Novama
One Thousand Club
Maxxob
Megilagor
Karcen
Daddy Dream
Giftvi
Spoiled Bread
Novama
IanThe170
Revi
DarkKitsune
NachoGod
Elijay
SixSense
Maverick Six
Gaius Danius Griinia
Develius
1Lucker
Elvario
Voider
Faynorae
Irihi
TheTimePiece
Mephisto
Tau
Gwen_Temi
They think they’ve won. They think their home lair is invincible, their clutches safe, their hunger unstoppable. They are wrong.
The bishop’s god has not abandoned him. It speaks through the stones of the cathedral, whispers through the rattling breaths of the fallen. Its voice is clear: Only spilt blood will set him free. Not the innocent—no, it is the turkey beastmen themselves who must be slaughtered, their corrupted blood spilled upon the cold stones of their nesting place. With every gobble of panic, with every frenzied flap of feathered wings, the power of the bishop’s god will grow within you.
You begin with nothing but a club, a fool’s courage, and a taste for freedom. But heed this: each blow you land, each monstrous neck you wring, you will feel the blessing surge. The more blood spilled, the sooner the bishop’s cage will crack. The more you kill, the stronger you will become. The god’s favor is earned through bloodshed, and it will make you unstoppable, if only you are ruthless enough to seize it.
The cathedral is theirs no longer. It is a tomb. Make it their grave. Find the bishop, spill the blood, and see yourselves reborn in the fires of righteous violence.
Welcome, fools, to the nest of nightmares. The turkeys are waiting.
Player Goal
Kill as many turkey or players as possible. blood is key to the bishops freedom. The boss turkey is worth most and respawns due to evil juju.
System
Magic
PVP
Actions (you get 1 per post)
The Player Character - post this in your first post and edit it as needed until you die
The Map
Ground Level
Upper Level
Crypt Level
Underground Chapel
Encounter Table
The cathedral stands ruined, its bones cracked and bleeding cold light into a sky of ashen grey. The holy place has long since fallen, its sanctity shattered, desecrated by the squawking, cackling menace of monstrous turkey beastmen. They crept from the shadows, their twisted forms mocking the divine, and dragged the bishop down into the bowels of the earth. Down, down, where the sun could never reach, and sealed him there—an offering, a defiance, a challenge.They think they’ve won. They think their home lair is invincible, their clutches safe, their hunger unstoppable. They are wrong.
The bishop’s god has not abandoned him. It speaks through the stones of the cathedral, whispers through the rattling breaths of the fallen. Its voice is clear: Only spilt blood will set him free. Not the innocent—no, it is the turkey beastmen themselves who must be slaughtered, their corrupted blood spilled upon the cold stones of their nesting place. With every gobble of panic, with every frenzied flap of feathered wings, the power of the bishop’s god will grow within you.
You begin with nothing but a club, a fool’s courage, and a taste for freedom. But heed this: each blow you land, each monstrous neck you wring, you will feel the blessing surge. The more blood spilled, the sooner the bishop’s cage will crack. The more you kill, the stronger you will become. The god’s favor is earned through bloodshed, and it will make you unstoppable, if only you are ruthless enough to seize it.
The cathedral is theirs no longer. It is a tomb. Make it their grave. Find the bishop, spill the blood, and see yourselves reborn in the fires of righteous violence.
Welcome, fools, to the nest of nightmares. The turkeys are waiting.
Player Goal
Kill as many turkey or players as possible. blood is key to the bishops freedom. The boss turkey is worth most and respawns due to evil juju.
System
Melee attack - d20 + melee stat
Ranged attack - d20 + ranged stat
Magic - d20 + magic stat
Defense - d20 + defense stat
Damage = weapon damage - armor
Crit attack: (roll 20 on a d20) double damage and reduce defenders armor by 1
Crit Miss: (roll 1 on a d20) break weapon - weapon is lost.
Crit defense: make 2 attacks on next attack round.
crit miss defend: take double damage and reduce armor by 1.
Cannot loot armor if you crit it and cannot loot weapon if they crit failed an attack.
