Halls of the Infinite Moment

Game Master tom_thiessen


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Tucked away in the hinterlands of the Lost Coast, a small village known only as Cusp winks in and out of existence.

Here, time is fluid, and doesn't always move in one direction. Many are the stories of adventurers trapped inside the nearby dungeon complex, never to be seen again.

The chronomasters wreak havoc with timelines, uninterested in the chaos they create.

The crater holds the dungeon complex, where adventuring parties can collect a fortune-keeping it may be problematic, as the current leaders of Cusp have taken their positions through backstabbing, thievery, and outright murder.

Dark Archive

Okay, nice story, caught my interest....

System? Character build guidelines? Size of party? Deadlines? Also, do you actually have an infinite dungeon in mind? Is this, um, a module or...?


Atlas2112 wrote:

Okay, nice story, caught my interest....

System? Character build guidelines? Size of party? Deadlines? Also, do you actually have an infinite dungeon in mind? Is this, um, a module or...?

System: Pathfinder 1E

Build Guidelines: anything I can find in the srd it's probably golden; level 1, max gold
Party Size: 4-6
Deadline: haven't really given it much thought...unless I get an avalanche of applicants, I'll give it 2 weeks before I close the door on this.
Module: LPJ Infinite Dungeon - Halls of the eternal moment


I'll put in for a fighter.

Is this point buy, or 4d6less1


Alfred Redhill wrote:

I'll put in for a fighter.

Is this point buy, or 4d6less1

4d6, drop the lowest die. Arrange as desired.


4d6 - 1 ⇒ (1, 5, 5, 2) - 1 = 12
4d6 - 4 ⇒ (6, 4, 6, 6) - 4 = 18
4d6 - 1 ⇒ (6, 4, 5, 1) - 1 = 15
4d6 - 2 ⇒ (2, 3, 4, 3) - 2 = 10
4d6 - 1 ⇒ (5, 4, 1, 3) - 1 = 12
4d6 - 3 ⇒ (4, 5, 3, 3) - 3 = 12


What level are we starting at/expected to go to?


I’m intrested. I’ll put together a character

4d6 ⇒ (3, 6, 4, 4) = 17 = 14
4d6 ⇒ (1, 6, 4, 3) = 14 = 13
4d6 ⇒ (1, 4, 4, 1) = 10 = 9
4d6 ⇒ (6, 6, 4, 4) = 20 = 16
4d6 ⇒ (4, 2, 1, 4) = 11 =10
4d6 ⇒ (4, 5, 2, 6) = 17 = 15

I can work with that...


4d6 ⇒ (3, 6, 3, 1) = 13 = 12
4d6 ⇒ (4, 4, 6, 1) = 15 = 14
4d6 ⇒ (6, 2, 6, 6) = 20 = 18 Whoo Hooo!
4d6 ⇒ (3, 1, 5, 3) = 12 = 11
4d6 ⇒ (3, 6, 2, 3) = 14 = 12
4d6 ⇒ (2, 2, 2, 6) = 12 = 10

Thinking...:

STR 18
DEX 12
CON 14
INT 10
WIS 12
CHA 11

Go Dwarf
+2 CON, WIS -2 CHA

Character to follow...


Dαedαlus wrote:
What level are we starting at/expected to go to?

Start at 1, right now the material goes to 5. I can always create more dungeon levels for as long as everyo e wants to play.


Recently one of my long-term games ended abruptly and this looks like it would be fun! My luck with dice rolls isn't the best, but here goes.

4d6 - 1 ⇒ (5, 3, 1, 6) - 1 = 14
4d6 - 4 ⇒ (4, 4, 6, 6) - 4 = 16
4d6 - 2 ⇒ (2, 5, 4, 5) - 2 = 14
4d6 - 2 ⇒ (4, 2, 3, 6) - 2 = 13
4d6 - 1 ⇒ (6, 1, 2, 6) - 1 = 14
4d6 - 3 ⇒ (4, 3, 5, 5) - 3 = 14

Wow, not bad. Even got an 18 in there if I hit it with a racial adjustment. A concept I've been knocking around in my head for a healer build:

Spoiler:

NG Male Human Oracle (Spirit Guide) 1 of Pharasma
Str 14, Dex 13, Con 14, Int 14, Wis 14, Cha 18
Mystery: Life Mystery
Curse: Wasting Sickness
Revelation: Channeling
Feats: Selective Channeling, Skill Focus (Kn: Religion)

The intent is to take Eldritch Heritage for a raven familiar at 3rd, mostly for flavor since as it stands we'd only be going to 5th and the build doesn't call for Improved Familiar until 9th (nosoi psychopomps are neat-O) but should we continue past 5th, he would go into the Holy Vindicator prestige class at 8th for a little pseudo-tankiness and cool channeling powers for punching demons and undead (he is SUPER anti-undead; Pharasma and all).

