty mint henching to get folks settled before their next big adventure.

So it was with a fuller purse the young man cheered on Sylvestre's brawl - right up until Musclelady took the chair like a champ and Sylvestre got to see why they didn't call her Fraillady in return.

"Oooh. That's gotta sting. A drink for the lady! It's only fair!"

Action: Work The Land: 1d4 4
freeAction: Buy Musclelady a drink and Flirt: 1d20 8 - fail, but no penalty!

Sadly, his follow-up friendly proposition was roundly rejected due to his mistaking of 'Mustelady' for 'Musclelady', but the drink at least bought some clemency.

Arcanuse
Mar 15, 2019

[4>3>6 Coins]

"-I remember back in my day we had to track all of our gear manually down to the last arrow, pick, and bolt-"
FreeActionBuy Drink + Flirt: 1d20 3
"-and then they broke out the spears, 'cept the woodworker was no good and the handles were plum eaten through-"

"sir please stop talking. for the love of god. for the love of all that is good and holy please-"

But it was no good. The Geezer would not stop talking.
ActionWork The Land: 1d4 3
Eventually the exasperated patron threw money at them to go away. They did not.

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker


Coins: 0

Companions:


Hawkins rallied his companions and used his unique talent to pinpoint a very particular dungeon.

Dungeon Exploration: The Tenebrous Tenement

Take 10 X 10: Target 100.

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.

Companions: :madmax: :catholic: :hist101:
Cash: nope

Lacrimissa can be found psyching herself and her crew up just outside the Valorous Vagrant.

"Right, lads. Grand entrance then prison rules. Find the biggest bruisers in the joint and give 'em the old shock and awe." She runs a hand along the shaved side of her head. "Forgetting anything? Oh right! The beans."

She dumps a few beans from a pouch into her palm and hums a weird little tune. The beans shimmer and fade into fat gold coins which she distributes amount her companions. "We're generous, right? Let's go."

Lacrimissa kicks open the door with a big clunky boot. Lightning flashes behind her despite a distinct lack of clouds. "What's up losers? We're the—"

She's interrupted by a barstool to the face from a brawl already in progress. She goes flying and lands in a sprawl. Her crew mills uncertainly in the doorway.

Lacrimissa picks herself up and spits. "Right. Right. For the stool." Gold coin slammed down on the bar. She turns and sprints into the brawl, shouting a mighty warcry.

"We're in the band!"

Skinflint [1d4]=4
Brawl but pay [1d20]=11
Bruised! [1d20]=9

Brawl [1d20]=19

Swedish Thaumocracy
Jul 11, 2006

Strength of >800 Men
Honor of 0
Grimey Drawer

Swedish Thaumocracy posted:


Saikrit Baus
Townsfolk
Coins: 4
Bruises: 0

Prithee adventurer, wouldesth thou search for the 'Staff of Nekromancy' said to be held in the tombegarden of Arkay the Vile, that I may add it to my collection of nefari ah, historically relevant cultural miscelangia? I will pay thee with three coins for thine trouble!

Act: Flirt to find a henchman


"Ah, but where art mine manners? You ville of course neede to knowe vär the Tomegarden of Arkay the Vile is located first, young e'er do well! Let me just rummage through mine pack that I lefte in the darkened korner over there..."

free act: Buy a Treasure Map to the Tomegarden of Arkay the Vile Buy a Map: 1d3+2 = 5 (i go into debt??)
act: Flirt to attempt to Find a Hench: 1d20 3

Swedish Thaumocracy fucked around with this message at 13:32 on May 1, 2024

The Wandering Mage
Jul 22, 2010
Sorry for the construction dust folks, I made a couple modifications to the rules (included in the post above).

- Treasure Maps are now a straight 4 Coins
- Added more details to the penalty effects of the Enter Brawl action and Buy A Drink.
- Included a Glossary of Terms section with some of the general rules from the rules document linked in the first post.

Next update will include full Death/Injury rules and prep for Monster Battles.

Also, those who have successfully Brawled up a new skill, please roll me a d20 for a Random Skill.

A Reminder that new Players and characters are more than welcome at any time. Progression in this game is going to be on a character by character basis for the most part, so the more's the merrier!

The Wandering Mage fucked around with this message at 15:09 on May 1, 2024

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.

