Solo D&D Adventure!
You awake to a new Day, and set out on the journey you are destined for. The road to your goal will be fraught with danger and peril, but you are ready to face any odds. Nothing will stop you on your way to becoming stronger.
You hear rumors of a cave which lies to the east which is shrouded in mystery and filled with evil. Anyone who braves the cave and survives has been deemed a Legend and has found treasures unknown to the world for centuries...unfortunately you've never met anyone who has met these criteria, but you have heard stories...and you seek out to prove your worth to the world and more importantly to yourself!
The journey will consist of 6 areas...you must pass each area in progression, one after the other. In each area there will be monsters, and to successfully complete the quest and pass into the next area you must defeat all monsters. As you defeat monsters you will gain XP (which can be traded later for gold!)
You hear rumors of a cave which lies to the east which is shrouded in mystery and filled with evil. Anyone who braves the cave and survives has been deemed a Legend and has found treasures unknown to the world for centuries...unfortunately you've never met anyone who has met these criteria, but you have heard stories...and you seek out to prove your worth to the world and more importantly to yourself!
The journey will consist of 6 areas...you must pass each area in progression, one after the other. In each area there will be monsters, and to successfully complete the quest and pass into the next area you must defeat all monsters. As you defeat monsters you will gain XP (which can be traded later for gold!)
Choose your Class:
Warrior - Brave and strong, the warrior has the highest HP of all the classes, but he's not too good in the brains department. However, How smart do you have to be to "SMASH ROCK". The Warrior starts with a Broadsword, a Chainmail shirt and 16HP. The Warrior also gets the Power Attack feat which allows him to add +1 to one of your rolls in a round.
Druid - Agile and fast, the druid is one with nature and learns many things from the very land itself. They aren't as strong as warriors, or as smart as a wizard, but they are a little bit of the two. The Druid starts with Quaterstaff (your choice), a Leather Shirt and 12 HP. The Druid also has the Agility feat which grants a +1 to two of your rolls in a round.
Wizard - Intelligent and wise, the wizard has honed his skills through study, and is now ready to put all that book learnin to good use and start killin stuff. They may be weaker then the other two classes, but their tactics are well trained. The Wizard starts being able to cast a spell (FireBall, IceRay, LightningBolt, choose one), a Cloth shirt and 8 HP. The Wizard also has the Focus feat which gives a +1 to three of your rolls in a round.
Choose a Race
Human, Elf, Dwarf, or Half-Orc ...Certain races will gain benefits in different areas of the map
(Send me a PM with your character class and race, and a backstory as to why they are adventuring. Also, height weight and general appearance would be nice to have as well.)
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BATTLE RULES
-Choose which monster in your level you want to fight, make up a scenario and roll.
-You will roll 5, 20 sided dice.
-Weapon types are Aesthetic only! Any weapon will kill any monster if you win the rolls.
-After the roll, apply your feat/weapon/armor bonuses By editing your post.
(You can add all your feat/weapon bonuses to a single roll, or spread them out, its your choice... armor bonuses are applied to all rolls).
-PM me with a link to the page you rolled them on and I will roll for the Monster.
-I will compare the 5 numbers you rolled to the 5 highest numbers the monster rolled and whoever has the most Wins, wins.
-A win is decided by matching the rolls highest to highest, and lowest to lowest, not in the order rolled . Ties go to the player.
-If you win you get however much EXP that monster gives and you can move on to the next monster in the level.
-If you lose, the monster deals you damage. Then you must fight that monster again.
-You cannot gain XP from the same monster twice...so if you die and re-fight a monster, you don't get exp again
-If you lose all your HP you have to start over at the beginning of that level!
-Choose which monster in your level you want to fight, make up a scenario and roll.
-You will roll 5, 20 sided dice.
-Weapon types are Aesthetic only! Any weapon will kill any monster if you win the rolls.
-After the roll, apply your feat/weapon/armor bonuses By editing your post.
(You can add all your feat/weapon bonuses to a single roll, or spread them out, its your choice... armor bonuses are applied to all rolls).
-PM me with a link to the page you rolled them on and I will roll for the Monster.
-I will compare the 5 numbers you rolled to the 5 highest numbers the monster rolled and whoever has the most Wins, wins.
-A win is decided by matching the rolls highest to highest, and lowest to lowest, not in the order rolled . Ties go to the player.
-If you win you get however much EXP that monster gives and you can move on to the next monster in the level.
-If you lose, the monster deals you damage. Then you must fight that monster again.
-You cannot gain XP from the same monster twice...so if you die and re-fight a monster, you don't get exp again
-If you lose all your HP you have to start over at the beginning of that level!
LEVEL, XP, and MONSTERS
- The area you are currently in corresponds to your level, (i.e. if you are in area 3, you are a lvl 3 hero).
- Each level you gain, grants you 1 bonus hp.
- When you gain a level you completely heal all damage you took in the last area
- At the odd levels, you can buy weapon and armor upgrades to help you in battle.
