Its "A" Dungeon (Inactive)

Game Master Terquem

Thrown through, okay more like stepped through, a mysterious portal the adventurers find themselves on another world looking for a way back home, or a good taco stand, whichever comes first...


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Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Farewell Durgerburger.

-Posted with Wayfinder


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Blast'd down to-a one dwarf party...no one's gonna get me jokes now!
'Ere's to ya health Durgen, Cheers!


male

Now that Teirist is in the room, let's check for other exits

Possible Exits?: 1d20 ⇒ 6

There is one other Exit

Where is the Exit?: 1d20 ⇒ 19

The exit is on the right, so it is a One Way door, from the Room to the Passageway

What kind of Door is it?: 1d20 ⇒ 17

It is a Good Wooden door

Locked or trapped?: 1d20 ⇒ 3

hmmmmmmm


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Hey Terquem, have you thought about just doing a block of initiative rolls for the entire group, that way we don't have to wait for someone to get a roll in? I know it's extra work, but most of the GMs I am playing for are just keeping a block of code that has everyone's bonus. When that bonus changes, we have to inform you. You plop the block into a post and wham you have everyone's roll.

Then if the bad guys win, you can make the post and we can act then.

My other thought was to just let me go first...but that might not be fair to Ballar.


male

I don't think there is any way to make initiative work well in PbP at all, and most of the time I am winging it no mater how it was determined. But yes, you should go first, unless you don't.


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Yeah, we end up waiting for someone, I was just thinking if we had the rolls done, we could then post..but you the boss. Well the Lich is the boss, but you are like right hand man or something.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Hey guys, sorry I went missing for a bit there. I was traveling and did not have great computer access. I really should buy Wayfinder, I just hate the thought of enriching Jim... ;-)


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft
Berenwyr wrote:
I really should buy Wayfinder, I just hate the thought of enriching Jim... ;-)

Terq, can I redirect my last attack?


male

Why would you want to smack Teirist around?


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Tierist is still invisible!

I think he wants to smack Berenwyr. A sentiment I fully understand and support.

My name is Tierist and I approve this message.


male

Well, all you elves look...nevermind


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

That's elfist...and probably true.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Seen one knife-ear, you've seen them all.


male

I'm not dead! Just busy, and stupidly putting effort into some game updates while flagrantly ignoring others. I have no excuses, other than the frustration today of trying to find a good deal on an international, unlocked, samsung galaxy s3, sheesh.


I think Terq has forsaken us for some shiny new band of adventurers... /s


male

HA! I just ninja'd your post with an update

edit - Doh, I mean you ninja'd me, as I was formatting the post when you made yours


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Vanish works just like normal invisibility but only for a few rounds. Teirist gets his sneak as well as all the usual benefits for attacking from invisibility (unless the enemy has blind-fight or tremorsense or something).

-Posted with Wayfinder


male

I will update this thread with an xp award tonight


male

Each Character receives 150 experience points for defating the Morlock


male

Each character receives 185 experience points from treasure (valuable oils)


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

6075 XP - Everyone hits 4th level


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Ninja'd by the mage!

Woot, I'll level tonight. Jim, do we want to work on some teamwork feats (if we get them) or do you need to focus on some oh crap I am the tank feats?


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Well, what teamwork feats do you have in mind?
Also, I don't get a feat at 4th.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

I've gotta say, Jim's AC isn't bad. He's AC 19 standard, and if Ballar or I drop a mage armor on him, that goes up to AC 22. He's also got the best HP of the group, and if he bumps Con with his 4th level attribute bonus he'll be doing even better. If he fights defensively his AC goes up another 3 points thanks to his 3 ranks in Acrobatics. It's not ideal, but it's not bad either.


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Well I get a rogue talent and uncanny dodge, so there's that.

I was thinking if we get some sort of flanking teamwork feat at some point, we could surround the baddie and go to work. Most of our fights have been up close and personal, so ranged doesn't seem warranted most of the time.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

I'll probably go with Stone Call and Summon Monster II for my free spells for 4th level. The other options would be Rope Trick or Pyrotechnics.


