Posted September 05, 2024
This is a closed Forum Voyage (dungeon) game take-off of Doc's 2019 Enter my dungeon if you dare ... Northern Tunnel forum dungeon game. The Cursed Crew players have already signed on, this is the game thread for Voyage 2024. The thread for Part 1 of this game can be found here - Voyage of the Cursed Crew and here for the Cursed Crew Interim Adventures. All are invited to enjoy reading the thread, but non-Crew (non-players) please refrain from posting comments in this thread to help both the players and myself to concentrate on the action and role play. You may post your observations in 2024 Pirate Day Thread. Thank you.
Helpful Links:
The Ship, deck plan
Voyage of the Cursed Crew - Part 1
Cursed Crew Interim Adventures
A Pirate's Glossary of Terms
A Very Good Translator English to Pirate/Pirate to English
RULES OF THE SHIP (dungeon game):
1) Cursed Crew participants must keep their PM's open to public or friend me so I can contact you at need during the GA dungeon.
2) Action - Turns will take place twice a week on Mondays and Thursdays UTC. End of Turn times will be announced in game thread and by linked countdown if possible. Missions may have several turns. Results of actions/decisions will be posted at the start of each Turn. Please remember I will need time to roll and organize results before posting the next turn.
3) Role Play - Role play is encouraged, pirate speak is not required. You may pirate speak in RP if you wish, but please post your actions in English so all may follow along and enjoy the thread.
4) Treachery - According to Cap'n B, we be the GrOG Brethren. The Code of the Brethren strongly discouraged treachery or stealing from fellow Brethren and the price for it was nay pretty. So while I will allow some, think ye well, for ye will have to cooperate to achieve the end, and yer mateys may not take kindly to it and 'forget' to bring yer stunned arse back to the ship. **Be ye warned, Wards have been emplaced by Captain Aylar and deadly and dire action may befall those who seek treachery aboard Ship.**
5) Race/Armor/Weapons/Spells - To simplify and make things easier to keep track of there will be no set armor or spells. Ye be boarding a Cursed Ship, with Cursed Weapons to choose from that will grant ye special bonuses and abilities per that weapon. You have also chosen Races and a common weapon which may have bonuses as per your starting PM or later additions.
6) The Admiral 'once known as Polly' controls the Ship according to Doc's original tale. She WILL leave yer behind behind if ye dawdle, or yer brethren don't remember to haul it back aboard Ship for ye (if afk/stunned/incapacitated). You MUST be able to make yer way back to the Ship or be hauled back - so when the Mission seems to be coming to the end be sure to post if you need help or if you are bringing your fellow Crew back with you.
7) Death does not disqualify ye from the Booty, and tis not necessarily the end of ye. ;)
HOW THIS WORKS: (Turns):
I have a deck of capricious cards and deadly dice. Warning - hilarity may ensue.
At the start of each Mission I will shuffle the deck and draw a card for each Crew member still in play. That card will determine your Luck for the duration of that Mission, unless something seems to indicate otherwise. Spades mean offensive luck, Clubs mean defensive luck, Diamonds are opportunity luck, Hearts are health luck. The number on the card is the influence of the luck good or bad. A joker (there are 2) means something unnatural or extraordinary will happen and the result will be based on the next card.
At the start of each turn I will roll dice to determine initiative. Some races have naturally high initiative (Halflings! Elves, Felinoids) which give a small bonus. The combination of the dice rolls and the luck cards will determine the results of your actions.
Remember, as each Mission is coming to an end, you must be able to get back aboard the Ship. If you are afk, stunned or incapacitated you are at the mercy of your fellow crew. You may grunt, groan, gesture for help (if possible) or otherwise indicate you need help. Those crew still fit, post if you are helping bring your fellow Crew back aboard.
RACE STATS: (yours may differ based on possible bonuses in your PM)
Human - standard | Half-elf +1 Agility, -1 Constitution
Dwarf - +1 Strength, Constitution; -1 Agility, Stealth | Half-Dwarf +1 Constitution; -1 Agility
Halfling - +1 Dexterity, Stealth; -2 Strength | Half-Orc +2 Strength; -1 Dexterity, Intelligence
Felinoid - +1 Agility, Stealth; -1 Constitution, Hates Swimming | Half-Mer - Good Swimmer/Breathe Underwater; -1 Constitution
Half Dragonborn +1 Strength, Constitution; -1 Dexterity, Stealth (limited breath weapon)
SKILLS:
Some of you have a background skillset. This has been taken into consideration and may have resulted in rolled skills or bonuses listed in your Startup PM. I leave it up to each individual player whether they wish to reveal what was in their Startup (The dice of fate has spoken) PM or not, or how much, except for certain announced Shipboard skills that will become obvious anyway.
ASK QUESTIONS - Your GM doesn't mind questions (unless repeatedly the same, a.k.a. "Are we there yet?" :P) and will try to do her best to answer. You should also be able to ask if you need clarity from your fellow Crew.
PMs: PM between players and GM must be kept open. Players may PM private questions, or ask publicly if they think it will benefit the game or fellow Crew. I will PM players if I need details or more info, unless I believe it will benefit the game or Crew. Certain players may get private info based on certain bonuses, skills or rolls. Info not to be revealed will be specified as such. Otherwise each player is free to decide what to reveal or not reveal according to their character and role play.
