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About This Game

A cooperative world-building adventure where the characters will face the ultimate dungeon crawl in a fantasy medieval world. Expect a lot of traps, dangerous puzzles, strange interactions and a weird setting.

Game System

Homebrew

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06/08/2024

Detailed Description

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In the ancient annals of magical history, there exists a tale whispered among the bravest adventurers, a story of a dungeon unlike any other. It was at a time where all most dangerous dungeons, created by the most powerful entities in existence were being conquered one by one, by the sheer number of adventurers or really powerful experienced ones. When the Age of Dungeons was ending, a millennia ago, in a time when the arcane arts were still at their zenith, a cabal of the most powerful mages gathered in secret to create a challenge that would defy the bravest heroes and prove the indomitable will of magic over mortal strength.

This cabal, known as the Arcanum Conclave, chose a desolate and remote location, far from the prying eyes of civilization, to construct their labyrinthine masterpiece. Through a combination of ancient rituals, forbidden incantations, and sacrificial magic, they forged a dungeon that defied the laws of reality itself. A living dungeon capable of restoring itself, learn with its mistakes and constantly grow.

The Endless Dungeon, as it came to be known, was a twisted amalgamation of shifting corridors, deadly traps, and malevolent guardians. Its architecture defied comprehension, with staircases that led to nowhere, rooms that rearranged themselves at will, and walls that whispered ancient secrets to those who dared to listen. Each chamber within the dungeon was a test of both skill and wit, designed to confound and ensnare even the most seasoned adventurer. From bottomless pits to halls filled with illusions, from rooms that inverted gravity to corridors shrouded in eternal darkness, the challenges within the Endless Dungeon were as varied as they were deadly. Always changing and adapting to those that tried to invade its impenetrable walls.

Over the centuries, countless adventurers have dared to brave the depths of the Endless Dungeon, drawn by the promise of unimaginable riches and the glory of conquering the unconquerable. At its highest of popularity, thousands of brave adventurers dared entering its halls to face the deadly dungeon each year. Most of them were never heard again, lost forever to the bowels of the dungeon. A few returned with their lives, not intact, but mangled, broken and telling stories of incredible riches and weird experiences. None of the survivors have succeeded in conquering the dungeon and desired to return for another attempt.

With time, the Age of Dungeons ended. The Endless Dungeon was almost forgotten. A whole city was created around it, initially to provide support for the constant stream of adventurers, later in an uneasy truce with the dungeon. Less and less adventurers arrived to test their might against the dungeon, until only a few appeared each decade.

You are one of these few stragglers...

