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

"Looking good there Beastie but I do think it's time to move on."

"Looking good there"?!?!?! Where the hades did that come from? I need a drink


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'm not going anywhere Fuzzy just seeing where we can go next. the baconling shoots back to the newcomers question.

"Well I did ask if you could figure out anything about the Altar, or whatever turned a bunch of raging sports fans into hippies and or why our new companion looks like he just stepped out of a It'Dupree shampoo advertisement just now. I'm guess that whatever the pool does is good because none of this gaggle of scaleys have turned into chickens or spontaneously died from drinking it. I'm going to see what that does." With that tofutee walks over to the pool edging toward it like a cautious deer before taking out a flask and sipping the water from the container.

If that doesn't fly Tofutee will drink from the pool straight.
type: 1d6 ⇒ 6
Potency: 1d3 + 1 ⇒ (2) + 1 = 3

"Well that felt strange. Any differences old guy?" The baconling asks as she refrains from huffing And here I'd been hoping for super awesome karate powers. doesn't even seem to have done anything.


male

And you thought Bacon couldn't be more enticing, didn't you, DIDN"T YOU!


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)

It will drown you in its scent with or without your consent.


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

Feeling a little bit self conscious about the staring kobolds, and realizing that Tofotee isn't going anywhere except the pool, Beast heads over to the altar to take a look.
Perception: 1d20 - 1 ⇒ (14) - 1 = 13

Potential next action:

Depending on what the altar looks like, and if Beast can figure out anything about it, he might attempt to look under the altar (if its just sitting there or bolted/secured to the floor)
Str Check: 1d20 + 4 ⇒ (19) + 4 = 23


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

Sighing, Bud casts detect magic and then enters the room and moves toward the pool. "It looks like we are not going anywhere until we fully explore this room. I'll start by examining the pool then the altar and anything else magical in here."

Will Save: 1d20 + 3 ⇒ (6) + 3 = 9
Kn: Arcana: 1d20 + 9 ⇒ (4) + 9 = 13
Spellcraft: 1d20 + 9 ⇒ (18) + 9 = 27

Oh boy! Maybe I can multiclass to paladin now.


male

Day 7, approximate time of day 11:00 am (turn 68), (turn 1 of 6) Location - The fifth level of the Dungeon

Wondering what is taking so long to deal with the disturbed Kobolds, Bud shrugs his shoulders and heads into the grotto,
When his second foot touches the ground within the chamber, he feels suddenly relieved of many troubling thoughts, and a sense of compassion for the loss the Kobold’s team suffered almost overwhelms him. He feels his face twisting into a warm smile, and begins to think that these kobolds deserve their moment in the sun.

All seems right, well, and good, to Bud, which is a bit more troubling than he is able to realize.

Beast Examines the Altar, which has a strange series of pictographs carved into the base, which is slightly oval shaped and stands about four feet off the floor. Made of solid stone, or so it appears, beast is fairly sure that he will not be able to lift the Altar, but as he examines it, he discovers a recess, toward the wall, and the pictographs begin to make sense to him

There are pictures representing a stick figure like individual, wearing armor and carrying a sword, who looks like she is suffering various conditions, then the pictures seem to indicate that the altar will remove any bad thing affecting the stick figure hero, after an offering is placed in the recess at the back of the alter. On the side of the altar, just below the recess toward the back is the inscription

100 gp

When Bud sees Beast examining the Altar, he begins to remember something he once heard about Magic Altars in the “A” Dungeon

Bud’s Knowledge Arcana:
An Altar can undo Harmful effects that creatures sometimes suffer when drinking from the wrong pool or interacting with some monsters that drain a person’s strength or other physical abilities. They are also capable of removing Diseases, Curses, or other afflictions, including the sort of malaise associated with encountering certain sorts of life draining undead. Any Altar can produce one such “cure” upon activation: remove all diseases, remove all conditions, remove all curses (including removing the bond of a cursed item), restore all ability damage or drain, or remove all negative levels. To trigger an Altar’s effects an offering must be placed on the Altar. The value of the offering is usually marked legibly on the surface of the Altar.


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

Shouting to kolbolds, Bud grins "You have my sympathy for your loss today but you can always try and get them next time. We do need to clear up this issue with the passes though. The boss made the rules and they have to be followed. I need to see your pass to be here or your employee documentation or we will have to escort you back to the surface. There is a group down here we are looking for, a group of heroes that came down here without the proper documentation and we need to escort them out as well. Have you happened to see them?" Did we get a description of the group that I can give to them?

Bud then turns to the Beast, "You found an altar. What a blessing from the gods. They can be used to remove various ills from one, diseases, curses, conditions, negative energy effects. This might be useful. How much does this one cost to use? It should be written on there."


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)

Tofutee looks to the Un-drunk and back to the altar, to the beast and then over to the beast. " Huh so I guess the room gives off waves of Anti-grump. Hey while you go do that I'm gonna go look at this door over here."


male

Day 7, approximate time of day 11:00 am (turn 68), (turn 1 of 6) Location - The fifth level of the Dungeon

When Bud politely inquires about the Kobold’s current employment, they all point to a rather old looking Kobold, and they call this one Lenny
Lenny has our Dungeon Admittance Pass they all exclaim.

Yes I do, Lenny reaches into his shorts and takes out a thick card, with a ring clipped on one corner, and a small length of yellow rope dangling from the ring

He examines the card for a moment, and then scratches his neck, saying, Well I’ll be go to heck. It expired.

He shows the card to Bud, and bud can see a magical glowing red symbol on the corner opposite the ring and yellow rope. Below the symbol are red words that say in common

This pass has expired, please see an Its “A” Dungeon Kiosk to renew your pass and claim any rewards for your discoveries.

I suppose Lenny says with a smile, The proper thing to do is gather our belongings and head straight for the exit. I’ll be sure to mention to the kiosk attendant that the working monsters of Its “A” Dungeon are doing a bang up job of keeping the place in order, and doing it with such aplomb, I’m genuinely impressed. Albright boys and girls, get dressed, pick up the banners, we’re going topside to continue our celebration at Vaping’s Bar and Grill.

