Camelot
Adventurer
I posted the very long introduction, and we're starting out with a little roleplaying! The first to post is the first to arrive at the Well of Fortune, and you can "say" your inner thoughts or anything, and describe what your character looks like. Let the other players (and me) know how your character is. If you're not big on roleplaying, don't worry, just say what you want to get across!
Also, it's easier for me to address each player by the name of their character, so that is what I'll do, if you don't mind. Thomas, the inn that you work at now is the Dragon's Den Inn, so you are well acquainted with the owner, Ren Strithaw, an old man who loves conversation and cider. He's very kind to you, and pays you adequately, but is slightly reluctant to hear that you wanted to go adventuring. You know he knows that he can get more help should you leave, but you think he actually cares about you now.
Kythorn is the month approximately the same as July, or maybe June. Either way, it's summer, and it's nice and warm and sunny out, not a cloud in the sky.
As for dice, I trust you with whatever method you use, even the honor system, and I myself shall be using real dice, posting the results in the right circumstances. Just tell me what the natural die rolls are, and the result added with the appropriate modifiers.
If there's anything concerning story or setting that you need to ask about, or just comment, this is the thread to do it on!
As I said in the game, HAVE FUN!! (Let me know if you're not having fun, and I'll try to make it fun for all.)
Oh, I almost forgot, house rules. Or forum rules, whatever you call it online. =) If I'm repeating myself, I apologize. When you use projectile weapons, you expend the projectiles whether you hit or miss (arrows, crossbow bolts, and sling stones). Light or heavy thrown weapons, however, can be recovered if thrown. Critical hits: as per rulebook, you do maximum damage, or if it still wouldn't have hit, just an automatic hit. Fumble: natural one, your turn immediately ends, and you grant combat advantage until the start of your next turn. For skill checks, there are critical successes and critical failures, but only if it makes sense. E.g., no "I make a Strength check to lift this building! Critical success! Woot!" or something to that effect. If you need to make a check or roll and I can do it for you, I will (saving throws, for example, but you may also do them if you finish your turn). I think that's it. Again, have fun, and also, good luck!
Also, it's easier for me to address each player by the name of their character, so that is what I'll do, if you don't mind. Thomas, the inn that you work at now is the Dragon's Den Inn, so you are well acquainted with the owner, Ren Strithaw, an old man who loves conversation and cider. He's very kind to you, and pays you adequately, but is slightly reluctant to hear that you wanted to go adventuring. You know he knows that he can get more help should you leave, but you think he actually cares about you now.
Kythorn is the month approximately the same as July, or maybe June. Either way, it's summer, and it's nice and warm and sunny out, not a cloud in the sky.
As for dice, I trust you with whatever method you use, even the honor system, and I myself shall be using real dice, posting the results in the right circumstances. Just tell me what the natural die rolls are, and the result added with the appropriate modifiers.
If there's anything concerning story or setting that you need to ask about, or just comment, this is the thread to do it on!
As I said in the game, HAVE FUN!! (Let me know if you're not having fun, and I'll try to make it fun for all.)
Oh, I almost forgot, house rules. Or forum rules, whatever you call it online. =) If I'm repeating myself, I apologize. When you use projectile weapons, you expend the projectiles whether you hit or miss (arrows, crossbow bolts, and sling stones). Light or heavy thrown weapons, however, can be recovered if thrown. Critical hits: as per rulebook, you do maximum damage, or if it still wouldn't have hit, just an automatic hit. Fumble: natural one, your turn immediately ends, and you grant combat advantage until the start of your next turn. For skill checks, there are critical successes and critical failures, but only if it makes sense. E.g., no "I make a Strength check to lift this building! Critical success! Woot!" or something to that effect. If you need to make a check or roll and I can do it for you, I will (saving throws, for example, but you may also do them if you finish your turn). I think that's it. Again, have fun, and also, good luck!