The World's Largest Dungeon ... part one

Game Master Mina Seewicket

A large party of mostly an Half-Orc family has been asked to conquer the vastness of a dungeon in order to become the leader of the clan. Players should be able to go from 1-20 level in this campaign based on the World's Largest Dungeon books.


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M HUMAN, MOST DAYS SOLDIER 4/DAD 4/GAMER 17/HUSBAND 7/

all things ooc are to be directed here...


M 1/2 Orc Cave Druid

are there going to be 2 in game post forums?


Male Aasimar Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

I second Dhrek's question :-)


Male Half-Orc Summoner 1
Quote:
I did take cave Domain...what do you see wrong?

I think we are talking about two different things. I think you think I'm talking about the cave druid form the advance player guide. I was talking about the cave domain in ultimate magic. By your stats you appear to have taken the earth domain.


M 1/2 Orc Cave Druid

The cave domain is a SubDomain of the earth domain. It replaces parts of the Earth Domain, nothing has kicked in yet from the cave domain, that starts at 2nd level. (where I get a different domain spell)


Male Half-Orc Summoner 1
Dhrek Ghawn wrote:
The cave domain is a SubDomain of the earth domain. It replaces parts of the Earth Domain, nothing has kicked in yet from the cave domain, that starts at 2nd level. (where I get that I can walk through rubble, and squeeze with no movement penalties)

It doesn't look like a subdomain.

Edit: That's because we are both still talking about two different things.


M 1/2 Orc Cave Druid

I mis-spoke...I re-looked it up and that was wrong ability...that from cave druid class. Sorry If i confused you

Earth Domain
Deities: Abadar, Torag.
Granted Powers: You have mastery over earth, metal, and
stone, can fire darts of acid, and command earth creatures.
Acid Dart (Sp): As a standard action, you can unleash an
acid dart targeting any foe within 30 feet as a ranged touch
attack. This acid dart deals 1d6 points of acid damage + 1
point for every two cleric levels you possess. You can use
this ability a number of times per day equal to 3 + your
Wisdom modifier.
Acid Resistance (Ex): At 6th level, you gain resist acid 10.
This resistance increases to 20 at 12th level. At 20th level,
you gain immunity to acid.
Domain Spells: 1st—magic stone, 2nd—soften earth and
stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone,
6th—stoneskin, 7th—elemental body IV (earth only), 8th—
earthquake, 9th—elemental swarm (earth spell only).

Caves Subdomain
Associated Domain: Earth.

Replacement Power: The following granted power
replaces the acid resistance power of the Earth domain.
Tunnel Runner (Su): At 8th level, you can move through
tunnels and caves with ease. Activating this ability is a
standard action. You can move across any stone surface
as if under the effects of spider climb. You can also see very
well in darkness, gaining darkvision out to a range of 60
feet. If you already possess darkvision, extend the range
by 60 feet. While underground, you also gain an insight
bonus equal to your cleric level on Stealth skill checks
and an insight bonus equal to your Wisdom modifier on
initiative checks. You can use this ability for 1 minute
per day per cleric level you possess. These minutes do
not need to be consecutive, but they must be spent in
1-minute increments.
Replacement Domain Spells: 2nd—create pit*, 3rd—
spiked pit*, 6th—hungry pit*.


M 1/2 Orc Cave Druid

so if I understand subdomains right I should get

Earth Domain (Caves Subdomain)
Deities: Abadar, Torag.
Granted Powers: You have mastery over earth, metal, and
stone, can fire darts of acid, and command earth creatures.

Acid Dart (Sp): As a standard action, you can unleash an
acid dart targeting any foe within 30 feet as a ranged touch
attack. This acid dart deals 1d6 points of acid damage + 1
point for every two cleric levels you possess. You can use
this ability a number of times per day equal to 3 + your
Wisdom modifier.

