World's Largest Dungeon Dive

Game Master Nairb the Grey

Delve into the World's Largest Dungeon

WLD Map
WLD Loot Tracker - Credit Zurne


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Wait what? I didn't even know I was supposed to post. Sorry.


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My internet's back and you're gonna be in trouble.
Hey now, hey now, the net is back!

Yay, I have internet at home now and can use my PC instead of updating on my phone...so nice to have a full keyboard to use.

Anyways, that is all. :)


I will you guys RP it out, but so you all know from a status point, Zordlon was at -4 when he was healed, so the CLW brought him up to 3. He is still hurting pretty badly. Zurne took 8 damage lowering him to 1 hp, and then was healed for 7 also, so he is 1 point shy of full.


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I will you guys RP it out, but so you all know from a status point, Zordlon was at -4 when he was healed, so the CLW brought him up to 3. Zurne took 8 damage lowering him to 1 hp, and then was healed for 7 also, so he is 1 point shy of full.

You guys resolved the combat very quickly, so even though they were hitting hard, it could have been a lot worse. Well done.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

Guess who has been in the hospital with the flu since the 6th. Haven't really caught up yet, just sending a quick msg while borrowing a friends tablet. Still interested in playing but will be out until Wed.

Hope you all are doing much better.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Damn, that sounds bad. Glad you are up to posting and hope you feel a lot better soon!


Glad to hear you still exist, 10 days in the hospital can't have been pleasant. Feel better, we'll be here.


@ Taani's question: I just realized there v is grey and then there is grey. That's not super helpful, lol.

The fog of war (translucent grey) is not represented on the map, it is an ooc artifact of the game I mean to use to help orient you. The blocks of solid grey stone where the map is blank is represented on the IC map.


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Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Ouch, heal up, Sayarisha.

I'll try to start up a Loot Tracker for the group soon. On my to-do list.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Thanks Zurne!

And thanks for the heads-up Nairb...


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Hope for speedy recovery!


Byung-He stands ready to follow!


Zurne wrote:

Ouch, heal up, Sayarisha.

I'll try to start up a Loot Tracker for the group soon. On my to-do list.

That's great, Once you have the tracker up and running let me know and I will add it to the campaign info.


1 person marked this as a favorite.
Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Ok, this is pretty darn basic. I will try to get around to making tabs for individual players, but this is it so far!

WLD Loot Tracker


Thank you Zurne this is extremely helpful.


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

I've seen someone include links to the GM posts where the loot was found, helps with keeping track. I added a column, but have no idea how to link the post. I also added our Wand of Burning hands to it, but I think it's mostly going to be used to fight swarms, so our milage may vary. Does anyone even have it on their spell list?


You can link to a specific post using the syntax indicated when you click on the new link from the forum listing page.

For example, if I wanted to link to a specific post in this thread I would copy and paste the URL created when I clicked on new to see your message zordlon:

https://paizo.com/campaigns/v5748p75ivjyv/discussion&page=4#165

And then change the page and post numbers (the 4#165) to whatever I need it to be to go to the specific post.

This means you have to figure out what post number the post is unfortunately...so it is a bit manual, but that is how you do it.

Link to a random post of yours by way of example.


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

Oh, easy enough then.

Also: Woo, think I got it first time (Or not at all if the DC is 29+)


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

Hello again, all! As I said before, I'm back and ready to be a continuing player in our game.

Is there anything that my character needs to do to explain her absence during the events that we have missed?


Nah. You are good. Not any easy explanation.


Sayarisha explanation


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

Just waiting on Unbeugsam to head down the hallway, as I'm in eat a trap and die range (given how powerful of traps weve seen so far)


Given how powerful the traps you have seen are so far almost everyone is in eat a trap and die range. That acid arrow was 2d4 for 2 rounds...4-16 damage with an average at 10 pretty much is a one-hit knock out in a trap.

I'll have an update soon for Zurne (I think?) checking the south door...work is kind of crazy today.


Don't worry I have a decent amount of healing to keep peep alive so long as there is at least 1 round for me to get to them.


The disintegration trap doesn't show up for a few more doors, so you should be fine. :)


*Makes a sacrifice of Omega-3 to the almighty Nairb the Grey to spare his comrades and take him instead.*


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Oh, I see how it is, DHA-betrayer!


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

Sayarisha, I don't meam to be rude, but can I not be the first person you cast those on if I'm going to be opening doors? 2 spells x5 people and a 1 min duration mean that pretty much as you cast the last spell it's worn off on the first.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

Sure but I was thinking that it would benefit you most to be first because you could then immediately take advantage of the spells' benefit while you were going ahead of the rest of the party.

In what order would you suggest I cast those spells on? I'm always open to suggestions to enable me to best benefit the party.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Huh. I hadn't even noticed. Good points, both of you!


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

I had a further thought. If the GM is in agreement, we could assume that she casts her spells on that group of characters in the order that benefits them most, with Durnhold being the last.


