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


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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)

that is a good idea as well.

*chuckle* another four way passage? Still need to find a good method of just triggering all of them at once safely.
Being able to get it over with and choose the most amusing path while saving some on time sounds like a big thing.


male

Okay when I next update the Appendix "A" document (revision 7 is coming soon) there will be a note explaining that when the exit from a chamber is an open passageway it will include 30 feet of passageway to get the exit started.

So there is an intersection just past the exit, connecting to the existing passageway, then a little more passageway going south toward a four way intersection. I am updating the map now.

I am trying to figure the best way to include as short a note as possible in the monster encounter tables that will allow modifiers to treasure tables if the party asks a monster about treasure (negative modifiers if the encounter goes poorly, positive modifiers if the encounter goes well, or something like that)


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)

Let see...

Any monster capable of speech has a chance of knowing about treasure in the dungeon. If the player characters choose to keep the monster alive (or the monster tries to flee at a certain HP total in their morale listing and cannot) they will use the knowledge to barter their survival.
thinking a roll to tell what if any the monster knows. D20 would fit with the rest of the rolling mechanics but I'm not sure what numbers to use for such a table.
1=nothing.2=rumor(+X to modifier)3=False rumor(-X to modifier)4=Legend(2 additional rolls, selecting either doors, hallways, levels or portculli and then rolling another to check how many the party needs to pass before finding the 'Legend'.) finding the legend room lets the party roll twice and take the better result for all instances of that rolls associated with the creation of that room.
Monster of CR less than the partys average level will make no attempt to lie. [ooc]Mooks are not likely going to think they can get away with lying

Monsters of CR equal or higher may make a Bluff check with a +3 to their modifier to lie to the party. The party may oppose with an opposed roll using the highest modifier they collectively possess for sense motive.
perhaps? not sure.
Monsters can also attempt to lie about treasure if they don't actually know about anything in the area. Monster who know a false rumor genuinely believe that rumor (enough for the purposes of the bluff skill) and do not need to make a bluff check.

There's a kernel at least. lets see if we can expand it yeah?

Also we are on Turn 2. So unless everyone is opposed we can spend the next 3 turns walking down and exploring each of the three forks we are presented here. Then we hang out in the central area roll a WME dice and move on after that.

I mean unless one of the rolls we encounter is either a monster or another spinning doom floor or something.
Could I get some volunteers for the other hall rolls? I'll do the left.
Check!: 1d20 ⇒ 16 = Chamber
Check!: 1d20 ⇒ 3 = straight ahead
CheckS!: 5d20 ⇒ (9, 6, 19, 20, 1) = 55 30 by 60. Empty, 3 exits. one on opposite wall, one on right.
CheckS!: 1d20 ⇒ 16
CheckS!: 3d20 ⇒ (3, 5, 11) = 19

Ok, so an empty chamber 30 by 60ft in size. there are three exits, all of those exits are passageways. two are on the right side of the room and one is on the opposite wall from the entrance the party came in from.
Oh boy, more rolls to make if we don't end up finding something in the crossroads we are on now.


Male Dark Contemplative Wizard (shadow illusionist) 4

I think I understand how this is supposed to work. I'll do the next passageway clockwise from the one for which Tofutee rolled.

Table 1: 1d20 ⇒ 2

The passageway goes another 60' down, and I roll again.

Periodic check: 1d20 ⇒ 1

Then it comes to a dead end.


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)

I'm thinking that next time I'm just going to roll 10d20 and apply dice as I need to till I run out of tables to use. Needing to rapidly edit my post like that is annoying.

Though if we follow the south path until it dead ends we end up making a WME check after we hit the dead end. (well that or we could eat the initiative penalty and check out the last path. running the chance of getting a double monster event. could be fun really.)


Female Dew Elemental Cleric 4

I don't rapid edit. I preview. That way you can write the fiction based on each step, rather than trying to spell it all out line by line. A dozen d20s also works, though. It'd be hilarious with a real table. Like literally casting bones.


