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    Default D&D 4E WW - The Castle of Illusions

    D&D 4E WW
    The Castle of Illusions


    Narrators: Bladescape & Qwaz.
    Roles written by: Bladescape with help from Qwaz

    The tall spires and beauty of the Castle of Illusions was just another of it's tricks. For no matter how you looked at it, it seems to be a radiant castle with azure coloured walls, shining white and blue in the light. It looked like the most wonderful of good castles, a haven of hope, prosperity and peace. The truth was far from that. It was the lair of the Lich-King, the monster that had run over the lands with hordes of deadly warriors. Undead armies led by wraiths, creating traitors in the most unusual of places... The Lich-King's forces had swept forth, conquering left and right, taking over country after country, land after land.

    But he overstepped his limits, and earned the ire of many heroes, bands of legends pushed the armies back, doggedly. Mile by mile, footstep by footstep, until the armies themselves were crushed. Though not without loss, even great warriors can be defeated by sheer numbers, and all involved would weep the loss of their comrades, but not yet. For all of their losses, here they now stood on the hill in front of the entrance to the lair of the master himself. The Lich-King and his most powerful of servants.

    Standing at the front of the small ragged group was two, a man with a sword of massive preportions and one clothed in black. They would lead the charge into the Azure castle. After a moment of preparation, a small rest to recover their resolve, the group poured down the hill, a bit over a dozen legends, and charged the front gates, waiting for the first obstacle.....

    *******

    They found nothing, the hewn stone offered no enemies, but it was immediately obvious it was a maze. A maze, and a place of illusions. There were walls where you couldn't see them, and pathways where you thought there were walls. There were trapdoors on solid ground. But worst of all, and by far the most dangerous of all the illusions, you couldn't ever trust your eyes. Your friends could look like monsters, monsters like furniture...

    Often, things would even look like themselves, but it was hard to work out when that was. The adventurers were unsure, but they wouldn't stop if possible. The only question was, when would they realise that their number had grown? For now the servents of the Lich-King stood amongst them, and the Lich-King himself, clouded in illusions. Now I ask, how do you think this tale ends? Well, you must read on, from handwritten accounts to the journals of those left behind. I am here to weave you a tale, the tale of The Castle of Illusions.

    I hope you enjoy my story tonight.


    Rules:
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    20% majority rule: Votes are done in red text. Once a 20% majority has been reached, rounded down, whoever has the most votes after 48 hours is removed from the game. If no 20% majority is reached, the mob cannot gather sufficient numbers to lynch anyone.

    Striking Through Votes: Please strike out old votes, when changing to another. This helps out the narrators when counting the votes. When I tally the votes, if you do not do this, I will count your first vote.

    Days and Nights:They will last approximately 48 hours for the days, and 24 for the nights. There will be possible extensions, depending on the situation, but those are the general guidelines

    Autolynches: We will be autolynching players only if they do not point for 3 days straight. Of course, if you let me know that you will be gone for more than a week, we will give you a pass.

    FC's Rule of Narrator Invocation: If you claim that the Narrator made a mistake, and the Narrator is asked about it, the Narrator will answer honestly. So don't use the Narrator's name in vain.

    Helgraf's Scry Interference: If two characters with a scry ability look at the same player, both will get "Interference" as a result.

    Bladescape's rule of formatting theft: Bladescape will invariably steal formatting, rules and other such things from other Narrators, especially Lex-Kat. Do be warned that any rights that exist belong to the original creators of the formatting, rules and etc. If they do wish it, he will reformat and remove the copyrighted formatting.

    Encounter/At-Will Rules: Encounters are Once per Game. At-Wills can be used every night.


    Roles:
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    There are 3 Neutral, 13 Good and 6 Evil Players

    Fighter:
    The Fighter's fighting prowess keeps him above the other heroes during the battles in the day, his prowess leads him to the front during the day, when monsters come seeking flesh. Whether he fights with the Lich-Lord, or against him, or just doesn't choose a side, his strength in battle means that anyone he attacks during the day, depending on if he chooses for it to be so, will take extra damage. Each night he decides how many votes his point gets.(Bonus Voter)
    At-Will:Vote counts for two Votes.
    Encounter:Vote Counts for five, but if the person is lynched then Fighter's presence on the wagon is revealed.