And with that the Kobolds gather their belongings and leave, not bothering to look back in your direction at all.


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

"They never answered my question about the heroes. Oh well. I'm sorry if I've been a bit of a grump lately, Tofutee. I haven't felt right in a long time." Bud then goes over to Tofutee as she examines the door and gives her a hug. "You're doing a bang up job, keeping us all safe from the traps. I really appreciate you."


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'm getting mental images of This when I imagine your character smiling and being generally nice Bud. It amuses me, I'm glad tofutee doesn't have fur. Though she will run for the hills if your break out the potato peeler.

tofuee concentrating on the door and absolutely not expecting her zombie grump of a teammate to do anything like hug her freezes like a startled goat when the beer pickled one does exactly that.
"Uh.. wha.. buh?..." The baconling responds completely caught off guard by a creature grabbing her that was obviously not interested in consuming her currently extra-delicious flesh. The scent of which was wafting through the air. It takes a moment for the small creature to find her voice but she does finally speak after an awkward pause and failing to hide a small blush. "It's great that your grump has been banished. But could you, just possibly, not do that? Possibly ever again? This is really weird, things don't touch me that don't want to eat me. Never mind that co-worker fraternization gets you, like, dipped in hornet honey and fed to the fractal bear feet first." The baconlings response being surprisingly calm and measured rather whirling around and eating most of buds face.

Being something like 30 pounds and the size of a small child Tofutee is just about the right size to be a startled goat to Buds human height. And Yes, the legendary fractal bear. The aBearration which has smaller bears in place of its limbs, which then themselves have repeating pattern of bear torsos with yet more bears for limbs.


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

Bud straightens up immediately when asked. "Of course, you are right. I should have asked permission before hugging you. I do apologize. I've suddenly got a craving for eggs and hash-browns though."


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

As beast examines the altar, things look different from the eyes of an animal, yet he does his best to explain it.

It is big round-but-flat stone, it has a farmer with tool on its side. beast then looks down at his own weapon, a piece of thick wood, with jagged pieces of stone and metal sticking out of it, and waves it in the air
Like dis thing. He seems sick, but then better?
Then Bud explains what an altar does.
Ahh. I knews that... It costs 1 stick and 2 eggs.
Yuuuummmm. Hashbrowns.
Beast is a vegetarian, a grazer in fact. Not that there is much grass down here ^-^


male

Day 7, approximate time of day 11:00 am (turn 68), (turn 1 of 6) Location - The fifth level of the Dungeon

Tofutee gives the side eye to the Strong Wooden door, but doesn’t spot any sign of a trap or a lock. A little strength applied to the door should open it right up.

As soon as you can open the door, roll a d20, Table II. C. “Space beyond Door Is”


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

Bud 2.0 walks up to their furry new friend and slaps him on the back, "I know I'll never be open that door but I'll assist you in doing so, though you probably don't need my help."

Str Aid: 1d20 ⇒ 16


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

Beast looks at the door, then a small smile shows on his face
I get to be useful!
So beast goes over and looks at the door a bit, then slips his fingers through the crack between the door and the floor, very strong and dextrious fingers finding purchase. Then he yanks. Hard.
Str Check: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
But the door doesnt move...
Beast gets a little touchy that the door seemingly didnt want to budge so he yanks again.
1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Only to have a piece of wood come flying off of the bottom of the door and beast sent flying onto his backside! Now hes visibly mad, and he grabs the door with both hands, giving a mighty heave.
1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Still nothing! then Beast decides to try and push...
1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Door slides open gracefully... Beast is fuming...
If that is all ok, I spent a good minute wrestling with the door. I dont know if Buds Aid another roll works for all of them, but if not then the final roll is still a 23 :)


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 big guy over here looks like he could rip the door off no sweat. but I suppose I-" tofutee says looking to bud and back to the beast as they begin to pull. A crowbar in her hand
*CREAK*
" Perhaps we coul-"
*groan*
"Hey you could this handy dand-"
*POP* *snap*
"Ok. I'll just wait till your-"
The baconling then taps her foot as she waits.

Tofutee looks from the beast and Bud over to the crowbar and rope she had pulled out then back to them.
"Alright Fuzzy you get a pass but old guy has this not become a thing yet? We've got a pulley and crowbar, putting that much work into opening a door is silly.Anyway lemme go hammer a spike into that so it doesn't close on us." The baconling informs as she violently presses a button on the oddly lumpy pull which immediately springs into the form of a hammer. She then pulls one of the iron spikes out of her pack and does precisely as she said.


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

"I know, I'm sorry Tofutee, but the Beast here was enjoying himself so much I didn't want to stop him. Next time though we can use your gear. I promise." Bud then smiles at Tofutee with a please forgive me look on what's left of his face.


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)

Tofutee looks confused for a moment tiny wheels and overworked middle aged hamsters working in her mind. She gives the human-ish? a second look before shrug.
"Yeah.. fine whatever. Just lets get out of this room. Oh and before you leave you might want to try the water over there. Apparently it makes you more appealing or something like that."

Tofutee is enraged. Bud used Nice. Tofutee flinched. Tofutee is confused. Tofutee's anger fizzled. Tofutee flees the conversation


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

Smoke still faintly wisping out of Beasts ears, he turns to Tofutee and asks What dat? pointing to the tool in her hands, then becomes amazed as it changes shape into that of a hammer Woa! Cool. I try dat next time? Beast asks as he walks into the next room, and as he passes the door, he gives it a hearty puch, just for good measure.
BANG!!

That just made me wish I could pound in nails with my bare fists ^-^
That would be cool. Might have to get myself a Forge Fist sometime ^-^


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

"Thank you very much Tofutee. I'll make sure and get a drink and then join you in the next room."

Bud then waves to Tofutee and walks over to the pool and takes a drink.

Ability: 1d6 ⇒ 2
How much: 1d3 + 1 ⇒ (3) + 1 = 4

Bud strolls into the next room and trips over a few pieces of the door and tumbles and comes up on his feet.

"I don't know if I'm move appealing now, but I do seem to be a bit looser sorta like someone oiled my old joints."