NOTE: In case it is not clear, this is a high fantasy environment RP adventure story which is a take-off of Doc's 2019 dungeon adventure forum game. While there may be portals and references to a shadowy figure, as well as some characters returning from that game, this is its own story campaign which while flexible, has its own world history, cultures, races and physics as well as a story arc.
Helpful Links:
The Ship, deck plan
Voyage of the Cursed Crew - Part 1
Cursed Crew Interim Adventures
A Pirate's Glossary of Terms
A Very Good Translator English to Pirate/Pirate to English
RULES OF THE SHIP (dungeon game):
1) Cursed Crew participants must keep their PM's open to public or friend me so I can contact you at need during the GA dungeon.
2) Action - Turns will take place twice a week on Mondays and Thursdays UTC. End of Turn times will be announced in game thread and by linked countdown if possible. Missions may have several turns. Results of actions/decisions will be posted at the start of each Turn. Please remember I will need time to roll and organize results before posting the next turn.
3) Role Play - Role play is encouraged, pirate speak is not required. You may pirate speak in RP if you wish, but please post your actions in English so all may follow along and enjoy the thread.
4) Treachery - According to Cap'n B, we be the GrOG Brethren. The Code of the Brethren strongly discouraged treachery or stealing from fellow Brethren and the price for it was nay pretty. So while I will allow some, think ye well, for ye will have to cooperate to achieve the end, and yer mateys may not take kindly to it and 'forget' to bring yer stunned arse back to the ship. **Be ye warned, Wards have been emplaced by Captain Aylar and deadly and dire action may befall those who seek treachery aboard Ship.**
5) Race/Armor/Weapons/Spells - To simplify and make things easier to keep track of there will be no set armor or spells. Ye be boarding a Cursed Ship, with Cursed Weapons to choose from that will grant ye special bonuses and abilities per that weapon. You have also chosen Races and a common weapon which may have bonuses as per your starting PM or later additions.
6) The Admiral 'once known as Polly' controls the Ship according to Doc's original tale. She WILL leave yer behind behind if ye dawdle, or yer brethren don't remember to haul it back aboard Ship for ye (if afk/stunned/incapacitated). You MUST be able to make yer way back to the Ship or be hauled back - so when the Mission seems to be coming to the end be sure to post if you need help or if you are bringing your fellow Crew back with you.
7) Death does not disqualify ye from the Booty, and tis not necessarily the end of ye. ;)
HOW THIS WORKS: (Turns):
I have a deck of capricious cards and deadly dice. Warning - hilarity may ensue.
At the start of each Mission I will shuffle the deck and draw a card for each Crew member still in play. That card will determine your Luck for the duration of that Mission, unless something seems to indicate otherwise. Spades mean offensive luck, Clubs mean defensive luck, Diamonds are opportunity luck, Hearts are health luck. The number on the card is the influence of the luck good or bad. A joker (there are 2) means something unnatural or extraordinary will happen and the result will be based on the next card.
At the start of each turn I will roll dice to determine initiative. Some races have naturally high initiative (Halflings! Elves, Felinoids) which give a small bonus. The combination of the dice rolls and the luck cards will determine the results of your actions.
Remember, as each Mission is coming to an end, you must be able to get back aboard the Ship. If you are afk, stunned or incapacitated you are at the mercy of your fellow crew. You may grunt, groan, gesture for help (if possible) or otherwise indicate you need help. Those crew still fit, post if you are helping bring your fellow Crew back aboard.
RACE STATS: (yours may differ based on possible bonuses in your PM)
Human - standard | Half-elf +1 Agility, -1 Constitution
Dwarf - +1 Strength, Constitution; -1 Agility, Stealth | Half-Dwarf +1 Constitution; -1 Agility
Halfling - +1 Dexterity, Stealth; -2 Strength | Half-Orc +2 Strength; -1 Dexterity, Intelligence
Felinoid - +1 Agility, Stealth; -1 Constitution, Hates Swimming | Half-Mer - Good Swimmer/Breathe Underwater; -1 Constitution
Half Dragonborn +1 Strength, Constitution; -1 Dexterity, Stealth (limited breath weapon)
SKILLS:
Some of you have a background skillset. This has been taken into consideration and may have resulted in rolled skills or bonuses listed in your Startup PM. I leave it up to each individual player whether they wish to reveal what was in their Startup (The dice of fate has spoken) PM or not, or how much, except for certain announced Shipboard skills that will become obvious anyway.
ASK QUESTIONS - Your GM doesn't mind questions (unless repeatedly the same, a.k.a. "Are we there yet?" :P) and will try to do her best to answer. You should also be able to ask if you need clarity from your fellow Crew.
PMs: PM between players and GM must be kept open. Players may PM private questions, or ask publicly if they think it will benefit the game or fellow Crew. I will PM players if I need details or more info, unless I believe it will benefit the game or Crew. Certain players may get private info based on certain bonuses, skills or rolls. Info not to be revealed will be specified as such. Otherwise each player is free to decide what to reveal or not reveal according to their character and role play.
NOTE: In case it is not clear, this is a high fantasy environment RP adventure story which is a take-off of Doc's 2019 dungeon adventure forum game. While there may be portals and references to a shadowy figure, as well as some characters returning from that game, this is its own story campaign which while flexible, has its own world history, cultures, races and physics as well as a story arc.
Post edited September 26, 2024 by bjgamer