"The Meat Grinder:" DM Norv's The Tomb of Horrors (Inactive)

Game Master The Norv

The classic adventure that chews up character sheets and spits out legends.

Current Map


51 to 100 of 122 << first < prev | 1 | 2 | 3 | next > last >>
Sovereign Court

Twigs here. I'll probably play a scaled up version of this PC. He'll progress as a lore-warden, with that tiny little dip for full-plate armour (although of course, I don't mind reverting to straight fighter if you'd prefer a single-classed PC). Lore-Warden should let me pull my weight a little more in the out-of-combat encounters.

As for backup/alternate characters, I've a few ideas bouncing around. A senile wizard, a one-legged Isgeri crossbowman (ranger) or a miserly dwarf rogue with a trapfinding focus. I'll try to post what statblocks I can before I hit the hay.


I want to double check something and I know just about anyone can answer this. I want a weapon with the frost property. So I pay 2,000 for the +1 bonus, and 2,000 for the +1 property and the price of the weapon?
Or do I pay 8,000 as if it had a +2 property and the price of the weapon, or do I only pay 2,000 +price of weapon?


You pay 8,000. To add the frost property(or any property for that matter), the weapon has to be +1 from the get-go.

Here's a link that may help: Weapons


I glanced over this adventure a lifetime ago. I could've sworn it was like, a 9th level or 11th level adventure.

Am I just remembering wrong? (It's been many years. The only thing I do remember is it being quite deadly)


Javell DeLeon wrote:

I glanced over this adventure a lifetime ago. I could've sworn it was like, a 9th level or 11th level adventure.

Am I just remembering wrong? (It's been many years. The only thing I do remember is it being quite deadly)

And what version would that be? In many APs or modules a rewrite is differently difficulty. A quick google research says this was for 1st addition, 4th addition and now pathfinder and it says it is a killer dungeon. I was curious to know the setting.


It was the 1st addition one. Had a red cover(I think. Really hard to remember). Heck, I may still have it somewhere. Not real sure though.

I didn't know there was a Pathfinder version. The 1st addition is the only one I knew about.

Scarab Sages

Here is my Lashunta Armored Hulk Barbarian I'm working on. I have to finish up my background and chose my rage powers.

Lashunta is 11 Race points, so it is within the guidelines. Lashunta


Javell DeLeon wrote:

It was the 1st addition one. Had a red cover(I think. Really hard to remember). Heck, I may still have it somewhere. Not real sure though.

I didn't know there was a Pathfinder version. The 1st addition is the only one I knew about.

The Pathfinder version is a non-commercial fan adaptation (I think I linked it in the original post--no peeking, though!). It doesn't give exact level guidelines, but the writer suggests on his forum that it's appropriate for levels 7-9. I think the original AD&D one was for slightly higher levels.

Keep 'em coming!


I wanted to throw my hat into the ring, so to speak. And I'm not sure if it's too late to be on the list of possible toons for this adventure. So, if not, here's my first build attempt at a human (5) gunslinger (musket master) / (2) cleric (travel, liberation). It's true this toon is not great at seeing invisible creatures, but hopefully makes up for this fact with (theoretically) high damage output :)


DM, is the race Samsaran allowed because I am not seeing a RP cost for them unless I am missing something :)


Gilthanis wrote:
DM, is the race Samsaran allowed because I am not seeing a RP cost for them unless I am missing something :)

I posted with this submission and nothing was said. I counted out the point and it's about 11 or so, so should be ok.


The Norv wrote:
Javell DeLeon wrote:

It was the 1st addition one. Had a red cover(I think. Really hard to remember). Heck, I may still have it somewhere. Not real sure though.

I didn't know there was a Pathfinder version. The 1st addition is the only one I knew about.

The Pathfinder version is a non-commercial fan adaptation (I think I linked it in the original post--no peeking, though!). It doesn't give exact level guidelines, but the writer suggests on his forum that it's appropriate for levels 7-9. I think the original AD&D one was for slightly higher levels.

Keep 'em coming!

It was created to cut-off campaigns and kick the butts of saavy players and god-wizards. The traps and ambushes where designed to kill any level of player, with TPK designed rooms. Like a "rockfall you die" but with style ;D

So, have fun!

PD: IMHO, of course


I am totally interested in this, I need to put a character together in Hero Lab tonight, and hopefully have my submission in this thread before tomorrow. This looks like fun!

