Backstory: Storyteller's inn is... well... an inn. It can be found in a remote area of the Wetlands. Its owner, Hoff, an undead, is a friendly... sometimes shady... character, also he likes to tell stories to the people that stop at his inn, hence the name "Storyteller's inn"
Roleplay: The inn serves as a lobby for the actual rp. While in the inn the players will assume the role of... well...their characters. The actual rp of the phase is "the adventure". While in the adventure the players will no longer be the same people that they were when entering the inn, they will be a character in the story. So for example... you enter the inn with a human paladin named "Jason", when the adventure begins you take the role of a human rogue named "Hans".
The Adventure: The adventure itself is an rpg, actions are decided by rolls and such. The adventure usually follows a linear story... which does give options and decisions to the players... but not as much as for example an open world phase... so keep that in mind
Gameplay: As I said earlier... decisions are made via rolls. There are 4 stats that players can roll
"ACT": Stands for "Action", this is what a player has to roll if he wishes to perform an action that requires strength. Like using any weapons (but not when wielding a dagger or a ranged weapon) or a show of strength (also used for intimidation)
"Ghor attempts to push the enemy of the cliff" He will roll ACT or "Ghor attempts to break the door open" He will roll ACT
"PERC": Stands for "Perception", this is what players use when they want to perform an action that requires precision. Like using daggers, using ranged weapons, pickpocketing, lockpicking, sneaking, etc. It is also used for looting, the better the PERC, the better the loot
"Hans attempts to stab the enemy" He will roll PERC or "Hans attempts to pick the lock" He will roll PERC
"IQ": Stands for "Intelligence Quotient" (yep... turns out this is what iq stands for) ,this is what players use when they perform an action that requires intelligence (duuuh) .Like casting a spell, or inspecting something in the hope of finding information about it. Also, IQ can be used to deflect a spell. "Deflect spell" might be used only by players that have a mana pool. To deflect a spell you will have to roll IQ if you are about to be hit by a spell, this will drain some of your mana, but has the chance to completely nullify the spell's effect
"Jacklyn attempts to raise a ghoul" He will roll IQ or "Jacklyn attempts to inspect the runes" He will roll IQ
"SPEECH": Stands for ...well... "Speech" ,this is what players use if they want to perform an action that requires their communication skills, like persuading someone, lying and trading. Speech is also used by Bards if they want to cast spells (Bards don't work the same way the other spellcasters do, they roll speech instead of Iq for their spells)
"Amy attempts to convince the guard to leave them alone" She will roll Speech or "Amy attempts to raise the moral of her allies via a song" She will roll Speech
The following are the classes that are playable at the time this post is made:
-(more coming soon)
Each class has different points of ACT, PERC, IQ and SPEECH
(So far the phase provides two adventures)
The story follows a group of mercenaries that were hired to protect a Booty Bay trading ship. After some unfortunate... and unexpected events they get stranded on an island. The adventurers, now with no ship or knowledge of their location, must unravel the island's mysteries and find a way home.
*Redblossom Town: [this one requires Monty Tiles (http://rpheaven.org/montytile.zip)]
The story follows a group of adventurers that got lost in a mist. Upon walking with no lead they find a town... they are welcomed inside it. But as they spend time inside they realise something dark is brewing around the town...
Races play a small role in the roleplay, except for some spells, passives and activables