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Acolytes Day 3

WITCH HUNT

  • dimmerwit

  • Jawneh

  • Jon

  • Kat

  • Local Hero

  • Quagmire

  • Tommy Boy

  • No vote/not playing


Results are only viewable after voting.
The shop stuff really got abuse by the acolytes. Kat getting the healing poption before I was even tagged, and the ability for them to transfer gold/coordinate buying items was well taken advantage
This is very true. And it wasn't my original intention. If you look in the rules, I had put that trading between players cannot happen at night. But then I forgot my own rules and contradicted myself in the day thread, so I just rolled with it rather than Retroactively take back that accidental amendment.

It's worth pointing out, however, that of the four remaining non-bad guys, you all had 20 gold or more. As much or even double what the bad guys all had left combined. They spent their gold, and you guys hoarded it, and they made most of their shop purchases late in the day also.

But yes, the nighttime trading was a thing that they took advantage of.
 
And also just to check for future games, had Tommy not already moved his items over they would have been lost, right?
Correct. Items and gold on a dead person are lost, with the exception being that they would still have them if they get revived in a normal death. Unless I come up with some sort of grave robber role which would be kind of neat.
 
Dimmer can't use his power. I bonked him
I was referring to the next day after it would have worn off and before you can use another on him. At least that was their plan if it got that far.

The arrow would block him from activating his ability, but doesn't stop it if it has been already activated.
 
I was referring to the next day after it would have worn off and before you can use another on him. At least that was their plan if it got that far.

The arrow would block him from activating his ability, but doesn't stop it if it has been already activated.
Does he have a day time power? Because I would shoot him during the day.

I shot him today so any day/night time power would not work
 
Flower child essentially. He would have said "stop whatever lynch happens today" right away and bonks can't stop it
seems legit GIF
 
Then this is a true RPG.

But for realsies, hard to know what to buy and keep from the evil team, and I didn't know if I would need someone later and need my gold available for that item
That's a fair point, but it's true for anybody that they don't know ahead of time what they will need. For example, the bad guys came up with the strategy of the loud voice and the love potion very late in the day. They weren't expecting your arrow. But I do think it's a fair point about the fairness of their nighttime trading. They should probably be limited to trading publicly during the daytime like I had originally intended. That puts them at a disadvantage because it's easier to draw suspicion on themselves if they do it.
 

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Yeah public trading only would be an interesting counter to them being able to easily buy very expensive items without risk. No one knows what you earn while questing so this game they got around suspicion that way.

Also, can you use items on other people without announcing it publicly? I think that would be fair to keep private for them. Just would be if you need to trade it to them publicly first.
 
Yeah public trading only would be an interesting counter to them being able to easily buy very expensive items without risk. No one knows what you earn while questing so this game they got around suspicion that way.

Also, can you use items on other people without announcing it publicly? I think that would be fair to keep private for them. Just would be if you need to trade it to them publicly first.
Yep, items can always be done privately and at any time. But really it's your choice if you decide you would rather use one publicly for some reason.
 
I had put my own table somewhere if you need to fill in missing information.
I just found the second one haha.

Part of the problem is that the embed (desktop) or any non-app mobile version doesn't support key features. I'd make the inventory something like a drop down list, but it wouldn't show. Also the first columns aren't fixed for this reason.
 
Swamp: Desperate souls risk everything to come here, risking danger to seek help from shady individuals and recluses that dwell in the murky marshes. Druid, Alchemist, Sneak, Orphan, and Blacksmith get +1 Luck here.
Level 1: Will O' Wisp. Drops 5 gold. Roll D6, a 6 drops an Antidote.
Level 2: Hag. Drops 8 gold. Roll D6, a 5 drops an Antidote.
Level 3: Witch Doctor. Drops 12 gold. Roll D6, a 4 drops an Antidote.
Level 4: Troll. Drops 15 gold. Roll D6, a 3 drops an Antidote.
Level 5: Gargantuan Serpent. Drops 20 gold. Roll D6, a 2 drops a Poisonous Miasma.


Fire mountain: Adventurers feel the call of the Mountain, with tales of dragons hording massive wealth or legendary items. Warriors, Knights, and Heroes get +1 attack here. Merchants get +1 Luck here.
Level 1: Goblin. Drops 5 gold. Roll D6, a 6 drops a Lantern.
Level 2: Wyvern. Drops 8 gold. Roll D6, a 5 drops a Lantern.
Level 3: Giant Scorpion. Drops 12 gold. Roll D6, a 4 drops a Lantern.
Level 4: Ifrit. Drops 15 gold. Roll D6, a 3 drops a Lantern.
Level 5: Fire Dragon. Magic roles get -1 attack against it. Drops 40 gold. Roll D6, a 2 drops a Loud Voice Potion.

Dark forest: The perfect escape and hideout for outcasts and the dregs of society. Solo players, Thieves, and Archers get +1 Luck here.
Level 1: Sprite. Drops 5 gold. Roll D6, a 6 drops a Luck Potion.
Level 2: Shadow cat. Drops 8 gold. Roll D6, a 5 drops a Luck Potion.
Level 3: Black Knight. Drops 12 gold. Roll D6, a 4 drops a Luck Potion.
Level 4: Angry willow tree. Drops 15 gold. Roll D6, a 3 drops a Luck Potion.
Level 5: Gargantuan Spider. Drops 20 gold. Roll D6, a 2 drops an Invisibility Potion.