A successful action is 12 or higher
A successful defense is 12 or higher
Ranged attack - d20 + ranged stat
Magic - d20 + magic stat
Defense - d20 + defense stat
Damage = weapon damage - armor
Crit attack: (roll 20 on a d20) double damage and reduce defenders armor by 1
Crit Miss: (roll 1 on a d20) break weapon - weapon is lost.
Crit defense: make 2 attacks on next attack round.
crit miss defend: take double damage and reduce armor by 1.
Cannot loot armor if you crit it and cannot loot weapon if they crit failed an attack.
A successful action is 12 or higher
A successful defense is 12 or higher
Magic
You can use magic 2 times between rests
Magic comes from scrolls. Need at least one scroll to use any magic.
If magic fails, take 1 hp damage and become dizzy till you rest. This does not subtract from uses like a success does.
If you cast again before resting and fail, ping Novama
Magic comes from scrolls. Need at least one scroll to use any magic.
If magic fails, take 1 hp damage and become dizzy till you rest. This does not subtract from uses like a success does.
If you cast again before resting and fail, ping Novama
PVP
Possible anytime 2 players land on same space and wish to fight.
1. Initiating player rolls to attack with d20+attack stat of choice.
2. The target number is 12 + defense stat of target.
3. If successful, other player takes damage - armor to health as normal. All crits apply normally as well.
4. The other player does not roll defense. They instead roll to flee or fight.
5. A defeated player counts as a defeated enemy for purposes of level up and any items on or including their person may be picked up as loot. pint Novama
1. Initiating player rolls to attack with d20+attack stat of choice.
2. The target number is 12 + defense stat of target.
3. If successful, other player takes damage - armor to health as normal. All crits apply normally as well.
4. The other player does not roll defense. They instead roll to flee or fight.
5. A defeated player counts as a defeated enemy for purposes of level up and any items on or including their person may be picked up as loot. pint Novama
Actions (you get 1 per post)
1. Rest - consumes a ration to heal 1d6 hp. Cannot rest when rations are gone.
2. Flee - roll for defense. If you fail, you don't get away and take damage. If you succeed, you may move 1 square away (if no creature is there, roll for encounter).
3. Attack - choose weapon or convert ration into bone club and roll to attack.
4. Level up: after killing 3 enemies, ping novama to give you new stats. Typically heals hp but can reduce stats and/leave health max alone. Link to the 3 kills. a Kill is any creature the died due to you killing it (not to you damaging it).
5. Merchant - can interact with merchant when present to sell off old stuff and buy new stuff
6. Loot - when you come across a corpse, you may loot it. Ping Novama to get the rewards.
7. Move - move 1 space adjacent to you. Make sure to note where you are moving to in the post. If a monster is not already there, roll for an encounter (encounter table depends on which floor the area is on). If a monster or fight is there, then you are immediately included in the fight.
8. Defend - when fighting a monster, whenever you attack them and they are still alive, they will attack you back. roll for defense. If you do not fail and die, you are entitled to another action this turn: Flee or Attack.
9. Revive - in the event your hp reaches 0, you die. ping Novama and recent your character sheet to the base values.
2. Flee - roll for defense. If you fail, you don't get away and take damage. If you succeed, you may move 1 square away (if no creature is there, roll for encounter).
3. Attack - choose weapon or convert ration into bone club and roll to attack.
4. Level up: after killing 3 enemies, ping novama to give you new stats. Typically heals hp but can reduce stats and/leave health max alone. Link to the 3 kills. a Kill is any creature the died due to you killing it (not to you damaging it).
5. Merchant - can interact with merchant when present to sell off old stuff and buy new stuff
6. Loot - when you come across a corpse, you may loot it. Ping Novama to get the rewards.
7. Move - move 1 space adjacent to you. Make sure to note where you are moving to in the post. If a monster is not already there, roll for an encounter (encounter table depends on which floor the area is on). If a monster or fight is there, then you are immediately included in the fight.
8. Defend - when fighting a monster, whenever you attack them and they are still alive, they will attack you back. roll for defense. If you do not fail and die, you are entitled to another action this turn: Flee or Attack.
