Author Topic: [100x75] Deadrock: Horrors of the Old West  (Read 7369 times)



A treacherous time awaits you, forum dwellers. For those who participate shall engage themselves in an engulfing story of peril and mystery, intrigue and adventure, action and suspense. From the creative minds of Nick the Sushi (Menen's Search for the Magical Milkshake and Experiment Z) and Swholli (Block Wars: No Hope), two seasoned DnD players, comes the adventure of supernatural horrors in the old west. With Nick being banned from the forums at this time, expect all official updates to be through me, Swholli.


You have the power to control everything. In conversation if you want to start off with a lie, for instance, you'll roll a bluff check (aka, me rolling a d20, I promise to be fair). Right now you have no modifiers as you start at level zero in everything. New skills will be added to the main post under the HP as they are experienced (i.e. if you run into a locked door and try to unlock it, lock picking will then be a new skill you'll have under your mugshot).

Leveling up is simple. Every time you do something to related to that skill, whether you succeed or fail, you get an experience point. To reach level 1 you must gain three experience points. Each new level will add one more point required, so level 2 will take four points, level 3 will take five points, etc (and after you've gained the amount needed for a level, the counter starts over).

The modifiers work where whatever level you are in that specific skill, you can add that many points to the dice roll (or rather, I'll keep track of it for you). Rolling a d20 means that if you get a number lower than 10 the action fails and higher the action succeeds. So if you're a level three, and you roll a 9, you still succeed in the action as you have a +3 modifier, so you would technically roll a 12. Your levels max out at 20, as that means even if you rolled a zero (which is impossible) you'd still succeed.

Oh, and if you roll a natural 20 (or rather, if I roll you one) you get two experience points added to your leveling rather than just one.








It's cold. And you are alone. No one rides with you but your trusty steed. You have seen something. Something awful. And it's heading this way.

In the cold, dark night you rode onward to a small town on the border. It's a little trading post next to a river. Its name is Deadrock. You are William Barclay. A skilled marksman and expert navigator, you made the best messenger for the task you've been given. You carry nothing with you but the clothes on your back and the saddle on your horse.

As the sun rises you see the edge of town.


You suspect the pastor is most likely up getting ready for the day's service.




William Barclay
HP: 10/10
Charm: Level 0 - 1/3
Persuasion Level 0 -2/3
Strength: Level 0 - 2/3
« Last Edit: December 07, 2011, 04:44:10 PM by Swholli »

Go to the church
it's the best place to start

Go to the church
it's the best place to start
Then start preaching satanism....lol

Check surrounding area for any stray tumbleweed that may start a showdown.

Check surrounding area for any stray tumbleweed that may start a showdown.



You eye a suspicious looking weed that no longer seems to be rooted in this earth.

You suspect it's seen a many things on its journey to where it is now. It saw, and it never looked back. The constant traveler.

You'll make sure to keep and eye on this little fellah'. They seem to have an insight knowledge about danger. He'll be here to let you know if trouble's afoot.


You would, but you don't have any weapons.


Initiate conversation with the tumbleweed.

If tumbleweed are present in dangerous situations, then doesn't that mean...

QUICK, DODGE ROLL

Go talk to the pastor and find out about the thing that's chasing you.

Make tumbleweed your new partner!

Carry tumbleweed with you as a companion.
Then go talk with the pastor.

Make tumbleweed your new partner!

You decided to pick up the sad, little thing. You're not a botanist, but maybe this could come in handy later.

Inventory updated on main post.

Go to the church
it's the best place to start
Go talk to the pastor and find out about the thing that's chasing you.



You step up to a makeshift church, logs tied loosely together with ropes.

In front of the church is a crippled old man who limps when he walks. What little is left of his gray, greasy hair is swept back. He smells of rot.

What say you?

Why are those diagonal logs on top so blurry?