The World's Largest Dungeon ... part one
Game Master
Mina Seewicket
A large party of mostly an Half-Orc family has been asked to conquer the vastness of a dungeon in order to become the leader of the clan. Players should be able to go from 1-20 level in this campaign based on the World's Largest Dungeon books.
I think we are talking about two different things. I think you think I'm talking about the cave druid form the advance player guide. I was talking about the cave domain in ultimate magic. By your stats you appear to have taken the earth domain.
The cave domain is a SubDomain of the earth domain. It replaces parts of the Earth Domain, nothing has kicked in yet from the cave domain, that starts at 2nd level. (where I get a different domain spell)
The cave domain is a SubDomain of the earth domain. It replaces parts of the Earth Domain, nothing has kicked in yet from the cave domain, that starts at 2nd level. (where I get that I can walk through rubble, and squeeze with no movement penalties)
It doesn't look like a subdomain.
Edit: That's because we are both still talking about two different things.
I mis-spoke...I re-looked it up and that was wrong ability...that from cave druid class. Sorry If i confused you
Earth Domain
Deities: Abadar, Torag.
Granted Powers: You have mastery over earth, metal, and
stone, can fire darts of acid, and command earth creatures.
Acid Dart (Sp): As a standard action, you can unleash an
acid dart targeting any foe within 30 feet as a ranged touch
attack. This acid dart deals 1d6 points of acid damage + 1
point for every two cleric levels you possess. You can use
this ability a number of times per day equal to 3 + your
Wisdom modifier.
Acid Resistance (Ex): At 6th level, you gain resist acid 10.
This resistance increases to 20 at 12th level. At 20th level,
you gain immunity to acid.
Domain Spells: 1st—magic stone, 2nd—soften earth and
stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone,
6th—stoneskin, 7th—elemental body IV (earth only), 8th—
earthquake, 9th—elemental swarm (earth spell only).
Caves Subdomain
Associated Domain: Earth.
Replacement Power: The following granted power
replaces the acid resistance power of the Earth domain.
Tunnel Runner (Su): At 8th level, you can move through
tunnels and caves with ease. Activating this ability is a
standard action. You can move across any stone surface
as if under the effects of spider climb. You can also see very
well in darkness, gaining darkvision out to a range of 60
feet. If you already possess darkvision, extend the range
by 60 feet. While underground, you also gain an insight
bonus equal to your cleric level on Stealth skill checks
and an insight bonus equal to your Wisdom modifier on
initiative checks. You can use this ability for 1 minute
per day per cleric level you possess. These minutes do
not need to be consecutive, but they must be spent in
1-minute increments.
Replacement Domain Spells: 2nd—create pit*, 3rd—
spiked pit*, 6th—hungry pit*.
Earth Domain (Caves Subdomain)
Deities: Abadar, Torag.
Granted Powers: You have mastery over earth, metal, and
stone, can fire darts of acid, and command earth creatures.
Acid Dart (Sp): As a standard action, you can unleash an
acid dart targeting any foe within 30 feet as a ranged touch
attack. This acid dart deals 1d6 points of acid damage + 1
point for every two cleric levels you possess. You can use
this ability a number of times per day equal to 3 + your
Wisdom modifier.
Tunnel Runner (Su): At 8th level, you can move through
tunnels and caves with ease. Activating this ability is a
standard action. You can move across any stone surface
as if under the effects of spider climb. You can also see very
well in darkness, gaining darkvision out to a range of 60
feet. If you already possess darkvision, extend the range
by 60 feet. While underground, you also gain an insight
bonus equal to your cleric level on Stealth skill checks
and an insight bonus equal to your Wisdom modifier on
initiative checks. You can use this ability for 1 minute
per day per cleric level you possess. These minutes do
not need to be consecutive, but they must be spent in
1-minute increments.
Domain Spells: 1st—magic stone, 2nd—create pit*, 3rd—
spiked pit*, 4th—spike stones, 5th—wall of stone,
6th—hungry pit*, 7th—elemental body IV (earth only), 8th—
earthquake, 9th—elemental swarm (earth spell only).
I'm here as well. A special thanks to Jangis who initially posed a 1/2 orc and then followed with a good background story. I think this 1/2 orc family adventure will allow us to easily add texture to the role playing. I think it is nuances like this that can make PbP come alive.
Anna Bridgette(Female Half-elf Witch (Winter) 1 / Ranger() 0)
Glawng Ghawn wrote:
I'm here as well. A special thanks to Jangis who initially posed a 1/2 orc and then followed with a good background story. I think this 1/2 orc family adventure will allow us to easily add texture to the role playing. I think it is nuances like this that can make PbP come alive.
Agreed, but a little variety and spice to the mix helps it feel more organic.
@ Anna.
