
Tofutee |

For those of us with ghetto versions of word processor (like myself) Notepad can open the document with no problems.
Also, that is a boatload of charts. I hope you don't mind but I fully intend to steal this for my 'Players did something stupid, time to fake Adlib' GM emergency kit.

Bud Wiser |

Bud reporting in. I've made a few changes to the character along the lines of Tofutee's suggestions. I'm not sure about the 3rd level feat though. Will I be able to use item creation feats or is this dungeon delve not set up for that? I may also change to a different metamagic feat as a lot of the cold based spells already induce fatigue with I believe will let Tofutee sneak attack them.
Do we get to pick one Trait from Ultimate campaign as well?

Tofutee |

Pretty sure we roll a couple of charts and then hunt through charts to find the charts that connect those charts to the other charts.
Once you've ground the whole book up into a thin gruel and absorbed its essence it ought to be just fine.
@Bud
Yeah you might consider saving it. If my reading of the setting is correct you'd be better served with a Metamagic rod of the feat anyway. Its just that a more niche feat like Rime spell is unlikely to pop up in a normal adventure but this one has a magic shop with quite a few things in it.
I'd go for another exploit myself (both the dimension slide and School/Bloodline abilities for arcanists are rather good picks.
Also, 33 HP on a wizard, nice.
Also far as I understand we get to pick 1 trait of our choice. Terquem's made no indication of restricted sources so far so just don't go nuts.
Oh and yes any negative effect can trigger Tofutees sneak attack (shaken, sickened, bleeding, tripped, entangled, blinded... Whatever works. )

Terquem |
Misty - take a look at the campaign info, when you have a spare moment or two. There is a break down (sort of an outline) of how the Appendix "A" document works. At the top of each game page (like this one)you'll see the title of the game, who the Game Master is (that should be me, and it is a quick link that takes you to my page), then a brief description of the game, and right after that is a link to the Appendix "A" document in Word format (I store it in a Drop Box account, so you can download it, copy it, or just read it, but you do need to be able to open Word Documents somehow, notepad, or some other resource if you don't have access to Microsoft Word).
Basically. The party will get to read a description of the starting area, then you will all have to talk to each other about what you want to do, where you want to go, there are a few options. The very first time you enter the starting area I will roll for a random encounter chance (I'll roll a d6 in the discussion thread, if it comes up a "1" there is a wandering monster in the starting area, then one of the players can go to Table "VIII." and generate the monster by rolling a d20, to establish the CR of the Encounter (Table VIII.), another d20 to establish what table to use (Table VIII. A.), and then a d100 to establish what kind of encounter it is (Tables VIII. A. 1. thru VIII. A. 5.)
After we deal with a random encounter, if there is one, and the party chooses a path to explore we will then start rolling to build the dungeon (if the party chooses a direction that hasn't already been built, and some of the first level of this dungeon has been built in other games).
The basic roll is the Periodic Check, Table I. This is a d20 roll to establish the basic layout of the dungeon as the party explores it.

Tofutee |

I think thats what Terquem is asking us to decide.
I'd say either randomly or rotational assigning of the process to anyone who desires it would be best.
Most of these rolls cascade off one another so just doing something like
[Example]
Open door: 1d7 ⇒ 3
room Check 1: 1d20 ⇒ 11
Wold mean we open the door and find a 30ft hall way and then the passage turns which interestingly enough leads me to a table with nothing in it.
SO
R=1: 1d2 ⇒ 2
Turning left
Which would them mean a check for something of interest
Or something like that.
Might be easier to just roll one big ol'pool of dice and apply all of the ones necessary until you run out.
We could also assign portions to each player if folks want to though that would mean we needed to ensure every player was in line with it and had time to put the Lincoln logs together.

Terquem |
those are intersting numbers, Tofutee,
so let's try this,
So if that first roll, "Space beyond Door is" (Table II. C.) a result of "3" would indicate,
A Passageway parallel to the door extending 30' in each direction.
Then the party would chose which direction to explore, and that would mean going back to the Periodic Check (because you came to the end of an unexplored passageway, get it?)
Now a Room Check (?)is something different, say a Room was already indicated, (Rooms are only ever found on the other side of Doors, so a results of 11-20 must have been rolled on Table II. C., right?)
And if you were rolling to see what the contents of a room was, that would be Table V. (where you can determine the size, and shape of a room or chamber, and then establish its contents).
I am not sure why the "Turns" Table (Table IV.) is empty, I'm looking into that problem right now.

Terquem |
You are starting in an area where there are three Chambers, connected by two short passageways. the exits out of the starting area are
A - A 10' wide Passageway
B - A Good Wooden Door
C - A 10' wide Passageway
D - A 10' wide Passageway
E - A Wooden Portcullis
F - A 10' wide Passageway
G - A 10' wide Passageway

Misty Prominence |

Well, there are different ways to go about it. We could give each person a list of conditions to handle, which means when we open a door, it's my job to establish what's on the other side, when we discover a monster, it's the minos, when we go down a passage it's Bud's...
And that would reduce the amount each person had to fully understand.
On the other hand, that may also slow things down significantly. We open a door, it's a passage with a wandering monster, a hidden treasure -and- it acts as a path to a lower level. Suddenly everyone has to roll before anything can be known.
It might be much easier to have people just roll as they have time. I'll be much more able to do mass rolls in the evenings, as an example. Kindles are not built for ease of typing :p

Terquem |
Alright, look for the game to launch today.
Is everyone ready?
Any Questions?
Oh, on more thing, I've uploaded a new copy of Appendix "A", so if you save a copy of the version that was there before, you should get ride of that one, and use the new one posted in the link above. There are still some gaps in the document, and I am working on those today.