  1. What's new in this game
  2. I am tying to gauge the type of game the players are expecting.
  3. I see there are AGI weapons. If a character has, say, AGI 3 and END 1, are they considered trained in any AGI weapons?
  4. Use this thread to discuss your ideas about the world and the races. For example, you want to create an amphibian race, and create a religion for it based on a Frog God. But you don't want undead in the adventure. If all players agree, it becomes part of the world.
  5. Please follow the guidelines below when creating a character. 1 - Create a new thread with your character name. 2 - Write in your post the character name, origin, age, occupation, hobby, and his backstory. 3 - Distribute 10 points into the attributes (END, AGI, INT & WIL) for your character. Only one attribute can be 4. 4 - Choose 2 minor abilities for the character origin, and one more unique for your character. 5 - Pick skills, spells and tactic maneuvers. Details are in the rules section. 6 - Fill in the equipment. Your character can have: The best armor he can use; two weapons, plus a dagger or 20 ammunition for a ranged weapon; any extra support equipment he can carry; and if he has 3 or 4 INT, two magical items (one spell to can cast for free each combat (3 mana), one extra resistance, generic magical attack protection, or 2 extra mana). Feel free to ask any relevant question about your character, the rules and the setting here.
  6. Magic are abilities that use mana to be used. Mana regenerate between combats, regenerating at the start of each combat an amount equal to INT X4. Each character can have the same amount of mana to use outside of combat each day. Every magic user chooses 3 magic types of elemental magic at the start of the game. Those are the types of magic the character can use during the game. Types of Magic Ice Fire Lightning Poison Necrotic Radiant Acid Normally a spell follows this formula: 3 mana for 1D6 magic damage (type of your choice). 3 mana for 1D8 magic healing (type of your choice). 3 mana for a positive effect for an ally for 3 rounds. 4 mana for 1D8 magic healing (type of your choice), plus a small chance of an effect for 2 rounds. 4 mana for 1D6 magic damage (type of your choice), plus a small chance of an effect for 2 rounds. 4 mana for a negative effect against an enemy for 3 rounds. 6 mana for 1D6 magic damage (type of your choice) against 2 targets. 6 mana for a positive effect for two allies for 3 rounds. 8 mana for 1D6 magic damage (type of your choice) against two targets, plus a small chance of an effect for 2 rounds. 8 mana for an effect for 3 rounds against two targets. You can use those formulas or try to create your own spells.
  7. Tactic maneuvers are abilities that the character can be used only once each combat. They don't require anything else to use, other the ability be available to be used. Tactic maneuvers are mostly combat abilities, but they can be used with other abilities. Combat abilities are normally an attack plus an extra effect, but it can also combined with a move action. You can use one of the effects below or create your own effect. - Push target. - Pull target. - Disengage. - Dodge. - Extra chance do hit. - Use item. - Use skill. - Manipulate object. - Double move. - Improved counterattack. - Improved opportunity attack.
  8. There is no fixed race list. You can create any race you want for your character. You are also allowed to create two other races for the character background. One that is an allied race and one that is an enemy race. You can pick two minor abilities for your race, or more if you also pick a disadvantage. Here are some examples below that you can pick, but you are also free to create your own ability or combine more than one for a stronger ability. - Resistance to ice - Resistance to fire - Resistance to lightning - Resistance to poison - Resistance to necrotic - Resistance to radiant - Resistance to acid - Resistance to bludgeoning - Resistance to slashing - Resistance to piercing - Resistance to blindness - Resistance to charm - Resistance to deafness - Resistance to fear - Resistance to paralysis - Resistance to petrification - Slow fall - Swift step - Fins - Claws - Low Light Vision - Skilled - Hard to die - Mental Stability - Low body temperature - Mimicry - Postural stability - Sense of direction You can also pick a minor ability that is not specific from your race, but unique to your character. How Resistance Works When a character is hit by an attack or an effect that he has resistance, he rolls the equivalent of the resistance and if he gets an result of 6, the damage is halved (rounded up) for damage or negated. For minor resistance, it is 2D6; for medium resistance; it is 3D6; and for major resistance, it is 4D6.
  9. When your character does an action that requires a roll, you roll the amount of dice equal to your attribute score relative to that action. For a melee attack, or using strength, it is END. For a ranged attack, or perform an acrobatic move, it is AGI. For a magical attack, or using your intellect, it is INT. For resisting a mental attack, or a luck based effect, it is WIL. The action is a total success if you roll at least one 6, and a partial success if you roll at least one 5. It is not possible to roll more than 4 dice and less than 1 die. Some tasks are harder or easier than normal, and because of that, add or subtract one die or two dice, for those really difficult or easy tasks, when required.
  10. There is no fixed skill list. You can choose any skill that you think it can benefit your character. But it cannot be a generic skill, like athletics, acrobatics or history, it must be a specific skill, like climbing, swimming, gardening, hiding, walking silently, history of art, and so on... Your character do not suffer any penalty for not having a skill, but when you have one that applies to the current situation you can add one die to your roll with the specific attribute (END, AGI, INT or WIL).
  11. Attributes: Each character has 4 different attributes: Endurance, Agility, Intelligence & Willpower. They can vary from 1 to 4. END measures physical power, stamina and overall healthiness. AGI measures dexterity, balance, coordination, reflexes and perception. INT measures deductive reasoning, cognition, knowledge, memory, logic and rationality. WIL measures mental power, self-awareness, determination, dedication, luck and bravery. Endurance: The body health of a character is determined by the END. It is 8 + (2 x END). A character with 1 END cannot train with weapons, but gain two trained weapons per attribute score after the first one. The damage from a melee weapon is determined by END or its base value, whichever is lower. A trained weapon allows the character to use the higher value. Endurance Weapon Damage 1 1D4 2 1D6 3 1D8 4 1D10 The armor used also is determined by END. Endurance Armor 1 None 2 Light Armor 3 Medium Armor 4 Heavy Armor How Armor Works When an armored character is hit by a normal attack (slashing, piercing or bludgeoning), he rolls the equivalent of armor it is donned and if he gets an result of 6, the damage is halved (rounded up). For light armor, it is 2D6; for medium armor; it is 3D6; and for heavy armor, it is 4D6. Agility: AGI also determines the turn order and overall speed of the character. A higher agility allows the character to act sooner and move faster. A character with 1 AGI cannot gain combat maneuvers, but gain one combat maneuver per attribute score after the first one. The damage from a ranged weapon and some melee weapons are determined by AGI or its base value, whichever is lower. A trained weapon allows the character to use the higher value. Agility Ranged Weapon Damage 1 1D3 2 1D4 3 1D5 4 1D6 Agility Melee Weapon Damage 1 1D4 2 1D6 3 1D8 4 1D10 Intelligence: The mana pool of a character is determined by the INT. It is 4 + (3 x INT). A character with 1 INT cannot use magic, but gain two spells per attribute score after the first one. Willpower: The mental health of a character is determined by the WIL. It is 8 + (2 x WIL). WIL also determines how many skills a character knows. A character gains two skills per attribute score.
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