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

Beast looks at Bud for a moment
A-peeling? like apples? I dunno, you look da same to 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)

I find it great that the pool just gave us all bonuses that we are not very likely to use. Well bud will likely enjoy the bonus to hit on ranged attacks. so it isn't all bad.

Tofutee glances to the pool somewhat confused "Alright. Well this room is weird. We should go through this door." The baconling suggests as she turns to head that way, quite happy to escape the strange room.
"Oh right, so fuzzy you ought to stay back from me a bit so I can do my work. Sneaking and detecting traps are jobs both made harder by other folks tromping around close to me."


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

Beast looks slightly confused for a moment, furrrowing his brow. But I is quiet? (the door he pounded a moment back still swinging on its hinges)
Ok. I stay with dis guy here. Beast looks over at Bud and gives him a heartwarming Smile and sits down next to him (or follows him at his side, if you are moving somewhere), then starts humming a bit.
Hes not very quiet...

Bud you get +1 deflection bonus to your AC and +1 resistance bonus to your saves, and half of any damage you take gets sent to me, for 4 hours or 35 feet away :)
Also, I dont know. I am sure the extra Cha would do wonders for Beast. I mean, just look at how handsome he is!


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

Bud nods to Tofutee and turns his head towards the Beast, "She is right you know, it can be dangerous when she's looking for traps. Sometimes they go off. I'm not familiar with that tune. You'll need to teach it to me sometime."


male

Day 7, approximate time of day 11:10 am (turn 69), (turn 2 of 6) Location - The fifth level of the Dungeon

When the Kobolds have all cleared out, and Beast has opened the one door in this grotto, Bud decides it is time to taste the waters of the pool, and then strangely, he feels a bit lighter in his steps.

Beast, Tofutee and Bud look around the grotto, admiring the serene setting, and notice that Praink is no where to be seen, then they all remember the door that was opened, and as a group they all poke their heads around the frame to see what lies beyond

It is a small room, and in the center of the ten foot by ten foot space there are nine small sacks pilled neatly on the floor, and sitting on the top of the sacks is…

A Medium Wondrous item: 1d100 ⇒ 56

A Beautiful leather headband, with the image of rolling waves pressed into the leather, and dyed with blue colors of many shades.


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)

tofutee frowns as she looks at the pile of loot. She then rapidly pulls out her crossbow and shoots one of the bags.
Thock: 1d20 + 9 ⇒ (5) + 9 = 14
" Alright so I'm going to go poke that with my stick for a bit just to make sure it isn't trapped. But this looks promising, kinda like that room way back when we went down here first."

Tofutee then walks over to and examines the bags, the surfaces of the room and any exits for dangerous traps.
Looky!: 1d20 + 14 ⇒ (14) + 14 = 28


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

Just thought of a conundrum. If Beast goes with you, he is not very quiet, or careful. but If Beast stays behind, he cant protect you...
Not that either of you know about his protective abilities yet :)

Beast watches as Tofutee shoots one of the bags, again he is confused. However he is starting to accept that Tofutee just does things that make no sense to him and just watches as she pokes around. Beast then goes into the room (about 5 feet into it) and sits down, and continues to watch Tofutee.

Which room is this on the map? The top left one? And am I that lizard looking icon?


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)

time to roll some dice.

which first 1= magic: 1d2 ⇒ 1

Percep door1: 1d20 + 14 ⇒ (7) + 14 = 21
Well that is a failure there. Looks like the magic trap is going to hit Tofutee in the face.


male

When Tofutee begins to examine the door, careful, at first, for fear of triggering a trap, she keeps her hands a good safe distance away. When she has studied it long enough, she decides it's time to try and find the opening mechanism, but when she touches the door, a magic spell is triggered...

Tofutee must make a Will, the DC is 17


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)

Tofutee walks up the first stone door. frowns for a moment and seems to nod. " Well, this one definitely looks safe."
Will?: 1d20 + 1 ⇒ (14) + 1 = 15


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

Beast continues to sit on the floor, humming to himself, just inside the room and watch Tofutee as she continues to do those things that make no sense. Its a door. Dont you walk through doors?
As such he gets a front row seat for when Tofutee touches the door and...

Also, mind moving me to G15 on the map when you can? thats about where I would be sitting :) Thanks.

Beast also responds to Bud at some point, Is called Ol' Mcdonald had a farm. Is kinda difficult but I is sure I can teach He says, continuing to smile at beast and its an especially charismatic smile this time!


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

"I see. What did Mr. McDonald grow? Did he have animals? Do you know the kind of buildings he had? I know a great use for barley and hops."

That doesn't look right. Maybe I should have cast detect magic first to protect my friend. Need to remember that next time.


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

Not much. but he had a cow. and a pig. and a duck, and other animals. what do you use barley and bunnies for?
Good thing I got Bud, who is in the back protected, and not Tofutee, who is up front with all the "dangerous" things covered. Wait, I should probably change that...

Dare you to listen to the whole video... I got through about a minute and a half :p


male

Day 7, approximate time of day 11:10 am (turn 69), (turn 2 of 6) Location - The fifth level of the Dungeon

A wave of shimmering and cascading colors washes over Tofutee, and right before Bud’s and beast’s eyes she is transformed into something else.

Where Tofutee once stood, now stands a creature, about the size of a dog, well, maybe an overweight dog. It is furry, with a wide broad head, whiskers, and soulful eyes.

Tofutte is now a…

For the sake of this campaign setting, this spell (and I am doing more homework on it now, but, *sheesh* it’s complicated) does not alter the mind of the individual – Tofutee is aware of her transformation, and can speak normally in this form. She cannot walk upright, but she gains the “improved Overrun,” “Surprising Charge,” and “Charge Through” special abilities


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)

Tofutee the wombat sighs as she feels the effect take hold. She turns to her allies and wrinkles her nose in annoyance. The soulful eyes looking up to her now much taller allies.
"Well. I'm shorter now, also feel like eating large amounts of grass. Which is weird as previously the only things I craved was the flesh of formerly living creatures... and perhaps a pickle on the side. I have very cute paws right now. Seriously though do either of you have a mirror I want to see what I just sprung on myself, as I'm obviously not dead this is likely one of those "Wish you were dead" traps some of my sisters would talk about."


