Red Dragon

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82 posts. Alias of Matt, Garnished Game Designer.


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Another quick update across all my games. University's nearing finals and it's a rush from here on out. No cancellations, nor dropping out worry not, but my posting will be intermittent.

I apologize for the delays and will nevertheless do my very best to provide quality content, if not quantity.


The door is unlocked and easily swings inwards.

The room beyond the "Refuge" seems to be a workshop of some kind, dimly lit and covered in dust. Strange, undecipherable machines lie forgotten haphazardly among the tables and workbenches.


Nothing detects as magical and the chests are easily unlocked.

Loot:

Masterwork Dagger
Masterwork Rapier
Masterwork Scale Mail
Masterwork Shortsword
Potion of Eagle's Splendor
Potion of Resistance
Potion of Stabilize


No traps are detected (and I apologize for the long absence). The room is well furnished and appears to be a dormitory as mentioned previously. A row of six bunkbeds dot the room, each well made.

It appears that this area, coupled with the previous room could serve as a home base or resting area.

There is a wooden chest in front of each of the six beds.


No traps can be found on either of the doors. The wooden one is slightly ajar and you can spot what appears to be a dormitory of some sort through the slim wooden crack.


Just a little update across all my current games. It's homework and exam motherload time so until Wednesday I won't be able to post. I apologize in advance for the delay.


The lever is still easily determined to function a metal plate which moves over to seal the sludge pit, sealing off the room.


With the rope, the Climb DC down is only 5, easily attainable.

Orvan pushes the grate open and the passageway before him opens up. For the sake of haste, I assume we all move forward down the pipe.

As you do, the pipe winds up in a large circular room. Stairs lead up out of the sludge onto a stone floor.

The room is solid and rather warm. Heating must be coming down from the vast array of pipes and vents lining the ceiling.

There is a large table in the middle of the room, with wooden chairs surrounding it.

A large lever of some kind rests near the stairs back into the sludge.

Lighting comes from lamps around the walls.

There are two doors, a large iron door to the north and a wooden one to the east.

The staircase coming out of the sludge is to the south.


The grate is not locked, completely rusted through and if you were to give it a swift kick... would probably give way.

You can see another pipe-like tunnel continuing beyond it.


Orvan Tusk wrote:

I'm having a hard time visualizing the current area. What do I need to do to get to the grate?

Should I swing on the rope? Swim? Keep climbing?

I don't use battle maps so I'll try and be as clear as possible. Never be afraid to ask clarifications.

You are climbing down the rope on the Southern side of the pipe.

The grate lies 15 ft. to the north on a part of the pipe.

You'd have to get in that stuff to reach it, but no swim check was asked since you weren't in the goo quite yet.


The grate is halfway into the sludge, and it is not currently open.


Orvan descends the rope quite easily and reaches the sludge. The grate lies just about 15 ft. away from your current position.

No sign of the anglerfish.


The crossbow bolt goes wide and sinks into the sludge.

Anevia's bolt however hits its mark and the fish begins bleeding viscous green blood.

The sanguine liquid splashes quite far and...

Reflex: 1d20 + 5 ⇒ (7) + 5 = 12

...sprays across Brambleburn, lightly stinging as the acid melts into his flesh.

1 acid damage

===

Meanwhile, Brambleburn is hoisted up safely out of reach and the wounded angler dives back into the morass.

End of combat.


Kieran and Anevia, what are your plans? We have two players after you about to hoist our friend out of the muck. The fish itself is slow and sluggish so you should be able to hoist him up.


Brambleburn is easily lowered into the sludge.

Something moves within it however and a large ugly looking anglerfish covered in glowing green pustules erupts from the sludge.

It is currently 30 ft. away from Brambleburn.

There is a large grate to the north, behind the giant fish.

Initiative (I always ask for initiative in the first combat of a game., I then compile them and roll them myself every combat)

Anglerfish Ini: 1d20 + 3 ⇒ (5) + 3 = 8


DC 15 without rope, there's handholds.


