Name: Lisandra of the clan Moonshadow
Race: Half-elf, or Helf for short
Class: Bard
Occupation: Bard
Skills: Performance and Persuasion of course
Edited by Afterwards on May 11th 2020 at 8:30:19 AM
she magnificent my bastard till i complete on her monsterName: Custard
Race: Parrotnote
Class: Wizard
Occupation: Librarian
Skills: Perception and Arcana
Hey how you doing well I'm doing just fine I lied I'm dying insideName: Abarron Ambros Arnau de Felix Jaime Joaquim Elizondo y Ferrer (simply referred to as Abarron Ambros)
Race: Human
Class: Rogue
Occupation: Thief
Skills: Sleight of Hand and Religion
Edited by Baisteach on May 11th 2020 at 5:32:09 AM
One day you're here, baby / And then you're gone.....Name: Myskywarm
Race: Elf
Class: Warlock
Occupation: Mage(Does that work?)
Skills: Arcana and Athletics
The true power of us human beings is that we can change ourselves on our own.Afterwards, you have the following abilities:
- Irresistible Allure: You can charm one attacking enemy, preventing them from taking action for a single turn. If used on someone outside of combat, depending on whether you roll high enough, you'll be able to issue a command to them so long as it's in their ability. And no, you can't use this to seduce the BBEG.
- Shadow Cloaking: Unfortunately, you can't teleport between shadows like a rogue or full-blooded elf might be able to, but what you can do is reduce your presence to essentially nothing within them, making you impossible to detect so long as you stay in one.
You start out with this equipment:
- The Bard's Sword of Screaming: Honestly, you aren't sure if this thing—a fancy, embellished rapier that emits a comical human scream—is enchanted or straight up possessed. The harder you swing it, the louder the screech gets, and the faster you swing it, the higher it gets. Make use of that how you will.
- Bardic Instrument: Your trusty lute or violin or harp or saxophone, or bagpipes or music box or organ or impossibly portable grand piano. Or what-have-you. Whatever it is, playing it can heal allies and, if you succeed on a roll, add bonus damage to their attacks.
CustardAndPie, you have the following abilities:
- Mockery: Despite the name, this isn't a bard ability. Sorry to disappoint. Your heritage and excellent perception gave you an interesting advantage when you pursued the field of magic, and that is the art of imitation—if you've seen a spell demonstrated and succeed on a check, you'll be able to use it yourself without having to learn it.
- Arcane Casting: Well, you wouldn't be much of a wizard without it. Since you're just starting off, there isn't a lot right now, but this list can grow.
- Fireball: The bread-and-butter of all magic out there. Has a surprising amount of uses, though. Especially if you're into pyromania.
- Healing Hands: It does about what you'd expect.
- Luminous Sphere: You summon a floating orb minion that follows you around. Makes a good source of light when you're stuck down in caverns. Interestingly, it doesn't attract attention from enemies as, say, a torch would.
You start out with this equipment:
- Empty Tome: Your average spellbook. It's mostly blank as of the moment, but each page fits five spells at a time, which just so happens to be the same amount that you can use per rest right nownote .
- Familiar: What this actually is is up to you, but it's a magic-infused animal companion that follows you around. Useful to send in for scouting, combat support, and other such things.
Baisteach, you have the following abilities:
- Quick Hands: You automatically succeed the pickpocket action without having to roll. Call it a less-than-stellar aptitude, but as a rogue you don't care and wouldn't want to, anyway. Doesn't apply to any other kind of stealing, although of course you still have advantage on that.
- Grand Theft Auto!: When you are driving a stolen vehicle, it cannot be destroyed. As utterly absurd as this sounds, this also applies to any living mounts such as horses
cue Skyrim theme playing in the background.
You start out with this equipment:
- Paper Prayer Charms: They may look fragile on the outside, but in truth, you'd be better off being hit by a solid iron blade than with these. Razor-sharp and ridiculously easy to conceal; if the maker of these knew what they were being used for, they'd probably faint in a second flat.
