Its "A" Dungeon, Too: The Second Chance (Inactive)

Game Master Terquem

Skarda's Mirror

*Management accepts no responsibility for malfunctioning Portals, ATMs, or Minions, no refunds, no returns


201 to 250 of 954 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

*chuckle* that would be an amusing way to do it.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

The direction I was thinking was facing the door turning 'right' which would be further toward the edge of the map down the 'D' Line. directly past Larg's token.

so if the top of the map is north it would be west that Tofutee walks.


male

Okay, until the rest of the group concurs, I'll assume Tofutee is 30 feet to the west, and update the map tonight


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

So I'm somewhat confused to how this whole 'spinning hallway' thing works.
Does it turn to the side and throw us onto the wall-ceiling and bounce us about like so much laundry?
Or are we being stuck in the equivalent of a large stone circle with a tunnel in the center and spun around endlessly, somewhat similar to a train changing tracks at a station with only one entrance/exist and the rest made of stone?

Additionally will we be given a check to discover it before it activates or shall we just roll with Tofutee stepping on a rock shaped trigger?


male

You're just going to have to wait until you get there, which,um, oh yes, is now. I'll post an update in the game thread today.


male

Passageway rotates what direction?

Well?: 1d6 ⇒ 6

When?: 1d6 ⇒ 4

Special periodic Check: 1d20 ⇒ 17

Stairs?: 1d20 ⇒ 15


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Tofutees 2 remaining steel spikes are offered up to anyone who feels like using them.
Assuming the sort of balances required for a 30ft passage to swing like this having spikes in the way would likely do quite a lot for us.

I will also say that I love my anytool and hope we discover a method of keeping it. Having exactly the right mundane object for any particular job at any particular time is wonderful for situations exactly like this.

I will also hope we accomplish this soon as in 10 minutes the next wandering monster check comes up. And this is just the sort of situation such a wandering monster would love.
Hrmm...
Actually that could be really amusing depending on the monster.


male

periodic Check, Going East, 5 foot Passageway, level 2: 1d20 ⇒ 13

After thirty feet, added to the existing thirty feet there appears to be a chamber

How many Chambers?: 1d20 ⇒ 4

Just one, straight ahead

because this passageway runs parallel to another passageway, the opening to this chamber will be slightly off center, would someone like to roll for size and possible contents?


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Size: 1d20 ⇒ 4
Contents: 1d20 ⇒ 14

30x30. Monster and a treasure.

Monster CR: 1d20 ⇒ 5
Monster Type: 1d20 ⇒ 4

APL +2
Table one
Monster Type: 1d100 ⇒ 64

single monsterous humanoid

Don;t have time to post the treasure portion. Will someone else handle it?


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

Ah, Treasure! Just my thing.

Treasure: 1d20 ⇒ 4 10 gpv per Character (x APL)
Treasure is in: 1d20 ⇒ 5 Bags


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Tofutee will hopefully be scanning the room stealthily.
So figuring out the rooms exits might be good.

# of exits: 1d20 ⇒ 3
1
Location? Type?
exits: 2d20 ⇒ (19, 2) = 21
Right wall, Passageway.


male

Well we are entering a long couple of weeks of various lengths of vacation time for most people in the USA. I’m off of work until the 4th of January (woo hooo!) I won’t expect regular posting from anyone, but please do check in when you can, as I will be in and out as often as I can. Merry Christmas and Happy Holidays to all of you who celebrate this time of year!


Female Dew Elemental Cleric 4

Should I post politically correct yeti again?

Yes. Yes I should.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Hey Praink/Misty could we get actions from you two? You both act before the tall undead-y monster thing does.
I figure holidays and all that most everybody is busy I'm in no particular hurry. I would however very much appreciate the second coming of the Custardaning courtesy of the resident murder machine.
It gets closer if Terquem is able to write the monsters actions so we can know what needs to be done for said custad making to occur.


Female Dew Elemental Cleric 4

But she isn't aware that anything is going on just yet. If the DM wants me to react as if she were...

Misty reaches out a hand to the custard maker, and implores her inner goddess to request her outer goddess get in touch with the watery one that she worships. As a direct result, the Minitaur gains four strength!


Female Dew Elemental Cleric 4

Epic botch on my part. I'll put that in gameplay.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

As far as I can tell so long as tofutee keeps hold of the net it is still in her possession. Which means even if Hattie has another use of invisibility to cast (and can succeed on the concentration check implied for being entangled in an net) then the net ought to stay visible. Making it fairly simple for the rest of our gang to jump on poor Hattie and beat her until she either submits or dies.

