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Dungeons
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Dungeons serve as an opportunity for your character to develop and discover the secrets of the land with a party. It gives you a chance to explore your natural, and unnatural, abilities, as well as bond with your peers or unravel history. Quests and Story Events are long and extensive and are a world building experience,.

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Character Health


60

Damage Modifier
Level 1 = +0
Level 2 = +1
Level 3 = +2
Level 4 = +3
Level 5 = +4

Master = +5


 

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So you’d like to learn how to go through Dungeons? 
 
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Good, this page will let you in on the inner workings of Quests and Story Events.

To start, the Dungeon Master will begin by posting a starter to your story or dungeon, either putting you in a single room with various opportunities, or a place where there are many ways to go. It is up to the party where they wish to go, and what they would like to do.

Everyone will make a post reacting to the paragraph, coming up with creative ways to solve a problem and leaving an open ended post if you are making an action.

Posting order is not important unless a battle is taking place. If you cannot post in the battle, let your party know that they can skip over you.

Dungeon Master will post replies whenever they see fit.



ACTION EXAMPLES


"Kane looked towards the crate in the corner of the room, wondering if he can open it. He walks over and attempts to pry it open with his paws."
The dungeon master will roll behind the scenes to see if Kane is successful in opening the crate or if he fails.

"Giannis attempts to create a bridge over the river with his earth bending abilities."
The dungeon master will roll to see if this bridge will collapse or withstand the walk across.

"Amaris attempts to confuse the shopkeeper. “Well, I actually did pay for the potion, you just weren’t watching.”
Dungeon master will roll to see if this lie can convince the shopkeeper, or if it fails and she is kicked out of the store.

Perception checks can be done at any point, if you include in your post at the very end
“Perception Check” It may reveal pieces of your surrounding that might be hiding, or assist in a time of confusion in what may be the next step.

All actions will be rolled by the dungeon master unless it is a battle.
Use your elemental skills creatively,
if you're unsure if something is allowed, just ask your Dungeon Master.



 

COMBAT


When a battle takes place, the members will roll a 1d5 with an additional +1-4 based on your character's skill level for every roll. Your roll will dictate how much damage or healing you will do, and if you are using a weapon in your post, it adds a +1 to your roll. Please make your post reflect your roll, if you have a small one, you cannot perform a strong ability, if it is a large roll, you may post your character using a strong successful ability.
You may only roll once for each combat posting cycle.

During Battles there is a posting order, the Dungeon Master will only make a Boss reply once everyone has posted.

You will take damage when the Boss’s roll comes into play. All characters have 60 health, which is why it is beneficial to have a restorationist on your team, potions, or a set of armor.

When the boss's health reaches zero, it has been defeated.
Multiple encounter enemies all share a health pool.

You have no cooldown on your abilities, but be mindful of how you use them and that you are not using the same powers excessively, if you type that your character has used a high level ability but only rolled a 1, they missed the target
.
You can only get the additional weapon +1 if you are writing a post where your character is using said weapon.
It is allowed to use a weapon and an elemental ability in one post if you roll a high number. If it is below 4, stick to just your weapon, or just your elemental.

If your health has reached zero, you are incapacitated and can only be saved by a restorationist or a healing potion.




POTIONS


Potions are purchased prior to starting the dungeon.

If you'd like to use a potion, attac
h it to the end of your post or use the potion emoji.
You can only u
se one potion per post.
{ Character has
used a [potion name] }

Health Potions grant +30 health and can be used at any time
Invisibility Potions grants invisibility for three of your posts outside of combat.
Luck potions can be used for actions outside of combat (If you are that insistent on winning)
Damage Potions can be used to add +5 to your 1d5 roll for three combat turns.
Paralysis Potions can be used to freeze an enemy for two posting rounds, stopping them from doing damage.
Blasting Potions can be used to deal a large amount of damage to a boss to speed things up or save your party.





WEAPONS AND ARMOR


You can only use one weapon per dungeon, and three armor pieces. To use your weapon in battle, just add it into your combat posts!

When using a sword, axe or any weapon in combat, it adds a +1 to your 1d5 combat roll on top of your character's skill level.

So for instance,
if Amadusa is level four, her 1d5 would be a 1d5+3 (see modifier at the top)
If she had entered the fight with a weapon and is planning on using the weapon in her combat post, it adds another +1, making it a 1d5+4
No
w to really add on to the damage if you want to shred through enemies, if you consume a Damage potion, it adds a +5 to that roll for three posting rounds..

 

If you have entered the dungeon with pieces of armor, it adds to your defense. The Dungeon Master will roll damage rolls during every posting order

If Aliana is wearing a full three piece suit of armor, it adds +2 defense from the helmet, +1 from the bracers, and +1 fo
r the pauldrons, making it a total of +4. 

So if the boss rolls for damage and gets an 8, your character will only take 4 damage as it has subtracted 4 from the initial 8.

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