Posted March 14, 2024
high rated
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, Part 2. The thread for Part 1 of this game can be found here - Voyage of the Cursed Crew. All are invited to enjoy reading the thread, but non-Crew (non-players) please refrain from posting comments in this thread during Action Events or Missions, to help both the players and myself to concentrate on the action and role play. You may post your observations in this thread. Thank you.
Helpful Links:
The Ship, deck plan
Voyage of the Cursed Crew - Part 1
Bhrigus Journal
A Pirate's Glossary of Terms
A Very Good Translator English to Pirate/Pirate to English
RULES OF THE SHIP (dungeon game) and HOW THIS WORKS: (Turns):
See Voyage of the Cursed Crew - Post 1, Rules and How This Works
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
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.
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.
Helpful Links:
The Ship, deck plan
Voyage of the Cursed Crew - Part 1
Bhrigus Journal
A Pirate's Glossary of Terms
A Very Good Translator English to Pirate/Pirate to English
RULES OF THE SHIP (dungeon game) and HOW THIS WORKS: (Turns):
See Voyage of the Cursed Crew - Post 1, Rules and How This Works
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
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.
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.
Post edited March 15, 2024 by bjgamer