Adding in grease would make this even more amusing.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Hey Larg, Misty cast bulls strength on you last round.
So your to hit mods should increase by 2 for each of those strikes. Damage jumps by 2/1/1 as well (secondary attacks get half the STR bonus.)

And if Praink's illusion doesn't get popped that ought to result in another +2 on top.


Female Dew Elemental Cleric 4

Side note, and pay attention, cause this is important: Laughing Maniacally is the verbal component for Misty creating water. It will happen -every single time- that creating water is the answer. EVERY TIME.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Hrmmm... long term goal but I wonder if Terquem would let you research a cleric version of Aqueous orb. If not a magic item of with the same spell would likely make Misty a happy... ooze-thing.. yes ooze thing.


Female Dew Elemental Cleric 4

I need that. I need an item that creates an Aqueous Orb. And then makes you immune to the nonlethal effects.

For the Idea


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Blargh such a rage inducing game. I know there are a couple of other water/ice spells that you could use to make your theme stick more.
Too bad most of the ones I can think of are either druid or arcane spells.
Hydraulic torrent and ice spears being those ones. I imagine there are more if one specifically looked for them.


Female Dew Elemental Cleric 4

There are lots :) Sadly, most of them don't even make it into the -water- domain. : /


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

unfortunately water and or ice spells are not very well represented in the cleric spell list. Even with all the spell lists available to pick from Water and ice spells don't have a great deal of support.
Holy ice weapon is interesting but not terribly useful in your case.

But figuring out magic items to fill in the gaps could be amusing, perhaps we can convince Hattie the Hag to tell us something useful. Well if we don't end up killing her outright first.
Will have to see what Bud ends up doing this round.

Though your characters aversion to causing harm would make most of the water spells not terribly useful. Do you really have to select those before you can qualify for them like that? seems kinda harsh to stick you with a dead feat until you fill in your boxes.


Female Dew Elemental Cleric 4

Well, the game tells you to keep track of it -because of- the feat. It only makes sense to buy into it, due to the wording. Though it's also possible that you could tell the DM you were interested, and then keep track of it, I suppose.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Well I suppose, but the feat has a prerequisite of having healed that 1,000 hp. Far as I can tell you can't even select it until you have fulfilled that requirement, same as someone trying to select power attack with a STR of 12.

Looks like you just need to keep the prerequisite ability in mind until you actually qualify. Then you are able to select the feat and move on from there.
Admittedly just going to bar fights and healing people after they are tuckered out from hitting each other with pool cues would be a quick method to getting those points. Fortunately the campaign we are in doesn't worry over much on metagaming or doing such an action might get you crushed under the power of conjured cheese.


Female Dew Elemental Cleric 4

Actually... you're very correct! I was looking at it from the perspective of story feats, rather than achievements, where when the goal is met, you get x.

I've no idea what other feat I would take, though.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Its too bad your Cha isn't one point higher. you could have taken Flagbearer and become a proto-bard ontop of being a cleric.

Improved initiative and Heavy armor proficiency both sound like decent picks though.
I imagine there is something clever I'm missing but I will admit that support clerics are not something I run terribly often.


Female Dew Elemental Cleric 4

Me either! Improved initiative might fit... but I hate it with the passion of a thousand suns, because every minmaxer takes it. Extend spell could be powerful, but due to the way the game works, it will have basically no effect on any spell that is 10 minutes or less in duration.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

*shrug* say what you will, acting faster is nice.
Beyond that I guess you could go however you like. Ive personally found scribe scroll to be an excellent investment as a cleric. Keeping 2 or 3 of stuff like lesser restoration or the Remove X line for a rainy day can be very nice.


male

I had wanted to get back to updating my games on Friday, and instead ended up in the emergency care center getting eight stitches in my left hand. Now, I’m not the best two handed typist by far, but the whole situation (frozen water pipe for the second time this winter, flooded basement window well, broken window and the cuts to my hand) put me in an awful mood.

So here I am typing this with the right hand and one finger of the left, and letting everyone know I’m back and going to try to get things moving again.

Thanks to each and every one of you, you’ve been great players and very patient with me.

Let’s find out where we were and get going again.