If you require a detailed backstory, I have one prepared for him that I can PM to you. I can also post here in a spoiler if that's easier, but it does deal with events from the Curse of the Crimson Throne campaign so I'd hate to give away any story stuff from that (if you are also unfamiliar with the AP, let me know and I can write up a more vague, spoiler-free backstory).


Apoc Golem wrote:
NG Male Human Oracle (Spirit Guide) 1 of Pharasma

Looks pretty good. I know Crimson Throne, so it's all good.


Rolling for possible worthwileness.

4d6 - 1 ⇒ (3, 1, 4, 3) - 1 = 10
4d6 - 1 ⇒ (1, 5, 1, 1) - 1 = 7
4d6 - 2 ⇒ (4, 2, 4, 6) - 2 = 14
4d6 - 1 ⇒ (1, 6, 1, 3) - 1 = 10
4d6 - 3 ⇒ (6, 3, 4, 6) - 3 = 16
4d6 - 1 ⇒ (4, 2, 3, 1) - 1 = 9

...10 point buy. Yeah, that's about right for me rolling dice.


4d6 ⇒ (3, 5, 2, 3) = 13 11
4d6 ⇒ (3, 6, 4, 2) = 15 13
4d6 ⇒ (5, 3, 4, 3) = 15 12
4d6 ⇒ (6, 3, 5, 1) = 15 14
4d6 ⇒ (3, 4, 2, 5) = 14 12
4d6 ⇒ (1, 6, 6, 6) = 19 18

Well, I've certainly had worse. But also had better. :P Let me think upon what to do.


4d6 ⇒ (4, 1, 4, 4) = 13=12
4d6 ⇒ (4, 3, 5, 3) = 15=12
4d6 ⇒ (2, 4, 5, 1) = 12=11
4d6 ⇒ (5, 3, 6, 4) = 18=15
4d6 ⇒ (3, 2, 5, 5) = 15=13
4d6 ⇒ (4, 6, 1, 5) = 16=15

I think I'll do an old school elven archer with the Dragonheir Scion fighter Archetype.


Hmm.... I like the endless dungeon crawl concept. Old school D&D!

4d6 - Lowest: 4d6 - 2 ⇒ (4, 4, 2, 6) - 2 = 14
4d6 - Lowest: 4d6 - 1 ⇒ (6, 1, 1, 4) - 1 = 11
4d6 - Lowest: 4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
4d6 - Lowest: 4d6 - 1 ⇒ (2, 3, 1, 6) - 1 = 11
4d6 - Lowest: 4d6 - 2 ⇒ (3, 2, 5, 3) - 2 = 11
4d6 - Lowest: 4d6 - 4 ⇒ (4, 4, 4, 6) - 4 = 14

Not great numbers but I've seen worse. I don't see a Witch on the list yet. Maybe.... Ratfolk OK??

Background skills?
Traits?


Think I'm going to withdraw my interest. I did a bit of Infinite dungeon a while back, and didn't find it really offered what I look for in a game. For those that do find it appealing, I wish you best of luck, and a great game!


Hmm... Would item crafting be viable? I'm considering a build based around it.

4d6 - 2 ⇒ (3, 2, 5, 3) - 2 = 11
4d6 - 1 ⇒ (5, 1, 4, 1) - 1 = 10
4d6 - 1 ⇒ (2, 5, 1, 2) - 1 = 9
4d6 - 2 ⇒ (4, 2, 2, 5) - 2 = 11
4d6 - 2 ⇒ (4, 2, 6, 5) - 2 = 15
4d6 - 1 ⇒ (5, 3, 6, 1) - 1 = 14

Or... not. 13 point buy. Not as bad as Trinam, but ouch.


AGM Lemming wrote:

I don't see a Witch on the list yet. Maybe.... Ratfolk OK??

Background skills?
Traits?

Background skills: We'll stick with the standard skill system.

Traits: 2. I haven't developed any campaign traits, so the sky's the limit here.


Skelatox wrote:
Would item crafting be viable?

Yes. The dungeon entrance in the center of Cusp, which has built up an economy related to adventuring parties.