Tunnel Runner (Su): At 8th level, you can move through
tunnels and caves with ease. Activating this ability is a
standard action. You can move across any stone surface
as if under the effects of spider climb. You can also see very
well in darkness, gaining darkvision out to a range of 60
feet. If you already possess darkvision, extend the range
by 60 feet. While underground, you also gain an insight
bonus equal to your cleric level on Stealth skill checks
and an insight bonus equal to your Wisdom modifier on
initiative checks. You can use this ability for 1 minute
per day per cleric level you possess. These minutes do
not need to be consecutive, but they must be spent in
1-minute increments.

Domain Spells: 1st—magic stone, 2nd—create pit*, 3rd—
spiked pit*, 4th—spike stones, 5th—wall of stone,
6th—hungry pit*, 7th—elemental body IV (earth only), 8th—
earthquake, 9th—elemental swarm (earth spell only).


Male Half-Orc Summoner 1
Dhrek Ghawn wrote:

I mis-spoke...I re-looked it up and that was wrong ability...that from cave druid class. Sorry If i confused you

Yeah just saw that.XD


Male Half-Orc Guide Skirmisher Ranger 1

Checking in.


Male Half-Orc Fighter 1

Dotting


Winter Witch 3

I am here as well.


M Half Orc Rogue/1

I'm here as well. A special thanks to Jangis who initially posed a 1/2 orc and then followed with a good background story. I think this 1/2 orc family adventure will allow us to easily add texture to the role playing. I think it is nuances like this that can make PbP come alive.


Winter Witch 3
Glawng Ghawn wrote:
I'm here as well. A special thanks to Jangis who initially posed a 1/2 orc and then followed with a good background story. I think this 1/2 orc family adventure will allow us to easily add texture to the role playing. I think it is nuances like this that can make PbP come alive.

Agreed, but a little variety and spice to the mix helps it feel more organic.


M Half Orc Rogue/1

@ Anna.
Looking forward to our Half Breed adventure. (I can hear Cher in the background.) Just thought the family aspect gave an immediate hook. I also like the fact we have a good mix of sexes and ages. Can't wait to meet you and your raven in game. See you soon.


Winter Witch 3

I just need to run into someone, or find out who is cooking meat on a spit or a hearty stew to meet up.


M Half Orc Rogue/1

@ Anna
Did you get an answer as to which advancement rate we will be using?


Winter Witch 3
Glawng Ghawn wrote:

@ Anna

Did you get an answer as to which advancement rate we will be using?

No, I have not.

I will assume the fast track, until it is posted.


Dotting for ease of finding.


Male Half-Orc Guide Skirmisher Ranger 1
Glawng Ghawn wrote:
I'm here as well. A special thanks to Jangis who initially posed a 1/2 orc and then followed with a good background story. I think this 1/2 orc family adventure will allow us to easily add texture to the role playing. I think it is nuances like this that can make PbP come alive.

Thank you very much! I'll be honest, I'm now tempted to keep making Ghawns for future PbP just to keep the dream alive.

And, to start off with a proper family call...

GHAAAAAWWWWWWWN!!!!!!!!


Male Half-Orc Fighter 1
Jangis Ghawn wrote:

Thank you very much! I'll be honest, I'm now tempted to keep making Ghawns for future PbP just to keep the dream alive.

And, to start off with a proper family call...

GHAAAAAWWWWWWWN!!!!!!!!

You know that you are going to run into a BBEG named Kirk now right?


Male Halfling Empty Handed Monk
Jangis Ghawn wrote:

GHAAAAAWWWWWWWN!!!!!!!!

GHAAAAAWWWWWWWN!!!!!!!!


Winter Witch 3

I just need to run into someone, or find out who is cooking meat on a spit or a hearty stew to meet up.

Hint, Hint.


Male Half-Orc Guide Skirmisher Ranger 1
Groltsch Ghawn wrote:
Jangis Ghawn wrote:

Thank you very much! I'll be honest, I'm now tempted to keep making Ghawns for future PbP just to keep the dream alive.