The bolt drops and roughly 100 feet down disappears into what seems to be more of the liquid sludge.

You can see the light slowly flickering out as it sinks deeper into the miry muck.

The walls of the pipe seem to be rusty but you notice many cracks and dents, easy enough handholds.

It would be a DC 15 Climb check to progress down. Remember to roll for each time you move down. I doubt someone can make a full 100 ft. down in one shot.


The door opens and luckily for you that you didn't step through as there is simply no floor.

You find yourself overlooking a metallic chasm much like a wide pipe leading straight up and down.

You cannot see far enough to see either end.

The noise repeats itself as a large dollop of slime falls from above to go soaring down below before hitting... something else.

Amulet pocketed successfully.


Nothing moves through the door. Anyone open it?


The body is quickly searched. The man seems to have his face chewed off... with teeth. So no oozes there.

However, you notice he is still wearing a rather nice looking necklace. The pendant is in the shape of a bear.

You notice however, that the man's skin is a strange hue... much more red than normal. He might not be human.

You do however, hear a loud thud from beyond the door.


The slime is non acidic. The stick comes out unburned, but, well... sticky.

The corpse does have magic on him though but your spellcraft is unable to determine what.

There seems to be no hazard present except the pool of slime, which as proven is non acidic.

The man has no visible injuries but his position indicates he may have collapsed into the slime... and perhaps drowned in it?

The slime is also non moving, but more drips occasionally from the ceiling, drop by drop.

And this is slime, it's definitely not an ooze. Luckily for you.

Who wants to go fondle the corpse?

Warning, I'm taking this campaign much more lightheartedly than most.


As the torches are lit (and I apologize for my delay on updates) you see that the floor ahead of you is mired in the green sludge.

At a slight incline, the hallway beyond has a good three feet of the sludge.

What appears to be a humanoid corpse of some kind seems mired in the molasses-thick substance.

Beyond the sludge you spy another tough wood door.


The door gives way as Kieran gives it a solid shove.

In fact, the door moves clean off its hinges to land with a loud thud.

The corridor ahead of you is dark and damp. The pipes lead off from your current room into the next, still dripping green ooze.

The hallway is long but not wide, leading off into the darkness.


The green sludge appears to be harmless. It's certainly not acidic but it certainly doesn't appear healthy to ingest. As to the exact nature of the slime, that remains a mystery.

The room itself seems to serve no purpose, except for the Great Lift receptacle of course.

The door is unlocked but the holdings means it's quite stuck. A good shove should make it give way.

Approaching the door you notice an odor not unlike rotting fish. Wonderful.


That's all five! I assume you all have your gear set up so away we go.

"Well, you all look just about ready. I'm going to ask you to step into the Great Lift and once you're all in... yes, like that, come on now don't be shy... It's time to send you off."

And with that he activates a massive lever built into the side of the lift.

The great machinery lurches into life, lights begin to flicker and a large droning, rumbling sound shakes the room.

Then, the Great Lift shakes for a second... before plunging straight down into a spinning vortex of colors.

Moments later, everything stops... the Great Lift has passed through the extraplanar portal and you now find yourselves in the Upper Levels of the Wellgabber Deep... though what area is hard to tell.

===

Exiting the Great Lift you find yourself in a small cramped room. The walls seem to be made of rusting metal. Leaky pipes run the ceiling, dripping viscous greenish fluids onto the rock floor.

The room is barely big enough to hold all of you (15x15 ft. approximately).

A faint but unpleasant smell of mold and metal fills the air.

A single door lies directly in front of you, made of stout wood. The hinges and all seem quite rusty.


Anevia Tenderblade wrote:
Ready when everyone else is. By the way, GM, I would like to change my Lost Tavalan Explorer skill from Survival to Knowledge (engineering), with your permission.

Not a problem.


The Deep-Marshall has a quick laugh.

"You probably don't have a choice either way son. You get in the Great Lift and that's where you're headed. Mind you, it'll be somewhere completely new... but it'll be in the Upper Levels."