FYI - I am a board lurker and would definitely be able to post at least once per day, likely more in most cases. If you want to see my posting style, feel free to check out my PFS character's game thread, Pooka Bladespinner

The Exchange

Should we seriously submit spare characters? I can spit out about 2-3 more. But they'll have personality, not backstory.


Just want to check something. If I get a ring of cold resistance and my barbarian takes a rage power that gets him cold resistance, do these stack? If not, I'll have to make changes to my barb.


Vincent Del Sol

crunch and bg done...still working on some gear but the major purchases have been done :)


To answer some questions:

Samsarans are fine!

You do not need to submit spare characters with your application (though you might want to have one or two on hand once we start, if selected!).

DoubleGold, I'm going to go with no on the resistances stacking (especially since the barbarian power can't stack with itself). If anyone knows rules/conventional wisdom to the contrary, just call me out on it!


Can be fixed, his power will provide acid since his ring covers cold.


Just to double check, because it is important to my backstory, which of the 11 planets is tomb of horrors on? Glorian?


DoubleGold wrote:
Just to double check, because it is important to my backstory, which of the 11 planets is tomb of horrors on? Glorian?

I got this one.

The Norv wrote:
Aspodell Mountains, in the tiny nation of Isger.

So Golarion, aka 'The Cage'. :)

Scarab Sages

Okay, good, this does not screw up my backstory. As part of his home planet was invaded, so he moved away from his home planet. Was making sure this game didn't take place on his home planet, because then it wouldn't make sense.

Character is finished, but it is a long backstory.

The gist. His home planet was invaded, so at birth he was adopted and moved away. Though raised by elves, he can tell that he is slighly different. He searches the world for answers about his race, the war and vows to take revenge on all evil doers, especially enemies that had anything to do with the war directly or indirectly. He searches his home planet for other survivors that were evacuted and traveling to some of the most dangerous dungeons is his way of gathering fame and fortune as well as killing off evil. Fame to help tell his story, fame so he can be united with others just like him. Fortune, so he has money to get back to his home planet, money so he can find his birth parents or find out if they are alive. Killing off evil, because evil separated him from his family as well as hundreds of other children at the time. Freeing innocent prisoners imprisoned by evil, because he knows what it is like to be seperated from those you love and the place you call home and prisoners suffer the same fate.

Dark Archive

This character is my (Papasteve08) submission for this campaign. I am still working on the backstory, but a simple outline is there. Highlights - Raelic grew up an orphan in Absolam. Recently, he discovered that the orphanage he grew up in, and still supported, owed a significant sum of money to a local crime family due to the headmaster's penchant for gambling. In order to prevent the orphans from being forced into indentured servitude to pay off the debt, Raelic adventures to find the fortune necessary to pay the debt himself.

Sovereign Court

Alaric (Level 7):

Male half-elf fighter 6/gendarme cavalier 1
CG Medium Humanoid (elf)
Init: +8, Senses: Perception +11, low-light-vision

DEFENSE
AC: 28; Touch 12, Flat-footed 26 (+12 armor, +2 dex +4 shield)
HP: 74 (7d10+28)
Fort:+9 Ref:+4 Will:+3; +1 vs. fear, +2 vs. charm and compulsion
Immune: Sleep

OFFENSE
Speed: 30ft
Melee: flail +13/+8 (1d8+13/+17; trip, disarm), gladius +10/+5 (1d6+8/19-20), OR lance +10 (1d8+10/14)
Ranged: javelin +9 (1d8+4, 30ft.)
Special Attacks: power attack (factored in), combat reflexes, stand still, in harm's way

ATTRIBUTES
Str: 18, Dex: 14, Con: 14, Int: 12, Wis: 8, Cha: 12
BAB: +7, CMB: 11 [+15 disarm, +13 drag, trip, reposition], CMD: 21;
Skills: ACP -5 Appraise +5, Climb +8, Diplomacy +5, Handle Animal +5, Intimidate +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +11, Perform (comedy) +5, Perform (dance) +5, Perform (oratory) +5, Perform (sing) +5, Ride +6, Sense Motive +3, Survival +3, Swim +8
Unspent Points: 6 Lore Warden Bonus: 4
Feats: Toughness, Improved Initiative(B), Power Attack (B), Combat Reflexes, Combat Expertise (B), Stand Still (B), Bodyguard, In Harms Way (B), Weapon Focus: Flail, Weapon Spec: Flail (B)
Traits: Defender of the Society, Elven Reflexes
Combat Gear:potion of enlarge person (2), potion of cure light (2), potion of feather step, potion of protection from evil Other Gear: +2 flail,+2 full-plate, +2 darkwood shield, belt of mighty constitution +2, gladius, lance with Taldan banner, heavy warhorse with chainmail barding, riding kit, courtier's outfit with lion broach worth 50gp, furs, soldiers uniform, gear maintanance kit
92gp remaining

whetstone
SQ: lore warden archetype, scholastic, half-elf traits (dual-minded, elf blood, elven immunities, keen senses, multitalented), order of the cockatrice,

Sorry about the delay! Paizo was down yesterday evening.

