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)

So I finally got around to updating Tofutee to Unchained Rogue.
There was a bunch of minor changes to the chassis but the core of the build is still the same.

Combat style is going to change though.

I can deal dex to damage with one weapon of my choice (Rapier) but that isn't much of a difference as I was going to select an agile amulet of mighty fists with our most recent money as my reward.
Frankly ripping face with full attacks has gotten dull over the various renditions I've played of it in the last year.

Now I can play a combat maneuver/debuff rogue wielding a single one handed weapon and still deal half decent damage in situations where my primary trick won't work.

Rogues edge isn't particularly useful but its nice to see rogues getting something that is supposed to be uniquely theirs.


Male human Nerd 2

You still with us Beast?


male

I will be traveling to Redondo Beach, California for training from Sunday to Saturday next week. The company is sending a laptop computer with me, and as long as the hotel has WiFi I should be posting normally, but if there is a delay, please forgive me, as you know, ITS REDONDO BEACH in February, and I live in Idaho, hahahahahahahahahah


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)

You go right ahead and enjoy yourself Terquem. We shall be here when you get back.


male

Started trying to cut down the Tricks and Traps table and had a thought

Question

Completely remove the tricks and traps table from the next phase of this adventure, yes or no?


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

I think that might make some sense. If this is a loot retrieval then the dungeon would unlock all doors and disable all traps to make retrieval easier. Then again they may not just to mess with the contestants.


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

I guess that question is really in Tofutees court. She is the resident trap remover, so I figure the choise should be hers :)
Without traps would/could make things faster...


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.. I'm of two minds on that.

Removing traps/tricks would mean the adventurers could rapidly blitz the dungeon retrieving staggering amounts of loot.
Letting us move faster and only really stop progressing in the dungeon on encountering a monster roll or another party of adventurers.
Assuming this part of the dungoen is "overgrown" with unlooted dead adventurers there is a good chance the monsters have just grabbed anything easily in reach and added it to their loot piles.

However what might be more interesting was making any trap rolls also have treasure.
EX: Pit trap with a dead adventurer at the bottom, Swinging axes with a discarded backpack dead center where it is hardest to reach.

Effectively changing most traps for skill challenges with loot as a reward.

I don't personally care, Tofutee is statted for combat just as much as she is for skills/ trap detection. So I'm not going to miss trap duty if we don't have it.


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

Heres a quick question for Terquem;
Would it be ok if I undid my lvl 5 feat and 1 skill point?
I would lose Imp Unarmed Strike and a level in Intuition.
I would gain Catch Off Guard and a level in linguistics (Read Common).
Then If I can pick up a massive rule book I would be good to go >:)


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)

if not beast could likely make use of These rules to retrain a level/skill point.

It also occurs to me that you didn't pick a trait. We get one and only one.
Surprise weapon could be great fun for you.


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


However what might be more interesting was making any trap rolls also have treasure.
EX: Pit trap with a dead adventurer at the bottom, Swinging axes with a discarded backpack dead center where it is hardest to reach.

Effectively changing most traps for skill challenges with loot as a reward.

I like this idea and think it would be a good way to go.


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)

Relating to what you said in the recruitment thread.

Having seen it in action PvP combat in a play by post sets the game into a glacial pace that drives player interest through the ground. Every action has to be fully rules legal to the letter and any fun or interesting interpretations of the actions can result in a flurry of questions that lock the game down even further until the rules issue gets resolved.
Most PbPer's I've come across avoid it like the plague because it is really difficult to do in a manner folks consider fun.

As to your rule sets Terquem I'd say making the "Loot" dash being a different set up making some sense.
With the focus on speed and the removal or change of focus for traps its going to emphasise speed and ability avoid battles over the ability to win them.
After all if you can get the loot without fighting the monster you've pretty much won.

Though I'll repeat that including some method of rapidly recovering powers say once or twice through the tournament would make things more interesting and mean that with some rationing a use limit character like a wizard or barbarian could see the entire thing through while being able to contribute.


male

Good points Tofutee. I hadn't thought too deeply about the bog down that is going to happen when we try to have a PvP encounter. That's something to really think about

As to rejuvenation. I am considering making it a chamber or room content, sort of like an oxygen bar/Lounge which should have a reasonable chance of being found, and can give the players the equivalent of the 5e sort of "short rest" rules modification to allow recovery of limited abilities.


male

Beast - I have no problem with you making some slight changes to how you allocated your choices at 5th level. Also - if you had any familiarity with some of my other games, you might know about a collection of books called

"The Books of It'Dupree" which are sentient books used by It'Dupree to communicate outside of her imprisonment. One of those books was destroyed in the game Eye's of the Beholders" the sentience in it becoming a living construct with serious sexual identity problems (and is now an NPC in the Iron Gods game I am running).