Companions: :madmax: :catholic: :hist101:
Cash: 0
Bruises: 1

New skill [1d20]=15

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.
:siren:Preemptive next post. No update yet!:siren:

Companions: :madmax: :catholic: :hist101:
Cash: 0
Bruises: 3
Injured!

The melee gets a little outta hand.

"Ah, that's not supposed to bend that way."


Skinflint [1d4]=3
Paid Brawl [1d20]=4
Bruised [1d20]=18
Brawl [1d20]=8
Bruised [1d20]=3

Not Alex fucked around with this message at 20:19 on May 1, 2024

Cloud Potato
Jan 9, 2011

"I'm... happy!"

Mr. Tower
Townsfolk
Coins: 4 -> 2

"Mmm, what a lovely drink. Not gross and sour and headachey at all! Let me pass it down to... that other arm... there. Happy now? Oh hello, Ms. Rober, uh, I mean, if I had to guess, you look like you'd be a Ms. Rober. Do you like sour drink too?"

Buy a drink, buy someone else a drink and flirt.
Flirt: 1d20 2

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

NINJER
11. Mentor's Blessing - Lower the DC to Brawl by 2
Startup Roll: 1d20 11

Ninjer strode smugly into the Tavern, thumbs hitched proudly beneath his uwa-obi, chin held so high that he was in danger of toppling over backwards. His attendants followed behind him, eyes downcast, sandaled feet shuffling as the scurried to secure him a table.

"Yes, yes, everyone, you don't need to worry. I'm here now. Ninjer Mann, Professional Monster Ridder is here to solve all your measly problems."

Dog Kisser fucked around with this message at 16:54 on May 2, 2024

The Wandering Mage
Jul 22, 2010
~ UPDATE ~

The days of quiet village life seemed to be long gone all in an instant, as the new Adventurers came to town.

---------Tavern--------

Betty: "They're pretty rowdy tonight."

Gilligan: "Folks are still buying drinks, that's all I'm worried about."

*A barstool cracks over an undefended back*

Gilligan: "And, heck, the way tonight's going I'll need to have a fancy new set of furniture done up by Oleg before week's end. I should probably put in an order."

Betty: "Aw, poo poo, I see that Guy is flagging me down. Be right back."

Guy: "The spindle's needle is sharpened - all is made ready - the fools will awaken the ancient powers and I will - Oh, Betty, good of you to come."

Betty: "What'll it be, Mister Ducoin?"

Guy: "A bottle of your elvish wine, if you please. An old vintage. Yes, old as time itself...old as Dragons...*murmurs to himself incomprehensibly*"

Betty: "Right away! (You weirdo.)"

Sylvestre and Lacrimissa Skrunk earn new Skills through Brawling - "Experienced" and "Sacrificial Lamb", respectively.

Lug Thunkhard, The Geezer, and Saikrit Baus Strike out Flirting! Next time!

Mr Tower - Since you bought a Drink for yourself, you gained Advantage on your Buy a Drink and Flirt. Please roll another d20 at the top of your next post as a free action to complete your Flirt (and maybe get a companion!). Also, you can take two actions this turn, as you didn't use your regular action last Turn. A reminder that all purchases are free actions - as long as you have the coin to pay with them, you can do as many as you like on a turn. Also, everyone has an Action that they can use on their turn that doesn't involve paying with Coin.

Ninjer - Welcome to the tavern! You can see the details of your new skill, "Mentor's Blessing" in the second post. You can see the actions you can take here. or on this spreadsheet which includes character tracking!

Guy: "Ah, my dear Saikrit Baus, you have a desire to seek your riches, eh? I have a very special map for you...a-heh heh heh..."

Saikrit Baus gains a Treasure Map for 4 Coins.

***

--------Questing--------

The road goes ever on an on, branching and splitting and often disappearing into thick forest and deep marsh, but this did not hold back the adventurers who smelled Coin on the wind and could only guess at the treasures they might find out in the wide unknown beyond the Village's borders.

Stabdee - The Temple of Mazes - 0/109
Stabdee followed a sunny forest path with her companions into ever more circuitous branching pathways. Getting terribly lost, they decided to turn back, only to see a tall, well-tended thorny hedge grow up with frightening speed behind them. One of Stabdee's companions tasted the Aura of their surroundings and shuddered. "Old - terribly old. Divine, too. This place is hallowed ground." Looking about them, they suddenly realize that they are surrounded by these hedges. "An old ritual grounds, perhaps, for a Rite of Passage?"