CHARACTER
Concept: overzealous glory-hound striving to earn a place in court
Appearance: The youth wears the colours of Taldor proudly, and upon his shield is the sigil of the chivalrous House Eiredor, struck through with the baton sinister. His clothing is well-kept, but his weather-beaten features and disheveled hair tell of a life on the front-lines rather than at court. He wears his hair long, to cover his pointed ears, and uneven stubble marks his face.

Background: The bastard son of a member of one of Taldor's most powerful houses, Alaric was never made to feel unwelcome at court. Raised among three brothers, Alaric was driven by a constant desire to prove himself despite his heritage, and matured into a capable warrior with a love of great tales of valor and glory. However, as he began to outshine his brothers in the practice-fields and the tourneys, their relationship began to sour. As tilt after tilt, he knocked his legitimate kinsmen into the dirt, he alienated himself further and further from a family who tried to withdraw him from the tourneys. Knowing that he would not find the glory he sought at court, Alaric joined the Taldan Horse, serving for three long years on the sand-swept borders of Qadira. But he found no glory on the battlefields, instead spending his patrols hunting smugglers and vagrants. Longing to be a great knight that the bard's sang of and to find his place at court, Alaric joined the Pathfinders and has thrown himself at challenge after challenge. Scoffing at the rumours of this so-called "Tomb of Horrors", Alaric delights in another chance to prove his mettle.

Sovereign Court

I've a couple of skill points remaining. Beyond perception, are there any skills the party want to see covered for this module? I haven't played it so I really don't have any idea what we're going to be up against.


Here's Parinaa. Recycled her from an old campaign. :) Updated and a little tweaked.


Here is my character :

Quadravos φ, Practitioner of Applied Numerology, member of the Grand Lodge:

Male Human Wizard 7 [Arcane School: Conjuration
N Medium humanoid (Human)
Init +3; Senses Perception +11, normal vision
--------------------
Defense
--------------------
AC : 13 | T : 13 | F : 10
AC with mage armor : 17 | T : 13 | F : 14
hp 37 (7d6+7) [FCB=HP]
Fort +4, Ref +6, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee Quarterstaff +3 1d6 20/x2 | B
. . Cold-iron Dagger +3 1d4 19-20/x2 | P or S
Ranged Acid Dart +5 1d6+3 20/x2 [Ranged Touch | 30 ft]
--------------------
Statistics
--------------------
STR 10 DEX 14 CON 10 INT 21 WIS 10 CHA 8
BAB +3; CMB +3; CMD 15
Feats Spell Focus(Conjuration), Varisian Tattoo(Conjuration), Extend Spell, Sacred Geometry (Reach Spell, Maximize Spell), Calculating Mind, Intensified Spell, Sacred Geometry (Quicken Spell, Echoing Spell)
Traits Seeker
Mathematical Prodigy
ACP 0
Skills 2+5+1/lvl [ranks]+ability+CC+other
Acrobatics [3]+2+0 = 5
Appraise [7]+6+3 = 16 (skill points from Headband)
Climb [1]+0+0 = 1
Craft(Cartography) [1]+6+3 = 10
Fly [1]+2+3 = 6
Knowledge(Arcana) [1]+6+3+1 = 11
Knowledge(Dungeoneering) [1]+6+3 = 10
Knowledge(Engineering) [7]+6+3+1 = 17
Knowledge(Geography) [1]+6+3 = 10
Knowledge(History) [1]+6+3 = 10
Knowledge(Local) [1]+6+3 = 10
Knowledge(Nature) [1]+6+3 = 10
Knowledge(Nobility) [1]+6+3 = 10
Knowledge(Planes) [1]+6+3 = 10
Knowledge(Religion) [1]+6+3 = 10
Linguistics [7]+6+3 = 16
Perception [7]+0+3+1 = 11
Sense Motive [2]+0+0+1 = 3
Spellcraft [7]+6+3 = 16
Stealth [2]+2+0 = 4
Survival [1]+0+0 = 1
Swim [1]+0+0 = 1

