SPOILERS:This is a forum game that will be conducted in a manner similar to the Escape from Brassmoon, which new readers can check out via the link in my signature. This game is a tangential sequel, in that it doesn't follow directly from the story of EFB, but it is later in time than the Escape and it is connected to the events that went down in EFB and the 2-day prologue game (which is also linked in my signature).
NEW READERS!: The game begins HERE!
Destiny of the Stonetear Clan
After their clan was betrayed from within by their own clan teller, the Stonetear are all but wiped out. Crimson Night slavers and Crescent Mace orcs hunt the remaining Stonetear Clan goblins across the countryside as the refugees flee to the North. The clan itself is oblivious to the act of betrayal committed by Protects-His-Chief, but as a result of his treachery and Chief Serves' insistence that the clan's honor be regained by recovering the Moderately Locked Chest from the dungeon beneath Brassmoon's sewers, the surviving goblins are without leadership in their flight. Most of the Stonetear Clan are dead, lost, or enslaved.
Last night, six goblins managed to escape from an attack by the Crimson Night. Hoping that more refugees survived the exodus and made it to the clan's nearest outpost, the clan began searching for a cave entrance at the bottom of a deep canyon, which supposedly contains a small group of Stonetears who were working on some sort of mining project. They haven't received word from this particular outpost in three winters, but it's the only hope they have of finding friendly faces.
The goblins slide their way down the canyon, descending down a path that will not allow a return trip. The first to land at the entrance to the cave is greeted with a not-so-welcoming sight.
How to Join:
There are, obviously, six slots open. They will be filled by a random draw of all players who sign up to play within the next 24 hours (deadline is 4:00 PM United States Eastern Daylight Time [GMT - 5]). Sign up now, and I'll let you know who got in by tomorrow night.
*Those players who currently have permanent ownership of a living Escape From Brassmoon character (as of Turn 138) have a reduced chance at getting in. This reduced chance is handled in the following way: I will separate the number of current EFB character-owners who sign up from the general pool. That number will be randomly chopped in half and then put back into the general random draw pool. I'm rounding the number down, so this means that if, for example, 7 current EFB character-owners sign up, I'll eliminate 4 off the bat and the remaining 3 will have a shot at getting picked by the overall random draw. (Specifically: notimportant, vid20, kelvara, Donnigan, m0rtimer, LooksandSmiles, and michael7050 are all allowed to sign up for the general draw without this restriction, as they are either temporary controllers or past-owners of characters in EFB).
DO NOT SIGN UP IF YOU CANNOT MEET THE UPDATE SCHEDULE (Action posts must be received each day Monday-Friday by 7:00 P.M. U.S. Eastern Time)
These are almost exactly the same as Escape from Brassmoon, but I'll link the text here anyway:
Goblins: 5/5 Hit Points; 1 ATK; 2 DEF.
ATK (Attack) means how much damage you deal in melee combat. ATK works against the opponent's DEF and Hit Points. (Example: an ATK of 3 on a creature with 2 DEF and 5/5 Hit Points would pierce the DEF and take away 1 Hit Point.)
DEF (Defense) means how much damage you can absorb on each turn.
HP (Hit Points) indicates how hurt you are. You die at 0 HP, and you start off with a maximum of 5 HP.
You may take two of three "acts" on each turn. These three acts are defined as follows:
Minor Action: Minor Actions include:
- Trading of items between characters who are in touch range of each other (amount of items traded is limitless). I mentioned before Turn 2 update that trading a key from one goblin to another would require minor actions from both. This is incorrect. You only use a minor action if you GIVE an item (or any number of items) to another goblin. Receiving an item is a free action.
- Picking up one item (or a number of items that are very close together) from the floor or other area within your character's reach.
- Looting one item from a kill that just occurred. (Note: First pick on loot goes to those monsters involved in the fight. The first "first picker" to claim it gets the item. "First Pick" applies to only ONE item per turn.If everyone passes, whoever's first on cleanup gets it. Otherwise it falls to the floor.)
- Inspecting the environment. I will tell you more information about something you look at if you do this
- Moving to an adjacent room that you have already discovered.
- Talking to a creature.
- Any other item or ability that says it's a minor action.
Quite simply, you can move from the current room to another adjacent one. Your Move action (unlike your Minor Actions) also allows you to move to room you have yet to discover.
- Moving to another part of the same room is usually always a free action.
Major Action: These include:
- Attacking a creature
- Interacting with the environment (i.e. flipping a switch, pushing a table, opening a door).
- Operate while Stealthed (if you're the rogue). Note that this allows you to Move and perform Minor Actions without being observed.
- Most minor actions. Exceptions are Teller Healing and other actions that I deem to be unbalanced. If you're unsure about something, put in a conditional backup plan.
New rule: if you open a container, you automatically loot anything from it. Opening and looting from that container counts as one major action.
NOTE: While you can generally take these actions in whichever order you wish, if you chose to actually attack a creature, your turn ends there. You must structure your Minor Action or Move to happen before you attack if you want it to count. The same applies with Moving to an undiscovered room - you don't know what's in there, so you can't be expected to act on the same turn.. You may not take 2 of any one action twice in one turn.Note that Major Actions include most Minor Actions, and that Minor Actions include Moving to previously-discovered rooms. Because of this, you may investigate two objects/places in one room per turn, or "double move" so long as your first movement action is to an undiscovered room.
New Rule: You can generally carry an infinite amount of stuff in your pack (which is invisible). However, there is a limit as to how many pieces of spare equippable gear you can carry: 3 pieces.
Ending the Game
The game is over when all player characters are either dead or out of the dungeon.
A character is dead when its hit points reach 0. All healing occurs BEFORE damage from Attacks. You are dead the moment you hit 0 unless something in the game explicitly overrides this rule.
Acts of the Game Master
Things are moving behind the scenes, and I'm not telling you every mechanic operating in the dungeon. By signing up to play, you are acknowledging that they may be a point where your character is injured or killed in a way that seems "unfair." I assure you that I value fairness very highly, but sometimes the consequences of game actions go beyond my control and can result in tragedy.
If you're a spectator, please keep your comments to a minimum and use the "spoiler" tags for them. This isn't because I don't appreciate people talking about the game, but it could get kind of crazy otherwise.
I will attempt to update every weeknight at 7:00-9:00 P.M. Eastern Time. Skip days may happen, but I will try to post ahead of time to let you know when I can.