It would take some doing to find their way out again in one piece. The question on everyone's mind was: what else waited in this hedge?

Hawkins - The Tenebrous Tenement - 0/100

Striding out into the low lands, Hawkins and his companions sought out the shaded and perilous pathways of the marsh. The dense brush broken by thick sucking mud and pools of stagnant, shallow water, they made slow going. Eventually they spotted, rising out of the shadows of a thick patch of trees, an enormous, ancient stone ruin of a keep or fort. The structure seemed to sag, as if it were getting sucked into the bog around it. Stepping inside, one of the companions suddenly looked shocked.

"Wait...no, there's a magical field here! I can feel its charging...we have to leave before it -"

A dome of Black and Grey rose up around the structure, casting all within into an otherworldly space. A twilight land of shadow layered by shadow.

"...we have to find the keystone..."

They had a long, dark trek ahead of them.

Those in a dungeon - roll 1d20 +1/Companion (or use Take 10 as desired) to whittle down the Dungeon's Exploration Target. If your die roll is a natural 1, take a Death Penalty. If your die roll is between 2-9, a Monster appears and the player must defeat the monster before continuing. Roll 1d20 to spawn the random monster on the next update. More on these rules below.

***

--------More Rules--------

Death/Injury

- Players with Companions lose a Companion when taking a Death penalty (they die)
- Temporary Companions are first to Die
- Players without Companions, when taking a Death penalty, take an Injury
- Players are Dead after Receiving 2 Injuries
- Players may pay 6 Coins for a Blessing to remove 1 Injury at the Tavern
- Injuries impose a -1 to Action Rolls - this stacks with Contest Modifiers, but does not eliminate them. Curing an injury removes the -1 modifier.

Monster Battles
- Every turn specify a creature to attack and roll once unless otherwise specified in a Creature's description.
- Roll + modifiers is applied against the Creature's HP. A creature is defeated when its HP Reaches Zero, unless otherwise noted.
- If Roll + Modifiers is within the Damage Range of the creature, Player takes a Death Penalty. (Uses the same roll as the attack roll)
- A Natural 1 on the Die always applies a Death Penalty.
- A Natural 20 on the Die is a Critical Attack and applies Double the companion bonus. (4 Companions = +8 damage)
-Checks made within the special effects of a creature are often without modifiers, and refer to the Attack Roll for that Turn. When the Check is listed with a DC, only modifiers won by Contests, not companion bonuses, apply, and they are considered a free action.
- In the case of the DC to spot a Boss' weakpoint, companion bonuses do apply to the roll, in addition to Contest bonuses.
- When battling multiple monsters, specify the monster you are attacking with your attack. You will suffer the Damage Range of the highest Damage Range creature in the battle on your attack. You will only suffer the Special of the Monster that you are attacking with your attack.

The Wandering Mage fucked around with this message at 19:21 on May 17, 2024

BraveLittleToaster
May 5, 2019

Companions: 3
Exploration - Temple of Mazes 1d20+3 = 9

Stabdee and her companions were within the starting point of the Temple of Mazes, and already hopelessly lost, Stabdee cursing their ill fortune.

"By Neo-Hell's fiery pits! Why is there a temple dedicated to mazes around here? What kind of cult has such a stupid rite of passage?! Ugh, drat! Any of you idiots seen any easy way out- Why the hell do you have that?"

Stabdee spotted one of her companions, the warrior guy or whatever, feasting on a hunk of a bread. He looked up at Stabdee and shrugged.

"Snack. It was on a plate and I grabbed it."

The party's stabhappy leader gave him a withering glare, not noticing the trail of crumbs that her companion had left behind, which a monster was slowly tracking to them..

"drat you! Do you have to just pick up whatever food's in front of you? That's used stuff! You could at least steal it fresh, not nick it off some bugger's unattended dining plate! I swear to the Neo-Hells far below, you're such a-"

But one wouldn't get to hear what Stabdee thought of her companion yet, as they were suddenly beset by the monster and forced into a fight!

Random Encounter!