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

Beast watches Tofutee change right in front of his eyes, and he is shocked at first which quickly gives way to a gruff Haw haw haw! You looks funny! Dere is a pool out dere that you can use. An aint grass good?
Beast looks around, as if looking for something. He has a disappointed look on his (still) ruggedly handsome face.


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

"Oh no! That's unexpected. Hmmmmm. I'm sorry this happened to you Tofutee. Can I give you a hug?" After receiving an answer and either hugging her or not, Bud starts thinking. "Let me examine you please with my arcane senses and see if I can figure out what happened to you......Oh wait! Maybe the altar can fix you! I'll need to go back and see." Bud casts his detect magic and studies Tofutee 2.0 and then runs back to the altar to see if it will cure this condition.

Kn: Arcana: 1d20 + 9 ⇒ (18) + 9 = 27
Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10


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)

Tofutee, who had nosed opened her fallen pack and extracted a steel mirror snuffs sadly at her state. "... You know what, sure. I could use a hug being a furry.. pig-dog thing with semi-opposable thumbs. I'm somewhat confused as to what I should do with my life now." The former baconling snorts once and nods to the looming beast and the drunk pickle.
" It'd be nice if I could go beat something up. Also I'm going to need one of you two to hold my stuff until I have proper grabbing mitts again. Hrmm... got any magic that can resize things? Or I dunno perhaps help me tie my armor off to this body like some kind of leather cape? I'd feel better that way. Beast why don't you hold onto the Anytool for now. and possibly everything else I have. Also those bags of loot."


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

Beast can carry a metric ton of stuff ^-^ his light carrying capacity could probably hold you both (346lbs)
Sure small one, can do.
Beast agrees, happy to be told what to do. First he picks up your pack and the anytool and slings them over his shoulders, maybe stuffing anything that doesnt fit into either his own backpack or bandolier. Next he takes hold of your chainshirt and his strong but a little rough hands resize it and drape it over your body, fastening it on the bottom.
Dere. Comfy?

After fiddling around with getting Tofutee ready until she is comfortable he then uses his club and starts poking the bags of loot, imitating what tofutee did, not that he understands why you do it, he just figures thats what you are supposed to do. Assuming nothing weird happens he then picks up the sacs and looks inside.

Lets see. 1: does anything happen when I pick up/handle the loot? 2: what is in the bags? 3: I figure that tofutee can wear the armor kind of like a doggie shirt, that good? 4: Tofutee, is there anything specific you want to keep on you? 5: what additional stuff am I carrying?


male

Bud examines Tofutees current condition, his knowledge of the craft of spells doesn’t give him any clues to the nature of the affliction, but his understanding of arcane effects hints to him that the effect is most likely permanent. He looks back over his shoulder at the Altar once again.

Beast collects Tofutte’s discarded gear, and throws the pack over one shoulder, and then he moves back to the sacks on the floor in the small room. He prods at one of the sacks, notices that it behaves sort of like a sack should behave, if it were filled with coins. He looks in the sack and sees silver and gold coins. He begins counting the bags, starts over, and then starts over again, and then gives up, certain that there is a lot of money here, oh and a pretty leather head band.

Tofutee, will you use the Altar, or continue through one of the stone doors, assuming beast will open one of them?


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

one. Two. Three. Uhhh...
One. Two. Uhhh..
One... Lots.
Dere are Lots of shiny rocks here!

Beast then sticks the pound of coinage in the shared luggage on his back (unless one of you protest, and want to carry it yourselves) and takes the headband, offering it to Bud. Here. Keep da beer outa your eyes.
Next Bud will pull out Tofutee anytool and gleefully turn it into a polearm, then forcefully jab the cursed door.

If the curse does not transfer through objects:

Content that he wont be harmed as long as he avoids direct contact, Beast then reforms the anytool into a crowbar complete with a shoulder guard and plants it into the ground under the door and giving it a mighty heave with his shoulder. (attempt to forcefully break the door (break DC 18) disable divide is for more finesse creatures then Beast :p)
Strong Check: 4 + 2 + 20 = 26
time: 1d6 ⇒ 1 rounds.

If the curse does transfer through objects:

Uh oh...

I may hold off on the spoilered action if Bud or Tofutee want to do something first (like go to the altar).


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)

Tofutee snuffs once as she adjusts the shirt slightly before making the wombat equivalent to a nod.
" Yeah, that works. Thanks fuzzy. And yeah, if you could carry that pile of stuff we found that would be great. I'm somewhat lacking in the hands department right now."

As said before I'm willing to give this whole 'character is a wombat' thing a roll. Tofutee as a character would likely be fine with paying for the removal of this curse. She likes her own body and all its stuff after all. I as a player though would like Tofutee to suffer the penalties involved for at least a little bit. Tofutee the Combat Wombat is simply too amusing to waste on something like being in an optimal body shape for actually fighting things.


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

Bud moves over to Beast as he is counting. "Here let me help with that." Bud then says a few arcane words and does a few gestures and the coins rattle around and are suddenly shiny. I always thought Prestidigitation would count coins for you, but that's not in the discription. "Thank you for the headband. Let me see if I can figure out what it does. This may take a few minutes."

Spellcraft: 1d20 + 9 ⇒ (18) + 9 = 27


male

Day 7, approximate time of day 11:10 am (turn 69), (turn 2 of 6) Location - The fifth level of the Dungeon

Beast prods the Stone door on the right, as you enter this small room (so the door that is on the west wall) and seems satisfied that whatever it was that affected Tofutee has now been exhausted.

After fidgeting for a bit with the strange foldable tool, Beast finally manages to shape it into something he thinks will be useful, and putting his shoulder into the effort he pops open the door

Okay, first a Stone door is a lot harder to break, or force open, than a Wooden Door, but keep in mind that a Door that is trapped/Locked will open normally, it is only Doors that are not locked or trapped that are stuck in the shut position. Now we need someone to roll for what is on the other side of the door, “Space Beyond Door Is” Table II. C.