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)

And here I am throwing the whole damned skeleton at once. Yep, that could be amusing. Easier to do massed rolls on a generator though, means I don't gotta track them all down before i check them.

Leaving that aside I'm thinking the next check we are going to make will be one for a WME.


male

Remember to try not to get too far ahead of me. Moving 60 feet, to map a new section of passageway, examine features, and other such things, takes time, in this adventure one Turn (ten minutes)

So in the first ten minutes after leaving the chamber with the treasure, your group finds a four way intersection. In the next turn, Tofutee spots a chamber in the distance to the west (your party is traveling south to the four way intersection, so her left is to the west), and she can go a bit further down that way to examine the chamber to discover its details (another turn, so that's three at least).

While Tofutee goes West, Praink looks east, which is clockwise, not counting the passageway you came from in the four way intersection, and he discovers a long dark passageway that he can sneak down as well to discover thirty more feet and a dead end for his second ten minutes contributing to this effort (remember everyone spent a turn gathering the sacks, and moving to the four way intersection).

So far a total of three turns will go by at least.

Praink:
If you decide to examine the dead end, as part of the second turn you are taking here, you can roll a perception or intuition check

Any dead end has the potential to have one or more secret doors

Secret Doors in the Dead End?: 1d20 ⇒ 18


male

Also, a quick reminder so we don’t confuse each other. If you want to use the map as a reference to describe your decisions, the top of the map is north, and use those terms, north, south, east and west. BUT if you say “I will go left” remember I will assume your character is progressing through the dungeon in the direction you last established, and it might not be the same “left” that you think is “left”


Female Dew Elemental Cleric 4

Meanwhile, Misty is just hanging out at the intersection for half an hour, I guess. :P


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 you could always take the south passage. Could be fun. Or Larg. I bet Larg would have a wonderful time trundling down a passage alone.

I shall endeavor to use cardinals for what path my character is actually planning on travelling then. Avoid confusion more than we already get into with this.
also. So many doors...


So, if I'm putting all of this together correctly, we have most of a turn left before the Wandering Monster check. Here's a Periodic check for the South passage:

Table I: 1d20 ⇒ 16 Chamber
Table I.B: 1d20 ⇒ 3 Straight ahead
Table V: 1d20 ⇒ 17 50'x 60'
Table V.B: 1d20 ⇒ 18 A treasure and a Trick or Trap. Oops.
Table V.C: 1d20 ⇒ 7 1 exit
Table V.C.1: 1d20 ⇒ 17 right wall
Table V.C.2: 1d20 ⇒ 15 Passageway
Table III.A: 1d20 ⇒ 1 5' wide
Table VII: 1d20 ⇒ 7 CR=DL+3
Table VII.B: 1d20 ⇒ 11 Static Trap.
Table VII.B.1: 1d20 ⇒ 10 Pit-20'+10' per (DL-1)
Table IX: 1d20 ⇒ 12 10 gp/character (xAPL)
Tabile Ix.A: 1d20 ⇒ 15 Small coffers/boxes

Summary:
So, a 50' x 60' chamber straight ahead with a CR 5 Pit Trap (30' deep) and 120 gp of treasure in small coffers/boxes. There is 1 exit, a 5' wide passageway in the right wall.


Female Dew Elemental Cleric 4

Put the treasure in the trap! Make it like Post Office Boxes! The treasure is in the fact that all of the letters are P.O.D.! IT MAKES SENSE IN SOME WAY!


male

There are thirty sections of floor each 10' x 10' and one of them is a pit trap!
What section is it...: 1d30 ⇒ 19

Tofutee - Can you automatically spot traps with a certain DC, I forget if this is true for your character or not?


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)

I think what you are half remembering is the rules from 3.5 trapfinding stating that above a certain DC (20 i believe) that only people with the trapfinding class feature could find said traps.
That is no longer the case in pathfinder, anyone can find traps of any quality with a proper perception check.
Those with the trapfinding (in pathfinder) feature are the only ones able to disable magical traps though.
Tofutee is on the lookout for traps but has no features that grant her a check when she wouldn't be looking for one normally. (Like if one were to sneak a magically shrunken cactus into her meal or something.)