BraveLittleToaster fucked around with this message at 17:53 on May 2, 2024

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker


Coins: 0

Companions:


"Fear not, brave companions. This place is practically empty."

Dungeon Exploration: The Tenebrous Tenement

Take 10 to tenderize 10% of the Tenebrous Tenement. 90 to go.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH

Sylvestre
Townsfolk
Coins: 3 -> 4 -> 3
Bruises: 1
code:

Work the Land - 1 Action - Gain 1d4 coins while at the Tavern
Experienced - Take 2 Actions/Turn while Questing - Not available in the Tavern.

Hmph, the bar couldn't wet a beak if Toucan Samantha led them to fermented fruits for juicing. Couldn't even get a good fight these days. The townies were afraid of Sylvestre's muscles and the adventure were afraid of losing coin for damages. Better off just tending his timberlands. Some of these teek trees were ready for felling and Sylvestre had the inside scoop that the tavern was in need of new wooden furnishings. Furnishings with a particularly hard type of wood, at that.

How did he find out this secret info? Well, you could say a little Mustelady told him by bringing one of the old chairs for Sylvestre's.... Close review.

Work the Land: 1d4 1

"Hey, Jimantha. You up to flex them mammal bits with an axe at ma farm? I'll put yer drink on my tab ifn you agree."

Buy drink, flirt: 1d20 4

"Naw? Well your mama was a drunk hamster and your pa was a wastrel of a weasel, you hamfisted dunce!" He spat on the way out.

Slaan fucked around with this message at 23:52 on May 2, 2024

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer

Townsfolk
Coins: 7 -> 0
Companions:
Bruises: 1
Drinks: 1

Lug let out a deep breath of satisfaction and reached for his luxurous splurge of two full-stacked plates of spinach puffs. Sadly, halfway through the gastric experience, some utter oink of an adventurer flipped the table containing his delish dish. The scion of the Thunkhard line rose in outrage and was quick to prove why his line had earned the moniker.

"Rhaaa!" *THUNK*

Namely the loud noises they made when stumbling over chairs, patrons and other assorted sundries when chasing their dodging, cackling target.

freeAction: Buy a meal (-2 coins)
Action: Brawl: 1d20 3 Brawl cont'd: 1d20 9
Bruises: Roll for bruise injury: 1d20 19 "I'm okay!"
freeAction: Buy a meal (-2 coins)
freeAction: Brawl w/advantage and pay damages (-1 coin): 2#1d20 12 16 Success!

THUNK THUNK THUNK THUNK "Sorry about the bar, Mr. Gilligan!"

And also for the sound they'd make when mashing punks who found giant farmhands a bit more powerful than your average peasant. What he lacked in dexterity Lug more than made up for with bulk and brawn and so a lesson was learned. Possibly two.

Skill roll: 1d20 5

The brawl's triumphant victor ordered the big tankard of cheap beer for himself - and once more a glass of wine for the Mustelady. This time the drink was warmly welcomed and the two hit it together over shared grievances with rude people, and local history.

freeAction: Buy a drink (-1 coin) Drinks roll: 1d20 6
freeAction: Buy someone a drink (-1 coin) Buy a drink, then buy them a drink and flirt: 2#1d20 14 10 +1 Companion!

"Hah! Yeah, "we grow big 'round here" pappy always say! Like the menhirs and ruined towers dotting the area!" chuckled Lug, having the time of his life. Though this had been a far more expensive evening than he'd anticipated - it'd practically cleaned out his savings!

Maybe there was something to this whole adventuring business? His new lady friend certainly seemed to think so.

Swedish Thaumocracy
Jul 11, 2006

Strength of >800 Men
Honor of 0
Grimey Drawer

Townsfolk
Coins: 0
Bruises: 0
Maps: 1 (Tomegarden of Arkay the Vile)

"One mappe me hand, one quest ye, harde! Wonte some perfidious partaker of plunder take me up on me offer?"

Looking dismayed, the townsperson checked the storage cellar for a helpful rat or a moldy kobold, anyone that would help him not do as much work by himself.

Act: Flirt (with the cellar) to Find a Hench: 1d20 8

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

NINJER
11. Mentor's Blessing - Lower the DC to Brawl by 2
Bruises: 0


Ninjer bumped into a patron, then drew his sword, ostentatiously rotated it so the flat edge pointed downwards. His companions gasped in shock and concern.

