Ikrimah

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Organized Play Member. 526 posts (6,805 including aliases). No reviews. No lists. 1 wishlist. 3 Organized Play characters. 15 aliases.


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so, I'm going to drop this for now. Gotta put this campaign idea on the back burner again. Thanks for trying it out with me!


Sarmenti finds a short hallway that turns south and ends with, surprise!, another door.


Gobbs opens the door to find an eerily empty room. Ancient cobwebs fill the corners, gently disturbed by the sudden movement of air. A centipede skitters across the floor and disappears into a crack in the stone.

There is a door to the west.


South from here?


Going camping in CO this weekend, see you next week!


I forgot, since Gobbs landed a Critical Hit! which killed the rat swarm, he Heals 5 points of Stress, and his allies who witnessed this heal 3 points of stress!


1d20 ⇒ 4
3d6 ⇒ (2, 2, 1) = 5
2d8 + 1d6 ⇒ (4, 7) + (4) = 15
The contents are yours!

The chest contains 15cp. Free for the taking. Best thing about your friends abandoning you in a dungeon is, more share of the loot.

From this room there is a door to the south.


I'm going to plod on forward till you all are dead or insane or both!


Baskah and his minion abandon the others to their fate!

Let's see if they can overcome this swarm with just the three of them.

Rats Basic Fort DC 17: 1d20 + 2 ⇒ (6) + 2 = 8 Fail!
Sarmenti pieds the pipes and sends some rats scurrying.

Gobbs lobs a flame into the swarm, and hits that one rat who just so happened to wander through a puddle of gasoline earlier. The swarm explodes into flames! Crit!

The room is clear, two rotten corpses and a pile of smoldering rat meat.

A chest lies in waiting.

Pyrrhic Victory! Aftermath:
Thoxl (14dmg, Putrid Plague: Stage 1)
Sarmenti
Gobbs (8dmg)


Thoxl moves out of the swarm, around the zombie, and whacks the zombie good! Hit!

The swarm of rats follows on and up the heels of the lizardfolk cleric. Both Thoxl and the zombie finds themselves overwhelmed by little nibbles.
◆Move, ◆Swarming Bites, ◆Swarming Bites
Thoxl Basic Ref DC17: 1d20 + 4 ⇒ (4) + 4 = 8 Fail!
P dmg: 1d6 ⇒ 4
Zombie Basic Ref DC17: 1d20 + 0 ⇒ (1) + 0 = 1 Crit Fail!
P dmg: 1d6 ⇒ 4
Thoxl Basic Ref DC17: 1d20 + 4 ⇒ (15) + 4 = 19 Success!
P dmg: 1d6 ⇒ 1
Zombie Basic Ref DC17: 1d20 + 0 ⇒ (11) + 0 = 11 Fail!
P dmg: 1d6 ⇒ 3
Thoxl's gambit pays off, as the rats overcome the second zombie, feasting on its rotten flesh. Zombie 2 is destroyed!

On the other side of the closed door, the rest of the party hears a body fall to the floor with a thump and the sound of hundreds of incisors biting into flesh.

Round 2: Bold May Act!
Thoxl (Shield, 14dmg, Putrid Plague: Stage 1)
Rat Swarm (3dmg)
Zombie 2 (destroyed)
Baskah (3dmg)
Mêsce (3dmg)
Sarmenti
Gobbs (Shield, 8dmg)

The rest of you are up!


Sarmenti is at the door, so he will have to be the one to open it, everyone else can act afterwards. First let's see if Thoxl can survive a round against a zombie and a swarm of rats!


Gobbs doesn't have line of site on the remaining zombie, but he does the rat swarm! Hit!
A few rats burn and die.

Sarmenti finds he has trouble targeting a single rat out of the swarm, and his spell fails. Finding this to be hilarious, he slams the door shut, leaving Thoxl to fend for himself!

Round 1: Bold May Act!
Thoxl (Shield, 9dmg, Putrid Plague: Stage 1)

Rat Swarm (3dmg)
Zombie 2
Baskah (3dmg)
Mêsce (3dmg)
Sarmenti
Gobbs (Shield, 8dmg)

Well, Thoxl, your allies have left you to die. Good luck! You're up!


The shambling corpses seem to be your most basic variety of zombie.

