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)

Mah you just want to keep your command of bears on the down low. Though the crown made out of Moose antlers has got to be hard to hide.
Its alright though, I get it. I would want to keep such a great and mighty power a secret as well.


male

In all that confusion, did we look around for exits from the chamber?

Exits: 1d20 ⇒ 17
WOW 3 exits!

Exit 1: 1d20 ⇒ 12
Exit 2: 1d20 ⇒ 6
Exit 3: 1d20 ⇒ 13

two exits on the left (south) wall, one behind the statue

They are,
Exit type 1: 1d20 ⇒ 7
Exit type 2: 1d20 ⇒ 12
Exit type 3: 1d20 ⇒ 5

they are all passageways, they are all 10 feet wide, and they all extend 30 feet away from the chamber before a Periodic Check must be rolled

Updating the map now


male

Appendix A, revision 6 has a new treasure table (not a big enough change to rate a revision change)

1-3 10 gpv per Character (x APL)
4-6 25 gpv per Character (x APL)
7-11 100 gpv per Character (x APL)
12-16 500 gpv per Character (xAPL)
17-19 1000 gpv per Character (x APL) + Magic Item
20 2000 gpv per Character (x APL) + Magic Item

basically, there will be more treasure on higher rolls


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Cool stuff. Unless there are any objections with our direction ill roll the check dice when I get home. Well unless one of you guys would like to roll them instead.


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)

Creation!: 3d20 ⇒ (19, 20, 11) = 50

19= Trick/trap
20= Trap with CR= DL
11=Melee attack trap
trap location: 1d6 ⇒ 1
1/6= 0-10 trap location

So 60ft hallway with a trap in it. not much else.


male

Each character receives 100 experience points for avoiding the CR2 melee attack trap


Female Dew Elemental Cleric 4

6355!

Can't access creation document here. :o


male

A periodic check, is a d20 roll, that will give us one of these

1 The Passageway has come to a Dead End
2-4 The Passageway continues straight ahead. Check this table again after 60’.
5-8 There is a Door. Determine the number and location from Table I. A., and then go to Table II.
9-10 There is a New Passageway. Go to Table III.
11 The Passageway Turns. Go to Table IV
12-16 There is a Chamber. Determine the number and location from Table I. B., and then go to Table V.
17 There is a Stairway. Go to Table VI
18-19 There is a Trick or Trap. Go to Table VII.
20 There is a Wandering Monster. Go to Table VIII.


Female Dew Elemental Cleric 4

What's this!?: 3d20 ⇒ (10, 12, 11) = 33

There is a new passageway!
It is a T intersection! It is 10 feet wide!


male

Oh noes, the most dreadedest encounter of all

The Choice!

North or south?


Male Dark Contemplative Wizard (shadow illusionist) 4

In keeping with the nature of this endeavor:

direction: 1d2 ⇒ 2

1=N, 2=S

Edit: Do we need to make another periodic check now?


male

yes, you will have 30 feet of passageway to the north, and then who knows what lies beyond...


Male Dark Contemplative Wizard (shadow illusionist) 4

Periodic check: 1d20 ⇒ 3 The passageway goes another 60', so 90' total.


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)

Oh boy, a big tunnel. Lets keep prodding the tunnel and hope it coughs up some gold.

WME: 1d6 ⇒ 5
Pretty sure we need one of those.
[
Dice: 10d20 ⇒ (17, 4, 20, 6, 19, 6, 19, 4, 10, 15) = 120
17= tunnel goes another 30, leads to a Stairway.
4= Down three levels.
Trick stairs?: 1d12 ⇒ 7

Then it says to roll another periodic. to create what is at the bottom of the passage. Type and size of passage stays the same.

(20So wandering monster. down a 60ft hallway.
6(-2)=APL+2
19= Chart 3

Oh magic dice tell me of this beast!: 1d100 ⇒ 83

A group of undead APL+2.

Hopefully not a group of Ghasts in a muscle car playing beer bottle Castanets
They want us to come out and play.

I am not assuming that we will or will not go down the stairs, just following along with the Appendix


Female Dew Elemental Cleric 4

That's honestly a nasty combination. I'm reminded of Sarah McLachlan. We all fall down the stairs... and suddenly ghoul paralysis! Luckily... most of us are immune. Not so luckily, there are like 8 of them.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Ghasts are frankly very nasty creatures. Lower level creatures with the Advanced template typically are.
Having 2 separate Save or Screwed ability per Ghast makes them rather fearsome as well.
And Groups are always fun, they are usually harder to deal with due to the equal or superior action economy to players.

fortunately the Trick stairs only trigger on a 1, so no slide-y doom for us.


male

Does anybody else remember those old cartoons where the coyote and dog are going at each other, then the whistle blows, they clock out, and a new dog and coyote clock in and go at it? I loved it when they were passing each other by the time clock
"good-night Ralph"
"good-nigh George"

or something like that

Fighting in the city is strictly forbidden.