SQ
Acid Dart 9 times/day
Acid Splash 3 times/day

Languages Common, Draconic, Aklo, Elven, Undercommon, Thassilonian, Aquan, Auran, Ignan, Terran, Abyssal, Celestial, Infernal

Combat Gear Quarterstaff, cold-iron dagger, Lesser Ectoplasmic metamagic rod; Other gear explorer's outfit, handy haversack, Headband of Vast Intelligence +2 (Appraise), Cloak of Resistance +2, Ring of sustenance, Bonded Ring of Protection +1; Robe of infinite Twine, Small steel mirror, Smoked goggles, Bedroll*, signal whistle, sewing needle, belt pouch, canteen, wayfinder, 2 spellbooks*, chronicler’s kit*, 3 folding poles*, Ioun torch, Cracked Dusty Rose Prim, Cracked Dark Blue Rhomboid
* items are in haversack and do not count towards total weight.
--------------------
Magic
--------------------
Arcane School: Conjuration
School Powers:
Summoner’s Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Opposition Schools: Necromancy and Enchantment
Spells per day
1 extra Conjuration spell / spell level
lvl 0 (4)
lvl 1 (4+2)
lvl 2 (3+2)
lvl 3 (2+1)
lvl 4 (1+1)
Spells known (18 lvl 0, 16 lvl 1, 17 lvl 2, 16 lvl 3, 7 lvl 4) = 144 pages
lvl 0: Resistance, Acid Splash*, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
lvl 1: Mage Armor*, Detect Secret Doors, Identify, Silent Image, Animate Rope, Touch of Gracelessness, Feather Fall, Snowball*, Magic Missile, Protection From Chaos, Summon Monster I*, Magic Weapon, Enlarge Person, Touch of the sea, Obscuring Mist*, Comprehend Languages
lvl 2: Glitterdust*, Communal Protection from Evil, Scorching Ray, Flaming Sphere, Invisibility, See Invisibility, Mirror Image, Blur, Spider Climb, Rope Trick, Summon Monster II*, Create Pit*, Acid Arrow*, Web*, Stone Call*, Summon Swarm*
lvl 3: Fireball, Daylight, Tiny Hut, Dispel Magic, Communal Resist Energy, Aqueous Orb*, Spiked Pit*, Summon Monster III*, Displacement, Invisibility Sphere, Fly, Haste, Slow, Water Breathing, Mad Monkeys*, Rain of Frogs*
lvl 4: Lesser Globe of Invulnerability, Communal Protection from Energy, Summon Monster IV*, Ball Lightning, Telekinetic Charge, Mass Reduce Person, Black Tentacles*
* spells are of the Conjuration School
(8 first lvl spells + 2 first lvl spells + 4 second lvl spells + 4 third lvl spells + 2 fourth lvl spells), bought the rest : 6 lvl 1, 13 lvl 2, 12 lvl 3, 5 lvl 4 = 90 + 780 + 1620 + 1200 = 3690 GP
--------------------
Other info
--------------------
Carrying capacity Light 33 lbs. or less Medium 34–66 lbs. Heavy 67–100 lbs.

Background:

