Pits & Perils: Dare-devils In Indigo Yavola [ EDIT ]
This game has been retired! That means it's no longer being run.
Yavola, the capital city of the high elves, was once the crown jewel to the elves. Tyriel Lavistar, daughter of the Lavistar family, struggle with petty disputes from Verona's human nobility. The frontier eventually settles down after a few ransoms and plundering. The capital city of Verona finally seized control of Yavola. All that remains is the thugs controlling the capital and working with Verona's most corrupt nobility. Who knows, one day they will be stopped.
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In Pits & Perils, each player character starts with one attribute: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. The classes you can choose from are Fighters, Clerics, Magicians, Thieves, Elves and Dwarves. Then your character will pick a side: Lawful, Neutral and Chaotic.
For the purpose of this campaign, Clerics and Dwarves are seldom. Most characters will likely be spies, mercenaries, thieves/assassians, and nobles. Most likely they'll align to neutrality or evil unless they are working towards a good cause.
New characters will start at 3rd level with information provided for each class:
Fighter:
Fighters can use any weapons and wear any armor. They get a +1 attack bonus to their attack dice.
Hit Points: 16
Equipment: backpack, bedroll, rations, any one weapon of your choice and 1d6 x 10 gold
Magician:
A practitioner in magic. Lacking any sort of proficiency in combat. Able to create potions and other magical items.
Hit Points: 8
Spell Points: 4
Equipment: backpack, bedroll, rations, Staff or Dagger, Spellbook and 1d6 x 10 gold
*Starting Spells: Mute, Hide, Link, Send, Gaze
Thief:
Specialist in disarming traps and picking pockets. They begin with Dexterity along with another ability mentioned above.
Hit Points: 10
Equipment: backpack, bedroll, rations, Dagger and 1d6 x 10 gold.
Elf:
Wanderers of the forest, renown warriors and spellcasters. Elves can use any weapons, but only wear chainmail and shields.
Hit Points: 9
Spell Points: 2
Equipment: backpack, bedroll, rations, any one weapon of your choice, spellbook and 1d6 x 10 gold.
*Starting Spells: Mute, Hide, Foil, Stun
Regarding Spellcasters: Magicians and Elves don't have to begin with these spells and are merely options for this campaign. if you'd like other spell choices you can let me know!
For the purpose of this campaign, Clerics and Dwarves are seldom. Most characters will likely be spies, mercenaries, thieves/assassians, and nobles. Most likely they'll align to neutrality or evil unless they are working towards a good cause.
New characters will start at 3rd level with information provided for each class:
Fighter:
Fighters can use any weapons and wear any armor. They get a +1 attack bonus to their attack dice.
Hit Points: 16
Equipment: backpack, bedroll, rations, any one weapon of your choice and 1d6 x 10 gold
Magician:
A practitioner in magic. Lacking any sort of proficiency in combat. Able to create potions and other magical items.
Hit Points: 8
Spell Points: 4
Equipment: backpack, bedroll, rations, Staff or Dagger, Spellbook and 1d6 x 10 gold
*Starting Spells: Mute, Hide, Link, Send, Gaze
Thief:
Specialist in disarming traps and picking pockets. They begin with Dexterity along with another ability mentioned above.
Hit Points: 10
Equipment: backpack, bedroll, rations, Dagger and 1d6 x 10 gold.
Elf:
Wanderers of the forest, renown warriors and spellcasters. Elves can use any weapons, but only wear chainmail and shields.
Hit Points: 9
Spell Points: 2
Equipment: backpack, bedroll, rations, any one weapon of your choice, spellbook and 1d6 x 10 gold.
*Starting Spells: Mute, Hide, Foil, Stun
Regarding Spellcasters: Magicians and Elves don't have to begin with these spells and are merely options for this campaign. if you'd like other spell choices you can let me know!
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