While beast forces the door open, Bud examines the leather headband.

Bud:
You can tell that this is an “Enchanted Headband of Great Fandom,” a not altogether rare item, usually stylized to show that the wearer is a huge fan of some popular sports team, musical style, or local hero. It is well know that these headbands will make the wearer more popular, generally speaking, but it is not clear to you if it is because the headband actually improves the wearers charisma, or if it is simply because the wearer thinks that it does. This is a +4 Headband of Charisma


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)

tofutee snuffles once and turns around to see the furry one busting down the door.
"Hey-WAI.. Bah never mind. Anyway let me go in and see what there is to see. Might not hands right now but I can still be sneaky." The wombat brags as she assumes her native wombat sneaking stance and moves forward.
WITNESS MY LEGENDARY WOMBAT STEALTH!: 1d20 + 15 ⇒ (13) + 15 = 28

tofutee moves forward and scouts.
WOMBA-Vision!: 1d20 + 10 ⇒ (12) + 10 = 22


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

"Hey Tof... oh never mind you are busy putting your life on the line for the rest of us. It can keep. Let me see if I can help." Bud then moves over to the door and puts a hand on the Beast ready to give him a push should Tofutee need rescuing.


male

Day 7, approximate time of day 11:10 am (turn 69), (turn 2 of 6) Location - The fifth level of the Dungeon

Tofutee rushes into the room, stealthily, as soon as the door is open, and is immediately confronted with her mortal enemy, bacon loving alligators.

Luckily, she isn’t spotted immediately, but the Alligators may notice her before she can attack

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

!?!

The combat Wombat has the drop on these Alligators!

Tofutee, Bud, and Beast can take a surprise round action

Initiative: 1d20 + 1 ⇒ (4) + 1 = 5

DM Notes:
Crocodile (Alligator) Medium sized AC 14 (+1 dex, +3 size) t 11, ff 13 | Init +1, p +8 | hp 16 (2d8+6) | f +5, r +4, w +1 | s 20, Melee Bite +4 (d6+3 plus grab), and tail slap -1 (d8+1) | space 5, r 5 | Str 17, dex 12, con 17, int 3, wis 12, chr 2 | BAB +1, CMB |


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

"That's a lot of teeth be careful in there! Let me help you." He then makes a gesture and a ray of acid shoots out at the monster and hoses down it's side, burning it horribly. "There goes the boots."

Acid Jet: DC 15: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 3d6 + 3 ⇒ (2, 3, 5) + 3 = 13 Sickened Failed Fort: 1d4 ⇒ 1 Rounds

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I would like to begin a search for two or three special players.

These players should be interested in creating third level characters who will join the existing game,

Its “A” Dungeon, Too: Campaign Info

The characters will be “monsters” and will join the team of monsters tasked with finding and expelling from the dungeon a party of “good” characters.

The character creation guidelines described in the original recruitment thread for “It’s “A’ Dungeon, Too,”

Its “A” Dungeon, Too, Recruitment

will be used, with the following modifications

We have a Cleric, and a player who is interested in changing out their current character for something new.

The party must have a

Cleric
Fighter
Rogue
and
Wizard

SO I would like to ask interested players to consider, Rogue, Fighter, or Wizard, first please.

When those roles have been claimed, other character class options will be considered.

You will be given 1,500 gold to equip your character.

The rule “Exiting the Dungeon” has been rescinded
Would you like to join a random Dungeon generation adventure?

Now, here is a special request – the player or players interested in participating in this game should understand that this is an unusual format. The game itself is created by the active participation of the players, rolling dice in the discussion thread is how we create the Dungeon. You should want to be a part of that activity, if not, the game will suffer in the long run.

Dark Archive

Interesting proposal! I'd like to manifest my interest on filling the Fighter shoes :)


I may be interested in a kobold rogue. Any chance of letting me be a snare setter? It is from the kobold book.


adsapiens - work up an alias if you think this is something you would like to participate in, just take a moment to see if it is something you want to be a part of. the game really depends on player participation, more than anything else

Nohwear - From what I know about the Snare Setter, you might find it isn't going to be very interesting to use those skills in this kind of adventure. But, I'm open to the idea

Thanks for showing interest.

I don't expect an intense posting rate from anyone (I'm a slow poster myself), but participation is key.

Dark Archive

With the rules and everything, I thought a Drow Cavern Sniper would be a cool "monster character". :) if you'd prefer the fighter to stay something more tanky, then I could come with a different concept ;)


Oh, no, anything is a go, as long as it sticks to the core character class restrictions.


Well, our Cleric just decided that with four other players MIA from this game, that he too would drop, as it was a good time (he is in other games, and Good Luck to him there!)

So now from 6 players, I am down to 1, and waiting to see if that one will stick with this.

I'd like to keep the concept alive, and will entertain an entirely new group of monsters, of the basic four classes listed, and any other players interested

Starting experience will be half way between level 3 and 4 on the fast track


Hrmm... So question some questions.
I did not see rules for the monster races, but I saw some custom ones.
So what can I do racewise?

Second would an archetype that gets me most of the rogue flavor be enough for me to fill the 'rogue` slot? If so i would like to use the vivisectionist archetype alchemist to pick up sneak attack.
Thinking a bleachling gnome or goblin flavored as a derro halfbreed. Hits the mad alchemy flesh warping heritage of derro and nets me pretty much everything I need from the rogue.
Grab any missing skills with traits.

If not would you consider the vicious opportunist
Rogue option? Probabaly stick with the same race concept though might tweak it once I hear more on the rules for that.


For some reason, I really want to make a Minotaur character. Perfect for a dungeon crafter. Probably a fighter, but could make an interesting wizard or cleric.

The question is if I should build him from the race creator rules, or translate the monster stat block into racial traits.


*looks again*
Ah, there are the race rules. Right under my nose.


Thanks for showing interest!

Movin - the thing to keep in mind here is that overly thought out builds are more likely to be disappointing (in the long run) than keeping things as simple as possible, because the creation of the dungeon, the very adventure itself, lacks a lot of depth, the enjoyment then, in my opinion, comes from the randomness of the thing, and not from the complexity of a successful build. Basically, I'd like to see four classic character classes (filled by "Monster" types) and if I can get those four filled there is room for other, more unusual characters.