The Wellgabber Deep is divided into a series of major regions in descending order: Upper Levels, The Mesh, The Lower Levels, The Maw, The Subterra, The Ley-Chasm and finally The Edge.

So far explorers have gone down to the Subterra, with only quick forays into the Ley-Chasm level. The Edge is the theoretical level existing even beyond the Ley-Chasm. The pattern seems to be that between each Major Level is a bridging level. The Mesh connects the Upper and Lower Levels, The Maw connects the Lower Levels and the Subterra so it stands to reason that the Ley-Chasm bridges the Subterra to another region.


Strangways:

Try using text formatting as well.

For example:

When talking: use [ b ]" write your text here"[/ b ] <-- Though you'll need to remove those spaces. It'll come out like "Write text here". You can also do italics, inside your head, out of character, etc. You'll need to use these for dice rolls too. Check them out right below under HOW TO FORMAT TEXT

"As I said son, the Wellgabber Deep is different for every group. Whenever the lift goes down, whoever is on it goes to the same place. Weird thing is, if I were to go down with you, I'd end up elsewhere, probably back where I first landed. It's an odd place."

"On the other hand, we have a high tendency to run into constructs, undead, oozes and vermin in the upper levels. As you go down, you'll probably run into the Incudeus. We don't see them too often thankfully."

"Those Incudeus are humans who have been changed somehow. We don't know how, why or when this happened but it did. You probably won't see too many in the Upper Levels."

"A heads up on them though... they know the Wellgabber like the back of their hands. If you meet one, be careful."


@Strangways:

Ask in person in gameplay ;)

As for the default alias, you can. Just need to go into ACCOUNT to set it. Also, you can simply click EDIT to fix it when you post under the wrong alias.


I've put up the first Gameplay post as well!


Vitesse wrote:
Is my Google Docs character sheet sufficient?

I can't access it and I'd really need all the information under the alias so I can quickly access it.


Prelude

The Deep-Marshall finishes writing the last of the six new Charters. He hands one to each of you.

"Now don't lose these. You come back out of there without this paper, we ain't lettin' you town-side. We've had shapeshifters and undead try this stunt before."

He gives each of you a cursory look.

"You all did fine on the training course but remember, this isn't straw dummies and targets. We have a good enough idea of what's in the top levels but deeper down it's anyone's guess."

"Now you all know, the Great Lift goes down... but through dimensions keyed to your group. So every time you go down, you'll always be going through untouched and unexplored regions. It's weird, I know, but that's how the Deep works and that's why we're so persistent on finding new recruits."

"Now the Great Lift can only come up every so often so be mindful. Learn to take rests down below, scavenge for food and be self-sufficient. When you find enough treasures and salvage, bring them up and we'll buy them all off of you."

He checks the lift and sees the light turn green.

"Alright then, your ride is charged. Make sure you have all your gear and good luck. The Wellgabber isn't a pleasure cruise."


Discuss away!


So, the proposed characters so far are:

Kieran Karradyne (Level 1 Artificer)
Anevia Tenderblade (Level 1 Rogue)
Strangways (Level 1 Wizard)
Brambleburn Bixbywicks (Level 1 Gunslinger)
Orvan Tusk (Level 1 Warpriest)
Antheia (Level 1 Cleric (Seperatist/Hidden Priest))

I am willing to accept these six characters immediately.

However, Antheia would need an alias and I would ask Strangways to make a completed alias, similar to a completed character sheet like all the others have.

For the best potential looking sheet for my sake of ease, see my Dario Ezequela alias.

All six above characters may immediately head to gameplay/discussion.


I will also be selecting our four adventurers tomorrow. I do have a preference for a well balanced team:

Arcane, Divine, Beat-Stick and Skill Monkey tend to work all well together.


Budd the C.H.U.D. wrote:

Question: If I wanted my artificer to wield a large wrench as its main melee weapon, would that count as a Club, stats-wise? Most "tools" that can be used reliably as weapons seem to use that as a base, like the iconic Ezren's cane and the crowbar. I don't absolutely have to have it, but I thought it would fit the character really well.