And, to start off with a proper family call...

GHAAAAAWWWWWWWN!!!!!!!!

You know that you are going to run into a BBEG named Kirk now right?

Where do you think I got the name?

All right, yeah, the other Khan.


Winter Witch 3

I believe once we enter the dungeon, we should establish a marching order/formation.

One formation that is single file and the other a 2 by 3 formation.

and the full casters should coordinate their spells, both for using allied caster and filling gaps that are missing.

an example of the 2 by 3 would be (with movement direction)

/|\
| Glawng - Jangis
| Anna - Jamroar
| Grandma- Zierka


M Half Orc Rogue/1

Since we are going into a dungeon, we will prob be encountering a lot of doors and such. If the casters have it, it would be nice to have detect magic by at least one prepared to warn me about magic trapped doors. Also Mage hand can come in handy for poking things at a distance. I have a 10 foot pole, but the longer reach could come in handy. Don't know if any of you have them prepared.


Winter Witch 3

Sorry but those are not prepared

Spells Currently prepared

Spells Prep:
Level-0:

Light
Ray of Frost
Stabilize
Level-1:
Cure Light Wounds
Icicle Dagger[UM]


Winter Witch 3

From my profile

Spells:

DC = 10 + INT + Level + 1 (Cold)
Level-0: 3 slots * Unlimited use
Level-0: 1 + 1(INT)

Spells Prep:
Level-0:
Light
Ray of Frost
Stabilize
Level-1:
Cure Light Wounds
Icicle Dagger[UM]

Spells Known:
Level-0:
Bleed
Dancing Lights
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Ray of Frost
Read Magic
Resistance
Stabilize
Touch of fatigue
Level-1:
Chill Touch
Cure Light Wounds
Enlarge Person
Icicle Dagger[UM]
Obscuring Mist
Reduce Person
Youthful Appearance[UM]


M HUMAN, MOST DAYS SOLDIER 4/DAD 4/GAMER 17/HUSBAND 7/

we are going with the slow xp progression. reading from the tome, the writers say that you would be level 8 by the end of the first map if normal progression takes place. they were saying that i should keep track of kills and what not and after killing 20 orcs, you dont gain xp anymore from them.
instead, i think that the slow progression in xp will fine, but if everyone isnt at the apropriate level for the next stage, ill adjust xp progression.


Male Half-Orc Wizard 1

This is the wizard. I always have Detect Magic prepared. It's just too useful not to have.

This is what he has prepared at the moment.

Cantrips (DC 15) 3 per day
Detect Magic, Ghost Sound, Acid Splash

Level 1 (DC 16) 4 per day
Grease, Color Spray, Enlarge Person, Silent Image

I figure that's two attacks, one distraction and one time where I make a front line fighter Large to demolish a larger encounter through AoO and the reach.


Winter Witch 3

What spells do you have in the Spell book?

Look at my post above Dewn Mou'tain to get an idea.

We should has some Identical spells for allied caster boost and spells to fill any gaps or ones we can not learn (I can not learn fire spells)


Male Half-Orc Wizard 1

My Spellbook:

Cantrips: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Spark

First level spells: Grease, Mage Armor, Color Spray, Silent Image, Enlarge Person, Feather Fall, Burning Hands, Protection from Evil

I didn't get Icicle Dagger because if I'm in melee, I'm going to die.


Winter Witch 3

The ones we currently have in common are:

level-0:
Dancing Lights
Detect Magic,
Detect Poison,
Light,
Mending,
Message,
Ray of Frost
Read Magic,

level-1:
Enlarge Person,

prepared wise; none


Male Half-Orc Wizard 1

Obscuring Mist is good; I can easily see picking that one up. Also, I could make scrolls of my spells and you could teach them to your familiar. Isn't that how the rules work? I haven't played a witch yet and I don't have any of my books handy.


Winter Witch 3

That is one way to do it.