Caorann - Hey, you look familiar ;)A Minotaur Fighter would be a great idea, particularly if you built the Monster yourself and kept the size to medium instead of large (A Miniminotaur?)


*chuckle*
So a simple class concept with something amusing attached.

how about an albino vegypygmy rogue that smells like bacon.
Delicious highly edible bacon.
in a dungeon full of underfed monsters.


Can we call her "Tofutee"


Oh, and since the "good" player characters seem to have become obsessed with Nachos, bacon seems completely reasonable


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Can't forget the leather. bacon and leather.
*conspicuous glance*
Better be careful lest we summon that crazy midget from the other place heaven knows what the insane no-bold would do in here.

Hrmm.. do Vegypygmy have genders? well I guess they keep some of what they start out with from their host.
Sure lets call her Tofutee, the bacon tofu rogue.
Or Tafuu the bacon ninja.
A failed experiment of a certain lich in order to cure world hunger.

I mean it worked but the lichen designed to serve as a perfect substitute for most food (great flavor,high in protein, chock full of vitamins) gained sentience and started to take over the laboratory it was created in.
Its still down there somewhere, growing and twisting as it ages.
Curing into something more.

Tofutee is one of the more recent victims of the Bacon mold (same as the russet mold but delicious and smells of bacon). It'Dupree kept it around to serve as both a disposal system and a source of sustenance for her menagerie of hungry monsters.


Howdy again. I'm playing in three of your games and having a blast, why not make it four? I'd be interested in playing a wizard, but I don't know what monster race I'd choose yet. Once I pick a monster to use as inspiration, I'll build an equivalent with the race builder. How many RP? 12 like for Manny?


Terquem wrote:


You may create a race using the Race Builder rules of the Advanced Race Guide with the following guidelines:

14 Race Points
4 Racial Traits

You must be of Evil Alignment

Characters will be generated using a 20 point buy system, no stat to be less than 8 after application of Racial Modifiers.

*shifty glance*

I glided right over the link for it that Terquem gave.
So I'm just gonna leave this here...


Oh and by they way, this recruitment is now open to at least four new players if anyone else is interested.


Maybe he can be the runt of the litter :)

Minotaur:

Monstrous Humanoid - 3
Specialized (+2 str, +2 Con, -2 Int) -1
Powerful Charge - 2
Fast -1
Gore - 1
Skiled (Perception, Dungeoneering) 4
Hardy -2

How's this?


Looks great. I'd love to have you, but hold off on making an alas until we get a few more interested players, this might end up being a wash


Just bumping this again to see if we can get enough interested players.


what core classes are you still missing?


Fighter and rogue have applied. He had a cleric, and I think still does. That leaves wizard, then people able to play whatever they want.

I'd be into this as a fun diversion playing a mountain dew elemental,but I've never been one for evil characters. I prefer 'guilty with a story'. All the same, I'll give this a gentle shove.


Actually, the cleric also skedaddled. So... more options!


Thanks Hotaru, that was nice

But, it is starting to look like I am not going to find enough interested players


By my count we have five, do we not? Or at least 5 interested.


Yes, if everyone who posted in this thread wanted to pay, seriously, we could launch

Oh, and Hotaru, the evil in this adventure is mostly for comedic effect, as the "monsters" are only evil to be the anti party searching out the "good" party

And I would like to ask interested players, would you prefer launching a whole new game thread, instead of keeping the old one going from where it stopped. I know i'd rather start a new one myself


@ Terquem
Go right ahead, just drop us a link to it here.
And the archetype of much suffering indentured minions to an insane lich with Megalomania seems attractive to this kind of 'Evil'

@ players
I'd like the rogue option as it makes a large amount of sense for a creature that smells like delicious bacon to have good skill at fleeing effectively.
Though if someone else wants the slot I can likely create a casty type (I just play them a lot)


There are three things really holding me back mentally from joining in. Maybe it carries over to the others, and I'm still interested, despite those three things:

1: It is a setting that is already going. This is really minor, especially when you realize the world has -always- been going without you there, after all, your character wasn't born at the beginning of the cosmos... however, as a player, people tend to like to be there at the beginning.

2: Evil alignment requirement. This is pretty bad for me, as I've never really -played- evil. Yeah, I could totally open my mind to that, but I usually try to play characters to expand my mind. The problem with evil, is that the only part of evil I can really understand is 'control' and 'selfishness' and 'anger', and... I don't really care to have a better understanding of those things.

3: Class requirements... but only until you have a core group filled out. This will actually cause an interesting problem, I think: Folks won't want to join until they can play that thing they want to play, which means you have to get four people first. Then you'll have a flood of people interested, if you haven't already reached the point where people don't really look over it.

You've already suggested you could remove number 1. Number 3 is only a problem in that not everyone wants to be a wizard... and wizard is all that's available. Number 2 probably isn't a problem at all for most people.

All that being said... I'm still thinking about playing A Mountain Dew Cleric for the party, healing wounds with thirst-quenching goodness. Could also go Wizard just as easily... and I've got a high probability for sticking around. :)


I'm interested in taking the wizard slot, but I'm still looking at monsters to see which ones jump out at me in terms of inspiring my choices with the race builder.


Thank you for sharing those thoughts, those are great points.

I think this incarnation of this game would feel brand new, and will have a new, all its own game thread

I sort of see these monsters as evil in the sense of being the sort of henchmen Dr. Evil would have, dedicated to getting the job done, even if there don't know exactly what that job might be

Character classes are a tough sell, but I am going to stick to it

A cleric of mountain dew, a bacon scented rogue, gong after a party that is obsessed with nachos, is everybody here skipping lunch or something?

Also, the complete random nature of the adventure means actually finding the good player characters would be next to impossible, so the game becomes more about developing your characters and the group dynamic


Racial Crunch:

Outsider (native) (3 RP)

A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Such ties can be important for qualifying for other racial abilities, but it's not required that a native outsider be tied to another plane. A native outsider race has the followings features.