Soooooo, there is a real chance you will come into possession of one of the Books of It'Dupree, which will be large, heavy, and probably have a bad attitude.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

Howdy guys.

If you're interested in PvP but don't like the idea of bogging down the game waiting for 10+ people to post in a specific order, you could run it similar to how certain mobile games do. That is, you run the 'enemy players' as NPCs separately on both sides. Granted you have to do a lot more work but the players provide the stat blocks for you. This also makes it possible for both sides to win or lose.


male

Welcome aboard Ruul!

I hope to have the new document for Dungeon Creation ready for players to examine by this weekend.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

Sounds good. Shall I introduce myself or were you going to do that?


male

If you feel comfortable doing that, go ahead.

The city is called Du'Orbna

The most popular tavern/inn (conveniently located near the entrance, but not too close to the entrance of the "A" dungeon is called "The Shady Dragon Inn," and the current player characters often hang out there

The best shops in town are part of Jeffry's Emporium, where the characters often shop for new gear, magic items, or sell their loot.

Jeffry's is running a bit short on some regular types of gear, and event though the locals can keep up with manufacturing new gear , It'Dupree recognized a long time ago that eventually all the gear that was being left behind in the dungeon could potentially be found by enterprising adventurers and if brought back to the city in an uncontrolled way could upset the economy, and It'Dupree is very serious about keeping this city a successful place, so that is why once a year there is this 24 hour contest to recover as much gear as possible from the dungeon, sort of like spring cleaning

Also, it is important (for flavor purposes) to remember that the city is in perpetual twilight. A "shroud" fell over the city some 400 years ago when it was attacked by two different armies. The magic of this shroud is not completely understood (it is actually darker during the day than it is at night for some reason). There is a rumor that It'Dupree maintains her "A" and "B" dungeons so as to search for the right types of individuals that she can send on quests to find the source of the shrouds power, and that somehow she is trapped in the "A" Dungeon and that her imprisonment is tied to this shroud in some way.

No one really knows for sure. It'Dupree only communicates with a small number of people and only through certain large books that are well guarded. These "Books of It'Dupree" are sentient and communicate by showing words on their otherwise blank pages.


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)

Heh. having a little sycophant monster following you around makes CE a much easier alignment to maintain.
Amusing introduction so far.

Though your familiars introduction brings up an interesting quirk due to tofutee being a plant. Immunity to mind effecting abilities and one can still receive telepathic communications because the ability doesn't technically say its a mind effecting ability.
Man is that ever weird.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

I noticed you edited your post a bit after mine. I've edited mine too.

Yeah, I'm planning to have a lot of fun with the quasit familiar.

I'd wondered about the telepathy thing but like you said, it doesn't specify telepathy as a mind-effecting thing. It does mention having a language but I assume everyone in the party has a language of some kind.


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, had an additional thought that I wanted to toss in.

And telepathy is weird in general so I'm not worried about it mostly.


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

A Book of It'Dupree would be hilariously funny to find ^_^ and i am sure it would love to be handled so... directly.
In the meantime, a really large rulebook would suffice >:D
Ya, Surprise Weapon would be a nice trait...

As for how we go through the dungeon, I have little desire to make it a loot dash, even if it would be more beneficial for us. I am ok with being sub-optimal or middling efficiency. I have found it is often more fun to make sometimes stupid choices if it would make a better story :)
I am not sure where you guys would be on it, but I will try and find a happy medium with you :)

PvP? Dunno. Ruuls idea is probably the best ive heard. I have only seen some minor pvp, usually 1v1s.