Wrote this in one go/train of thought, so could be that there are some errors.
Quadravos φ doesn’t speak much of his life before he became a wizard. He was born and raised in a wealthy family who lived in the Petal District of Absalom. Although this came with a lot of benefits, he did not like his families view on the world. His actual name is Lythander Phyravos, but he does not use it to distance himself from his family. His early life was filled with private tutors teaching him all of manner of subjects. It was there that he found his love for mathematics, the arcane and everything related to it.
When he reached adolescence, Lythander was sent of to the famed Acadamae in Korvosa. Here he made his first steps into the art of wizardry. He proved to be very adapt in the 2 main subjects of the Acadamae, Conjuration and Evocation. During his stay in Korvosa he did not only learn about magic, but also a lot about how the world works. Near the completion of his studies he procured a Varisian Tattoo imbued with the magic of Conjuration, or idolis, as it is called by the locals.
Upon his return in Absalom his parents were very proud of his achievements and told Lythander that they had arranged for him to be capable of attending the College of Mysteries. Having heard of this proud establishment, Lythander was happy to oblige. He learned about the power of metamagic and its many versatile uses. During this time, he came to the knowledge that his parents were grooming him to become an important figure in his family’s business. Having no wish to be stuck in an ‘ivory tower’ for the rest of his life, Lythander proclaimed that he wished to see the world and for this reason was joining the Pathfinder’s Society. Obviously his parents were dismayed by this turn of events and tried to threaten him that he would not receive anymore money from them if he were to go on this course.
At this point Lythander knew he made the right choice. He went to the Grand Lodge in the Foreign Quarter of Absalom and signed up to become a pathfinder under the name of Quadravos φ. He received some basic training and some initial jobs as a scribe and cartographer. Not long after that he became a full fledged field agent.
In this manner he traveled the world of Golarion, meeting other wizards and exchanging knowledge.
On one of these trips, they were in Po Li on the continent of Tian Xia, a country filled with potent diviners. They thought Quadravos φ, the art of numerology and more specifically sacred geometry. It came easy to him with his innate understanding of mathematics. Although the people of Po Li mostly use it in their divinations, Quadravos φ sought more practical applications and it came when he combined it with his knowledge of metamagic. He learned that when he included the shapes found in sacred geometry in the various components for his magic that he could increase its power beyond anything he could achieve in the past. It comes at a price, as it requires even more concentration than one would normally need in regular spellcasting. From that point he called himself Quadravos φ, Practitioner of Applied Numerology.
Years passed and Quadravos φ participated in many more missions for the Explorer’s Society as arcane support, cartographer and when necessary, specialist in the field of mathematics and geometry. Having heard rumors of the fabled Tombs of Horrors, Quadravos φ wonder which unknown patterns might be hidden within its depts. So when the call came to explore this place, he used some favors he had piled up over the years to be able to be picked to go on this expedition ...

Personality:

Quadravos φ is introverted. He's not really a people person, but tries his best to be responsive when spoken too. He does take pride in the precision with which he draws his maps and also how he makes his gestures while casting a spell.
He does not speak of his past and it sometimes shows that he doesn't really like nobles all that much.

Starting Equipment:

3690 GP worth of spells
Headband of vast intelligence +2 : 4000 GP | 1 lb (Appraise skill)
Cloak of resistance +2 : 4000 GP | 1 lb
Ring of sustenance : 2500 GP | -
Ring of protection : 2000 GP | -
Handy Haversack : 2000 GP | 5 lbs
Lesser Ectoplasmic metamagic rod : 3000 GP | 5 lbs
Robe of infinite twine 1000 GP | 1 lb
quarterstaff - | 4 lbs
cold-iron dagger 2 GP | 1 lb
explorer’s outfit - | 8 lbs
Mirror,small steel 10gp | .5 lb
smoked goggles 10gp | -
*bedroll 1sp | 5lb
signal whistle 8sp | -
sewing needle 5sp | -
belt pouch 1 gp | .5lb
canteen 2 GP | 1 lb
wayfinder 250 GP | 1 lb
*Wizard’s Spellbook - | 3 lbs (100 pages) contains : 18 lvl 0, 16 lvl 1, 17 lvl 2, 8 lvl 3, 2 lvl 4 spell
*extra Spellbook 1 15 GP | 3 lbs (100 pages) [i]contains : 8 lvl 3, 5 lvl 4 spells
*chronicler's kit 40 GP | 4,5 lbs [i](This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration.)

*Folding Pole 2 SP | 10 lbs (This hinged pole can be unfolded and locked in place with sliding pins, creating a 10-foot pole. When collapsed, it is only 3 feet long. Assembling or collapsing the pole is a full-round action. The hinges and pins mean it is not as strong as a one-piece pole, and is best used for probing rather than vaulting or climbing.) x 3
ioun torch 75 GP | -
cracked Dark Blue Rhomboid 400 GP | - (+1 competence on Perception & Sense Motive)
Cracked Dusty Rose Prim 500 GP | - (+1 competence on Initiative)

* items are in haversack and do not count towards total weight.

money left unspent : 3 GP
carried weight : 29 lbs

@GM:
I haven't put in an age, but I was thinking that he would be middle aged by the time he was done with everything in his background. It always feels weird to have a "young learned wizard". Stats were made that the starting age is just fluff and thus without the penalties for him being middle aged, if necessary I will change it around.

Feedback is appreciated as always.


Hey-o! Added a character background for the toon I'm submitting (the background is an update drawn from another character concept on a campaign which never got off the ground) and updated the layout of the character profile for the gunslinger/cleric of Desna.