Native outsiders have the darkvision 60 feet racial trait.
Native outsiders breathe, eat, and sleep.

Small (0 RP)

Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

Flexible (2RP)

+2 Dex and Wis

Hydrated Vitality (3 RP)

Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type.
Benefit: Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Cold Resistance (1 RP)

Resist Energy 5 Cold.

Swim (2 RP)

Swim speed of 30 feet, and +8 to swim checks.

Terrain Stride (1 RP)

Ignore nonmagical favored terrain in water.

Elemental Vulnerability (-2 RP)

Fire deals half again as much damage.

Amphibious (2 RP)

Breathe both air and water.

Racial Fluff:

Stupid humans ruin everything. Even water. You know how hard it is to find good, crisp, clean water nowadays? Ask their corn crops.

It used to be that clean water dripped down from the mountains into raging rivers. Now, even that has artificial sweeteners... and corn syrup in it... even some of the elementals down in the dank dark dungeons are filled to the brim with corn syrup. What's worse, now that they've grown addicted to the stuff, they can't even manage to go home!

Well, at least there's work they can do. Heck, just add a bit of water, and they can keep even the toughest monsters hydrated. Just... don't let them get a direct taste. Turns out the little things are incredibly tasty. We've had to put down a few dozen Minotaur after they had their first sip.

I liked the idea of going along with the food theme :P It helped that the stupid humans and their fields full of corn could help... ahem... flavor the fluff.

Do you still want us to stat them as level 3? What do you want me to do for a god and domains? What about spontaneous healing, what with being evil?


So we might have

Moving - a rogue
Sarapadian - a wizard
Hotaru(?) - cleric
Sawyer masonjones(caorann) - fighter

And Tenro, who played slugg in the previous game, may come back with a new idea

Edit - I like that work up Hotaru, really interesting, but will you be alright with the random tables having only very small chances to generate water areas? (They are on the tables, not easy to roll, but they are there)

I'll answer your questions tomorrow


Might as well roll with the theme.

Yeah I was imagining these guys as about as evil as the monarchs minions (of the venture brothers cartoon). Not really evil, just got a well paying job from some person that happens to be evil themselves.
Or yanno in this case trapped in a never ending dungeon and made to act as custodians.

@Sarpadian, you could make a stealthy race and call it the darkness, in order to run a wizard and cast magic missiles.
All we need now is a cheeto golem to chase around.


By the way, there really hasn't been anything revealed to indicate that the lich baroness It'Dupree is actually evil


I'm interested in joining up. Not sure what you need to begin with. I was considering an Arcanist as it's a spell caster I haven't played if your allowing the advanced class guide. If not I can create something for whatever role is needed to be filled.

Would an undead race be allowed?

It may take me a day or two to create a character as work keeps my free town down somewhat now.


Well she was a blue blood politician, likely even before she became a lich. I don't think that leaves her much room on the Evil-o-meter.
Best case she is an evil chess master who treats pawns that she likes well.
(least thats what I can see becoming rumor on a Politician lich.)

Back on topic though I would still want to use the Opportunist archetype for my bacon rogue if such a thing is permitted. I find it makes my life significantly easier as a sneaky character and means I need to do less gymnastics on getting sneak attacks.

Also The Delicious weakness for those of use made out of something savory.

Delicious wrote:
(–1 RP): Ghorans take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.

That is if Terquem is alright with such a concept, Though it does seem a weak penalty for such a thing. Perhaps a Morale bonus to hit/grapple for opponents in some instance or another?


I don't know anything about the advanced class guide, but I could look into it. I suppose an undead race would be allowed, as we had one (a created undead monster race) in the last game

Oh and once again, does everyone understand how the dungeon is created?


helpful quotes on creation process.:

Terquem wrote:


The Dungeon I have revised, edited and modified, “Appendix A” of the Dungeon Master’s Guide (Advanced Dungeons and Dragons, First Edition copy, 1979) to be, in my opinion only, more compatible with the Pathfinder rules, to include such things as Door Types, Dungeon Features, Lock and Trap Difficulty Classes, and more. There are Seven tables (I through VII), and most tables have sub tables, a-z. Table IV has been Reserved, that is it has been changed from its original purpose, and is held "not defined" for future use. Rolls for the creation of the Dungeon will be done, please, in the Discussion thread. Questions and Clarifications about the Dungeon should also be handled in the Discussion thread.
Terquem wrote:


The most often used table, is Table I, the Periodic Check
We roll on this table at the beginning of any turn when there is an unexplored section of the dungeon available.

Table I Periodic Check (d20)
Die Result
1-8 Continue straight – No Change (check again this table after 60 feet)
9-11 Door – go to Table II
12-14 New Passage – go to Table III
15-17 Chamber – go to Table V
18 Dead End – Secret Door? (d20, 1-5) if Yes, go to Table IIe
19 Straight 60’ with Trick/Trap – go to Table VI – occurs in 10’ section (d6)
20 Wandering Monster – go to Table VII

Yep.

@Trawets, You would need to figure out something to reduce the race points by 2 in order make the race (as you get a total of 14 points to play with.) due to the undead race costing 16 points to use.


See. Told you that as soon as you filled in the 4 basic slots people would show more interest ;)

And yeah. I know going with an aquatic race will never be 'win'. It just seemed like a cool idea to be at an advantage in water when... playing a sugar-filled water elemental.

And I'm gonna go with the name 'Misty' :p


Now we just need to finagle them into picking junk food based monster races to fit the theme.
Hrmm... but tofu isn't junk food even if it tastes like bacon.
A conundrum.

Meh.


But if it's used as the primary ingredient in making deep fried Tofu Cheetohs? :P

I think we're destroying the DM's dreams.