I forgot about the shroud XD That is funny and (checks...) Beast has both low-light and darkvision :)

as for plants and immunity to mind-affecting effects, the term "mind-affecting effects" is a definition, not a catch-all.
Specific effects like some forms of Telepathy will go through while others (like the spell Telepathy) will not.
Just another weird interaction, like water elementals dealing half damage underwater or a Weakness to eggs (that last one is one of my favorites ^-^)

Also, Hia Ruul! Welcome aboard :D also, the joining of this party does not grant immunity to jokes, stupidity or unwanted transformations... You have been warned.
just ignore the fineprint ^-^


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)

Perhaps the one you get is already broken and just rattles off random and entirely useless facts of dubious accuracy .

As to the loot dash, if you missed it earlier we actually won't be keeping any of the gear we are obtaining. Whatever team brings back the most dead adventurer loot gets 50,000GP to be split by that team.

I'd prefer more interesting over efficient for this as well.
Stupid decision are fun. Stupid decisions let me stay as a wombat for an amusing chunk of time.

And yes, telepathy is weird.
Just like burning a stone golem to death with alchemist fire is dumb but effective.
I never actually noted the text in that spell. Weakness to eggs. I'm going to have to add that to an important NPC somewhere along the line. "Deathly allergic to eggs."


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)

We've not had much excuse to explore the city proper as most of the places we went to were hubs for heading back into the dungeon.
As tofutee doesn't sleep and has nothing better to do beyond drinking newcomers under the table I imagine she knows plenty of the attractions in town.

I am absolutely making this stuff up though so I wouldn't be surprised if it turns out wrong.
The prospect of a city where monsters are a large chunk of the customers makes me think there'd be some interesting things for sale though.

As to the tournament perhaps the victors (or runner ups) could get sponsored by Jeffry's as delvers as well.


male

Okay, I just got caught up in the game thread

Rather remarkable bit of roll playing. I hardly ever see that in any of my games at all.

And it gave me a reason to get more work done. So, in addition to a, hopefully, streamlined Appendix “A” Document, I am adding a second Document it will be called Appendix “C” (originally Appendix “C” was a Random Monster generation table that was longer than the tables that were already a part of Appendix A in the first edition Dungeon Master’s Guide. Our Appendix “C” will be a set of tables to generate NPC Adventuring Parties loaded down with loot that will be a possible encounter in the dungeon (since I did not get anyone in the recruitment thread that was interested in being a second team, and actual PvP battles in the PbP environment look like more trouble than they are worth.

So, I am working on both documents and hopefully I will be done in the next couple of days.

By the way, loot collected for the tournament can be either magical or non magical, the only thing that does not count toward winning the event is treasure that is only coins, or other basic commodities (even gold bars do not count) or non magical; gems, jewelry, or works of art.


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 some of that was me and feral having similar schedules for a few days so we could have a dialogue like that.
Though I found Beasts manner of introduction quite amusing. And Tofutee has already established herself as a chattterbox when she's not concentrating on work so it all falls into place I guess.

I am entirely happy to make up random crap to populate your city with. this is the sort of city where such random things as a unicorn blood snowcones or a voyer/narcissist doppelganger propositioning folks might exist.

Just want to make sure I have it right.
Treasure that does not count for the tournament:
Gold coins, Gold bars, non magical gems, Non magical jewelry, Non magical works of art.


male

Yes that is correct on the treasure (but please don't take "gold coins, gold bars" to mean that for some silly reason coins or bullion of other precious metals is counted, it is not, along with the gold)


male

Hello all! I dove right into a massive revision of my Appendix “A” document. Now, for the IAD 1 players (who are experiencing the Portals) this revision isn’t going to affect them. But for the IAD 2 game, big changes are on the way.

Appendix "A" revision 8

You don’t need to read the rest of this unless you are interested in my thought process. However, there is a bit at the end of this that I need some suggestions to help me with.

First, I looked at the original appendices in the Dungeon Master’s Guide (1987 edition) and they look like this
A – Random Dungeon Generation
B – Random Wilderness Terrain
C – Random Monster Encounters
D – Creatures from the Lower Planes
E – Alphabetical monster listing
F – Gambling
G – Traps
H – Tricks
I – Dungeon Dressing
J – Herbs, Spices, and Medicinal Vegetables
K – Describing Magical Substances
L – Conjured Animals
M – Summoned Monsters
N – Inspirational and Educational reading

Then I looked at what I had done with Appendix “A” and saw where I think I went the wrong direction. Originally, Appendix “A” was only for generating the Dungeon and Treasures, not for generating encounters (that was done in Appendix “C”)

So here is what I did. I took all of the Monster Encounter tables out of Appendix “A” making it a bit smaller

Then I began writing a New Appendix “C” and here is where I need some suggestions. My current monster type table includes entries for all the monster types in Pathfinder, plus two entries for “Adventuring Parties” and “NPCS” and this was based on my old school thinking in terms of 1e AD&D. But! Pathfinder does not have a hard distinction between “Monsters” (creatures with HD based abilities) and NPCs like AD&D has. You can apply NPC (or PC) class levels to a huge assortment of Human, Demi-human, and Humanoid types (and in fact it is completely natural for all such creatures to have a “level” of some class no matter what).