Lemming here with my Ratfolk witch alias. No history yet but the CS is mostly done. Let me know if you see any issue.


I have a build in mind that I wouldn't mind trying out...let me see if I can get the dice to play along.

Roll 1: 4d6 - 1 ⇒ (6, 6, 2, 1) - 1 = 14
Roll 2: 4d6 - 2 ⇒ (2, 2, 3, 3) - 2 = 8
Roll 3: 4d6 - 4 ⇒ (6, 6, 6, 4) - 4 = 18
Roll 4: 4d6 - 1 ⇒ (2, 4, 3, 1) - 1 = 9
Roll 5: 4d6 - 1 ⇒ (3, 1, 6, 1) - 1 = 10
Roll 6: 4d6 - 1 ⇒ (1, 1, 2, 1) - 1 = 4

Wow...18,14,10,9,8,4. That is some trash. I think that 4 effectively makes it a 9 point buy array.

Can we get a ruling on a point buy equivalent threshold where if it falls below that we can toss out the rolls and try again? Or if I could even keep everything but take another stab at roll number 6?

Retry Roll 6: 4d6 - 1 ⇒ (1, 2, 2, 5) - 1 = 9

I could submit a character with that last 9 instead of the 4.


Kubi Niss wrote:
Lemming here with my Ratfolk witch alias. No history yet but the CS is mostly done. Let me know if you see any issue.

Looking good


Nairb the Grey wrote:


Can we get a ruling on a point buy equivalent threshold where if it falls below that we can toss out the rolls and try again?

If you get 2+ rolls below 10, reroll everything.


Started a blog for game info.

Player Intro


I am good with that.

Roll 1: 4d6 - 2 ⇒ (3, 5, 2, 2) - 2 = 10
Roll 2: 4d6 - 2 ⇒ (2, 4, 2, 6) - 2 = 12
Roll 3: 4d6 - 1 ⇒ (6, 2, 1, 3) - 1 = 11
Roll 4: 4d6 - 3 ⇒ (5, 3, 3, 4) - 3 = 12
Roll 5: 4d6 - 1 ⇒ (3, 1, 5, 2) - 1 = 10
Roll 6: 4d6 - 1 ⇒ (4, 5, 5, 1) - 1 = 14

Okay...No longer have that awesome high, but dropped out all of the lows too. 10 point buy array, but it will do.

So my concept is a Shabti Bard that serves as face and knowledge/skill monkey. Would be taking the blank slate alternate racial trait for the flexible skill use once per day instead of all knowledge skills as class skills since bards already have that.

Shabti are an oddball race that you don't see much on the boards, so wanted to run it by you before I put a lot of time into the build.


Almost done with the character sheet. Are you allowing Drawbacks for an extra trait?


Apoc Golem wrote:
Almost done with the character sheet. Are you allowing Drawbacks for an extra trait?

Sure :)


Nairb the Grey wrote:

Shabti Bard

I don't really see anything wrong with it.

The only alarm bell was no -2 on any stats.

With your crazy-low rolls it should balance out.

Approved


2+ rolls below 10, reroll everything? Okay I'll give er a shot.

4d6 - 1 ⇒ (4, 2, 1, 3) - 1 = 9
4d6 - 1 ⇒ (6, 1, 6, 6) - 1 = 18
4d6 - 2 ⇒ (4, 2, 4, 4) - 2 = 12
4d6 - 1 ⇒ (1, 1, 2, 5) - 1 = 8
4d6 - 1 ⇒ (1, 5, 4, 2) - 1 = 11
4d6 - 2 ⇒ (6, 3, 2, 6) - 2 = 15

24 pb but there's a reroll...

4d6 - 4 ⇒ (4, 5, 4, 5) - 4 = 14
4d6 - 1 ⇒ (1, 4, 2, 2) - 1 = 8
4d6 - 2 ⇒ (3, 2, 3, 2) - 2 = 8
4d6 - 1 ⇒ (4, 3, 1, 1) - 1 = 8
4d6 - 5 ⇒ (5, 5, 6, 6) - 5 = 17
4d6 - 2 ⇒ (2, 5, 5, 4) - 2 = 14

20 pb... but ANOTHER reroll. Have I mentioned my luck is legendarily questionable?