    Cleric:
    The Cleric's abilities lie not in fighting, or war. But in the healing of wounds created by such activities. If the Cleric is of holy power and righteous cause, then their power allows them to heal someone who would otherwise be killed by the forces of Darkness. If the Cleric worships unholy power, and serves the Lich-Lord, his powers protect the traitorous Adventurers from being killed in battle. Each night he can chose to protect someone from NK's or from being Lynched the next day.(Careless Day/Night Baner)
    At-Will:Day/Night Bane.
    Encounter:No Lynch/NK's, but Cleric Revealed.

    Paladin:
    This holy protector is a warrior whose life is dedicated to the protection of his allies. His abilities enable him to stand in and protect someone during the night from being slain by those who use the night as darkness. His divine protection means that he is able to survive as long as he is protecting another. Each night he may chose to protect someone by redirecting a NK to himself. He survives the first two affects like this.(Protector)
    At-Will:Choose a NK to redirect to yourself, you stay alive for the first two times.(Cannot be done, and cannot survive, if the NK targets him.)
    Encounter:Diffuse all NK's tonight, but all Nkers get told your identity and role.

    Warlord:
    The Warlord is a leader, and whoever he fights for, he leads from the front, inspiring those who follow him to do greater deeds. Anyone he calls to inspire will have a chance to use their power not once, but twice. Calling forth the inner potential to do great things. He is not one to be underestimated, no matter who he fights for. Each night he choses someone to lead, giving them a chance to use their power twice.(Power Doubler.)
    At-Will:Target player gets a 20% chance to use his At-will for a second time in the night.
    Encounter:Target Player gets his At-Will activated for a second time without fail, but anyone who is effected by this second At-will(If Cleric gets it, than any NK stopped by it.) gets told of your role.

    Bard:
    The Entertainer, the Bard's abilities lie in his ability to reach out with music, and help them let go of their worries for a while when he sings of soothing things, he can also call forth an epic tale from his memories, an inspiring tale of heroics to inspire his allies to greater feats. For those who are given the power of his music, their abilities will temporarily grow stronger, allowing them to achieve more than even they would've thought possible. Each night he can chose one person to perform for, that person has a chance of doing much more than they originally intended.(Power Enhancer.)
    At-Will:20% chance to increases power of a target's power, only the creators know what will happen to some classes this is used on.

    Warden:
    The Warden's powers, from earth and sky, from the fire and water. From the very elements that make up this world. He uses this to defend another from any sort of attention. Calling the Land to protect and hide the target, he makes another unable to be affected by any other ability. Whether it be scrying, an attack on their life or an attempt to aid them. The wind and earth will prevent the target from even hearing them. Each night they chose someone to protect, the first person to target him that night gets voided.(Void Defender)
    At-Will:Target one player, the first ability that would be used on that player tonight is voided.
    Encounter:Target one player, all abilities that would target that player tonight are voided.

    Psion:
    With his psychic powers, the Psion has the ability to see past falsehood and know the true thoughts of someone, able to detect their intentions. However, this power has it's limitations, and the Psion can only detect the alignment, not class, of the target. Each night they can chose someone to focus their thoughts on, they receive emenations which tell them who they actually work for.(Alignment Scrier)
    At-Will:Scry one target's alignment.

    Wizard:
    The Wizard, lord of the arcane arts. His powers allow him to see through the illusions for a little while. Scrying the others through the illusions to see what his allies really are. Every night they can choose somone to scry, they learn the class and role of the person, but not the team they work for.(Role Scrier)
    At-Will:Scry one target's role.

    Avenger:
    The Avenger, warrior for his gods and a slayer of those who are the oppositions of their deity. They wield their powers to find and destory opponents of their faith's allies. Each night they can either chose to use their powers to sense a target, or to kill someone they are sure is an enemy. If they chose to sense the intentions of someone, they are told whether or not they are an ally of the faith. If they chose instead to kill, they set out to destroy their target. However, if after the deed is done the Avenger realises he has targetted one of his own, then he will renounce killing ever again.(Killer)
    At-Will:Kill a target, this person cannot be of the same alignment as you, if he is the kill fails and you can't kill again.(If the kill action is affected by any of the power redirecters, it acts as though it was voided.)
    At-Will:Scry one target, you are told accurately if he is or is not the same alignment as you.

    Barbarian:
    The Barbarian, master of savage combat. He is not someone you may wish to cross, and anyone who does try to kill him, whether in combat during the day, or during the rest breaks, he will slay one of them in return. The more power that has been thrown at him, the more dangerous he gets. If killed or effected by an encounter power, he will slay two.(If possible.)(Beast)
    Static:Beast effect, if killed or effected by a encounter power, then two kills instead of one.