So when is a Monster not a Monster? When it has Class levels, right?

What I am looking for is the Pathfinder guidelines for exactly what creature types are allowed Class Levels (PC or NPC class levels).

I am having trouble reconfiguring the Monster Type tables to incorporate all the monster types available in Pathfinder while still being able to generate encounters with traditional “monsters” and also generate encounters with NPCs (who may or may not be Monstrous Humanoids with NPC or PC class levels?

Does that explain my dilemma?

Dark Archive

Outsider WarPriest 6 | HP 48/48 | AC 20/13/16 | Init +7 Perc: +6 | 1st: 5/5 2nd: 4/4 | Fervor: 4/4 ||Atk: +10/2d4+10 w/REACH |FX: +1 save War blessing

Hi there!

Great to be here! =)

Heh. Funny story. When I started I didn't know how to create an "Alias" so I just made PFS characters, using them as an alias. There doesn't seem to be any difference, functionally, but, yeah, I know this isn't a PFS Game. ^_^


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 there and welcome.

Couple questions.
If you find the game style of this appeals to you you should be aware that most times in the dungeon there are no lights.
The adventure we are currently on will have the lights on
With everyone else in the party having dark vision you might consider obtaining it as well.
Either by dropping your DR/10 to DR/5 or perhaps taking a thematic weakness.
Negative energy weakness might work as you are supposed to be an angel with most of your powers removed. I think?

Tofutee is going to be hard to sell on your use as a part of the team if you can't even see in the dark.

As you didn't honestly explain much in your back story it would be nice to know what the intent of your character being here is going to mean for Terquem and all us.

I mean I grasp that angel trainees can be amusing in a world of devils and monsters.
However you don't seem to have gone that route with a character that seems to be neutral evil.

Though that does make me wonder what god you are following that would let you take the Good domain while being evil. As warpriests can't normally select an alignment blessing unless their alignment happens to be that.

@Terquem

The way I've always run is that a character who is sapient is capable of taking class levels. Some classes naturally make more sense for certain monster but there is always the chance of something weird becoming amusing.
The Ettin with 5 levels of expert being the town shopkeep that constantly argues with himself over prices of things.

Most games I've seen doing the idea have made monster character have a level penalty equal to their CR.
EX: level 5 character minotaur (CR4) would have 1 class level.

Naturally this runs into problems once you get to higher level monsters as they can leverage a few levels of character classes much better than lower level ones.
EX: Succubus with two levels of anti-paladin, any monster with natural levels of a spellcasting class taking levels of the same class.
(One of the nastier boss monsters of pathfinder resulted from that little rules snarl)


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

Hello all! I dove right into a massive revision of my Appendix “A” document. Now, for the IAD 1 players (who are experiencing the Portals) this revision isn’t going to affect them. But for the IAD 2 game, big changes are on the way.

Appendix "A" revision 8

You don’t need to read the rest of this unless you are interested in my thought process. However, there is a bit at the end of this that I need some suggestions to help me with.

First, I looked at the original appendices in the Dungeon Master’s Guide (1987 edition) and they look like this
A – Random Dungeon Generation
B – Random Wilderness Terrain
C – Random Monster Encounters
D – Creatures from the Lower Planes
E – Alphabetical monster listing
F – Gambling
G – Traps
H – Tricks
I – Dungeon Dressing
J – Herbs, Spices, and Medicinal Vegetables
K – Describing Magical Substances
L – Conjured Animals
M – Summoned Monsters
N – Inspirational and Educational reading

Then I looked at what I had done with Appendix “A” and saw where I think I went the wrong direction. Originally, Appendix “A” was only for generating the Dungeon and Treasures, not for generating encounters (that was done in Appendix “C”)

So here is what I did. I took all of the Monster Encounter tables out of Appendix “A” making it a bit smaller

Then I began writing a New Appendix “C” and here is where I need some suggestions. My current monster type table includes entries for all the monster types in Pathfinder, plus two entries for “Adventuring Parties” and “NPCS” and this was based on my old school thinking in terms of 1e AD&D. But! Pathfinder does not have a hard distinction between “Monsters” (creatures with HD based abilities) and NPCs like AD&D has. You can apply NPC (or PC) class levels to a huge assortment of Human, Demi-human, and Humanoid types (and in fact it is completely natural for all such creatures to have a “level” of some class no matter what).