Zombie 1 Basic Fort DC 17: 1d20 + 6 ⇒ (3) + 6 = 9 Fail!
Baskah whips a ribbon of positive energy at the nearest zombie and it falls into the ravenous swarm of rats, being therefore quickly devoured.
Zombie 1 is destroyed!

Round 1: Bold May Act!
Thoxl (Shield, 9dmg, Putrid Plague: Stage 1)
Zombie 1 (destroyed)
Rat Swarm
Zombie 2
Baskah (3dmg)
Mêsce (3dmg)
Sarmenti
Gobbs (Shield, 8dmg)

Gobbs and Sarmenti are still up!


So I'll probably keep apologizing for a while, but just when you expect life to settle down, it takes a turn towards the stressful and ever busy. Gotta keep my priorities straight, and well, games are further down that list these days. I'm still committed to running and playing, so I'll post when I find the time and space, but please bare with me! Thanks for playing!


Thoxl offers himself up to the festering undead!

The first zombie slowly ◆shambles up to the reptilian cleric and grabs maliciously!
◆Strike: Fist: 1d20 + 7 ⇒ (8) + 7 = 15 Miss!
Thoxl counts his luck stars.

The ravenous swarm of rats ◆moves as one across the floor, overcoming both cleric and zombie.
◆Swarming Bites
Thoxl Basic Ref DC17: 1d20 + 4 ⇒ (5) + 4 = 9 Fail!
Zombie 1 Basic Ref DC17: 1d20 + 0 ⇒ (6) + 0 = 6 Crit Fail!
P dmg: Thoxl: 1d6 ⇒ 6
P dmg: Zombie 1: 1d6 ⇒ 5
Thoxl Fort DC14: 1d20 + 8 ⇒ (3) + 8 = 11
Hours: 1d4 ⇒ 4
Thoxl should be concerned about being bitten by carrion eaters.
The rats continue their voracious nibbling!
◆Swarming Bites
Thoxl Basic Ref DC17: 1d20 + 4 ⇒ (19) + 4 = 23 Success!
Zombie 1 Basic Ref DC17: 1d20 + 0 ⇒ (16) + 0 = 16 Fail!
P dmg: Thoxl: 1d6 ⇒ 6
P dmg: Zombie 1: 1d6 ⇒ 1

Mindlessly, the other zombie ◆shambles up to Thoxl as well.
◆Strike: Fist: 1d20 + 7 ⇒ (2) + 7 = 9 Miss!

Round 1: Bold May Act!
Thoxl (Shield, 9dmg, Putrid Plague: Stage 1)
Zombie 1 (11dmg)
Rat Swarm
Zombie 2
Baskah (3dmg)
Mêsce (3dmg)
Sarmenti
Gobbs (Shield, 8dmg)

Bad news: Thoxl is being eaten alive by rats! Good news: so is one of the zombies! Everyone else is up!


Sarmenti opens the door and, he finds a room with a treasure chest.

More importantly, guarding the chest are two zombies! Additionally, across the room, a swarm of rats emerges out cracks in the masonry walls and floors!

Initiatives:

Baskah: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Gobbs: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Sarmenti: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Thoxl: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Zombie 1: 1d20 ⇒ 20
Zombie 2: 1d20 ⇒ 16
Rat Swarm: 1d20 + 5 ⇒ (14) + 5 = 19

Round 1: Bold May Act!
Thoxl (Shield)

Zombie 1
Rat Swarm
Zombie 2
Baskah (3dmg)
Mêsce (3dmg)
Sarmenti
Gobbs (Shield, 8dmg)

You've encountered two more undead! Everyone takes 2 Stress dmg!

Roll20 updated! Thoxl is up first!


Ok, getting onto Roll20. Sarmenti is back at the first door. You've been in that room already. There is a door to the south out of that room that hasn't been explored yet. To avoid confusion, I've put a red '1' and '2' on the possible doors.

So, Door #1, or Door #2?


Grandpa Gobbs wrote:


Grumpily stomping off back into the main hall, the mumbling venerable goblin begins to approach the western door.

Everyone else followed.

Yes Baskah, a Disabled haunt can reset after some time. A destroyed haunt is gone for good, but you’ll need to figure out how to destroy it.

