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Reply ALICE Online Beta (Emily Marneth)
[rp] First Floor Dungeon

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Emily Marneth

Captain

PostPosted: Sat Nov 14, 2015 3:05 pm


The trees of the Gloomwood grow so close here that they form a maze. It is almost impossible to keep track of where your last step came from, as the constantly shifting fog erases footprints and the dark limits your vision. At the entrance of the dungeon is the gate guard: a massive wolf, white as snow and larger than a man. It stands five feet tall at the shoulder and ten feet long. Its fangs bare as it sees you approach, and you know, as it stands in the entrance to the maze, that it will not let you pass so long as it stands. There is no other entrance to the maze. You must go through the wolf to enter.

Direwolf: A massive white wolf, protector of the entrance to the Gloomwood's dungeon.
HP: 350
+15 to all combat rolls
when free to move, can attack any opponent as if they were within melee range
Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player.
1-20: defend
21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws.
51-90: attack
91-100: rage, additional +15 to attack


when rolling a loot roll, a roll between 1 and 5 by the person who killed it will cause the monster to reappear, with twice as much health and +15 to its combat rolls. It will defend 1-20, attack 21-90 and rage91-100. During a rage post, the monster will attack with +20 attack in addition to the +15

Once inside the dungeon, a random number will be generated, from 1 to [number of rooms]. This decides what room you will have discovered. Each time a room is generated, it will be saved, and any player coming upon that room again in the same instance may choose to ignore it in favor of a newly undiscovered room. For example, if you roll room 5 of 10, but someone in your party had already cleared room 5, you may choose to move to either room 6 or 7, or to reroll entirely. Should you choose to enter room5, it will be the exact same as it had been for the person before you (same mobs), though the loot table will be re-randomized for drops.
When a new room is being generated, a handful of dice will be rolled. Four 1d100s will be rolled, and the player will be committed to the room. They will either clear it or die trying, with very few exceptions. Once you have cleared the room, you will re-randomize this number to determine what room you will find yourself in next.

4d100, and they will decide the following things according to the following rules.
roll1: type of mobs (1-33=rats,34-66=beetles,67-100=cats)
roll2: number of mobs
roll3: rare instance (a moderator will be consulted if you roll higher than a 75 on this roll. You may either proceed to clear the room or wait until they respond, either way will not change the result. This is the one thing in a room that may be different depending on the instance.
roll4: chest. The first player to clear any room (EVER) will be the only one to be given access to the chest of that room, which will disappear forever after it is opened, until such a time as that character has died, at which point any chests that they opened will reset.

Rooms: any room with a star has a special event attached to it. Ask a moderator to reveal the secrets of your discovery before entering the room (meaning as soon as you roll the discovery roll, ask the mods).

The boss room is a random room in the dungeon, and is the only room specifically labeled (in game, it's a huge set of doors that mark the entrance to the room, along with an empty plaque) If you roll the boss room, you may choose to fight the boss then and there. If you choose not to, then the boss room will be left undiscovered, and only if you have the cartography skill can you avoid hunting again randomly for it.)

IN ORDER TO ESCAPE FROM THE DUNGEON, YOU MUST ROLL A NUMBER PERFECTLY DIVISIBLE BY 5 AND CLEAR THAT ROOM. YOU WILL THEN BE FREE TO EXIT. YOU DO NOT NEED TO FIGHT THE GATE GUARD AGAIN, AND MOVING BACK TO THE CAMP IS A FREE ACTION.

1:*
2:*
3:*
4:
5:
6:
7:*
8:*
9:*
10:
11:*
12:*
13: BOSS
14:
15:*
16:*
17:*
18:*
19:*
20:
21:
22:*
23:
24:
25:*

Gloomrat: A massive rat, the size of a large dog. Its teeth are jagged and dripping with disease.
1-25: 1 rat
26-50: 2 rat
51-75: 3 rat
76-100: 4 rats
HP: 100
+10 to all combat rolls
+2 damage per turn for two rounds per attack
1-35: run away. Takes two turns to flee
36-100: attack

Gloomwood Beetle: A giant black winged beetle, two feet tall and just as wide, three feet long, with a vicious horn on its head.
1-33: 1 beetles
34-66: 2 beetles
67-100: 3 beetles
HP: 200
+15 to all combat rolls.
has a natural resistance to damage of -5 damage per attack.
1-20: run away. Takes two turns to flee
21-80: defend
81-100: attacks any opponent

Gloomcat: A sleek cougar, prowling the branches of the trees and dropping down unexpectedly. Razor sharp claws and teeth are its primary methods of attack.
1-75: 1 cat
76-100: 2 cat
HP: 150
+20 to all combat rolls
deals 1 point of damage per turn for three turns per attack
can attack anyone, no matter how far away they are, as if they were in combat range.
1-25: performs a defensive maneuver to retreat into the trees, where it will stay for at least one round, to recover 15 HP per round
26-100: attack
(when the cat rolls 1-25, it will for one post, and then will be untouchable by anything but bows until it rolls to come back out. A root effect delivered during either the round before or the round of the defensive maneuver will halt the flight of the cat.)

loot tables:

Rat:
1-50: 1d100 Gil (roll*2)
51-75: 1d75 Gil + 1 rookie health potion
76-100 1d100 Gil + 1 rookie health potion

Beetle:
1-50: 2d100 Gil (times four the roll, or re-roll the 1d100 and keep the latter result)
51-80: 2d100 Gil + 1 rookie health potion
81-100: 2d100 Gil + 1 rookie health crystal

Cat:
1-60: 4d100 Gil (multiply times four, or re-roll Gil)
61-80: 4d100 Gil + 1 rookie health crystal
81-100: 5d100 Gil + 2 rookie health crystal  
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ALICE Online Beta (Emily Marneth)

 
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