So when is a Monster not a Monster? When it has Class levels, right?

What I am looking for is the...

Ok, I did a little reading and it seems the only creatures that can't have any class levels are the ones in the No Role category of the Monster Rolls, Here. You can read more on advancing monsters Here.

Not sure how much this helps though.


male

I created a thread in the Rules Question forum, and got sent to that exact section Bud, so yes it is a wacky sort of rules situation

A nearly complete revision to Appendix "A" document is done. I could use some help with the "hidden treasure" table and the "special Material for armor" Table. This is the most complete version of the document I have finished to date and includes all types of Special Content

We will use this document to generate the Dungeon

There will be an add on to the docuyment for generating "loot-able" corpses and their "Loot"

The Appendix "A" rev 8 will go live tonight or tomorrow

Appendix "C" is done and will also go live tonight or tomorrow

The only thing I need to figure out is how to make it seem like this is a "real" contest, with only your Player Characters gathering Loot, I don't have anything to measure your success, so I might create a random Loot generator, rolled every hour, to create imaginary amounts of loot being gathered by other teams.

Welcome Imreal I hope you enjoy the game. Tofutee brings up some important (sort of) points, so keep those in mind

Dark Archive

Outsider WarPriest 6 | HP 48/48 | AC 20/13/16 | Init +7 Perc: +6 | 1st: 5/5 2nd: 4/4 | Fervor: 4/4 ||Atk: +10/2d4+10 w/REACH |FX: +1 save War blessing

Alright!

Okay, thanks Tofutee, it looks like not everything got translated from the PnP where I write the character to the profile, but I've got that now!
Ya, I don't know how that pesky "good" blessing got in there. That's been swapped out. The diety is Justitia, a neutral military goddess who cares about killing and guarding, and guarding and killing, in that order. Much like BUD/S, member of her celestial guard must pass special tests. This is his. (I've not seen much backstory for this campaign, but if there is more that I need to be aware of, just point it out and I'll suduko around it.)

Yes, your idea about darkvision is excellent, and I've taken that. The idea about taking sunblindness to compensate even more so. ;-]


male

The specific back story for this game is a bit wacky, and not absolutely necessary to know in order to participate in the Random "A" Dungeon experience

Much of the background for the city of Du'Orbna is actually found in a game that is now closed

Reflections in the Eyes of the Beholders

and a game that is still running

Say Your Right Words

And there are direct connections between this game and the other Its "A" Dungeon game I am running and the game

Beyond the Eyes of the iron Gods

for this game, we don't take too many things seriously, there are often breaks in the forth wall, and some times it sort of bogs right down (like right now) but we should get moving again soon

If it wasn't for the B. Sanders rally I got talked into going to tomorrow, I'd be further along now than I am, but getting ready for that has slowed me down a bit this week


male

Its also important to point out that Damage Reduction is a "Monstrous" race trait, and really isn't meant to be taken with a standard, Humanoid race, so you might re juggle things to make your race, a Monstrous Humanoid, (which grants Darkvision)


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 it seems to echo my response so no real help there I guess.

Hrmm.. perhaps the Simple class templates could help in application?
I don't know how it will hold up in comparison to doing the actual maths required to grant a monster class levels but it would sure as heck be faster.

As to the contest part, you could likely set up a simple dice based method to determine the success and failure of other teams.
Perhaps a dice roll on a set value decided by the teams effective level or power. At least for them passing challenges like traps, monster and other teams.
Roll over and they pass it with little issue.
Roll under and they take a penalty to the next test. (as someone had to expend something valuable or useful. Spell, healing magic, consumables in order to succeed)
And I guess rolling under by certain values might impart more severe ones.

