Welcome Graduates!
The signs in the village read as you make your way to the village and into the Explorer's Society building. You have all been selected for one reason or another to head this outpost within this town. You have been tasked to take on any missions from the society and the village as well as build up this sleepy little village into a proper town that can support adventurers working here and a place that you can call home.
This is the beginning of your adventure! What will happen next is open in the air and the only way to find out is "Venture Forth" as The Explorer's Society motto goes. Just remember that while good luck will help you out, having a good plan saves from when your luck goes bad.
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OOC stuff
Anyway before we being let make a break little primer to any new people who didn't see the interest check.
What is this?
This a tabletop style game where you play as recent graduates of The Explorer's Society academy, an organization for adventurers that also hosts schools that teach you how to be one, sent to this village that acts as an outpost for Adventurers with the task of taking on important missions from the Society and the villages, which tends to involve going into dungeons. Successful runs net you stuff which is used to help build up the village, which in turn empowers your characters.
Think of it like Etrian Odyssey, but less harder and instead of going into dungeons for loot and killing things to go stronger, the loot builds up your town which gives you various benefits.
How do I play?
Here's the rulebook We'll be using dice and rules for the dungeon and town building parts. Everything else can be expected to be handled to done with freeform.
What's the setting?
Fantasy kitchen sink so that means you can have swords, guns, and non-powder based projectile weaponry.
Can I play as a non-human race?
Yes and no, you can play as hybrid but that requires getting a upgrade first. There is also another method to play as an actual monster but that's gonna require some works and is better served as a question to me.
Rules
Standard guild rules apply.
CS
Feel free to ignore the color code.
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Okay now with that done we can begin. So do you guys want to roll to gen the town name with the charts? I don't care either way, the important rolling is for seeing what stuff the town comes with which is a 2d6 roll and then a d6 roll on the chart you land on.
And while we're on the business of charts again I don't care if you use the charts for the naming of you characters or not. You must for the background though. For your job, I'm giving you the option to roll or pick from the list. If you roll on the job chart, you read d66 as if one of the results was the 1's place and the other as 10's and see where the number is on the chart.
I'll put make a zero post with more details on the gamey bits of this rp.
Anyway here's my rolls for the kingdom creation
roleplayerguild.com/rolls/3783
>Your Kingdom has a valuable resource. Roll on the Resources Table.
Off to a good start
roleplayerguild.com/rolls/3784
>Your Kingdom is connected to another region by a set of stairs. Choose an unknown region adjacent to your Kingdom from the Known World section of the Kingdom Sheet. You may make that region part of your Kingdom. The map has 1 Entrance and 1D6 Corridors, and you may use any rooms that are connected to the Entrance by a Corridor. If you roll this result twice, add an additional 1D6 Corridors to that map. If all of the rooms are connected, you receive an additional region.
Ok this is pretty good as it means you don't need to worry to hard about getting more space to expand. So it seems this little village has a bit of space to go around. Of course this also means it boosts upkeep naturally.
roleplayerguild.com/rolls/3785
Make use of these corridors wisely.