    Druid:
    The druid's ability to see other places is much like his Arcane compatriot, the Wizard. But he has one major difference, he is usually a much more defensive scrier, and instead of learning the roles of those who he scries, he knows the true class of the people who scry his target. Thus, he can be both more powerful and weaker than the Wizard, the Wild's fluxating power.(Reflect Scrier)
    At-Will:Choose a target, you learn the role's of anyone targeting him that night.

    Monk:
    The monk is a warrior whose mental calm and precise unarmed attacks lead him to be the danger he is. However, the most dangerous thing is his ability to avoid attacks that would target him, although they may not just be attacks. His inner calm and serenity allows him to detect and avoid the first person to try and use an ability on him during a night.(Immunity to abilities.)
    Static:The first ability to target you in a night fails.

    Assassin:
    The assassin, the cloaked killer of the night. His poisons and blades, his traps and stealth. All of these are what contributes to the fearsome power of this sneaky killer. His abilities, as expected, lie in the slaying of someone during the night. Every time the group make camp to rest, he can sneak around to slay those he believes should be killed.(Killer)
    At-Will:Can make a Night-Kill.
    Encounter:Can Kill two people in a night, but his presence is revealed, and a clue given to his identity.

    Sorcerer:
    The Sorcerer's powers come from the chaos of the Wild Magic, and thus the unpredictability makes him such a deadly weapon. Just being around him causes powers to go awry. Every time the group takes a rest, he can choose to use his powers of chaos to redirect powers. He can choose to transfer anything which would target one person, and force it to target another.(Ability Vortexer)
    At-Will:Choose subject A, then choose target B. If someone uses an ability on A, it instead effects B.
    Encounter:Sacrifice yourself to choose which powers effect who for the night, EVERY power.(Except Hunter and Avenger.)

    Warlock:
    The Warlock's powers come from the pacts he has signed, with demon or fey. Whichever of the two entities he has a pact with, his powers come into a realm that was not made to hold them, and none of the denizens are able to resist the compelling powers of the Warlock, every time the group camps, the Warlock can Compel someone to use their power on someone other than who they wanted to.(Compeller)
    At-Will: Choose a subject A, then choose a target B. A's power is compelled to target B.
    Encounter:Choose three roles to choose their targets for tonight, those three roles are told who you are and your alignment.

    Invoker:
    The Invoker's power comes from his god, and his mastery comes from his able use of it in battle to strike against his Deity's enemies. This one specializes in the art of forcing other's to strike down his opponents, and during the time they make camp, he can invoke his power, forcing one of the party to help fight another of the Invoker's choice.(Vote redirection)
    At-Will: Pick a subject, A. A's vote is either voided or redirected onto a target of you choice (B).
    Encounter:Only your team's votes count.

    Shaman:
    The primal spirits, the spirits of nature and of the ancestors, guide the Shaman's power. He listens to their voices, heeding their wisdom in an effort to help his side to victory. But the fight isn't always won in battle, his task is to prevent other's from using their powers during the time they take to rest, and his power? To put them out of the running for that time, whether it's putting them to sleep, or something else, he makes them unable to use their powers, whether for good or evil.(Voider)
    At-Will:Void one target.
    Encounter:Void 50% of non-team abilities, but anyone voided is told your identity.

    Ardent(Good):
    The Ardent is a leader of the most elite part of the group. Although when they entered the Castle of Illusions, he was split from his group, and now searches for his allies amongst the phantoms that look like his friends. Every rest break, he uses the powers of his mind to attempt to locate one of his elites, if he finds one of them he immediately establishes contact, seeking to rebuild his team.(Mason-Alpha)
    At-Will:Accurately scry whether someone has a hidden tag 'Mason'. If they do, they're put in contact with you, and told who you both are.(Three-Four Mason's Designated.)

    Ranger:
    The Ranger, warrior of the wild, but he who fights with blades or bow. His knowledge of the wild helps him little in the confined corridors of the Castle of Illusions, and instead he must rely on his quick wits and quick reflexes to save him. If ever even those cannot save him, then he can leave a clue behind for the others, a clue as to the role and alignment of one of those who killed you.(Role Reveal)
    At-Will:If lynched, reveal the role of ONE of the people that was on your wagon.
    Encounter:If NKed, reveal the role of ONE of the people involved in your death. If lynched, reveal TWO people that were on your wagon.(Can only be used 2 times.)