Female Dew Elemental Cleric 4

Take your time. All my games are slow. The slower they go, the more I can goof off, and the more games I can slot myself into. :3


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Hey so long as you keep me in the loop I'm happy. Just knowing that we are still on your list after all that nonsense is telling in my eyes.
Take your time, heal properly and get back to your schedule at your own pace.


male

So many tiny details

Misty - According to the PRD, a Green Hag has constant "Pass Without Trace" and does not leave foot prints or scent when moving, now this is a magical Spell Like Ability, does that mean she does not make foot prints in puddles? I would think not


Female Dew Elemental Cleric 4

I'd call it a wash. ;)

Pass without trace makes you untrackable, but it doesn't really do anything to keep people and objects from touching you. She'd displace water dropped into her square, regardless, but at DM's fiat, you could totally have her pull a legolas and float atop the water, thus not revealing her once the water washes over her. Your choice. Misty will probably keep cackling til someone needs healing, either way.

Heck, if someone wants to roll diplomacy with the witch, and use 'The elemental will stop shrilly making that glubbing noise, if you'll promise not to harm us in any way.', I'm sure we'd get a bonus for 'Shut Misty Up.'


male

As long as she isn't singing, "You put the lime in the coconut and drink it all up..."


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

The spell pass without trace specifically applies to the tracking of an individual with the Survival skill. The creature in question still displaces water at perception based sight range but the scuff marks, footprints or other Indicators one would use to track the same creature over miles would be erased by one method or another due to the magic ability.

Even the old 3.5 superior invisibility that was in the L8 range was able to be spoiled by water or flour on the floor.

Least thats my reading it as it refers to survival specifically.


male

Each Character receives 400 experience points for

Defeating Hattie the Hag


Female Dew Elemental Cleric 4

XP=5505. AND THE CROWD GOES WILD. AHHHHH.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Yay experience! behold the power of ambushing watery entangling net powers!

Ah, right. Mods for that attack would be (+1size)(+4dex)(+2BAB)(+3int*)(+2flanking)(-1 piranha strike) 4 of the damage comes from my rogue archetype and the other 2 is bonus damage from piranha strike
*Int to hit is gained from the Smarter and harder VO archetype rogue power.


Female Dew Elemental Cleric 4

So much for Sailor Bacchus, eh, Tofu?


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

*chuckle* and now I'm imagining bender of futurama as a Sailor persona.

Though the mental image of Bud in a mini-skirt might just serve to drive just about any monster away.


Female Dew Elemental Cleric 4

Fermented god whose music and dancing drives people mad?

I think we're on the same page here.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Don't forget the drunken rage murder sprees.


Female Dew Elemental Cleric 4

And the cat chariot. Bud -seriously- needs a cat chariot.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Catbus' s grandpa.
Yep, that sounds like a very amusing thing to have.
Oh maybe it can be a reflavor of the phantom steed spell.
Im pretty sure there are some magic items for urgrathora or some other god of the dead that lets undead make spices that work for them. Wonder if there is one to make brews potent enough to get the dead hammered
Hrmm.. could be a dead mans party, couldnt ask for more. but where to find satyrs and maenads to keep the party rockin til four?


male

Tofutee – any information you get from a monster in the dungeon should be treated suspiciously. I don’t see how I can do anything other than lie, and keep the random tables in force, not that I am opposed to lying, and letting the character’s think they are headed for mountains of treasure, just, you know, keep that in mind…


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Hrmm... true.
I'm entirely fine with the information Tofutee receives being lies. I had figured the mechanical result for this idea would be unworkable.

Though if you feel like another rule to your expanding chart one could add a 'modifier roll'
A numerical increase to the chances of finding something specific. Monsters, Treasure, Traps exct.
Then on the next roll of the dice a there would be an option to increase or decrease that one roll (EX: periodic roll +/-2 to treasure. This would increase the probability of getting what you were seeking but still keep the random nature of the charts.
It would likely be more interesting if said modifier needed to be applied before the result of the D20 roll is known. Could make for amusing situations where you go looking for treasure, roll badly and end up shorting by 1 to get bad stuff.
And with buds loot roll we ended up with 150gp in loot in 5 bags. Which we can easily toss on the mino-truck.

Pretty sure the next roll needed is to determine what is down the hallway on the right.
So who wants to seal our fate?


Female Dew Elemental Cleric 4

You could do a 'roll twice' type thing. Roll twice, and keep the good, or roll twice and keep the bad, and have us work off of that. Just have them say something like 'I remember seeing something nice 3 doors this way...' and then once we've passed 3 doors, roll twice. If it's not there anymore, or if their definition of nice is different from ours... boom! That's pretty much like a way to give quests. And you could even make us roll twice and take the -worst-, if they lied :p

Hall: 2d20 ⇒ (16, 9) = 25 Four way, 10 foot width


male

Oh! I like both those ideas. I'll be thinking about that

201 to 250 of 954 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Its "A" Dungeon, Too: The Second Chance, construction and discussions All Messageboards

Want to post a reply? Sign in.