4d6 - 3 ⇒ (6, 5, 3, 4) - 3 = 15
4d6 - 1 ⇒ (1, 4, 4, 1) - 1 = 9
4d6 - 1 ⇒ (6, 6, 2, 1) - 1 = 14
4d6 - 2 ⇒ (2, 4, 3, 6) - 2 = 13
4d6 - 2 ⇒ (5, 2, 2, 3) - 2 = 10
4d6 - 3 ⇒ (3, 3, 6, 6) - 3 = 15

21 pb, no reroll. Hm. One of these has to be good for something.


Interested.

4d6 ⇒ (1, 5, 6, 3) = 15 14
4d6 ⇒ (6, 4, 3, 4) = 17 14
4d6 ⇒ (4, 5, 3, 3) = 15 12
4d6 ⇒ (1, 3, 5, 1) = 10 9
4d6 ⇒ (3, 6, 3, 1) = 13 12
4d6 ⇒ (4, 1, 3, 5) = 13 12

Wow, that's...pretty mediocre. Might try a Skald.


Double ouch. Mine technically isn't a reroll. Time to try and build an above-average commoner.

Would you have any objections to me using one of the Aasimar variant heritages?


4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (2, 3, 5, 6) = 16 14
4d6 ⇒ (6, 3, 6, 4) = 19 16
4d6 ⇒ (2, 5, 4, 4) = 15 13
4d6 ⇒ (6, 6, 1, 3) = 16 15
4d6 ⇒ (3, 5, 2, 6) = 16 14

Grand Lodge

Apoc Golem with my super-fugly healbot, Dellan Karela!

(Note: Anybody who hasn't played Curse of the Crimson Throne should avoid reading his backstory for spoilers.)

Silver Crusade

4d6 ⇒ (6, 6, 5, 5) = 22 17
4d6 ⇒ (2, 2, 4, 5) = 13 11
4d6 ⇒ (6, 1, 1, 4) = 12 11
4d6 ⇒ (5, 2, 6, 6) = 19 17
4d6 ⇒ (6, 3, 4, 5) = 18 16
4d6 ⇒ (3, 6, 5, 2) = 16 14

I'm thinking an monk, a dwarf or elven fighter, or a full caster of some sort... likely spontaneous type.

Grand Lodge

4d6 - 2 ⇒ (5, 6, 2, 6) - 2 = 17
4d6 - 1 ⇒ (1, 3, 4, 5) - 1 = 12
4d6 - 1 ⇒ (4, 1, 6, 2) - 1 = 12
4d6 - 1 ⇒ (6, 5, 1, 2) - 1 = 13
4d6 - 4 ⇒ (4, 5, 5, 4) - 4 = 14
4d6 - 2 ⇒ (3, 6, 2, 5) - 2 = 14


4d6 - 2 ⇒ (6, 5, 2, 5) - 2 = 16
4d6 - 1 ⇒ (2, 5, 1, 2) - 1 = 9
4d6 - 4 ⇒ (5, 4, 4, 5) - 4 = 14
4d6 - 1 ⇒ (1, 4, 5, 3) - 1 = 12
4d6 - 1 ⇒ (5, 6, 1, 5) - 1 = 16
4d6 - 1 ⇒ (6, 4, 1, 5) - 1 = 15


Dellan Karela wrote:

Apoc Golem with my super-fugly healbot, Dellan Karela!

(Note: Anybody who hasn't played Curse of the Crimson Throne should avoid reading his backstory for spoilers.)

Looking good


Pharien wrote:

4d6 11

4d6 14
4d6 16
4d6 13
4d6 15
4d6 14

I'm thinking a gnome alchemist w/ blended view and pyromaniac alt racial traits. Hedge magician and second chance bonus traits, with an attachment drawback to make things interesting.


Skelatox wrote:
Would you have any objections to me using one of the Aasimar variant heritages?

I would not object

Grand Lodge

Okay Scared Witch Doctor Orc!


A rehashed character so far, Itching to play her again

This is Critzible, have a few more things to put on there


Stat: 4d6 - 1 ⇒ (3, 4, 5, 1) - 1 = 12
Stat: 4d6 - 1 ⇒ (2, 1, 1, 6) - 1 = 9
Stat: 4d6 - 1 ⇒ (1, 3, 3, 1) - 1 = 7
Stat: 4d6 - 1 ⇒ (6, 5, 1, 4) - 1 = 15
Stat: 4d6 - 1 ⇒ (5, 5, 1, 3) - 1 = 13
Stat: 4d6 - 1 ⇒ (2, 6, 1, 5) - 1 = 13

Uhgg...

