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Gravesholme: A Gothic Dungeon Adventure

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****A group of hardened adventurers camps in the valley below a towering, terrible megalith - the Castle Gravesholme. With meager preparations and fear in their hearts, the group prepares themselves for what may be their last entry unto the breach.****

Gravesholme is a dungeon RPG for three to five players. Players take the role of adventurers, filling classic archetypes (fighter, mage, healer) or variations of. A degree of creativity is allowed to the player, with cooperation from me as the DM to make it realized within the game.

Each player has 30 health. Combat is resolved through dice rolls based on stats. 16 stat points are allocated into these areas:

Strength (physical combat, lifting, bow pull)
Intelligence (magic power, detection)
Charisma (conversation, looks)
Dexterity (speed, accuracy)

Stat points are checked against relevant events in-game.
Strength: in combat, strength value is the number of dice rolled when attacking an enemy. If the resultant number exceeds the enemy's armor value, the attack succeeds. The attacking player then rolls dice based on the weapon, representing damage. Damage is allocated based on the value of the dice rolled.
Example:
Player attacks rat. Player's strength value is 4. Player rolls 4d6. The resultant number in this case was 12. The rat's armor value is 6. The attack passes - the player's dagger does 1d6 damage. He rolls a 3 and subtracts this number from the rat's health.

Intelligence:
Each spell cast will require a certain amount of dice rolled. For example, a basic fireball requires 2d6 rolled. If this number exceeds your intelligence stat number, the spell succeeds and damage or effects are allocated based on the spell's stats. Magic ignores armor checks.
Intelligence also governs a player's ability to be perceptive of their environment - such as detecting traps or treasure.

Charisma: certain interactions with the many denizens of Gravesholme will require tests of charisma. Whether through conversation or bargaining, a charisma check may be required to succeed. In this case, a certain amount of dice will be rolled depending on the difficulty of the situation.

Dexterity: shooting arrows or throwing weapons requires a dexterity check. Depending on the difficulty of the shot, the game will call for a certain amount of dice to be rolled, the resultant numbers combined and compared against the player's dexterity stat value. If the dice roll exceeds the player's stat value, the attack passes and damage is allocated. Armor checks must still be performed after dexterity checks.

Armor: this stat reflects armor worn or burliness in combat. It is made up of armor worn in combat - all characters begin with a meager set of armor. An armor check is performed when a player attacks an enemy.
>>
Combat and all interactions will be a mix of DM creativity and stats.

If you'd like to play, please claim an archetype with whatever specifics you'd like would fit the theme. Allocate your stat points, with an emphasis on balance and light specialisation based on class choice. I will give a selection of spells and equipment to choose from once a player has chosen their class. Once all players have created their characters and gathered equipment x the adventure will begin.

This game will last a few days and will concern the entry and first floor of the Castle Gravesholme. If people are interested I will continue.

****The valley's centre is lit by the fire of the adventurer's camp. As they get their fill of hare's meat and mead for the evening, they prepare themselves to face the legendary corridors of Gravesholme, looming above them.****
>>
Is this another Dark Souls inspired quest?
>>
>>131183
No, I've never played dark souls. It's moreso inspired by the castle of elemental evil.
>>
I'm interested. Thinking of a character.
>>
Not a Quest.
>>>/tg/
>>
>>130783

Jake Haifen

Strength 2
Intelligence 6
Charisma 6
Dexterity 2

Local shady entrepreneur (gambling and prostitution). Enjoys the study of the occult and alchemy.
>>
>>131409
Thanks for participating. I'll assign you two abilities, one for each specialisation you've chosen. With each new floor of the Castle Gravesholme reached, your abilities will increase.

Alchemy:
Potion of Confusion - a translucent potion that, when thrown on the ground, creates a cloud of gas that may disorient the opponent.

Occultism:
Detect herbs
>>
>>131409
Forgot to add, here's your equipment choices
Weapon:
Dagger: 1d6 damage, if post number ends in 2 then 2d6 damage. If post number ends in 3 or 4 then no damage.

Staff: 1d6 damage

No weapon: +1 dexterity

And your starting armor, which I choose for you.

Robes of the Beast: 8 armor
Amulet of Kyoon: if you fail a detection check, retake it.
>>
>>131684 >>131645
Awesome! Lets see...

>No weapon: +1 dexterity
Jake ain't going to get his hands dirty.

>Amulet of Kyoon
We can say that this is a boon from a good client of mine.
>>
>>131782
Cool. So you're some sort of career occultist? Perhaps your aim in joining up with this gang of dungeoneers is to steal some artifacts for your rituals. Feel free to throw together a little biography, but I'd like for the character dynamics to be emergent through the course of the game.
>>
>>131409
Linda Two-Boots

Strength - 8
Intelligence - 2
Charisma - 2
Dexterity - 4

Linda is hired muscle of a local community leader who is definitely not heading a ring of organized crime. She's been sent to make sure Jake doesn't fucking die, but to let him finish what he came for. That was the exact wording of her orders, in fact. She doesn't know what bullshit magic stuff he came to find, and doesn't care.