- Lockpicking Set: The standard fare for anyone considering your career. Comes with hooks, rakes, balls, and everything in between, perfect for cracking open any stubborn treasure stores or their doors. Sadly not Mimics, though.
quick question what is the BBEG
edit: o shit, custard's a blue mage
Edited by Afterwards on May 11th 2020 at 11:32:37 AM
she magnificent my bastard till i complete on her monsterBBEG = Big Bad Evil Guy / Girl
One day you're here, baby / And then you're gone.....An acronym for Big Bad Evil Guy. It just means the main villain of the campaign, though.
And shit my wifi cut out so I wasn't able to add this at first, but anyway.
Myskywarm, you have the following abilities:
- Divine Intervention: The eldritch chap who was kind enough as to make you such a good adventurer isn't exactly morally present. And so, your pact with him allows you to call down some rather...questionable interference from this fellow. Three times per day, you can choose to roll for any action twice. You'll be presented with both numbers and get to pick which of them is used for the end result.
- Unholy Casting: Ah shit, here we go again. Keep in mind that unlike the Wizard, you're a known caster; you don't have to be limited by a spellbook.
- Illusion: Casts precisely what it says it does. There are very, very, very many uses for something like this, so be creative—whether it's on inanimate objects, creatures, or people, in the middle of battle or outside of it.
- Mage Hand: More or less ripped from the actual spell, it's a spectral hand that you can control to interact with objects, carry items from different rooms, etc etc.
- Cursed Strike: The classical electricity spell; think Star Wars-style lightning. Can not only cause damage to multiple opponents at once, but stun and knockback them as well if you succeed on a roll.
You start out with this equipment:
- Hellbow: Affectionately dubbed so because of the stencilled flame patterns on its sides. It's a crossbow with 20 bolts, standard in every other way but damn would you look at that design? Thankfully, you happen to be an elf, so you do have proficiency with this.
- Bag of Cookies: Used to call your patron down for some advice when you might need it. He's a busy guy, though—try not to get overenthusiastic with it.
Might wait a bit to see if anyone else jumps in since the signups came in pretty fast, then we can start.
Edited by unfortunatezorua on May 11th 2020 at 11:55:49 PM
Well, that’d be jus’ a waste. Why would ya want to deprive the world of such anomaly as yourself?I'll be in. *joins quickly before Maths starts*
Name: Floor Hollis (Nickname: Flo, mainly because her name is also the name of a place where you stand in)
Race: Human
Class: Sorcerer
Occupation: Florist
Skills: Nature, Medicine
If there's a book you want to read, but it hasn't been written yet, then you must write it. Toni MorrisonName: Teshmun
Race: Mummy (formerly Human)
Class: Monk
Occupation: Scribe
Skills: Sleight of Hand and Medicine
Edited by GoldenCityBird on May 12th 2020 at 2:16:36 PM
TRS Wick CleaningName: Tyrone
Race: Human (yes, I'm making him human)
Gender: Male
Class & Occupation: Performer (as in a like a popstar, he's always singing like the other Backyardigans)
Skills: Dancing, especially, and singing
I can't think of a good signature.i'm already a bard we cant have 2 bards
she magnificent my bastard till i complete on her monsterOh... fudge, what should he be then?
Edited by AutisticAlivia on May 12th 2020 at 6:11:00 AM
I can't think of a good signature.well... we dont have a Barbarian, Cleric, Druid, Fighter, Paladin, or Ranger yet
(he can still be a performer if you want he just cant be a bard cuz im a bard already)
she magnificent my bastard till i complete on her monsterif you're taking Performance that's a Charisma skill so Cleric or Paladin could be good since they both use Charisma (Paladins moreso)
Edited by Afterwards on May 12th 2020 at 9:15:06 AM
she magnificent my bastard till i complete on her monsterName:Tabitha
Race:Elf
Class:Ranger
Occupation:Shop Keeper?