    Eternal Hunter(Neutral):
    The Eternal Hunter has one target. Someone who is in the Castle of Illusions. He knows not who it is, but if there is one thing you can count on, it's that he'll never stop as long as both he and the target reveals. To win, he must find his prey and kill them himself, and as such hunts for them among the party every rest break. If he should ever find him, then nothing can stop him killing him during the next break. If, however, he was to publicly reveal his role and intentions, he would have failed, and not achieved his goal.(Non-Revealable, Hunting one target.)
    At-Will:Accurately scry whether target has hidden tag 'Hunted'. If so, unlock secondary ability.
    At-Will:Night Kill, beats Baning.

    Lich-King(Evil):
    The one who is being hunted, the Lich-King who is the lord of the Castle of Illusions. His powers are formidable and not to be underestimated, his dark energies allowing him to choose between strength or another's power. Every rest break he can change how much effect he has on the upcoming battle, or steal the power of another. The person whose power is stolen knows little more than that the power is gone for the night, but the Lich-King has little control over who his powers steal from.(Multi-vote, power stealing.)
    At-Will:Change vote number from 1 to 2, or from 2 to 1.
    At-Will:Randomly be assigned a power for the night, the person that power belongs to is voided.(Can steal from Evil characters.)


    Player list
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    {table=head]#|Player|Death?|Role
    01|Banjo1985||
    02|Billtodamax||
    03|BunnyEarz||
    04|Dr Paradox||
    05|Eternis||
    06|FleeingCoward||
    07|Internet Flea||
    08|Khal||
    09|Lemonus||
    10|Lord Loss||
    11|Onime-No-Enishi||
    12|Otakuryoga||
    13|Penguinator||
    14|TheGrimmace||
    15|TigerFang||
    16|TsukikoJ||
    05|Gray Mage|Day 3|Human Sorcerer
    04|CD4|Night 2|Elven Wizard
    03|Xanmyral|Day 2|Human Avenger
    02|Ramsus|Night 1|Warforged Warlock
    01|HazzardDevil|Day 1|Hunted Drow Invoker
    [/table]


    Narrations/Days:
    Last edited by bladescape; 2011-08-04 at 08:50 AM.
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    ...I'm totally RPing a drunken orcish bard.

    In.

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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    I assume that the roles that don't have an alignment tag means it'll be random, yes? i'm sure hilarity will ensue.

    .....

    Count me in.

    Edit: Are the encounter powers 1/game, 1/day or what? I couldn't find what exactly it is.
    Last edited by Gray Mage; 2011-07-20 at 10:39 PM.

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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    So for those of us who have never played 4e, what do at-will and encounter mean?

    In, by the way.

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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Curses, thought I'd put that in. Encounters are Once per Game.(Except for the Ranger.) At-Wills are just a fluff name for a power you can use every night.

    EDIT:@Gray Mage:Three do have Alignment tags. Apart from that, yes, Random.
    Last edited by bladescape; 2011-07-20 at 10:27 PM.
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Quote Originally Posted by bladescape View Post
    EDIT:@Gray Mage:Three do have Alignment tags. Apart from that, yes, Random.
    Which is why I said "the roles that don't have a tag".

    What is the neutrals goal? Just survive? I assume the hunter must kill/outlast his target, right? Does the neutrals start in contact?

    Edit: Not to nitpick, but I think you missed an "is" in the fighter's encounter power description between person and lynched.

    Edit 2: What is the order that night actions are resolved?
    Last edited by Gray Mage; 2011-07-20 at 10:44 PM.

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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Some things;

    Barbarian's normal Beast is only supposed to kill one person, correct?

    Are there going to be resurrections in this game? Otherwise I don't understand the Ranger getting two encounters that only trigger upon his death.

    Is the Warlock's vortex two-way, or just one-way?

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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Quote Originally Posted by Gray Mage
    What is the neutrals goal? Just survive? I assume the hunter must kill/outlast his target, right? Does the neutrals start in contact?
    The Eternal Hunter's win condition is to kill his target. That is all.

    The other two Must outlast each other. They don't know who each other is.

    Quote Originally Posted by Gray Mage
    Edit: Not to nitpick, but I think you missed an "is" in the fighter's encounter power description between person and lynched.

    Edit 2: What is the order that night actions are resolved?
    Uhh... What missed 'is'?