Male Dark Contemplative Wizard (shadow illusionist) 4

Yes, I remember them; I loved them too.


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

If I remember correctly those are old Warner Brothers cartoons.

I wasn't implying fighting in the city but getting them as soon as they re-entered the dungeon without paying the correct fees.

Edit: and I found it.


male

I hope that those who celebrate the holiday have a wonderful Easter or Passover, me not so much of a Christian or Jew (more like a non robe wearing Buddhist), but today I get to assemble a new swing set for my Grand Daughter. I think I need some kind of wrench or something I tried rolling to make it happen, but eh?


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 believe the closest portcullis is two areas back behind the Chef statue.

*blink*
Crap. that might become a problem if the statue targets anything that touches it rather than just things it can kill.

Well if it works like Enervation and gives undead temporary HP that is.


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)

Any objections to fleeing back to the portcullis?


Male Dark Contemplative Wizard (shadow illusionist) 4

No, in fact I say we go all the way back to town.


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)

Fine by me, If the wights are dumb enough to try and grab at us through the bars I'd say chopping them a bit before leaving, perhaps get rid of one. Other than that I'd agree going back to town to be fore the best.

Does anyone have a compiled list of what we have collected down here? Know there was the skeletal champion and his tin can wrappings, Poor Hattie the hag who did nothing's loot and then I think there was a bit of loot in the checkerboard trapped floor room.


Female Dew Elemental Cleric 4

I didn't keep tabs on any of the loot. I'm all for heading to the surface.


Male human Nerd 2

Parsed through it all quick like.

On coming back into the dungeon:
Tofutee was nearly eaten by a grue pit trap
Then we walked for a long time, found a room with a bunch of doors and opened the portcullis.
Went down one hall, found a Troglodyte door and babbled about it for a bit to find out it fills a 100ft area with nearly invisible spikes for you to kill yourself on in an incredibly embarrassing fashion.
Tofutee ran off rather than disable it and triggered a moving floor trap. We managed to jam it with quick thinking and then went back down the other side of the hallway.
Found Hattie the Hag, she looked like she was going to eat us all so we preemptively murdered her before she got to do much of anything and made Terquem quite sad he didn't even get to beat us up with Hatties big nasty claws.
150gp in sacks with her.
Then we found a checker floored room made of pit traps that had loot in them. retrieved it, fancy book with a fancy box.
240gp
There was a room with an undead midget in a tin can. We murdered him a second time for good measure.
Small full plate, Small tower shield and Small longsword.

room festooned with traps and a portcullis with the same
3 crossbows (Medium?) that tofutee definitely didn't steal just to spite the Trap union imps.
No other loot.
Then we came to the Chef room and fought some bugs.
Some tastey centipedes but not much else.

And now we are here.

390gp
Small full plate, Small tower shield and Small longsword.
3 crossbows
and some tasty centipedes as loot.

Also 3 Wights aggressively dancing toward us.
Luring them into the pit trap room could be quite satisfying.


male
Terquem wrote:

I guess we are waiting for Larg to pipe in with an offer to carry some treasure out of the dungeon.

If you leave now, it takes ten minutes.
There is an inn, where boxes for storage can be rented, and a shop where coins can be converted

Found this old post in the other game about Jeffry's Emporium (which is run by a woman named Linda

You can also exchange monies for 2% fee at Jeffry's (where they also buy gems and jewelry). You can sell to Linda, at Jeffry’s for 50% list price (any gear or goods you find), as long as you do not roll a 1 on a d12 with every transaction (she'll find some reason to refuse to buy even for that price, citing wear or defective materials or some other nonsense, and instead offer d4 x10% of list price).

I would add that if you want to try and sweet talk Linda into giving you more, you can try a Charisma based Skill Check, with a DC of 20

If you beat that DC you can add 1% to the selling price of your goods for each "1" above that DC that you rolled.

You can sell for 50%, or follow this earlier post, and that was supposed to be 10% above the price she offers for every point above 20 you roll


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)

Absolute best check I can make for that is 19 (-1 Cha and no social skills) that is a hole I'm going to need to fix for this level.
Hrmm... does anyone in this group have diplomacy enough to sweet talk a shop keep?