Skills:Intimidation and Acrobatics
Edited by TabbyGirl4 on May 12th 2020 at 9:20:57 AM
"I'm Mary Poppins, Y'all!" - Yondu,2017EDIT: nvm
Edited by Afterwards on May 12th 2020 at 9:18:27 AM
she magnificent my bastard till i complete on her monsterName: Gromzarr the Scraggly
Race: Orc (1/4 elf)
Class: uhh cleric i guess
Occupation: Weaponsmith
Skills: History and Religion
Lovepilled and HopemaxxingI didn't want Tyrone to be a bard, I just want him to be a popstar.
I can't think of a good signature.Name: Hackett Kelly
Race: Borrower
Class: Druid
Occupation: Former Gubernatorial Candidate for the Community Within the Walls; Currently Unemployed
Skills: Hiding & Animal Handling
Popstar’s your occupation, you just gotta pick a class
Edited by TacoBadger on May 12th 2020 at 1:04:36 PM
HuzzahOkay, uh... he could be a paladin.
I can't think of a good signature.Jesus, okay, apparently I was right to wait. Awful lot of people for one party though.
JTTWLover, you have the following abilities:
- Intrinsic Casting: In short; you're a lot more specialised than a Wizard or Warlock would be. Your magic in particular seems to have grown (ba-dum-tssh) to fit with your profession.
- Overgrowth: You summon vines to lash out at an opponent, dealing damage.
- Lovely Pollen: Choose an area on the ground. A large flower will burst from it at the start of your next turn, inflicting poison damage to anyone within melee range.
- Sky Oak: You create a 20m tall tree. ...It's better than it sounds, trust me, as long as you figure out what its intended use is.
- Enhanced Magic: And this is where the fun begins. Cast one of these after a regular spell to change its effects. You can use this up to 2 times per day.
- Harder: Roll. If you succeed, the opponent can't roll to defend against your attack.
- Better: Roll. If you succeed, your attack will be able to target another opponent of your choice.
- Faster: Roll. If you succeed, the opponent can't roll to dodge your attack.
- Stronger: Roll. If you succeed, bonus damage will be added to your attack.
You start out with this equipment:
- Herbal Remedies: Useful to have on hand if there are no other options. A consumable; it restores 1 HP. You can roll to make more of these with your Medicine skill whenever you're in an area with sufficient materials. You can only carry one at a time.
- Instagram Thot: What you use to cast your magic. It happens to be an iron hoe. Haha peak comedy yes.
GoldenCityBird, you have the following abilities:
- Toll the Undead: You are already dead. Literally. So it figures that you can somewhat communicate with other undead. Play your cards right, and you could neutralise them, which is handy when you're ambushed by reanimated skeletons.
- ORA ORA ORA: Roll to Dodge's more toned-down spin on the classic monk ability. When using an unarmed attack, you can roll another seperate check—if it succeeds, you can deal 3 attacks in that move instead of 1.
You start out with this equipment:
- Book and Quill: Any vital information about quests you take is stored here. Reading it gives you an update on the quest status and possibly a guide to the current goal if you're that lost, so you can't really mess up by accidentally entering the wrong dungeon and end up summoning Cthulhu or something.
- Quarterstaff: Thankfully, this is a monk weapon, so ORA ORA ORA can also apply to it. Other weapons it can be used on would be ones like spears and javelins, but you don't have either of those right now.
AutisticAlivia, please choose at least 1 skill.
TabbyGirl4, you have the following abilities:
- Walk of the Land: Normally, climbing up things like the faces of mountains, castles, or large trees would be either seriously disadvantageous or downright out of the question. But not for you; you can do this without any drawbacks whatsoever. You're a ranger. Kinda gonna need those vantage points.
- Expert Barter: All prices at shops are halved. Not a very flashy ability, but everyone is broke when you start out—you might end up needing this, for quests or otherwise.
You start out with this equipment:
- Longbow and Quiver: An essential, exactly what you think it is. You have 20 arrows at the moment (they're retrievable).