I suppose rolling up the area we'd be having the tournament in before might help but as its supposed to be a mammoth chunk of the dungeon we are looting I don't know how that would work.
Its going to be easier to just pretend on that part.

Hrmm..
Your treasure generator method sounds a lot easier though.

Any thoughts on my suggestion earlier about Imps and commentators?
it was the last few posts one page back on the discussion.

@Imrael

So long as you are aware that the city in question is controlled by a 'legitimate business woman' lich who is certainly not evil. The city in question is shrouded in darkness and a haven for monsters but also a major point of tourism for adventurers due to the dungeons it is famous for.
There is a set of laws that basically state fighting to be prohibited in the city. Said laws are enforced enough for murder centric monsters or adventurers to not get ideas.

Other than that its not a terribly serious game.

Sunblindness is going to suck for this coming adventure due to the fact that all the lights will be turned on and that nice -1 penalty will be following us all the way.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

So we're a five person team now? What archetypal role is our 5th person filling if we've already got fighter, mage, rogue, cleric? Isn't bard the classic 5th man?

Dark Archive

Outsider WarPriest 6 | HP 48/48 | AC 20/13/16 | Init +7 Perc: +6 | 1st: 5/5 2nd: 4/4 | Fervor: 4/4 ||Atk: +10/2d4+10 w/REACH |FX: +1 save War blessing

I'm terribly sorry and this may be a dumb question, but it might be best to clear it up before we dive in to this, but: Are we not evil?

For some reason I got the impression that we were all supposed to be evil, but I just noticed that Tofutee is N and Bud is actually Lawful Good. I seem to have been wrong, then. Sorry, and I'll make that adjustment. Frankly, if I can be LN and spontaneous cast cure spells, that will make things much easier since our CE cleric can't. =)

In that vein, yes, Terquen, you're right. I didn't actually consider it, but you're right and taking Outsider (Native) makes much more sense. To compensate I'll take Vulnerability (electricity) since the chaotic nature of lightning (1-1165 damage anyone?) would be anathema to a being with ties to Utopia. The extra point lets me drop sunblindness to sensitivity and everyone can be happy forever. =)

Just let me know when we should re-start and do intros.


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)

@Ruul
That was the bit I mentioned about Terquems recruitment style and how previously it had been used to keep the group mostly on keel with another team of players.
Once a group had a set of the 4 folks were free to pick something else. Hence why Bud our spell caster is an arcanist, he was a fifth player when a wizard was available.
And fits close enough that it was ignored as a hole in the party I guess.

Though yes the classic fifth is a bard. and it would be awesome to have one.

@Imrael
I'm vaguely sure that Native outsider costs 3 points and an elemental weakness grants 2 you you might still need to do some shuffling.

Meta wise you want to be evil because Ruul has a channel energy effect that heals evil people and harms good ones.
Plus Bud is a zombie so positive energy isn't the best option anyway. We've got a small horde of infernal healing wands that do the trick for out of combat healing.
Our alignments are different because *I think* of curses.
Bud got his Alignment flipped by a room and I got turned into a wombat.
That got fixed today but we probably ought to change it out soon.
Sorry for the confusion.

The last healer we had in the group was permitted to be neutral and channel positive energy instead. So you could likely do that if preferable.
However the basic idea was that our group is evil so you'd likely get dragged down to evil by being a part of our group.
More so as we are now aware that ambushing other adventuring parties is a permitted tactic in this tournament.


male

All the "monsters" in this party are Evil, but it is more of a silly sort of evil

The new Appendix A document is linked at the top of the page, I've also added Appendix "C" which generates encounters

I'll build the special loot tables this weekend and we should be ready to go early next week

Sorry for the delay


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)

Yes we are the Camelot of evil.

And parsing though I find it amusing that you've modified the rules on treasure slightly so higher risk encounters carry a higher chance of reward.
Though you might want to add in a bit about dragons being a special case and modify treasure for those regardless.
Dragons are one of the few legacy creatures that have always been under-costed in challenge rating.

And no worries Terquem. Heavens knows that getting all this ready is a big pile of work. Gaming is supposed to be fun so get done at your own rate.
With the way this game has gone already I suspect we will find out own forms of amusement in your absence.

@Imrael
Sorry missed that part on your doing an intro.