Female Dew Elemental Cleric 4

Nope. Misty couldn't afford to pay for lessons in business ettiquette, especially not with her sugar addiction. This is why she never climbed the corporate ladder. I'd just be rolling a positive charisma check if you guys wanted.


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

All I have is a 16 CHR. No one has any diplomacy skills. We're bad guys, we just kill it if it doesn't do what we want. :)


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)

Fair enough.
Looks like it would need to be a raw Charisma check anyway. Permitting a diplo/bluff check with that low of a DC just means that the party with a decent Talky person gets to double their money when dealing with Linda.
As I can only assume that Linda would Cap out at 90-100% of purchase price regardless of how sweetly we speak.


male

Might as well consider all the salable loot fetching 50% of list price as normal than. We'll skip the d12 roll this time to try and speed things up.

Now that you are above ground you can finish leveling your characters as required.

Pick a time to get back into the Dungeon. For a wizard to add new spells to his spell book, use the regular PRD formula, and assume spells on scrolls can be purchased from Jeffry's for the usual price.


Female Dew Elemental Cleric 4

Does anyone remember what I un-added..? :S


Male human Nerd 2

Err... only if you explain what you mean.


Female Dew Elemental Cleric 4

I leveled up Misty!

Then you said not to level up all the way...

So I leveled down Misty!

Now I have to go figure out what I unadded so I can readd. :)


Female Dew Elemental Cleric 4
Misty Prominence wrote:

My bad. I'd forgotten why I -hadn't- listed skills. The feat acquisition is something I'd done long ago when it was pointed out I couldn't have the feat I selected. I just hadn't updated the AC until now since we were leveling up. Her Culinary, Religion, and Spellcraft should still be one lower than what is listed. I'll rectify that.

All fixed again. Want me to keep the dodge bonus gone?

Found it!

Also... I don't suppose that the salesman lady could be bribed with a homecooked meal?

Profession: Culinary: 1d20 + 9 ⇒ (4) + 9 = 13

:P

Wayyyyy too much sugar in this lasagna... But it's only 70% of the lethal dose, so I'm not sure what anyone is complaining about.


male

I don't care what the cooks of the kingdom of Ragu say, sugar is no substitute for Basil, ever


Female Dew Elemental Cleric 4

You just reminded me of why I hate Chef Boyardee.

By extension, I caused you to remind me.

I hate me. :)


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)

@Terquem balance concern:

The more I look at it the more I have to say the DC's on sweet talking linda are dangerously low.
Well unless you are requiring said characters to use raw charisma checks instead of stat rolls but even that can easily be unbalanced (+cha in competence, magic and insight bonuses.)

With a few low level magic items or scrolls I could easily gain a check with the potential to break DC 40, finding some manner in which to pick up a potion of Glibness Yes, yes personal range spell, Craft wondrous magic item laughs at you. Bracers of the Glib entertainer has the spell baked into it as a 1/day and the raw cost can be extrapolated from the other abilities for an item that specifically gives just that.
Plus scrolls, potions, wands, staves exct exct.

With an average roll and no ranks (+0-3) +20 would give a boost of between 100-130% increase of the base price.
If that boost is used on a high ticket magic items the dividends returned are well worth the cost of the initial cost to boost your social stat out the wazoo.
The problem in this case being that without some maximum cap of item price. With a potion of glibness even a slack jawed buffoon can easily gain access to massive price increases.

Anyway, we now have some more gold. I assume our wizards want to go shake some mage tree's and obtain more spells. However Larg, Tofutee and Misty don't have a huge number of things that they could pick up with the gold we have.


male

"Glibness" as a spell (and items that use that spell) has a very specific purpose, making your lies believable. Nowhere in the description of the spell does it say it makes you a likeable person, or a better salesman (and certainly one could argue that lying might be a big part of being a good salesman, unless you are the salesman in question and then you might be offended).

I would rule that the Glibness spell has no effect in this transaction

Now, other abilities, say that raise Charisma temporarily, might give a +2, or more to your roll, and I could see that getting out of hand, but the question then becomes are you using resources with cost "x" (and I have been relaxed on enforcing the cost to cast spells in the form of material components, but if pressed I would have to factor them in) to recover funds "y" and how is that ratio working out? For the most part, being the game has a random component built into it, sitting around the city trying to think of ways to make a profit selling things you find (which itself has a cost "x" component) to Linda seems counter intuitive.