Tofutee has a base perception score of +12 when looking for traps, so the minimum she can roll is a 13. Somehow I doubt that the trap is so low a number though.


male

Okay, just be specific when you tell me how you want to proceed, I'll try to get a map posted tonight, and if you move slowly, you can watch for signs of a trap, allowing for a perception roll should you move near our pit of doom.

You know I thought there was a Pathfinder trait or feat that allow automatic detection of certain traps when a Rogue is within ten feet of them...hmmm must go looking


Female Dew Elemental Cleric 4

There is. I think it's called 'Trap Spotter'. It doesn't really seem like a good investment, though. I've been tempted before to give it away for free, because it speeds up play quite a bit; though it's also the case that some people look at it and see a way to roll twice for each trap. 'I'm searching AND I get a chance to autodetect!'


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)

Yeah that's trap spotter. Dwarves also have a racial ability to spot traps in the same manner if it is worked into stone and such.
So if you really want to go for it a Dwarf Rogue with trap spotter could justifiably get 2 auto-detect chances.


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

I kinda like trap spotter. I've always viewed is as never having to say. I'm looking for traps so things don't get slowed down. When you actually look for traps then you take your time and take 20.


Female Dew Elemental Cleric 4

But, from my perspective, that seems rather silly. You will -always- be on the lookout for things that could potentially maim your character. If the DM grins and goes 'you didn't say you were searching for traps! BAHAHAHAHA!' and then proceeds to say 'you trip over a string, and twelve fireballs enter your square, just after a half-dozen hold person spells target you', then you kind of have a mess for a DM. yes, that's me being hyperbolic, but there are just certain things that can be expected of adventurers as a whole. 'Spotting things that could potentially kill me', to me, comes standard.


male

For me, well I've always just used time as a balancer, if the rogue wants to be "taking 20" on trap finding, then the whole group is going to be slowed down. If not, I usually look at a take 10, and point out traps with Low DC, if the DC is > 20, I'll give the rogue one roll to spot it before acidently blundering into 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)

Ah then Tofutee's Take 10 on perception is 22.


male

Sorry I haven’t made a map yet, been distracted by stupid, stupid, but really fun things (and before you think of judging me, yes, yes it is very important that I level my new Skylanders to 20 before I do anything else).

So, let me try to explain my in game post a bit better.

The room is laid out 50 feet wide (east to west) and 60 feet long (north to south). You enter from the north, in the center of the north wall. The floor is divided into squares that are ten by ten (six rows of five squares). Starting in the northwest corner that ten by ten square is colored red, then the one to the east of it, and to the south of it are colored yellow. The red and yellow alternate evenly so there are three red squares in the north ten feet of the room, and then two red squares (and three yellow squares) in the next ten feet).

There are 30 squares, the treasure is in square 19, now all you have to do is figure out how I numbered them.


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)

Meh, I don't think we really need a map when the important parts of it resets each time the trap is activated. It really just means we are going to need to burn a chunk of time to get this treasure. With something to hold the ropes in place each of us can take a square. By planting an anchor and spooling rope to each person we can check the pits safely and climb back up the wall instead of falling to pain.
This would likely be the quickest method to discover the treasure, though doe to not having infinite rope we would likely need someone to take one for the team and drop down the hole when they see the treasure.


Male Dark Contemplative Wizard (shadow illusionist) 4

Once we know where the treasure is, I can use my telekinetic charge SLA to lower somebody safely.


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)

Sweet. Then we can get our fancy loot.
... I hope


male

Please be specific about where you think you would like to be standing when someone triggers a light spell, and then I will describe from there. You can tell me how you want to identify the squares, top to bottom, left to right, or left to right top to bottom, or even numbers across the top, letters down the side, what evs, and assign a number to each square and then I'll know where everyone is standing by the number assigned


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* or we could just dangle the rogue on a string like one does a turkey leg in front of a monster until the treasure shows itself.
Outside of running the risk of a random encounter I don't think there is much in the way of us doing so.