Male Half-Orc Wizard 1

It might take a coupe of days once we find a secure place to camp, but I'm all for it assuming the GM doesn't mind.


Winter Witch 3

I'll have to wait a level or two to get craft scroll, so you can get some of mine, but my list has both divine and arcane spells and I can not learn any fire spells.

Maybe we should go for wands?

And as A group, I do think a marching order/formation will be necessary.

And as I think we should plan out which spells we get when we level up, so we can fill in the gaps and use the Allied caster feat to its fullest. This should also apply to Grandma and Zierka.

Every time, I speak in character, I can not help but use Helba's voice from dot hack.


M Half Orc Rogue/1

Still new to Pbp. Any idea the proper bbcode to use when you have two differerent skill bonuses?

e.g. I have a +6 in perception but +11 when looking for traps or secret doors.
Is there a way do write this so that there is only one perception roll that takes both into account? or do i just do two seperate rolls?


Male Halfling Empty Handed Monk

As far as I know, there isn't a way. You could always just type your bonus for traps after your normal roll. 1d1 + 6 ⇒ (1) + 6 = 7 +11 vs traps

That roll would be a 12 to find traps for example.


M Half Orc Rogue/1
Dric "The Quarter Orc" Ghawn wrote:

As far as I know, there isn't a way. You could always just type your bonus for traps after your normal roll. 1d0+6 +11 vs traps

That roll would be a 12 to find traps for example.

Thanks Dric I think I will use the later idea. Dosen't seem right to have two separate rolls.


Winter Witch 3
Glawng Ghawn wrote:
Still new to Pbp. ...

Well, your not the only one who is new to PBP.


Male Half-Orc Fighter 1

DEWN: There is someone ready to replace TCG as the healer for camp 1. Take a look in the recruitment thread for details. I am guessing we should get him in sooner rather than later.


M Half Orc Rogue/1

I'm trying to see if Bobson who wanted to craft a Hospitaler Paladin would be interested in joining group 2. Could use the extra muscle.


Winter Witch 3
Glawng Ghawn wrote:
I'm trying to see if Bobson who wanted to craft a Hospitaler Paladin would be interested in joining group 2. Could use the extra muscle.

Agreed, as Camp 2 is caster heavy

So Bobson, what race are you going to make your Paladin?
could use a little more variety in the races department.


M HUMAN, MOST DAYS SOLDIER 4/DAD 4/GAMER 17/HUSBAND 7/

now would be a good time to reeval party structure and shift people around. once you cross the threshold, each party is on its own.


Winter Witch 3

Me and Jamroar Ghawn, get along, I slightly dislike Jangis for his racial poke.
(still in character, Jangis could provide some good RP though)


Male Half-Orc Fighter 1

CAMP 1
Groltsch "the king" Ghawn, Fighter
Dherk "mushroom" Ghawn, Cave Druid
Dric "the 1/4 orc" Ghawn, Monk
Gromor "gopher" Ghawn, Summoner
Basil "Kettering" Ghawn, Barbarian
Rulgha "late to the party" Ghawn, Oracle (Life)

CAMP 2
Jamroar "silent" Ghawn, wizard.
Anna "not-so-Ghawn" Bridgette, 1/2 Elf Witch
Zierka "chaka" Ghawn, Inquisitor of Pharasma
Grandma Ghawn, Oracle (seer)
Jangis Ghawn, Guide Skirmisher Ranger
Glawng Ghawn, Rogue
Bobson "touch me" Ghawn? Paladin (hospitaler)

Is there anyone that has not checked in to the game?
I haven't seen Basil Kettering in game yet.
Anyone want to swap out or are you happy with the camps as they stand?


M Half Orc Rogue/1

I like the listing as shown.


Winter Witch 3

I agree


M Half Orc Rogue/1
Anna Bridgette wrote:
I agree

@ Anna

Looks like you and I are somewhat hyper posters. :-)

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