Well we just had Ruul introduce himself in the bar we are all hanging out in. I imagine you could do the same.
We've been hanging out there for a bit and Beast is roaring drunk. There's a mushroom woman that smells like bacon and a dead man drinking ale.
Oh and an Albino minotaur. Plus plenty of other undefined stuff as this is an adventurer tavern.
Just whatever you do don't look at the sea hag doing burlesque down the way.
...
Ah I see it is too late.
Oh well.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

Ready!


male

This is my first idea for determining the winner of the challenge, I am open to suggestions

At the end of the first 6 turns, at the start of turn 7, I will roll 1d6 and if the roll is 1-3, the amount of loot collected by any other team is greater than the amount of loot collected by the Player Characters by 2d10x100 gold piece value, and if the results is 4-5, the amount of loot collected by any other team is d6x10 gold pieces greater than what the Player Characters have collected, but if the results is a 6, the Player Characters are in the lead.

For the last 6 rolls of the 24 hour event (turns 109 to 139), each full six turns that the Player Characters find no loot, I will not roll.

When the event is over, I will compare the number of rolls made where the Player Characters were in the lead to the number of rolls where another team was in the lead and roll a d6, applying the following modifiers

Player Characters in the lead > Any Other Team +1

For the first 500 to 5,000 GP worth of loot the Player Characters recover +1

For loot collected from 5,001 to 20,000 GP +2

For Loot collected . 20,001 GP, +3

If the roll is 4+ the Player Characters win the challenge


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)

Imrael appears to have been terribly scarred by his interaction with the scantily dressed sea hag. Perhaps once he has regained his fortitude, and his lunch, we shall see him again.

Tofutee on the other hand...
Hrmm well I realize now that Tofutee never got around to actually purchasing things with that giant pile of money.
I suppose it does weight something like double her bodyweight, hard to drag around.
*shifty glance*
I mean...
Tofutee just looks unprepared. Thats a clever ruse to lure adventurers into a false sense of security.
.
.
But no, I'll get that done now.

Dark Archive

Outsider WarPriest 6 | HP 48/48 | AC 20/13/16 | Init +7 Perc: +6 | 1st: 5/5 2nd: 4/4 | Fervor: 4/4 ||Atk: +10/2d4+10 w/REACH |FX: +1 save War blessing

Whaaaaaha??

Oh, wait, I thought I was waiting for...okay, I don't know. So it must've been important. ^_^

Um, yeah, lock'd, cock'd, ready t' rock. =)


male

Imreal,

you have not modified your race Build, please do so as soon as possible. I am sticking with my decision that Damage Reduction can only be taken by Monstrous Humanoids, so you are probably going to have to drop that to 5 DR and take the Monstrous Humanoid Race (3 rp I believe)

Dark Archive

Outsider WarPriest 6 | HP 48/48 | AC 20/13/16 | Init +7 Perc: +6 | 1st: 5/5 2nd: 4/4 | Fervor: 4/4 ||Atk: +10/2d4+10 w/REACH |FX: +1 save War blessing

I took Outsider (already on my sheet). That might be acceptable yeah? Same point cost, but I'll swap it if you want.


male

Ah I missed that! That will work just fine, thanks!

Dark Archive

Outsider WarPriest 6 | HP 48/48 | AC 20/13/16 | Init +7 Perc: +6 | 1st: 5/5 2nd: 4/4 | Fervor: 4/4 ||Atk: +10/2d4+10 w/REACH |FX: +1 save War blessing

ok. =)


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 it sounds like for the immediate future we had some general plans.
Beast was going to go looking for a 'LOOT' tournament rulebook at least.

I'd been planning on using the time before the tournament to scout the front runners so we could perhaps have a general idea as to who to avoid. (Yes I'm aware, mostly useless in a randomly generated dungeon with randomly generated adventurers.)
Though for the sake of comedy I think it would be really amusing if Tofutee got roped into helping prepare the Snowcone stand for the rush of spectators/vultures that will be showing up for the tournament.

Ruul is accurately portraying an adventurer seeking Wenches and mead

Bud is attempting to get drunk and doing magical wizard research things that totally look like sleeping and/or doing nothing to the uninitiated. Really its highly complex meditation though.

Imrael.. Uh I guess your plan is to also hang out until the tournament? Also your 'fish out of water and so painfully obvious you are an angel it hurts' gag amuses me.
Tofutee will be thinking you are puling her leg the whole time. It ought to be great.

You ought to get along great with the demon worshiper our group just picked up.

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