9. Revive - in the event your hp reaches 0, you die. ping Novama and recent your character sheet to the base values.
The Player Character - post this in your first post and edit it as needed until you die
Name: Name of Character
HP: 4
Melee: 0 (deal 1 damage when unarmed)
Ranged: 0
Defense: 0
Magic: 0
Inventory: Backpack (can only hold 7 items) - 2 large turkey beastman thigh bones take up the first 2 slots. Can be burned as a ration for rest or leveraged to fight with as a club. Deals 2 damage when used as club.
Beast Yen: 0
Mana: 2/2
HP: 4
Melee: 0 (deal 1 damage when unarmed)
Ranged: 0
Defense: 0
Magic: 0
Inventory: Backpack (can only hold 7 items) - 2 large turkey beastman thigh bones take up the first 2 slots. Can be burned as a ration for rest or leveraged to fight with as a club. Deals 2 damage when used as club.
Beast Yen: 0
Mana: 2/2
The Map
Ground Level
1. Entrance Foyer - the place you begin and the place you return to when you die. The only square in the whole place that won't force you to roll on the encounter table just to stand here.
2. Collapsed Statue - A statue to some forgotten god lays toppled and desecrated. Characters with 1 or higher in magic will find a secret passage that takes them to Crypt Level, Labyrinthine Hallways 4 and back.
3. Spiral Stairs UP - a spiral stairway leading up to the Upper Level, Spiral Stairs Down 1
4. Main Hall 1 & 2 - A large open space with broken pews and debris.
5. Storage Room - smaller room off main hall 1. once a storage room, now filled with destroyed containers and rotten or broken contents if anything at all.
6. Prayer Room - smaller room off main hall 2. once a prayer room, now a place for further desecration.
7. Spiral Stairs UP & Down - at the back of the main hall 2, there are a set of stairs leading up to Upper level, Spiral Stairs Down and one leading down to Spiral Stairs leading UP, Crypt level.
2. Collapsed Statue - A statue to some forgotten god lays toppled and desecrated. Characters with 1 or higher in magic will find a secret passage that takes them to Crypt Level, Labyrinthine Hallways 4 and back.
3. Spiral Stairs UP - a spiral stairway leading up to the Upper Level, Spiral Stairs Down 1
4. Main Hall 1 & 2 - A large open space with broken pews and debris.
5. Storage Room - smaller room off main hall 1. once a storage room, now filled with destroyed containers and rotten or broken contents if anything at all.
6. Prayer Room - smaller room off main hall 2. once a prayer room, now a place for further desecration.
7. Spiral Stairs UP & Down - at the back of the main hall 2, there are a set of stairs leading up to Upper level, Spiral Stairs Down and one leading down to Spiral Stairs leading UP, Crypt level.
Upper Level
8. Spiral Stairs Down - stairs that stop at the top with only below to go. connects to Ground level, spiral stairs up & down.
9. Perimeter Walkway 1 & 2 - Narrow walkways overlooking the main hall. Those with Ranged 1 or higher and a bow may attack targets moving through ground level main hall as an action.
10. Hidden Roosts - Turkey archers are 100% going to spawn in these areas connected to the perimeter walk way 1 and 2. 1 roost off of each square of the walkway.
11. Spiral Stairs Down - stairs that stop at the top with only below to go. connects to ground level, spiral stairs UP. Fleeing in this space forces character into Broken Balcony.
12. Broken Balcony - an area of walkway that is collapsed in places. Fleeing into this space will result in falling. Character instantly dies and drops loot in collapsed statue room.
9. Perimeter Walkway 1 & 2 - Narrow walkways overlooking the main hall. Those with Ranged 1 or higher and a bow may attack targets moving through ground level main hall as an action.
10. Hidden Roosts - Turkey archers are 100% going to spawn in these areas connected to the perimeter walk way 1 and 2. 1 roost off of each square of the walkway.
11. Spiral Stairs Down - stairs that stop at the top with only below to go. connects to ground level, spiral stairs UP. Fleeing in this space forces character into Broken Balcony.
12. Broken Balcony - an area of walkway that is collapsed in places. Fleeing into this space will result in falling. Character instantly dies and drops loot in collapsed statue room.