"Hmm! Watch where you're going, you lout!"
Brawl: 1d20 1 +1 Bruise
Bruise: [u]1d20
5

"Heh, let's hope you learned a lesson." Unflappably, Ninjer tucked in his grime-sodden yukata and limped off.

Cloud Potato
Jan 9, 2011

"I'm... happy!"

Mr. Tower
Townsfolk
Coins: 2 -> 4 -> 2
Bruises 0 -> 1

Flirt advantage: 1d20 2
"Hmm? Lil Jimmy? I'm err, not, umm, err, umm..."
"Teach's on to us! Cheese it!"

"OK, what else do grown-ups do?
"Uh, drink, flirt, work, eat and fight, I guess?"

Work The Land: 1d4 2
Eat a meal, -2 coins
Brawl w/ advantage: 2d20k1 15 Alas, one short!
Injury roll: 1d20 10

Arcanuse
Mar 15, 2019

[6>5 Coins][0>1 Companion(s)]
"-tell you about my nephews, used to work down at Uncle Bilabogs House of Horrors, great place-"
[freeAction][6C>5C]Buy Drink + Flirt: 1d20 14 +Companion!
[freeAction][5C>3C][Buy a Meal]

quote:

"Hmm! Watch where you're going, you lout!"
The Geezer gives them a withering look.
[Action]Enter Brawl (Advantage): 2#1d20 19 10
New Skill?: 1d20 8
Nobody. Nobody. interrupts the Geezer. Ever. Especially not before they've had their morning porridge.

The Wandering Mage
Jul 22, 2010
~ UPDATE ~

---------Tavern--------

Betty: "Did you see the guy with the Samurai Sword?"

Gilligan: "I'm a little busy here."

Betty: "Come on, seriously, that was amazing. I've never seen someone get the poo poo beat out of them with such dignity before."

Gilligan: "I'm more concerned with the punk with the broken arm."

Betty: "Eh, that's what the Friar is for."

Marcel: "Monsier Quench? Zee table 3, she is ready."

Gilligan: "Thank you Marcel. They're going nuts over the spinach puffs."

Marcel: "It will join zee others on zee Menu."

Gilligan: "Great, keep 'em coming back."

Marcel squints: "Is zat Monsieur Tower le Verité?."

Gilligan glares: "What are you, a cop? Get back in the kitchen."

***

Lug Thunkhard and The Geezer earn new Skills through Brawling - "Good Looking" and "Run Like Hell", respectively.

Marcel: "Monsier Thunkhard, I am so 'appy for you. You see, my food, it is the food made with amour."

Marcel notices The Geezer tracing his gaze over to him and quickly retreats to the kitchen.

Lug Thunkhard, The Geezer gain a companion each.

Saikrit Baus, Sylvestre, and Mr. Tower Strike out Flirting! Next time!

Lacrimissa Skrunk takes an Injury while Brawling! Tough luck!

***

--------Questing--------

Stabdee - The Temple of Mazes - 9/109

Good help is so hard to find. Stabdee's foolish warrior had helped himself to some Goblins' dinner! They're after your party now, looking for their Just Desserts!
Well, honestly, they could also go for a main course and some apps too, they don''t get out much.


Goblins
HP: 15
Damage Range: 1-11
Special: On a roll on the die between 1-5 - a Goblin Appears!


Hawkins - The Tenebrous Tenement - 10/100

Hawkins' sensible, careworn, experienced treatment of the dungeon kept everyone cool and confident as they slowly picked their way through the dark halls. Occasionally, there was a rustling of some great beast or other, but they hid and let the thing pass them by. No sense sticking your neck out if you didn't need to.

The Wandering Mage fucked around with this message at 22:03 on May 2, 2024

BraveLittleToaster
May 5, 2019

Combat - Temple of Mazes

Attack Roll = 10

Taken by surprise, one of the party members were quickly cut down. The Ranger or something? She couldn't recall their class, it probably wasn't important. Either way, it brought out another round of cursing, as Stabdee and her companions got to work. She could only stab out the hearts of a few of the goblins before the rest of them scurried out of the range of her blade, though, leaving the party leader fuming and brandishing her dagger threateningly.