- M1895: You don't have a bonus on this like with bows and it's obviously louder, so you tend not to use it that much. That doesn't mean you won't when it comes to it, though. Seven shots. Use them wisely. Top-ups aren't always easy to come across.
ArmoredFury, you have the following abilities:
- Molten Wrath: Owing to your nature serving in the domain of the Forge, any attacks to enemies with a melee weapon inflict fire damage. You're also immune to fire damage yourself.
- Friendly Fire: Pun not intended. On the other hand, if you attack one of your allies with a melee weapon and succeed the initial check, you automatically restore an amount of HP equivalent to your damage and inflict health regeneration for 3 turns. Hey, they don't call you a cleric for nothing.
- Barrier of Flames: Creates a single wall facing the direction you choose. It lasts for 1 turn; good for putting up in the middle of a fight and quickly healing someone downed.
You start out with this equipment:
- Bound Arsenal: Technically, this is a cantrip spell, but since you're a cleric and don't have much in the way of equipment it's better to just classify it here. You can summon a magic melee weapon (any kind) and use it as you normally would.
- Heavy Armour: You're well-protected. Gives you a disadvantage on speed, but you're a lot harder to take down, so you can keep your party alive as long as possible.
TacoBadger, hiding is not a skill. I'll assume you meant Stealth.
You have the following abilities:
- Noclip: You can roll to enter walls. If you succeed, you can travel anywhere within the structure so long as the walls reach the area you want to go. You cannot see inside the rooms of the structure unless you exit the walls, upon which you'll have to roll if you want to enter again. You cannot be detected by enemies while inside the walls (unless they're somehow also inside the walls).
- Elemental Casting: I'm running out of ideas for the casting blurbs. Give the martial classes more love, guys.
- Rapid Torrent: Generates a localised tsunami wave that sucks up enemies that fail to roll against it. In this state, they are grappled for 2 turns.
- Strikedown: You can summon lightning. If that's not badass I don't know what is. You can't use this indoors, obviously, but if the ceiling is high enough I'll allow it.
- Tempest: A tornado AOE. Deals damage and knockbacks everything in the area until it hits a barrier/wall/etc, upon which it dispels.
You start out with this equipment:
- Sewer Rat: Your old reliable mount and druid pet. Makes up for your movement speed, and can help with scouting out an area.
- Thumbtack: Your backup melee weapon. You can't really wield anything bigger than that.
Edited by unfortunatezorua on May 13th 2020 at 1:01:31 AM
Well, that’d be jus’ a waste. Why would ya want to deprive the world of such anomaly as yourself?Well, I've held you guys up long enough. And so it begins.
TURN ONE
Even with only the slightest of glances through one of the windows, anyone could tell that this tavern was far from the usual. Not just a humble local-run inn, but almost an entire hotel foyer on its own—sprawling mahogany staircases leading to a second floor and a bar stretching the length of the block outside proving, undoubtedly, the difference between the Capital and every other one of Archefan's cities.
At least tonight, sure, you were one of its patrons. But specifically, you came here for the adventure. For one reason or another, you're a little short on cash right now, and bounty hunting seemed right up your alley.
Down on the ground floor, you can see dozens of people dancing to the swells of music drifting from the bard onstage. All—noticeably—of wildly different races, backgrounds, and experiences. Some roar with laugher and slam down tankards at their friends' jokes, earning the stinkeye from the tavernkeep; others, the more socialite types, are chatting here and there on the stairs. Probably gossiping, to be honest. The refined talk was reserved for their prissy exteriors, and it was common knowledge that any facades were left at the door at The Drunken Kenku.
Some have to retire for their booked rooms upstairs, their clumsy staggering under the chandelier's light supported at the shoulders by bands of other good-natured bargoers. And others still simply sit around private tables. One of them in particular seems to be having a particularly heated discussion.
You wonder if the barbarian at the head of the table is the one who posted the quest ad outside.
>Speaking of which...what are you doing in all this?
Well, that’d be jus’ a waste. Why would ya want to deprive the world of such anomaly as yourself?