Looking forward to our Half Breed adventure. (I can hear Cher in the background.) Just thought the family aspect gave an immediate hook. I also like the fact we have a good mix of sexes and ages. Can't wait to meet you and your raven in game. See you soon.
Anna Bridgette(Female Half-elf Witch (Winter) 1 / Ranger() 0)
I just need to run into someone, or find out who is cooking meat on a spit or a hearty stew to meet up.
I'm here as well. A special thanks to Jangis who initially posed a 1/2 orc and then followed with a good background story. I think this 1/2 orc family adventure will allow us to easily add texture to the role playing. I think it is nuances like this that can make PbP come alive.
Thank you very much! I'll be honest, I'm now tempted to keep making Ghawns for future PbP just to keep the dream alive.
Since we are going into a dungeon, we will prob be encountering a lot of doors and such. If the casters have it, it would be nice to have detect magic by at least one prepared to warn me about magic trapped doors. Also Mage hand can come in handy for poking things at a distance. I have a 10 foot pole, but the longer reach could come in handy. Don't know if any of you have them prepared.
Anna Bridgette(Female Half-elf Witch (Winter) 1 / Ranger() 0)
Sorry but those are not prepared
Spells Currently prepared
Spells Prep:
Level-0:
Light
Ray of Frost
Stabilize
Level-1:
Cure Light Wounds
Icicle Dagger[UM]
Anna Bridgette(Female Half-elf Witch (Winter) 1 / Ranger() 0)
From my profile
Spells:
DC = 10 + INT + Level + 1 (Cold)
Level-0: 3 slots * Unlimited use
Level-0: 1 + 1(INT)
Spells Prep: Level-0:
Light
Ray of Frost
Stabilize
Level-1:
Cure Light Wounds
Icicle Dagger[UM]
Spells Known: Level-0:
Bleed
Dancing Lights
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Ray of Frost
Read Magic
Resistance
Stabilize
Touch of fatigue
Level-1:
Chill Touch
Cure Light Wounds
Enlarge Person
Icicle Dagger[UM]
Obscuring Mist
Reduce Person
Youthful Appearance[UM]
DEWN MOU'TAIN(M HUMAN, MOST DAYS SOLDIER 4/DAD 4/GAMER 17/HUSBAND 7/)
we are going with the slow xp progression. reading from the tome, the writers say that you would be level 8 by the end of the first map if normal progression takes place. they were saying that i should keep track of kills and what not and after killing 20 orcs, you dont gain xp anymore from them.
instead, i think that the slow progression in xp will fine, but if everyone isnt at the apropriate level for the next stage, ill adjust xp progression.
This is the wizard. I always have Detect Magic prepared. It's just too useful not to have.
This is what he has prepared at the moment.
Cantrips (DC 15) 3 per day
Detect Magic, Ghost Sound, Acid Splash
Level 1 (DC 16) 4 per day
Grease, Color Spray, Enlarge Person, Silent Image
I figure that's two attacks, one distraction and one time where I make a front line fighter Large to demolish a larger encounter through AoO and the reach.
Anna Bridgette(Female Half-elf Witch (Winter) 1 / Ranger() 0)
What spells do you have in the Spell book?
Look at my post above Dewn Mou'tain to get an idea.
We should has some Identical spells for allied caster boost and spells to fill any gaps or ones we can not learn (I can not learn fire spells)
Obscuring Mist is good; I can easily see picking that one up. Also, I could make scrolls of my spells and you could teach them to your familiar. Isn't that how the rules work? I haven't played a witch yet and I don't have any of my books handy.
Anna Bridgette(Female Half-elf Witch (Winter) 1 / Ranger() 0)
It might take a coupe of days once we find a secure place to camp, but I'm all for it assuming the GM doesn't mind.
Anna Bridgette(Female Half-elf Witch (Winter) 1 / Ranger() 0)
I'll have to wait a level or two to get craft scroll, so you can get some of mine, but my list has both divine and arcane spells and I can not learn any fire spells.
Maybe we should go for wands?
And as A group, I do think a marching order/formation will be necessary.
And as I think we should plan out which spells we get when we level up, so we can fill in the gaps and use the Allied caster feat to its fullest. This should also apply to Grandma and Zierka.
Still new to Pbp. Any idea the proper bbcode to use when you have two differerent skill bonuses?
e.g. I have a +6 in perception but +11 when looking for traps or secret doors.
Is there a way do write this so that there is only one perception roll that takes both into account? or do i just do two seperate rolls?
DEWN: There is someone ready to replace TCG as the healer for camp 1. Take a look in the recruitment thread for details. I am guessing we should get him in sooner rather than later.
Is there anyone that has not checked in to the game?
I haven't seen Basil Kettering in game yet.
Anyone want to swap out or are you happy with the camps as they stand?