"Oh, you wanna go, you little green gobshites? Want to throw down? You're going to have to try harder than that! Get back here and come closer, you're looking very stabbable right now! I demand restitution for my lost meatshield/packmule!"

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker


Coins: 0

Companions:


"Danger lurks around every corner. Fortunately this corridor is pretty straight.”

Dungeon Exploration: The Tenebrous Tenement

Take 10 to tenderize 10% of the Tenebrous Tenement. 80 to go.

Cloud Potato
Jan 9, 2011

"I'm... happy!"

Mr. Tower
Townsfolk
Coins: 2 -> 3
Bruises: 1

"Hey Al. You got your pocket money yet?"

Work The Land: 1d4 1

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer

Townsfolk
Skills: Good Looking (-2 DC Flirt)
Coins: 0 -> 3 -> 1
Bruises: 1
Drinks: 1 -> 2
Companions: +

Lug Thunkhard would have hared off for adventure and glory, but his old da convinced him to help out some more on the farm, get all the ducks lined in a row and all the cows carried home before he headed off. The cows were no problem, but the ducks were proving to be a tricky matter. Blasted things kept flying off, so it was turning to be quite the puzzle.

Even so, Lug's ma and da was plenty happy and so were the folks buying foodstuffs from the farm. Spinach was being Lugged off at an alarming rate and some of the profits rained on the young man. Which let him head to the Valorous Vagrant for drinks with friends, old and new! This one lady who'd arrived in town - Miss Coiffure - kept literally hanging on to his every word - or rather, his biceps, and when she wasn't, she talked with Mustelady about fashion, adventuring jargon and such and such. Some of it went over Lug's head, but the pair at least seemed happy with his buying of drinks for them, so he reckoned everything was going fine.

Oddly though, a lot of the other bachelors in the tavern kept giving him these weird glares though. He'd have to sort that out soon, but he couldn't for the love of him realize what he'd done this time. He hadn't crushed any toes in, like, a whole week!

Action: Work The Land: 1d4 3
freeAction: Buy a drink (-1 coin) Drinks roll vs 4: 1d20 17
freeAction: Buy someone else a drink and flirt (-1 coin) Buy Coiffure a drink and Flirt: 2#1d20 7 20 +1 Companion!

Swedish Thaumocracy
Jul 11, 2006

Strength of >800 Men
Honor of 0
Grimey Drawer

Townsfolk
Coins: 0
Bruises: 0
Maps: 1 (Tomegarden of Arkay the Vile)

Woe is me, won't somone help a middle-aged man with his problems?

Act: Flirt to Find a Hench: 1d20 15

"You there! Decrepit olde man so thin your bones are visible through your pale, parched skin! Won't you follow my every whime?"

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH

Sylvestre
Townsfolk
Coins: 3 -> 4 -> 3
Bruises: 1
code:
Work the Land- 1 Action - Gain 1d4 coins while at the Tavern
Experienced- Take 2 Actions/Turn while Questing - Not available in the Tavern.
That lunkbutted buttlunk of a "friend" had taken his barbrawlwench and the teek didn't sell like it should have and Jimantha stalemated him in the insult game (and didn't help him out with said teek harvest). Bad times all around!

He was just going to buy enough booze to drink his sins away, extend his long, beautiful plumage to hide behind and sulk. Don't bother me, his giant green, blue and gold tail did not say, though he wished it would.

Drink n flirt, emo peacock style: 1d20 3

It was still enough to stop would be flirts from joining him, though. Just the inability to push past the tail was enough.

"Eh. EH! EH LUNK! I... I bet I can drink more'n you can ya treelugging rocklugging barlugging.... lug lugger!"

Contest- Drink off!: 1d20 12

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Arcanuse
Mar 15, 2019

[3>1 Coins][1 Companion(s)]
The Geezer was feeling pretty winded at this point.
Still, there were hooligans needing a good thwack of the cane or two.
[freeAction][3C>1C][Buy Meal]
[Action]Enter Brawl (Advantage): 2#1d20 13 17
New Skill?: 1d20 4
"-now that was refreshing, I remember the bar fights of my youth like it was yesterday-"
Cough. Even their lungs had limits it seemed, much to the patrons relief. A brief, precious reprieve.

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