Welcome one, welcome all—to not the first, not the second, but the fifth initiation of the (in)famous forum game, Roll To Dodge.
If you've played any of this game's previous incarnations on this site, you probably know how this works. If not? Roll to Dodge is Exactly What It Says on the Tin; a free-form RPG centering around rolling dice to complete certain actions, of course including dodging. It's much lighter and more casual rules-wise than other "serious" tabletops, allowing it to be compressed into a forum game.
As the Bay12 forum it's most popular on proves, RTD can take many forms, from a quest between roommates trying to obtain the last bottle of milk on earth, to a nitty-and-gritty espionage campaign set in the 1906 British Empire. This particular version of it will be a
*COUGH HACK* generictraditional fantasy setting similar to the 4th main RTD hosted here, being very, very loosely based off the likes of typical Dungeons & Dragons and Pathfinder.You probably also know how hilariously ill-fated these games tend to be on TV Tropes specifically if you've played this before, but with the addition of an actual plot now (and overall just playing this as more of a standard campaign) this one's hopefully set to go farther if the players allow.
Gameplay
Similar to Text Adventure forum games, actions for rolling are indicated in a post by the ">" command format. Ex: ">Pick the lock", ">Roundhouse kick the dragon".
The success of your rolls is determined by where they fall on the scale of a d6. As stated on the trope page:
[2] - Fail. Nothing happened.
[3] - Partial Success. The exact degree of success is established by the GM.
[4] - Success. The action was carried out adequately.
[5] - Epic Success. The action succeeded in the most positive way possible.
[6] - Overshot. Though the result was achieved, the action backfires horribly due to disproportionately large effort.
Story and World Overview
You're currently residing in the kingdom "Archetypical Fantasy Setting", or Archefan for short. Maybe you've lived here all your life, or maybe you only just arrived from a distant land, but for one reason or another, you've all taken up jobs as adventurers and are seeking quests in the capital.
Said capital, "Generic-Ass City" or Geneia City, lies in the middle of the territories. Fancy modern buildings in painted brick, bustling markets filled with scores of trinkets and hidden gems, and endless sources of entertainment for the public abound. Geneia Castle is located behind the inner walls, along with the nobles' district and guard barracks—it tends to be the talk of the town, often related to the antics of the kingdom's benevolent pair of rulers living within.
Directly north of Geneia is a mountain range plagued with blizzards. The city "Skyrim But More Of A Cold Dead Wasteland" or Skymorde is situated there. On the other hand, "Capital 2: Electric Boogaloo" or Caeleg and "If This Was A Video Game You'd Get The Best Screenshots Here" or Ifthiv, located in the northwest taiga and northeast birch forest respectively, are far tamer.
The southwest side of the kingdom holds sprawling pine woodlands, accompanied by a foggy marsh farther down. Another major city by the name of " Horror Setting Wouldn't Be An Inaccurate Name For This Place" or Horrset can be found here.
Travelling eastwards from there, you'll come across tropical forests (Lios City aka "Lion Sleeps Toniiight" is here) and soon the canyon-ridden Badlands, where the city of "The Gods Rather Hated This Place Judging By How Fucking Hot It Is" or Grathos would be. Keep on going and you get a stretch of desert eventually rolling into plains, where there are no official settlements but many small towns and residences lie.
Finally, there's the city of "Increasingly Uncreative Name" aka Increun in the far southeast, a for lack of better term steampunk port city. This is the biggest central for ships sailing out of the kingdom and into neighbouring ones; if you're going to board any, you should probably make sure your papers are in order first.
More detail will be added as you progress, much like a traditional video game map.
Probably the most technical part of a ridiculously simple game, but figures it's better to get this out of the way than leave it unaddressed.
Quick Signup
I'll be adding the first GM post once we get enough players, preferably 4-5, but anyone can jump in at any time using the sheet.
Well, that’d be jus’ a waste. Why would ya want to deprive the world of such anomaly as yourself?