Sarmenti throws open the door…


Mêsce speaks to the entombed spirit, restless dead to restless dead, a real unbeating heart to unbeating heart, and the spirit releases its hold, retreating back into the masonry in which it is entombed. Success!

2 Successes! The Haunt is Disabled, but not Destroyed.

Baskah wrote:
Has the appearance of the clawed wall Haunt had a Sanity impact?

Going into this, I didn't include it in the Sanity Rules, but I have made a note to make that amendment for the real game. Haunts will have the same impact as encountering Undead.


Baskah appeals to the entombed spirit's ethos, and the tendrils' grips loosen a bit. Success!

Thoxl tries to push the face back into the wall, but fails to find leverage. Failure!

He then tries to patch up Gobbs mid fight! But it's hard to get a band-aid on through all those tentalces. [/ooc]Fail![/ooc]

Sarmenti tries to soothe the spirit with music, but hits a flat note. Failure!

Gobbs tries brute force, and smacks the face on the wall in the nose. The wall cracks a little. Hit!

Oops, you can't Attack while Restrained, only Escape against Athletics DC.
Gobbs tries to pry himself out of the tendrils to no avail. Failure!

The summoned Mêsce claws the wall, but fails to hurt it. Hit on Claw, but not enough dmg to get through Hardness.

The haunted wall continues to put the squeeze on Gobbs and Mêsce.
Grapple: Athletics vs Gobbs Fort DC 16-Frightened 1: 1d20 + 14 ⇒ (18) + 14 = 32 Crit Succes! Remain Restrained
Grapple: Athletics vs Mêsce Fort DC 17: 1d20 + 14 ⇒ (6) + 14 = 20 Success! Remain Grabbed
Squeeze Gobbs: 1d10 + 4 ⇒ (7) + 4 = 11
Squeeze Mêsce: 1d10 + 4 ⇒ (1) + 4 = 5
Bones crush, organs burst. Gobbs is barely holding on.

Round 2: Bold May Act
Entombed Spirit (1 Success)
Thoxl
Sarmenti
Gobbs (18dmg, Frightened 1, Restrained)
Baskah (18dmg, Frightened 1)
Mêsce (18dmg, Grabbed)

All may act!


As you approach the western door back out in the hallway, a strange thing occurs. A gasping and wailing face and hands appear in the masonry of the walls as black whisky tendrils grasp out at Gobbs, Mêsce, and Baskah.
Gobbs Will: 1d20 + 4 ⇒ (13) + 4 = 17
Mêsce Will: 1d20 + 5 ⇒ (18) + 5 = 23
Baskah Will: 1d20 + 5 ⇒ (1) + 5 = 6
Both Gobbs and Baskah become Frightened. The undead Mêsce seems undeterred.

Initiatives:

Baskah-Frightened 1+Scout: 1d20 + 3 - 1 + 1 ⇒ (6) + 3 - 1 + 1 = 9
Gobbs-Frightened 1+Scout: 1d20 + 2 - 1 + 1 ⇒ (8) + 2 - 1 + 1 = 10
Mêsce+Scout: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Sarmenti+Scout: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Thoxl+Scout: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Entombed Spirit: 1d20 + 11 ⇒ (13) + 11 = 24

The black tendrils grab out at Gobbs and Mêsce.
Grapple: Athletics vs Gobbs Fort DC 16-Frightened 1: 1d20 + 14 ⇒ (14) + 14 = 28 Crit Success!
Grapple: Athletics vs Mêsce Fort DC 17: 1d20 + 14 ⇒ (5) + 14 = 19 Success!
Squeeze Gobbs: 1d10 + 4 ⇒ (3) + 4 = 7
Squeeze Mêsce: 1d10 + 4 ⇒ (9) + 4 = 13
The tendrils wrap around Gobbs while they grab at Mêsce, both get squeezed tightly, bones snapping under the strain. Unfortunately, Baskah feels it too.

Round 1: Bold May Act
Entombed Spirit
Thoxl
Sarmenti
Gobbs (7dmg, Frightened 1, Restrained)
Baskah (13dmg, Frightened 1)
Mêsce (13dmg, Grabbed)

This is a Haunt. If you are Trained, you can use Occultism, Athletics, or Diplomacy to disable the haunt. Or you can try attacking it. The haunt exists in the wall square directly north of Gobbs. Gobbs and Baskah are Frightened 1 for the duration of the haunt.