Crypt Level
13. Spiral Stairs UP - connected to ground level spiral stairs up & down. Terminates at the crypt level.
14. Labyrinthine Hallways 1- 4 : Twisting corridors filled with alcoves and hidden dangers.
15. Guarded Crypt: Special rooms adjoining the hallways off of hallway 2 and 3, these rooms house elite turkey's 100% of the time.
16. Downward Steps: Old steps that lead down to the deepest part of the cathedral and Upward Steps on the Underground Chapel level.
14. Labyrinthine Hallways 1- 4 : Twisting corridors filled with alcoves and hidden dangers.
15. Guarded Crypt: Special rooms adjoining the hallways off of hallway 2 and 3, these rooms house elite turkey's 100% of the time.
16. Downward Steps: Old steps that lead down to the deepest part of the cathedral and Upward Steps on the Underground Chapel level.
Underground Chapel
17. Upward Steps - ancient steps laid long before most else, they lead back to the Crypt level downward steps
18. Chapel - The large open chamber where the Boss Turkey resides. Chapel 2 is always a fight with the boss turkey.
18. Chapel - The large open chamber where the Boss Turkey resides. Chapel 2 is always a fight with the boss turkey.
Encounter Table
Ground Level (Cathedral Main Hall)
1: Traveling Peddler - Trades items. Scrolls cost 50 Beast Yen. Turkey leg: 10 buy, 5 sell. Leather armor: 20 buy, 10 sell. Sword (3 dmg): 30 buy, 15 sell. Non-turkey corpse: 5 sell. Ping
Novama
to learn spell after purchase.
2-10: Crazy Turkey - 4 HP, 1 dmg. Drops 1 ration.
11-14: Feral Turkey - 6 HP, 1 dmg, 1 armor. Drops 1 armor.
15-18: Rabid Turkey - 6 HP, 2 dmg. Drops bow and arrows.
19-20: Soldier Turkey - 8 HP, 3 dmg, 1 armor. Drops 1 sword and 1 armor
2-10: Crazy Turkey - 4 HP, 1 dmg. Drops 1 ration.
11-14: Feral Turkey - 6 HP, 1 dmg, 1 armor. Drops 1 armor.
15-18: Rabid Turkey - 6 HP, 2 dmg. Drops bow and arrows.
19-20: Soldier Turkey - 8 HP, 3 dmg, 1 armor. Drops 1 sword and 1 armor
Upper Level (Walkways and Balcony)
1: Traveling Peddler - Trades items. Scrolls cost 50 Beast Yen. Turkey leg: 10 buy, 5 sell. Leather armor: 20 buy, 10 sell. Sword (3 dmg): 30 buy, 15 sell. Non-turkey corpse: 5 sell. Ping
Novama
to learn spell after purchase.
2-8: Crazy Turkey - 4 HP, 1 dmg. Drops 1 ration.
9-12: Rabid Turkey - 6 HP, 2 dmg. Drops bow and arrows.
13-16: Turkey Archer Ambush - 2 Hidden archers attack players from roosts.
17-18: Feral Turkey Patrol - 2 Feral Turkeys engage. Each 6 HP, 1 dmg, 1 armor. Drops 1 armor.
19-20: Turkey Shaman - Performing a ritual, granting power to nearby turkeys. 4HP, 3 dmg. Drops 1 spell scroll. Ping Novama to learn spell.
2-8: Crazy Turkey - 4 HP, 1 dmg. Drops 1 ration.
9-12: Rabid Turkey - 6 HP, 2 dmg. Drops bow and arrows.
13-16: Turkey Archer Ambush - 2 Hidden archers attack players from roosts.
17-18: Feral Turkey Patrol - 2 Feral Turkeys engage. Each 6 HP, 1 dmg, 1 armor. Drops 1 armor.
19-20: Turkey Shaman - Performing a ritual, granting power to nearby turkeys. 4HP, 3 dmg. Drops 1 spell scroll. Ping Novama to learn spell.