I think the only thing that the basic rule needs is a cap, in that I should have said up front that Linda will never pay more for anything than the price she can sell it for. In this way, any roll of exactly 20, with a modifier of +5 will net you 100% of the list price (and I would argue you earned that because of how you got those items must have cost you something, even if it was only your time in the dungeon). Any roll of less than 20 requires 6+ (and higher) modifiers to push the sale up to 100% of list price, and with Glibness out of the equation, that becomes a resource cost benefit question of its own.

No, I think I'll leave it at 10% above 50% for each +1 above 20 on a basic Charisma roll and add the cap at 100% of list value and call it good.

Thanks for the insight Movin!


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 might also include a rule that Haggling with Linda takes 1d6x10 minutes to complete. (she is a skilled merchant after all)
That would limit the shorter term spells from being of much use unless you happen to be rather high level or someone with super charisma all the time.

A Raw Cha check will mean that at Linda giving you a deal is rare (even at higher levels if your dice don't like you), where as someone with Dipolmacy as a focus at this level can be busting out +13 Diplomacy checks with ease.


Female Dew Elemental Cleric 4

As for Glibness (which you already took out of the equation), it very much does apply to selling things! "Check out this dragonbone saddle, from the far reaches on Das Wunderuhre! It allows you to take over the mind of any creature that you can successfully place the saddle upon, as if dominating a monster! Further, it was only used twice in the entire history of its existence, by a little old lady, who only used it to travel to and from her sacrificial cult on Tyrsday! It can be yours for the low-low price of thirty-thousand gold... or 12 easy payments of three-thousand gold!" Says the very glib Tofutee saleswoman as she holds up an ordinary saddle that Praink cast Magic Aura upon.


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)

In the same way getting a single social stat, Diplomacy as an example, into the upper teens at level 4 is entirely within reach. It basically means that anyone with a social focus can double the parties money in most cases.

Which is why I was saying a Raw ability check works better as the level of chicanery is significantly lower.

As to Glibness, yes Glibness is ridiculous. and what is amusing is pathfinders version is even nerfed. 3.5's version was +30.
Not that pathfinder doesn't have its own issues (Glances at the 500gp mask of stony demeanor )

An increasing DC from linda the more you flim-flam her into buying things at nearly purchase price also might be a thing to consider.

My opinion would be to cap the max purchase price at 75-80% becuase as a merchant Linda is an utter idiot if she lets people convince her into anything higher.


Female Dew Elemental Cleric 4

The issue with Mask of Stony Demeanor is that it specifically does one thing, and it is -obvious- what that thing does. The person watching will know what is going on. "Why would this person wear a mask and talk only in monotone?" The thing that Stony Demeanor does is tells people you're a liar... but it helps prevent them from knowing what you are lying about. I feel it's -completely- reasonable. As people simply won't take you at face value when you talk like that and show no hints of emotion.


male

Does anyone have any other questions about leveling while out of the Dungeon?


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)

would you like us to Roleplay our acquisition of said new skills or is that up to our discretion?

Also will there be any bonus added to the Trapspotter rogue talent to offset the fact that there is absolutely no time in this game where an object is not assumed to be trapped?


male

I think we are already taking into account the vagaries of trap spotter

First, when a trap is indicated, you and I (as players) know about it at the same time.

If there is a trap indicated by the roll of the dice, and you get within 10 feet of its location, I will ask for a perception roll (that you will make, this is different from the general rule).

Then I will tell you if you notice the trap or not, based upon your roll.

Does this work for you?

I don’t see the need to role play acquiring skills and feats (and new spells), and we can get back to the dungeon as soon as everyone is ready.

One of these days I am going to try to start a high RP game just for Movin, and only accept other players who are willing to RP as much as he does, just so he has a game where he can let loose


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 the problem involved is that as a rogue in a dungeon Tofutee is already looking for traps. It is a major reason as to why our party takes so long to traverse a 60ft portion of dungeon.

If Tofutee wasn't looking for traps in a dungeon she wouldn't be a rogue, she'd be a holey rogue and not the good kind.

Trap finder was designed with the assumption that the players would go to various exotic locations where things would try to kill them. this would mean the Rogue could not automatically assume something was trapped due in part to the fact that such paranoia is unbecoming and that adventurers are usually rushing around in a hurry to 'save the princess' or some rot.


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)

Oh and we get a bonus ability point for hitting L4. Joy. Dex 20 here I come.


Female Dew Elemental Cleric 4

Showoff. Me and my not-super-amazing.

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