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

I've found Stone Call to be very difficult to use indoors.

-Posted with Wayfinder


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Yeah, considering the dungeon environment, Rope Trick would probably be more generally useful.


male

We are making the final preparations to put our daughter on a plane for Australia (we are headed to Salt Lake City tomorrow). I've been very distracted. I will try to get things back on track Saturday when I return


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Should have Ballar on the level by then :)


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

So, I know we were doing max hp for the first three levels. Are we rolling for hp now?


male

Yes we are rolling for this level hit points


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

HP: 1d8 ⇒ 5


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

What do you guys think about Variant Channeling?
HP: 1d8 ⇒ 3 Blast!


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

hp: 1d8 ⇒ 7

Big change for me is Trapspotting and Uncanny Dodge, keep Reflex bonus while FF. Also automatic perception check when within 10' of trap.


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

I was never really a fan of variant channeling.

Big change for me is ki pool. I also got +1 to AC and unarmed strike damage up to 1d8 (making my US dmg = IFlail dmg).


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

1d6 ⇒ 3
Meh.

Turns out I bought Rope Trick the last time we were out of the dungeon, so new spells will be Summon Monster II and Fox's Cunning once we exit the dungeon.

4th level ability score bump will go into Dex which gives a +1 to Reflex, AC, Ranged attacks and initiative.

1 more 1st level and 1 more second level spell per day are the other big changes.


male

you're going to wait until the next full rest before adding the new spell slots I hope, or am I doing that wrong?


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Nope, it makes since that casters need to wait until the next day (usually) to gain access to their next level spells. Feats, HP and the rest can be explained as on the job experience - they've figured it out.
Of course the final say is with the GM :)


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Well, I already have to wait until we leave the dungeon to get new spells, so I don't see why I can't have new spell slots now. The CRB specifically allows wizards to prepare spells at any time as long as they have slots available. They're not like clerics who have to pray for spells at a specific time. If I've leveled, I've got the spell slots. It's a class feature. At least, that's how I've always understood it.

You know me, I'll abide by your ruling either way, but it's not like I can all of a sudden prepare 3rd level spells or anything. In that case, I could see having the slots, but not actually being able to prep a 3rd level spell in there because we haven't left the dungeon, and I haven't scribed any 3rd level spells into my spellbook yet.

In this case, I could cast three 2nd level spells per day before we leveled, now I can do four. Doesn't seem to be too unbalancing. Also, the more spell slots I have, the longer we can keep exploring the dungeon. Let me know how you want to do it.


male

That all makes perfect sense, Berenwyr.


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Having usually played clerics, I've never thought of it that way, thanks! I'll be keeping try to keep this in mind should I get around to playing a wizarding type :)

Skipping variant channeling..ready to go.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Cool. Ok, so, now that we've gotten through the boring stuff, are there any exits in this room? I forget.


male

Is everyone ready to proceed? Did you all remember the Ability Score boost at level 4?

There is an exit from this room, it is an unusual kind of one-way door, that will take you back to the Passageway on the right (facing the door to this room, but you will not be able to go back through that door.


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft
Terquem wrote:
Did you all remember the Ability Score boost at level 4?

Bumped all scores to 20.

#monklife

But yes, I'm ready to go.


male

A heads up announcement, and I will repeat it as the time draws nearer. Most of the timer I am a slightly unreliable poster. Most of the time

Coming up soon I will be a part of a major power system outage where I work, that will last for a week, while we bring in several large contractors to perform system maintenance on our electrical distribution system

I will be very busy from Sept 8, thru the 12

Also, for my Its “A” Dungeon games, I am working on revision 6, which is mostly a formatting excersise, and hopefully the tables will not change, much.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

I'm ready to rock.


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

READY, I am one more dexterous.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

What's at the bottom of the stairs?

periodic check: 1d20 ⇒ 9
There is a new passageway!

width: 1d20 ⇒ 9 10' wide
type: 1d20 ⇒ 16 A four way intersection! Endless possibilities.


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Not just four possibilities?

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