If you guys want to define essentially out of combat spell casting macros I am fine with that. Especially when it comes to cantrips and orisons.


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

Life blowing up right now, will post tomorrow


Okie Dokie...thanks for letting us know.


Sayarisha, if you have detect magic going you are looking at a DC 16 knowledge arcane to identify the school of the aura on the ring and a DC 17 spellcraft to identify the properties of the ring. It will need to be in hand to make the second roll as it requires a close inspection. The aura identification you can do from up to 30' away though.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

After the area is free from black mold, Sayarisha puts on a pair of gloves before picking up the ring to make what determinations from it she can.

She casts Guidance and Resistance on herself then Detect Magic on the ring itself.

While under the effects of her magic, she approaches the ring to study it.

Knowledge Arcane: 1d20 + 9 ⇒ (7) + 9 = 16

Spellcraft: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

Just a couple thoughts about the rations the characters are about to recover.

1. If all the food is loaded on the donkeys and we lose the donkeys (Heaven forbid!) all the food will be lost.
2. Leaving some of the food behind with discouraging words risks losing what is left behind but maybe a better move in the long run.
3. There might be other things we find in the future that we might need to store on the donkeys, I believe the donkeys have a weight limit.

I'm thinking that half the food goes onto the donkeys, with half left behind as backup/emergency food.

Thoughts? Comments?


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

That sounds good to me


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Sorry, been away with poor net service...


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

I agree with that plan. We can even barricade a room, or make fake black mold out of charcoal (?)


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

I do not have a better idea!


We are coming up on 2 months real world time since you guys entered the dungeon proper...I want to take a beat to get feedback because this is the first time I am DMing a heavy dungeon play by post. The pace has been MUCH slower than I am used to from APs as a player and a DM.

The pace of posting is fine, to be clear. It's just that in a dungeon every movement and action has to be spelled out pretty clearly because of the constant danger of traps and choices of paths to take. In an above world AP the DM can abstract a lot of the between encounter scenes pretty easily to keep things moving along. I have been struggling to do that here.

So, all that to say, how do you feel it has been going? As the DM, is there something you wish I was or wasn't doing that would make the game go smoother?

I am here to help empower us all to have an enjoyable rp experience...so please let me know if you have any feedback. Thanks!


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

I'm enjoying how things are going, and I'm sure at some point we'll find someone we can talk to. As a character, I wish I was level 2 for trap spotter, which would let me not be as worried when going down hallways, but as a player it's amusing to me


I think I'm realizing now how slow this is going to be in a dungeon crawl format and I'm not sure its best as a PbP. I love the idea of playing a game of WLD but as a pbp I find myself with little to contribute atm and not wanting to be the one to go open doors to push the game forward as it'll get me killed. Though at this pace maybe I should just do it anyways xD.

In summary I am a bit frustrated with the pace but like the game. I'd be willing to let the DM make basic assumptions to do those pushing the party forward posts as we stick together and move.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

As a player, I am sometimes worried that our characters are too low level for this dungeon. However, I appreciate our GM's efforts to make this whole adventure better balanced in light of our characters' abilities and I have confidence he will continue to make it challenging but not totally devastating.

Overall, I am enjoying this game and I also look forward to our characters discovering more interactive encounters which will enable them to reveal more of themselves and bind themselves together as a team. Also, I appreciate the role-playing of the majority of my fellow players and I expect to see more of the nature of their characters as the adventure develops.


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

I think we're actually effectively a higher level then we are supposed to be, given a level 1 pathfinder character is = a level 2 3.5 character roughly.


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

No complaints here. Pbp is often slow, and hey, not bad to have character development in a game that doesn't provide any real emotional story hooks or anything.


Was working on an update tonight guys, but life is busy at home and I ran out of time. I will have to get you one tomorrow.

1 quick thing though, I realized when checking my notes that I made a small mistake that it is not too late to retcon, and fixing it now is less work than trying to force the map to work with the way it would be if I just moved forward.

So, I said previously the darkmantles left the room through the southernmost door, which was left open...switch that. The northern door was left open...the trail leads to that door. That is the one Zordlon is inspecting.

Okay, update tomorrow morning, promise.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

I'm fine with the pacing, if anything the post rate is a little high given my several other games don't post so much. But the pace itself is ok. One of the PbP guides out there has said that doors can be the deadliest foes to a PbP. Dungeons are hard to pace and without RP can be staid and lacklustre.

I'm with Byune-He - apart from a few cantripy type tricks, Taani has little meaningful to offer beyond some skills and the odd punch or kick.

Moslty I'm still trying to find a gel for our characters - losing our kobold and wild-child mixed with the early RP in the town gave the adventure a strange choppy stilted start - now we have moved on but are really mostly strangers to each other. Hopefully the bonds of war will out and we will learn each others strengths and weaknesses, penchants and foibles in time before we die.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

The slow pace is ... not that nice, but on the other hand if I check and I see 30 updates this is something I dread too.

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