Movin |
@Terquem
Still need to finalize gear for Tofutee.
think I have a floating skill point or two but I'll tack those down soon enough.
Have you got any issue with a Masterwork tool of Perception(trap finding)
Or I suppose really masterwork tools in general? I was considering using a few of them.
Was thinking about picking up the robe of endless twine but given your previous responses I'm unsure on your opinions to a magic item that supplies large quantities of rope for no cost.
I would mention that I have no interest in trying to sell the rope the robe is made of but always having enough rope for any particular out of combat task could be very helpful.
@Players
Also, who of us has extra gold floating.
Do we want to all pitch for a group use wand of infernal healing?
Err.. can we do that? I dunno if our characters know each other yet.

Terquem |
Masterwork Items, if you can afford them, are fine. The robe of endless twine might be useful, or not, remember it is random.
Going to try to get the House rule on Perception and Intuition posted in the campaign info tab today as well (it shouldn't be a big hassle for anyone, basically Perception becomes Intelligence Based, and Sense Motive becomes something you do with the Skill "Intuition" which is Wisdom based and can be used for a few other things as well).

Terquem |
here is a copy of the house rule that is now posted in the campaign info tab
House Rule #1
Perception is now an Intelligence based Skill.
Sense Motive as a skill is replaced by (and becomes a use of) a new Skill called
Intuition which is a Wisdom based Skill.
You can use both these skills untrained.
Intuition is a Class Skill for all Divine Magic using classes and Fighters
Perception is a Class Skill for all Arcane Magic using classes and Rogues
Both Skills can be used to collect information about what the Characters are experiencing, and for the most part will reveal the same kinds of information, but you might get to that information in a different way depending on which skill you rely on. You can always choose to use both skills in any situation when you think you need to, but HERE IS the catch. You have to call one out before the other. So either you rely on Perception first, followed by Intuition, or Intuition first followed by Perception (if you want to use both skills). A failure or success on the first can affect the second. So be careful of your choices.
Perception will tell your character what he/she can deduce based upon the “smarts” you have and what you see, hear, smell, touch, or taste, it tells your character that what he/she perceives IS what it appears to be. It can even clue you in as to how “hurt” a monster is in a combat situation.
Intuition will tell your character what he/she feels is “up with” any particular situation based on your characters past experiences and a gut feeling that something IS NOT what it appears to be. Intuition can be used to determine if an ambush is nearby, an undetected trap is ready to trigger, or a monster/npc is lying to you or in some other way is not presenting itself to you honestly.
When it comes to Illusions and Phantasms, most intelligent creatures rely on Perception to tell them that the things they are experiencing are “real,” while most animals, and a few monsters/characters who are more “in tune,” with their instincts rely on Intuition to tell them something doesn’t seem right.

Tofutee |

Heh, the concept sure is amusing. I'll be interested to see how the ghoul chooses to react to all this.
I'm not really sure how I want Tofutee's mentality to be beyond long suffering servant given a new job.
I'm enjoying the other personalities so far though, this should be quite fun.
Oh and for this one and future what would you require (if the ability is available at all) to harvest poisons from the corpses of our enemies?
I'm amused by the mental image of Tofutee keeping a ghoul head as a quarrel cover for her crossbow so it can drool poison on them.

Tofutee |

Alrighty, perhaps by then I'll know what to do with Tofutees money pile.
So many attractive things to purchase.
Perhaps a mule to carry it all.
On the topic of intimidating prowess it makes me sad that this Feat ended up restricted to slayers. Seems like quite a few types of melee warrior could find that a fun trick.

Tofutee |

Figure its too late now but I really doubt we need a map if there is only one of them and Larg goes first.
Charging gore at +9 2d6+9 is likely going to tear that thing in half.

Terquem |
Players are required to track their own experience points
You should start this game with 4650 xp
we are using the fast track
next level (4) is at 6000
Each character receives 80 experience points for destroying the Ghoul
the correct response I was looking for was a quote from the movie "Evil Dead 3, Army of Darkness"
Witch: I'll swallow your soul
Ash: Come get some
Moving on, you can now decide where to go next.

Tofutee |

Ah, I was thinking of this scene from Evil Dead 2
Sad I didn't recall that one what with the cheesy rubber flesh Necronomicron collectors edition in my movie collection. Ah well.

Tofutee |

The level of camp involved in the series is what makes it so legendary.
Its the airplane of horror movies.
Though I must say some worthy challengers have showed up over the years. Tucker and Dale versus evil is absolutely hilarious.

Tofutee |

Heh.
You ever see Tod and the Book of Pure Evil? same genre of comedy horror.
though if you want one that is just outright terrible so as to mock it relentlessly Starship troopers 2 is a hoot.

Tofutee |

Thank you oh refreshing lady of refreshments.
Hrmm... now to decide if I want Tofutee to wander off and get herself killed. I mean standing in the center of the crossroad and triggering all of the paths at once wouldn't murder us all.
perhaps.. maybe..I think.

Terquem |
That's awesome Misty, and you only jumped ahead a little bit.
When you rolled on Table V.C.2. Chamber Exit Type
and rolled a 4 - passageway 30' long you should have then read the note below that table that reads
"When a Passage is indicated, immediately determine Passageway Width. A Passageway exiting a Chamber will be 30’ in length, and then a Periodic Check can be made to determine what comes next."
So you would then roll a Periodic Check, if you decided to investigate that Passageway Exit, and not roll on Table III. New Passageway Type, because this isn't actually a "New Passageway" but is instead a Chamber Exit Type.
But we will stick with what you posted, as it adds to the complexity factor and say that a 30 foot long, ten foot wide passageway exits the chamber in the center of the west wall, and there is a four way intersection right there. I'll update the map.