    Lich-Lord/Voiding/Power-Ups/Vortexing/Baning/Scrying/Night-Killing

    Quote Originally Posted by Internet Flea
    Barbarian's normal Beast is only supposed to kill one person, correct?

    Are there going to be resurrections in this game? Otherwise I don't understand the Ranger getting two encounters that only trigger upon his death.

    Is the Warlock's vortex two-way, or just one-way?
    Correct.

    If he uses his Encounter power, it only lasts until the next Night Phase. He has to predict when he dies to get the full effect out of it.

    Nope, Only Subject A's power is effected.
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Well you know I'm in!

    Edit: Ok so the Cleric..... their encounter power.... does it stop all lynches AND all night kills the following night? If not it's pretty useless for an evil cleric as its only use would be to prevent someone on team evil from dying....only to have two die the next two days in a row.
    Last edited by Ramsus; 2011-07-21 at 12:11 AM.
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Quote Originally Posted by Ramsus View Post
    Edit: Ok so the Cleric..... their encounter power.... does it stop all lynches AND all night kills the following night? If not it's pretty useless for an evil cleric as its only use would be to prevent someone on team evil from dying....only to have two die the next two days in a row.
    If you're going to protect a certain Bad Guy from dying, why not just use the normal DayBane without chances of getting caught?

    Only one or the other. Day or Night, chosen when the ability is used. The same as the At-Will. I have mentally worked out situations that team Evil would want it, it's just far more useful for team Good.
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    I'm interested, I know which class I hope to play, but I'm happy with anything.
    Also, with the Ardent's are they all the saem allignment?

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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    All of the people who get attributed with the 'Mason' Tag will be of the Good Alignment.
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Definitely in. This should be fun.

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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    In, but I'll no doubt be useless in a game with so many diverse roles and connotations floating around.

    I assume Team Evil starts the game blind?
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    Count me in.
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    He's Fleeing Coward. The man could be a cookie-baking, cancer-stricken orphan kitten and still look like a reasonable suspect.

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    I will join this game.

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    i am up for this
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    The rugged traveller entered the inn and walked up to Bladescape. In a gruff voice, he says, "I hear yer recruitin' players heroes fer a Werewolf Game Quest. Well you can count me in!"
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    I'm interested in playing.
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  20. - Top - End - #20
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    I'll play! I'll play!
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Quote Originally Posted by banjo1985 View Post
    In, but I'll no doubt be useless in a game with so many diverse roles and connotations floating around.

    I assume Team Evil starts the game blind?
    Some roles, if given Evil Alignment, start blind. The Avenger/Assassin/Psion are all such roles. Shaman/Barbarian/Monk and co. don't.
    "Trust bladescape, Shadow of Doubt,"




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  22. - Top - End - #22
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    For the druid(Reflect Scrier), you pick a person, and then at the end of night are reported all of the roles that targetted that person.

    For this, is the information given to you in the form of 'Person Y targeted Person X in the night, and Person Y is the Psion', or 'The Psion targeted Person X last night'?

  23. - Top - End - #23
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Quote Originally Posted by Khal View Post
    For the druid(Reflect Scrier), you pick a person, and then at the end of night are reported all of the roles that targetted that person.

    For this, is the information given to you in the form of 'Person Y targeted Person X in the night, and Person Y is the Psion', or 'The Psion targeted Person X last night'?
    It would be given in:
    "Y the Psion targetted X last night."

    But no Alignment at all, just roles.
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    I'll give this a shot.
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    sign me up!

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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    I'm in. So, I'm guessing that good wins if they kill all the evil, evil wins if good is brought down to an equal number as them... How does neutral win?
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  27. - Top - End - #27
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Quote Originally Posted by bladescape View Post
    The Eternal Hunter's win condition is to kill his target. That is all.

    The other two Neutrals must outlast each other. They don't know who each other is.
    Quote Originally Posted by Xanmyral View Post
    I'm in. So, I'm guessing that good wins if they kill all the evil, evil wins if good is brought down to an equal number as them... How does neutral win?
    Already answered it when Gray Mage asked.

    Clarification. They win if they live and the other died.
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    In. To be honest, I'd been waiting for a link in WW Central.


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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Alright, Five spots left.
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    Default Re: D&D 4E WW - The Castle of Illusions(Recruiting)

    Count me in.
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    Quote Originally Posted by Duneyrr View Post
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