Cursed ruins: The followers of Kurthost can still feel his lingering presence here and draw strength from it. Acolytes and Wights get +1 attack here. Channeler gets +1 Luck here.
Level 1: Ghoul. Drops 5 gold. Roll D6, a 6 drops a Love Potion.
Level 2: Cultist. Drops 8 gold. Roll D6, a 5 drops a Love Potion.
Level 3: Werewolf. Drops 12 gold. Roll D6, a 4 drops a Love Potion.
Level 4: Lich. Drops 15 gold. Roll D6, a 3 drops a Love Potion.
Level 5: Demon. Players with Holy Magic get -1 attack against it. Drops 20 gold. Roll D6, a 2 drops a Soul Stone.

Sky tower: Mages feel the power of the sky thrumming through them. Their lightning comes to their call, regardless of cooldown, and they can choose to use it for a pre-emptive strike on the monster (a risk-free first attack before choosing to fight or flee normally), or forgo it to have +1 in their attack instead. Heralds get +1 Luck here. Hero gets +1 attack here.
Level 1: Falcon. Drops 5 gold. Roll D6, a 6 drops a Holy Water.
Level 2: Harpy. Drops 8 gold. Roll D6, a 5 drops a Holy Water.
Level 3: Griffin. Drops 12 gold. Roll D6, a 4 drops a Holy Water.
Level 4: Djinn. Drops 15 gold. Roll D6, a 3 drops a Holy Water.
Level 5: Sky Dragon. Reflects Magic. Drops 20 gold. Roll D6, a 2 drops a Mirror Shield.

Lost temple: The Holy Light shines down upon you in this sacred place. Roles that have Holy Magic get +1 attack here. Bishops, Inquisitors, Clairvoyants, and Monks get +1 Luck here. Wights get -1 attack here.
Level 1: Guard. Drops 5 gold. Roll D6, a 6 drops a Holy Relic.
Level 2: Golem. Drops 8 gold. Roll D6, a 5 drops a Holy Relic.
Level 3: Knight Templar. Drops 12 gold. Roll D6, a 4 drops a Holy Relic.
Level 4: Anointed one. A devoted human blessed with unnatural abilities. Drops 15 gold. Roll D6, a 3 drops a Holy Relic.
Level 5: Wrathful Angel. Acolytes have -1 attack against it. Drops 20 gold. Roll D6, a 2 drops a Talisman.
 
Originally, I was going to have the enemies level one through four have to roll to drop their additional loop besides just the gold. The gold would be automatic, and the item would be the same for all of them, but a higher chance with a higher level enemy. But I forgot about rolling for the loot drop after the first couple of quest so I said fuck it and didn't do it this game. Every enemy automatically drop an item even the level one. So I had set it up like that rather than having item diversity, but I want to have more diversity next time. Maybe each enemy has a chance roll on three different items.
 
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The shop stuff really got abuse by the acolytes. Kat getting the healing poption before I was even tagged, and the ability for them to transfer gold/coordinate buying items was well taken advantage
Haha, I checked for the thread shortly before the day was supposed to open and refreshed it every couple of minutes until it was unlocked. And I never even used it.

The town could've coordinated buying items too. I was surprised nobody attempted to.

I personally think privately trading at night being allowed but only public trades during the day is a good balance. It means you can't secretly trade in quick reaction to something, but you can plan ahead. Maybe announce when the day opens if a trade or purchase happened overnight but not who was involved?
 
And because there are other new and unique roles that didn't get tried yet, this game may actually take a few rounds of testing to get most of the kinks out. But I'm hoping the second game goes even smoother than the first, and so on. For one thing, I think I can be much less mushy with the rules the second time.
 
Haha, I checked for the thread shortly before the day was supposed to open and refreshed it every couple of minutes until it was unlocked. And I never even used it.

The town could've coordinated buying items too. I was surprised nobody attempted to.

I personally think privately trading at night being allowed but only public trades during the day is a good balance. It means you can't secretly trade in quick reaction to something, but you can plan ahead. Maybe announce when the day opens if a trade or purchase happened overnight but not who was involved?
That's an idea. Instead of simply saying that the shop has been updated, I could say what stopped being available and what got added, but not who was involved.
 
The ghost of VashTheClairvoyant shows up angry.

"you forgot to let me finish what I was saying!"

He cleared his throat.


"Here is the key, to stopping evil's spell:
What type of story won't take long to tell?
Now think of what the dealer must do with his cards,
and tell me the True name, it shouldn't be that hard."


The letters KURTHOST appeared floating in the air, then rearranged and changed color and became lowercase.

shortkut

The town gasped. Absolutely nobody saw it coming. The dead body of shortkut stood up, smirking.

It was too late to stop the spell. KURTHOST's true form had returned, and it was the beginning of hell on Earth.

gg noobs
 
A piece of paper. K in black ink on one side, s in purple ink on the back.
An erased comic, with a U in black ink on the front, and an h in purlple ink on the back.
A scroll with a glowing black T on one side, and a purple r on the other side.
An empty pizza box, with an O in black ink on the top of the lid, and a k in purple ink on the backside of it.
A piece of paper. T in black ink on one side, t in purple ink on the back.
A note recording: 'Here is the key, to stopping evil's spell:'
A note recording: 'What type of story won't take long to tell?'
Black: K U O T
Purple: S H K T

So is this a mistake? One of those Ks should be an R?
Shoktkut
 
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