Stat: 4d6 - 3 ⇒ (5, 5, 3, 5) - 3 = 15
Stat: 4d6 - 1 ⇒ (4, 6, 2, 1) - 1 = 12
Stat: 4d6 - 2 ⇒ (2, 3, 2, 2) - 2 = 7
Stat: 4d6 - 3 ⇒ (5, 5, 3, 5) - 3 = 15
Stat: 4d6 - 1 ⇒ (5, 1, 3, 5) - 1 = 13
Stat: 4d6 - 3 ⇒ (6, 3, 5, 6) - 3 = 17

Seems reasonable

Maybe a really stupid half-orc paladin


The modules don't have any hooks, intro, or anything. It's like you arrive at the entrance to the dungeon and just start...very weird.

Anywho...

Going to alter one of the paizo AP intros to work for the storyline. Is everyone committed to their 2nd campaign trait, or do you just want to work out the details as to why you're be meeting up at the Rusty Dragon in Sandpoint?

I wrote a brief outline with a caravan travelling from Magnimar to Riddleport, where the PCs are either guards, or they have some kind of connection to the caravan NPCs.


I feel like Dellan's traits are very appropriate for him so I really like them, but depending on the campaign traits you were planning to use, I can probably find one to swap out.


I like the caravan idea. I added a history for my character and ended it with skipping town with a caravan....


Haven't created an alias yet, but here's the stats for Krusk, half orc Skald. He's a melee type and offers some solid party wide buffs while he's smashing faces in.

Basic backstory concept is that his parents disappeared when he was very young. A family of elves adopted him, and he's realized that he won't be around to see his siblings grow up without some serious life extending or time altering magic. A deep dungeon where time doesn't work right sounds like a great place to start looking...

Crunch:

Krusk
Level 1 half orc totemic skald

Str 16
Dex 12
Con 12
Int 12
Wis 9
Cha 14

HP 9

Initiative +3 (+2 trait, +1 Dex)

Attack: Greatsword +3/19-20, 2d6+3

AC 14 (Studded leather +3, Dex +1)
Reflex +3 (+0C+1S+2L)
Fort +5 (+2C+1S+2L)
Will +3 (+2C-1S+2L)

Languages: Common, Orc, Draconic

Proficiencies: All simple/martial weapons, light and medium armor, non-tower shields (no spell failure)

Skills:
Intimidate +8 (+1r+3c+2s+2racial)
Knowledge (any) +1s+1b
Knowledge (local) +1s+1b+2racial
Knowledge (planes) +6 (+1s+1r+3c+1b)
Perception +3 (-1s+1r+3c)
Perform (Oratory) +6 (+1r+3c+2s)

Raging Song 9/day (3 base, 2 Cha, 1 fcb, 3 feat)

Spells/Day:
1st level (1+1)

Spells Known:
0th level (4)
Dancing lights
Detect Magic
Mage hand
Message

1st level (2)
Cure light wounds
Saving Finale

Feats: Extra Performance (class), Skald's Vigor (L1)

Racial:
+2 Str
Intimidating (+2 racial to Intimidate)
Sacred Tattoo (+1 luck on all saves, replaces Orc Ferocity)
City Raised (+2 K. Local, weapon profs; replaces Weapon Familiarity)
Darkvision 60'
Orc Blooded (counts as orc and human)

Traits: Reactionary (+2 initiative)
Fate's Favored (increases luck bonuses by 1)

Class:
Proficiencies
Bardic Knowledge: +1/2 Skald level (min 1) to all knowledge checks; may make untrained checks.
Inspired Rage: +2 Str/Con, +1 Will, -1 AC
Scribe Scroll feat (substituted for Extra Performance)

Favored Class: 1 raging song round

Gear (77 lb for medium load, 105 gp):
Greatsword (50gp, 8lb)
Studded leather (25gp, 20lb)
Skald's kit (37 gp, 47.5lb)
This kit includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, an iron pot, a mess kit, a mirror, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.


I gave this 2 weeks, but looks like interest has died down.

There are 4 characters ready to go...

  • Krusk - Half-orc skald
  • Kubi Niss - Rat Folk Witch
  • Draxia Drekaar - Half-orc Sorcerer
  • Dellan Karela - Human Oracle

I said 4-6 players, and there WERE some people who talked about being interested.

We can either get this caravan rolling, wait for a couple of other characters, or blend new characters into the story down the road.


I have no problem giving the other interested players a day or two to roll something up before we get started. Particularly if one of them wants to build a rogue! XD

Silver Crusade

Hm. I'll see if I can finish up tomorrow.

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