Just doing it one at a time will take significantly longer but likely be safer. Just depends on how many random encounters you guys want to risk.

Of course we could always pitch Tofutee in the hole right now and test our luck. As for some reason the rogue appears to not want to be the only person dangling into the darkness like a turkey leg on a rope.


male

I have Tofutee placed on my DM map (an AutoCAD drawing) is anyone else going to enter the chamber?


Female Dew Elemental Cleric 4

Misty has to in order to cast light. She'll be in the square next to Tofutee, so she can heal her if things go awry... or get thrown into the pit to get the treasure, unwittingly, by the giant-brained one.


male

Misty - there are safe squares to the north, south, and west of Tofutee, would you like to pick one?


Male Dark Contemplative Wizard (shadow illusionist) 4

I have to be within 30' for telekinetic charge to work, so I'll stay that far back.


Female Dew Elemental Cleric 4

I'm totally being dropped in a pit...

I'll go with west.


male

Praink, there are Safe Squares to the west or to the north, within 30 feet of Tofutee


Male Dark Contemplative Wizard (shadow illusionist) 4

North


male

Bud and Larg? I think Larg will stay at the entrance, with rope in hand below the pulley, but Bud?


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

Bud is at the entrance waiting to see who falls through the floor.


male

Alright, everyone is in place, now if someone summons light, we'll see what happens.


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)

good that we found it, now lets see if we can catch us some loot.


male

Each character receives 250 experience points for navigating the pit trap challenge, and another 50 experience points fro recovering the treasure


Female Dew Elemental Cleric 4

XP = 5805.

Plot twist: Brief case bomb in...


male

The exit from the chamber is an opening that includes 30' of passageway

Lets determine the width of the passageway, and roll a Periodic Check

Width?: 1d20 ⇒ 5

It is a ten foot wide passageway

Periodic Check: 1d20 ⇒ 14

Ah, so after 30 feet there is another section of passageway 30 feet long with one or more Chambers

Chambers, Table I.B.: 1d20 ⇒ 9

It is on the left.

Will someone roll for size and contents?
Table V


Male Dark Contemplative Wizard (shadow illusionist) 4

Table V: 1d20 ⇒ 12 40'x40'
Table V.B.: 1d20 ⇒ 8 Monster!
Table VIII: 1d20 + 2 ⇒ (17) + 2 = 19 CR 2
Table VIII.A: 1d20 ⇒ 7 sub-table 2
Table VIII.A.2: 1d100 ⇒ 78 undead-single


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)

Just so I have this right the chamber in question is on the left side of the passage way.
The passage way continues on further. Yes?


male

Yes


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)

Cool. So who wants to go muder a zombie thing?
Hrmm... well I suppose not zombie thing. Fairly sure the options presented for Cr5 undead are fairly metal.


male

CR2 (not 5! Praink correctly noticed that the party is on a Dungeon Level that is numerically lower than the APL, so the monster encounters tend to be easier when that is the case) options are a bit limited, but I'll pick something and get it up today


male

Here in the USA, colleges are starting up their semesters right about now, the Super Bowl is about to take place, and I imagine a lot of people are dealing with winter snow storms, so if there is a slow down for the next couple of weeks, I understand.

Just remember, barring some unforeseen catastrophe, I’m not going away anytime soon (in fact for the next three days I am attacking CC3+ with more effort and am going to try to finally learn how to make a good map, wish me luck, I am old, and grumpy, but darn it, I want to be able to take all my old hand drawn maps and turn them into something I’d be proud to show my players).

Of course this game and the other "A" dungeon game really deserve a city map and I am making that a priority


Female Dew Elemental Cleric 4

My slow downs are always either day-by-day, or waiting on interaction. So... No slow down for me :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)

To explain. Yes I added the bonus incorrectly (technical wording of disarm is that its an attackroll.
Secondly the skeletal champion has not acted in combat as of yet and is as such flatfooted. Which would be why im trying this at all.

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