Almost done with my statblock by the way. It's taking a while because I'm having to hand-type everything into Notepad at the moment. O_o

Club is fine.


All good ben! At the amount of current players it already looks like you're making the cut


Don't forget we are technically not in golarion anymore. I do enjoy the domain choices however.


Though I'll be honest, re-reading Antheia, I prefer her personality above others. Just don't know if Magus fits with the Wizard and Artificer we already have.


I personally like the first option and the fourth option. More healing/support is always nice.


The Dragon wrote:

It's quite allright. I figured darkvision would be neat, but I went with a ranger anyway, so nbd.

It would be nice for scouting and stealthing duty, but since no-one else has it, I'll manage.

A half-orc in a world with no orcs is a somewhat grating detail.

Anyway, did a sheet over here. Paven, the human ranger at your service. I'll slap together an alias tomorrow when I've slept.

You're right about the darkvision being neat.


The Dragon wrote:

I just noticed it says no half-orcs. Here I was, merrily toiling away at a half-orc mutagen warrior fighter.

I can rework it as a human pretty quickly, though I'm not sure if I don't rather want to do something else entirely.

I'll allow the half-orc if it's really something you truly can't live without.


So, so far we have a Wizard, an Artificer and perhaps a Beat-Stick


The Dragon wrote:
Low chance of a "laser torch" then. I can run with something else, give me a minute to figure something out. I note that Rage-warped barbarian is totally broken, but that'd be boring, so I'm not doing that. We already have a wizard, might go for something beat-sticky.

You lose all rage powers, greater rage and mighty rage for a maximum of 14 evolution points at 20th level and no access to abilities requiring higher than 10th level summoner or a form besides bipedal.

I'm fine with you taking it.


The Dragon wrote:
Will this game have tech as loot? What's the chance of me getting a lightsaber? (they call it a "Laser Torch". I'm not fooled.)

EDIT: Re-editting real quick, but there's a good chance I toss technological items in there. Don't expect them to have the same name and flavor but I have access to the sourcebook and I do want to try them out.


I will also permit the use of Epic Meepo's Archetypes

MEEPONESS


Budd the C.H.U.D. wrote:
Do you think we'll level up at all during this? Because I'm considering multiclassing Artificer and Gunslinger.

Most definitely we shall be leveling up!

I'm using the fast experience track as well as including "Discovery" Rewards.

For example, you come across a weird chamber early on and it's only later that you realize its purpose. Finding secrets, visiting strange locations, retrieving unique relics and hunting famous monsters can all provide bonus experience.


Budd the C.H.U.D. wrote:
Wow, I love the idea of this setting. I'll try to submit a character sometime tonight or tomorrow. It's not every day that someone allows any 3pp classes (myself included), so I'm considering either the Artificer or the Magister classes you approved. Plus, I've wanted to play in a dungeon crawl for ages!

Artificer just works perfectly with the theme while the Magister is a nice blend of spellcasting. In fact, both 3PP classes are quite modal and I feel that you got to playtest something somewhere.

Thanks for jumping onboard!


Vitesse wrote:
Speaking of 3PP, any opinions on Ultimate Psionics? That would seem to mesh with Steampunk at least as well as magic would.

For now I'd rather hold off on the psionics. I am a huge fan of them but I feel that Wellgabber Deep holds closer to tinkering engineers, gunslingers, rusty clockwork and alchemical beasts than to the inner workings of the mind.


DoubleGold wrote:
I like dungeon crawls. where did these ideas come from? campaign setting books, ie a supplement. a show? from your head?

Mostly my idea of a single-settlement world mixed with my love of Steampunk/Clockpunk as well as a few magic cards I had lying around from the Conspiracy set and etc.

Drakestown Forgotten

Academy Elite

Muzzio, Visionary Architect

Deal Broker

Edric, Spymaster of Trest

Selvala's Enforcer

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