- Your XP is worth money which you can use to buy upgrades... 1 xp = 40 gaia gold. At anytime, or at the end of the game, you can CASH OUT for real Gaia Gold at the same rate, and I will give it to you personally.
- The area you are currently in corresponds to your level, (i.e. if you are in area 3, you are a lvl 3 hero).
- Each level you gain, grants you 1 bonus hp.
- When you gain a level you completely heal all damage you took in the last area
- At the odd levels, you can buy weapon and armor upgrades to help you in battle.
- Your XP is worth money which you can use to buy upgrades... 1 xp = 40 gaia gold. At anytime, or at the end of the game, you can CASH OUT for real Gaia Gold at the same rate, and I will give it to you personally.
Area 1 - The Open Plains (Humans gain an additional +1 to a roll of choice)
Monsters: (15 exp each) Rolls 5 dice, Deal d3 damage if they win
- Dire mouse
- Venomous Snake
- Wolf
Monsters: (15 exp each) Rolls 5 dice, Deal d3 damage if they win
- Dire mouse
- Venomous Snake
- Wolf
Area 2 - The Old Forest (Elves gain an additional +1 to a roll of choice)
Monsters: (20 exp each) Rolls 6 dice, Deal d3 damage if they win
- The Moss Rock
- Evil Druid
- Living Tree
Monsters: (20 exp each) Rolls 6 dice, Deal d3 damage if they win
- The Moss Rock
- Evil Druid
- Living Tree
Area 3 - The Mountain Pass (Dwarves gain an additional +1 to a roll of choice) ninja Armory ninja
Monsters: (25 exp each) Rolls 6 dice +1 to the three lowest rolls, Deal d4 damage if they win
- Screeching Hawk
- Mountain Goat
- Stone Golem
- Ninja Scout
Monsters: (25 exp each) Rolls 6 dice +1 to the three lowest rolls, Deal d4 damage if they win
- Screeching Hawk
- Mountain Goat
- Stone Golem
- Ninja Scout
Area 4 - The Barren Wastelands (Half-Orcs gain an additional +1 to a roll of choice)
Monsters: (30 exp each) Rolls 6 dice +1 to ALL rolls, Deal d4 damage if they win
- Kimoto Dragon
- Hyena
- Moss Rock II
- Whirling Dervish
Monsters: (30 exp each) Rolls 6 dice +1 to ALL rolls, Deal d4 damage if they win
- Kimoto Dragon
- Hyena
- Moss Rock II
- Whirling Dervish
Area 5 - The Boggy Marsh (no racial bonuses) ninja Armory ninja
Monsters: (35 exp each) Rolls 7 dice rolls +1 to the 3 lowest rolls, Deal d6 damage if they win
- Dire Muskrat
- Corrupted Venus Fly-trap
- Lost Soul
- Will o' the Wisp
- Ananconda
Monsters: (35 exp each) Rolls 7 dice rolls +1 to the 3 lowest rolls, Deal d6 damage if they win
- Dire Muskrat
- Corrupted Venus Fly-trap
- Lost Soul
- Will o' the Wisp
- Ananconda
Area 6 - The Ancient Cave (no racial bonuses)
Monsters: (40 exp each) Rolls 7 dice +1 to all rolls, Deal d6 damage if they win
- Dire Python
- Moss Rock III
- Resurrected Warrior
- Red Dragon
- Ancient Spirit
Monsters: (40 exp each) Rolls 7 dice +1 to all rolls, Deal d6 damage if they win
- Dire Python
- Moss Rock III
- Resurrected Warrior
- Red Dragon
- Ancient Spirit
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(All weapons and armor are non-refundable, and you may only equip one type of armor and one type of weapon at a time)
ninja Level 3 Armory ninja
Level 3 Weapons (500 gold each), grants an extra +1 to any roll
Warrior - b*****d Sword
Druid - Scimitar
Wizard - Enchanted Spellbook (teaches FlamingBurst, IcyBlast, or LightningBlast)
Level 3 Armors (1000 gold each), grants +1 to all rolls
Warrior - Half-Plate Armor
Druid - Full Leather Armor
Wizard - Mage armor (permanent Spell)
ninja Level 5 Armory ninja
Level 5 Weapons (1,500 gold each), grants an extra +1 to any 2 rolls.
Warrior - Great Sword
Druid - Keen Scimitar
Wizard - Pearl of Power (enhances power of FireBurst, IcyBlast, or LightningBlast)
eek Level 5 Epic Weapons (3,000 gold each), you now roll 6 dice, instead of 5. eek
Warrior - Legendary Muramasa
Druid - Divine Scimitar
Wizard - Staff of Ultimate Power (teaches MeteorSwarm, IceStorm, or LightningStorm)
Level 5 Armors (4,000 gold each), grants +2 to all rolls
Warrior - Enchanted Full Plate
Druid - Enchanted leather Armor
Wizard - Arcane Shield (permanent Spell)