For the minotaur, I think I will go with a reflavored viking fighter (more berserker than raider)

Tenative crunch:

18/16/15/6/10/10

HP 34
AC 22 T 12 FF 20
CMB +7 CMD 19
F 6 R 3 W 1

Class Features: Fearsome, Shield Defense
Feats: Shield Focus, TWF, Improved Shield Bash, Power Attack, Impaling Charge
Skills: Intimidate (2) 5, Survival (1) 6
Equipment: Mwk Agile Breastplate, Mwk Heavy Spiked Shield, Mwk Longsword, Mwk Warhammer, Fighter's Kit, Longbow 144gp

Attacks:
Longsword/Warhammer +8(7) 1d8+4(6) 19-20x2 S/ 20x3 B
Gore +7 1d6+6 20x2 PB (+9(8) 2d6+6(9) on charge + free grapple)
Shield Bash +7(7) 1d6+4(6) x2
Fullround +6(5)/+5(4)/+0(-1) 1d8+4(6)/1d6+4(6)/1d6+2

Also, new minotaur traits:

Monstrous Humanoid - 3
Specialized (+2 str, +2 Con, -2 Int) -1
Powerful Charge - 2
Fast -1
Gore - 1
Skilled (Survival) 2
Hardy -2
Frenzy -2


Hrmm... deep fried tofu cheeto golem?
Maybe we can have it attack the good guys with some back up in the form of several Grits cubes.
Leaving them an awkward taste of corn in their ears for months.

Also, what dreams? Don't you know GM's forsake those in the forbidden ritual of game mastering?

@Caorann Awesome, I'm going to need to actually figure out what my race does soon.
I'm not sure if I want to just give it a pile of natural attacks and be done with it or not.


I suddenly recognize what I've been doing wrong the whole time I've been a GM. I knew of no such ritual.

Also, could easily go the Merciful Healer Archetype. It forces the character into positive energy channeling. And I like the 'brutal' channel energy heal they get at 8 :P


Thanks everyone!

Hotaru – Yes the Characters for this game should be created to be 3rd level (max hit points, we will roll for hp starting at level 4). You should have experience points that put you half way to level 4 on the fast progression table. And 1500 gold pieces for starting equipment. Spontaneous casting and Channeling - Yes that is often a bit of an impediment for Evil Clerics in this kind of game (where the premise would be that a group of characters most people would consider to be “evil” are working together for a common goal that isn’t necessarily a bad thing). So, if it isn’t too much of a stretch to believe, I would allow the Cleric of this party to be Neutral, and be teamed up with the Evil monsters more because of the Clerics nature (being a monster herself, and being in the employ of the Lich baroness) and avoid the handicap of being saddled with channeling negative energy and being forced to select inflict spells for spontaneous casting (I wish I had thought of this the first time around, as the first game’s Cleric was really trying to be helpful to his party, but often couldn’t be). Or you could go with the Merciful healer, as you suggested, I’d like to work with you to find a place where you are happy with the character.

Movin – I’d like to see the full monster creation work up you have in mind for your “bacon scented” vegepygmy. Did you already post it and I missed it?

Caorann – take a look at the character creation guidelines again, you might need to adjust your ability scores a little to avoid the Intelligence of 6 your worked out. I like the Smaller Minotaur build, very efficient and a good fighter build

Also, thanks Movin, for posting those informative spoiler bits. However it pointed out something important. The reference document we will be using (it is a word document and I will post a permanent link to it at the top of the page when I open the game threads) has gone through some revisions and is now at revision 6. Mostly I shifted the entries in the tables up and down to try and create a sense of consistency, low rolls create things that are not so good for the player characters while high rolls tend to produce things that are better (and by better in some instances that means a greater chance of getting experience points, even if that means a harder encounter).

The new Periodic check looks like this

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.

And some tables have been changed slightly.

I am opening a new campaign for this game so I hope that everyone who wants to play can find something to keep their interest and we have something fun to look forward to. The campaign information thread will have all the pertinent rules, plus a handy flow chart that shows a condensed version of the Appendix “A” document so you can get a feel for how it will be used.

I don’t expect a regular posting rate from anyone, once a day is great, but if you skip a day (as I often do) that’s not a problem. If you know you are going to be away for a few days just let everyone know with a post in the discussion thread. I’m not planning on quitting this site any time soon, so you can expect me to be around, even if things slow down.

Sorry for the wall of text, are there any new questions, or did I miss a question from anyone?


Misty Prominence:

10/16/14/10/16/14
HP 30
AC 20 T 13 FF 17
CMB +2 CMD 15
F 5 R 4 W 6
Darkvision 60ft, 20ft Move, 20ft Swim.
Vulnerable to Fire. Cold Resistance 5.

Class Features: Positive Aura, Channel Energy 2d6 5/day, Healing Domain, Spontaneous Cure, Combat Medic, Merciful Healing(Fatigued)
Feats: Selective Channeling, ???(Open to suggestions)
Skills: Heal (1) 7, Know Arcana (1) 4, Know Religion (1) 4, Profession Culinary (3) 9, Spellcraft (3) 6, Swim (+8 Racial -1 ACP) 7
Equipment: Mwk Agile Breastplate, Mwk Heavy Steel Shield Cleric's Kit, Masterwork Morning Star, Javelinx5, 351 gp in shiny rocks.

Attacks:
Morningstar, +3, 1d6, x2 crit, Bludgeoning or Piercing
Javelin, +5 hit, x2 crit, Piercing, 30ft range.


I've decided on a monster to base my character off of--the Contemplative. I'm not sure how to work in junk food, though. Maybe he carries around Smarties and tries to get people to eat them so they can be as intelligent as he is?


Dark Contemplative:

Type: Monstrous Humanoid (3 RP)
Size: Medium (0 RP)
Speed: Slow Speed (-1 RP)
Ability Score Mod: Paragon [-2 STR, -2 DEX, -2 CON, +4 INT] (1 RP)
Language: Dark Contemplatives begin play speaking Common. Dark Contemplatives with high Intelligence scores may pick the following as bonus languages: Abyssal, Aklo, Dark Folk, Necril, Terran, Undercommon, and Vegepygmy [Standard: 0 RP]
Illusion Resistance (1 RP)
Resistant (2 RP)
Shadow Magic (2 RP)
Constant Spell-Like Divination (3 RP)
SLA, Greater (Telekinetic Charge-4 RP)
Light Sensitivity (-1 RP)


I like the telekinetic Charge SLA :)

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