Crypt Level (Labyrinthine Catacombs)
1: Traveling Peddler - Trades items. Scrolls cost 50 Beast Yen. Turkey leg: 10 buy, 5 sell. Leather armor: 20 buy, 10 sell. Sword (3 dmg): 30 buy, 15 sell. Non-turkey corpse: 5 sell. Ping
Novama
to learn spell after purchase.
2-8: Soldier Turkey - 8 HP, 3 dmg, 1 armor. Drops 1 sword and 1 armor.
9-12: Flooded Corridor - Players must navigate through water, reducing movement speed. Must immediately roll on the encounter table again without moving.
13-16: Crypt Guardians - 2 soldier turkeys patrolling the area attack. Each 8 HP, 3 dmg, 1 armor. Drops 1 sword and 1 armor
17-18: Hidden Cache - Loot hidden in an alcove (10 beast yen), guarded by a feral turkey. 6 HP, 1 dmg, 1 armor. Drops 1 armor.
19-20: Dark Ritual - 2 Shaman Turkeys are performing a ritual to empower themselves. Each 4HP, 3 dmg. If both are defeated, then 1 spell scroll drops (not 2).
2-8: Soldier Turkey - 8 HP, 3 dmg, 1 armor. Drops 1 sword and 1 armor.
9-12: Flooded Corridor - Players must navigate through water, reducing movement speed. Must immediately roll on the encounter table again without moving.
13-16: Crypt Guardians - 2 soldier turkeys patrolling the area attack. Each 8 HP, 3 dmg, 1 armor. Drops 1 sword and 1 armor
17-18: Hidden Cache - Loot hidden in an alcove (10 beast yen), guarded by a feral turkey. 6 HP, 1 dmg, 1 armor. Drops 1 armor.
19-20: Dark Ritual - 2 Shaman Turkeys are performing a ritual to empower themselves. Each 4HP, 3 dmg. If both are defeated, then 1 spell scroll drops (not 2).
Underground Chapel (Boss Level)
1: Traveling Peddler - Offers final supplies before the boss fight. Scrolls cost 50 Beast Yen. Turkey leg: 10 buy, 5 sell. Leather armor: 20 buy, 10 sell. Sword (3 dmg): 30 buy, 15 sell. Non-turkey corpse: 5 sell. Ping
Novama
to learn spell after purchase.
2-6: Boss Turkey's Elite Guard - Soldier turkeys with enhanced abilities. 8 HP, 4 dmg, 1 armor. Drops 1 sword (3dmg) and 1 armor
7-10: Feral Turkey Swarm - 3 feral turkeys that rush the player. Each 6 HP, 1 dmg, 1 armor. Drops 1 armor.
11-14: Dark Ritual - 2 Shaman Turkeys performing a ritual to empower the boss; killing both shaman turkeys temporarily grants the character +2 HP for next fight.
15-16: Blood Fountain - A fountain of corrupted blood that grants a temporary buff. Gives +1 defense in next fight.
17-18: Elite Archer Turkey - A skilled archer providing ranged support for the boss. 8 HP, 2 dmg., 1 armor. Drops bow and arrows and armor.
19-20: Final Blessing - The bishop's god grants a boon to help defeat the boss. +1 attack (ranged or melee) for next fight.
2-6: Boss Turkey's Elite Guard - Soldier turkeys with enhanced abilities. 8 HP, 4 dmg, 1 armor. Drops 1 sword (3dmg) and 1 armor
7-10: Feral Turkey Swarm - 3 feral turkeys that rush the player. Each 6 HP, 1 dmg, 1 armor. Drops 1 armor.
11-14: Dark Ritual - 2 Shaman Turkeys performing a ritual to empower the boss; killing both shaman turkeys temporarily grants the character +2 HP for next fight.
15-16: Blood Fountain - A fountain of corrupted blood that grants a temporary buff. Gives +1 defense in next fight.
17-18: Elite Archer Turkey - A skilled archer providing ranged support for the boss. 8 HP, 2 dmg., 1 armor. Drops bow and arrows and armor.
19-20: Final Blessing - The bishop's god grants a boon to help defeat the boss. +1 attack (ranged or melee) for next fight.