Hi all! Recruitment is now closed. Thanks for coming out! I'll be reviewing submissions soon, and hopefully will have a group selected and a first post up by Saturday. Whatever happens--thanks all for submitting!


Awesome! Thanks for running this. Still haven't made my tweaks to Kornag, but background, personality, and basic build aren't changing.

Scarab Sages

Well get them done, the more time you wait the longer it is going to take Kane to accomplish his task, because he will be waiting on you. Kane wants to rescue the survivors if any and take revenge on all evil things that may have invaded his planet.

Uses limited telepathy on Kornag. This is an almighty and powerful being speaking. You can do it, it doesn't take as long as you think.

By the way, if I use limited telepathy on a creature who does not have that ability can they tell it came from me? Because if not, I can really mess with some heads.


Good luck to all!

Liberty's Edge

Die well!


Pathfinder Rulebook Subscriber

Family is hiking this weekend. I expect to lose reception soon. I'll check in tomorrow when we return to civilation.

Scarab Sages

Was selection done through PM?


Hello! Sorry, it was not--my weekend was just a little bit crazier than I anticipated. The selections are below. I want to let everyone know that there were a ton of great submissions here, and I wish I had enough time to run multiple tables.

Victim the First: Sir Alaric, Taldan bastard knight.

Victim the Second: Stiletto, damaged white-haired witch/magus.

Victim the Third: Quardrovs I-can't-type-that-symbol, wizard and mathemagician.

Victim the Fourth: Ibid., freelance gunslinger-cleric.

Victim the Fifth: Elan Crew, undead-slaying cleric of Pharasma

and

Bonus Victim: Azgar Axe-Clown. Barbarian. And clown.

Those selected, please go ahead and dot the gameplay thread, which should be up in a moment; thanks again to everyone who applied!


Good luck surviving it folks!

The Exchange

Hey. I actually won't be able to do this one. Starting up a home game and will be pressed for time. Thanks for the consideration. Looks brütal!


Uncle Taco wrote:
Hey. I actually won't be able to do this one. Starting up a home game and will be pressed for time. Thanks for the consideration. Looks brütal!

Can't hurt to have a second cleric/heal-bot!!

was that too obvious/desperate?


Papasteve08 said wrote:
Can't hurt to have a second cleric/heal-bot!!

If all of these toons are (probably) going to die horrible deaths, I for one wouldn't be opposed to some more heals :)


Kill your enemies before they kill you... If you can see them of course...


1 person marked this as a favorite.

I may not be able to be in this group, but I am going to have a blast reading it I think... Bravo so far (and you haven't even gotten started!)


Sorry, Papasteve08--been a busy period for me, haven't been able to respond. I think we're going to head forward with just the five players for the moment. But we will definitely keep you and the rest of this thread in mind if we decide we need a sixth. Thanks for reading! I'm super flattered that someone's following along with a PBP of mine. :)


I too am watching.

Wishing those brave few the very best of luck.

Should people generate characters..... in case some of the first few fall behind...? (>_>)

Much cheers to all.


No worries Norv! Reading through the character submissions, you picked the same ones I would have picked, and the RP so far has been great fun to read. I am looking forward to following along with the story!


Halloo the boards! We've had some player attrition (as is usual here), and we're looking to recruit a new 7th-level arcane spellcaster to join in this ongoing game. The tech specs can be found in the first post in this chain; I'll be keeping recruitment open until Friday at 4:30 p.m. EST, so bring us your best crypt-breaking wielder of magic!


dot

Aasimar, Wizard would be nice, building him now

This his his alt


If we use, Tiefling, Assimar, Dhampir, ect, we allowed to use the variants. And if we use Tiefling, do we have to take the feat get a variant?


Variant heritages are fine, yes. And...at the risk of accidentally exposing some sort of ignorance I'm going to say no, you don't have to take the feat if a tiefling. Tieflings are a slightly lower RP than aasimar anyway, so I'm not sure what the motivation behind that discrepancy is...

However, if you wish to take the "roll for" variant abilities, you must roll here, on the boards, in this thread. And you can only gain one (reroll any rolls of 100, should you be so blessed). ;)


The Prof is done, GM
Race: Aasimar
Classes/Levels Wizard L7


tomb of horrors, since AD&D I've wondered just what is in there. working on a concept

51 to 100 of 122 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / It's here. Bigger. Badder. Deadlier. Gygax's Monster. The Tomb of Horrors. Bring spare characters. All Messageboards

Want to post a reply? Sign in.