Linda's best friend in life is her boots, an unassuming pair of leather boots, the toes of which are reinforced with iron. It hurts to get kicked by them. She likes to kick people with them. She likes it a lot.
>>
>>131854
Love it.

Abilities:
Steal - Linda Two-Boots may perform a dexterity check on an unaware opponent and pickpocket them or grab-and-run.

Poisoned Blade: Linda Two-Boots companion, Jake Haifen, has concocted a somewhat strong poison from herbs on the edges of the valley. Coating her weaponry in it, Linda Two-Boots' weapon inflicts an extra one point of damage with a successful hit.

Here is your selection of available weaponry to start:
Dagger: 1d6 damage, if post number ends in 2 then 2d6 damage. If post number ends in 3 or 4 then no damage.
Sword and Shield: 1d6, with +5 to armor.
Wristblades: 1d6, if post ends in 9 then 2d6

Your armor:
The Boots: 3 armor - During combat, you may perform a dexterity check instead of an attack. If it succeeds, Linda Two-Boots kicks the opponent and deals 1d6. The opponent is staggered and misses their next attack.
Leather Jerkin: 10 armor

This is optional: Shroud of Disguising - Other characters and creatures are unaware of your appearance and gender. Your voice is also disguised by the shroud.
>>
>>131999
Wristblades, for when she can't solve a problem by kicking it until it stops moving.

Since we're going for a more bandit/rogue sort of skillset, I guess I'll take the Shroud, too. She normally uses it to move through crowds, but also enjoys the intimidation factor that comes with having an altered voice.
>>
>>132041
Excellent. I'm going to dinner but will try and keep this flowing. Let's wait a bit and see if anyone else wants to join before we begin.
>>
>>131854
I love it too lol.

>>131824
Yeps, in a way.

Here is what I had in mind:

Jake's main interest are his prostitution and gambling businesses, and he uses his arts to give himself the edge over the competition, since he's scum. He drugs the whores to make them appear more youthful and happy, spikes the drinks at the gambling rings with subtle amounts of addictive substances to keep them returning, etc.

He uses his "detect herbs" to sniff out his own potion's liquids to avoid drinking his own spiked drinks accidentally when he is around his own establishments.

As a sharp businessman and occultist, he knows quite a deal about artifact appraisal, so he is valuable when it comes to finding what is actually worth while to take back from the dungeon. His main interest is personal power, but he also doesn't mind finding some rare gem or grimoire to sell to his contacts. He is a somewhat new member of the "community leader's" (the one Linda mentioned) cabal of crime, and he aims to improve his relationship with them.
>>
>>132086
Ah. He was originally a drug broker/maker, and moved to this town as he fled from the authorities. However, his drugs don't seem to sell well enough around these parts, hence why he got involved in gambling/whores.
>>
File: tegaki.png (36KB, 400x400px) Image search: [Google]
tegaki.png
36KB, 400x400px
[b]Our story begins with Linda Two-Shoes and Jack Haifen. Hired by a Black Powder Merchant Brother whom Linda worked for back in town, Jack is an occultist extraordinaire. This Merchant was adamant about retrieving one object above all: The Runic Crystal, an ancient diamond which is said to possess magical powers - what those may be, he did not say.[b]

The two adventurers make the long journey up the treacherously ruined and overgrown stairwell leading up to the terrible Castle Gravesholme. The pair approach the Castle's forboding obsidian gates. Linda's gaze is immediately drawn into the pure blackness of the gate's material - its seemingly unending darkness was luring her in like a dream teasing its unfolding.
Noticing Linda's trancelike state, Jack grabbed her shoulder to shake her out of it. Just then, the gate spoke.
"Do not peer too deeply into the abyss, lest I stare back."
Startled, Jack and Linda step back and speak to the strange, amorphous face forming in the blackness of the gate.
>>
>>133420
Well, I'm fucking the formatting up royally. Apologies, I'm tired. If you noticed my id is different, it's because I'm using my desktop now. I'll be doing drawings to accompany the story as we play.
>>
>>133424
Heyo nice to see you again. I post my actions and such, yes?

---

Haifen was half-familiar with the notion of supernatural entities like the one in front of him. He had read about odd phenomenons in books, but seeing it firsthand was something completely different.

He inhaled, and recovered his usual confident smile.

C'mon. This was just the beginning. He couldn't let himself be intimidated so soon.

He held his eyes close as he kept his hand on his partner's shoulder.

"Greetings, talking one." he said, in imitation of the voice's tone. "I'm a traveler and, this is my companion. You may call me Al, if you'd like."

"I wish to pass." he admitted. "What do you wish?"
Thread posts: 20
Thread images: 5


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