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  • Old Guild Username: Aristocrap
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7 yrs ago
Not my own words, but: "Enjoy memes and have a good time online, but develop a solid sense of self-worth that is rooted in a reality that doesn't disappear when the battery charge is empty."
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7 yrs ago
The spam. It hurts.
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7 yrs ago
Yeah, and you're under arrest, pal.
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Most Recent Posts

Tried to do a test roll just to get familiar with the use of it, but I don't actually see where on the dice roller page one can input a new roll


Oh, jeez. I took a look at other campaigns' dice rolls and it seems that you have to be the owner to make rolls. Sorry, I thought you all were seeing the same thing I was.

We can do this one of two ways - you each can make your own roller under "New Campaign" and link to your rolls in your posts, or we can all use the roller I set up and I'll do the rolling for everybody.

The latter would be easier from an organizational perspective, since we'd have everybody's actions and results in a central place. Of course, I also get it if folks like the feeling of rolling for themselves.
@vietmykeI'm gonna try to make a regiment of woodsmen and skirmishers without stepping on your toes. While your shtick seems to be shapeshifting and shadow magic, my rangers will lean towards using nature as an ally and harnessing 'earthy' magics.
<Snipped quote by ClocktowerEchos>

Should be like writing a regular post. Except you have to keep track of things and occasionally type in the dice code.

Speaking of which @Aristo how do you use this the guild's dice roller?

EDIT: Also do I have to roll for casting Rotes or just Leveled Spells?


Here's our dice roller: roleplayerguild.com/campaigns/125

In the Roll: box, you type in the number of dice and the type. For example, 2d6, for two 6-sided dice. You'll pretty much always be rolling 2d6, plus modifiers, depending on the action. To add a modifier, you'd type 2d6+2, for example.
If you're rolling for damage, then you'd roll a d6, d8, d10, or whatever your class gets. In Note: you just write a description of the action you're rolling for, like "Hack 'n slash against goblin 1," or something, so we know what the roll is for.

You have to roll for casting rotes, yes, but you can always cast them; you 'prepare' all of them whenever you commune with your deity. They don't count towards your spell allotment.
All the regular spells must be prepared; see your Commune ability. At present level, you can prepare all your rotes, and two level-1 spells at a time.

If you want to run your desired action(s) by me here in the OOC, I can give you the proper rolls to type in the Guild's roller.
Everybody is, for the most part, accepted, so I went ahead and got the IC up! I'm happy to have this show on the road; thanks for joining in! I hope you're all as excited as I am!
The City of Lyra, Aabran

Early morning, Sorrin’s Day, 25th of Barburn, Year 1304


Questionnaire:





You’re gathered in Lyra’s barracks, collecting equipment and provisions for your endeavor into the Wilderdeep. You spent the night in the city beforehand, collecting yourselves and discussing the terms of your adventure with Lord Pernn, governor of the city.
As it turns out, the late Ophelia Pesh was a close friend and business partner, and her death has left him visibly distraught. Her family is offering up to 500 gold pieces for peace of mind and to bring the killer to justice - enough for a down payment on a cozy house. Lord Pernn struck you as both grateful and melancholy at your offer to help. It is clear that he appreciates your effort, but has little in the way of optimism of your success. Still, the notion you would risk yourselves to aid the city has instilled a small measure of hope within him. He has given you liberty to outfit yourselves at the barracks, and has been a gracious host during your stay.

You stand in the armory, eying barrels and racks full of surplus weaponry and equipment. There are rows of swords, spears, shields, bows and miscellaneous gear. The quartermaster grudgingly has allowed each of you to pick one or two items. He finds the idea of you going into the Wilderdeep incredulous; he occasionally mumbles to himself with a shake of his head. Something about “foreigners” and “death wishes,” it sounds like.

What gear do you select from the armory's pool?
(Max two items or mutli-use bundles each. Select from these lists. Ranged weapons come with quivers worth 3 ammo.)


(Add items to your character sheets, making sure to update uses and weight values.)

As you reach for your equipment and sling your packs over your shoulders, Lord Pernn enters the room. A tiny, horned familiar chitters on his shoulder. He reaches into his robe and procures what seems to be a tarnished whistle. It is carved to resemble the head of a canine, maybe a demon. He hands it to Alexandria, apparently trusting a fellow countryman with the item.

“This may come in handy if you find yourself in peril,” he says, “but use it sparingly, only when faced with real, imminent danger.” He emphasizes the last of his words with a heavy voice and waves the group outside. “It’s almost time to go. Best to get a move-on in the morning. Come nightfall, it’d be a nightmare to trek that place.”

In a few minutes, you leave the gates of Lyra behind. You're on the trail leading in and out of the city, and you can see the vast stretch of forest that makes up the Wilderdeep ahead. Lord Pernn and a few city guardsmen escort you there, pointing to the tracks that led from the scene of the murder along the way.

"Well, here we are," Pernn says, with a clap of his hands. He looks perturbed, as if standing so close to the Wilderdeep is physically uncomfortable. "You have my best wishes for your success."
"And condolences," one of the guardsmen murmurs, almost out of earshot.
Pernn leaves you with a few more lengthy words of thanks, as if he doesn't expect to see any of you again, then turns back the way he came, guards in tow. The Wilderdeep lies before you now, and the leaves on the closest trees rustle in the wind. Although the rest of the land appears bright and sunny in the morning light, the forest appears only dark and murky. It's hard to see much farther ahead.

What do you do?



Feel free to flesh out bonds with each other in the meantime. Consider it a part of the creation phase!
Fingers crossed that @Grey joins our questing quartet, it's shaping up to be a good group.


He sent me a sheet and I've approved it; once it hits the CS tab, we'll be good to go!
@LeovenThere's a poultices and herbs option, if you want medicinal herbs. Your antitoxins could also just be medicinal herbs in the fiction.

As for weapons, there'll be chances to grab specific equipment in the IC. As @Paraffin mentioned, the starting gear is pretty balanced and suited to the potential themes of the classes. If you want range, your spear has the thrown tag.

& yes, I'd like to see your Frozen North tell mentioned. Remember that when you use Shapeshifter, your form needs to be a creature that can be found in your land.

Other than that, your sheet is sound and can be added once we settle the bove!
When you first mentioned it, I was imagining something like this:



Not exactly puny or huge; maybe a foot across. Solid enough you could bash somebody over the head with the flat, or with sufficient force, cleave with the rim. If you had to, it might work as an improv buckler.
@Aristo Two questions:

1) Do I have to take a weapon from the ones on the CS?

2) Can I use a gong as a weapon?

EDIT: I've also now finished my Bard.


1) To keep things running smoothly, I'd like to keep them as they are, unless you have a substitute in mind that fits the same weapon tags. A shortsword, axe, warhammer and mace all have the close tag and a weight of 1, for example.

2) You could improvise, sure; just be aware that a gong may not be ideal against every mook you encounter. In keeping with DW's fiction first mentality, it probably won't do you much good one-on-one against a fully-armored knight, but might knock somebody out if you get the drop on him.
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