Roll20 updated!


Hey everyone,

sorry about that break there. My travels were much much more busy than expected and I just didn't have the bandwith last week. But I'm back and ready to rock'n'roll. Expect an update soon!


1d20 ⇒ 18
The volumes are dull and uninteresting.
Nothing happens.

You can move south from here or backtrack into the hall and open the western door.


Roll20 updated!


Thoxl, you with us?


Can't get on Roll20 for the moment, but choosing the eastern door, you find it opens into an empty room. Empty save for a bookshelf along the northern wall.

Anyone want to Interact with the bookshelf?

From this room there is a door heading south.


Y'know, I didn't think of this before, but Mêsce being an undead and all, everyone but Baskah should probably take 1 point of stress damage.

What's behind door number 1 hopefully tomorrow sometime.


Just to let y'all know, I'll be going out of town tomorrow through Sunday, and may not get to post much.

But when I get back I'll be much more available.


For now Marching Order is: Gobbs, Mêsce, Baskah, Thoxl, Sarmenti.

You have burned a sack. We're off to a great start!


Gobbs burns away the sack revealing its contents:
1d20 ⇒ 4
1d20 ⇒ 14
1d6 ⇒ 5
1d100 ⇒ 89
1d4 ⇒ 1

The sack's contents are yours!
1x pair of Simple Manacles, 1x Tiger's Eye worth 5sp

But now you have no sack.

Further down the hall there are two choices. First you come across a short hallway to the west, and then a short hallway to the east, both ending in doors.


In the game proper you will be a 'delving company', one of several in the city, adventurers for hire paid to explore the four dungeons. More exposition to come when we start the game. For now, don't sweat it.

This is also so.ewhat a tutorial, as the gameplay is slightly altered here. So, there are two area types: Hallways and Rooms. Right now, you are in a Hallway and in Exploration mode. In both Hallways and Rooms, you may encounter Curios, Traps, or Treasue, which can be interacted with. There can also be Encounters. Curios can be simply interacted with, or Cleansed using specific spells or items. If Interacted with there is a chance for a positive boon or negative effect (usually stress related). If Cleansed, you are gauranteeing a positive boon.

Here we have our first Curio.

In the hallway before you lies a Sack.

Only one person can Interact with a Curio. Who wants to check out the sack?


Hurry up! the game is on!


Ok, let's start this off.

You are currently in a hallway, and while in hallways you are in Exploration Mode.

What is the Marching Order?

What are your Exploration Mode activities?


Y'all will start out in exploration mode, so if that's fitting for you. I don't know how 2e summoners work.


Alright, if you haven't joined the Roll20, please do.

I've got Sarmenti and Thoxl on the board.


Oh happy birthday!

We had roofers come out this week and they cut our internet connection, so only on phone till Monday. Will try to kick things off then.


If our fifth doesn't show, I'll run with you 4.

I'm gonna say done sweat it too much, this is just a trial run. You can really sink your teeth into your PC when we get to the real game. I just want to test out my procedural dungeon generation system and these madness rules.

Also, I'd consider this a good place to throw those PCs that didn't get far in other games, or those wild fringe ideas you've got scratching in the dusty corners of your mind.

They're all gonna die anyways ;)


I think just a blanket 'no' on alternative rules.


Thoxl wrote:
Here is an Iruxi Cleric of Bastet

Bastet is fine for the trial run, but do keep in mind that in the actual game we will be using a different pantheon.

There's no good direct correlation, but probably the closest to Bastet in terms of profile is Chiuta.

5 peeps showed interest in the trial run, so 5 were invited.


OceanshieldwolPF 2.5 wrote:

Eyes Dorian and Delmoth madly, chews lip nervously.

Ok. Will get to it…

@djdust: Ancestral Paragon in play? Howl of the Wild available?

Pretty much everything's on the table. Ancestral Paragon is fine, but it's Level 3 feat.

I'll restate the build rules as: Legacy is fine but Remaster is preferred.

Sorry, no Free Archetype.

The actual campaign will be set in my 2e Campaign Setting of Nimalea (if you're in my Crown game, you'll be familiar with it). More specifically in the city of Red Hook in the dying Empire of Zethinia.

But none of that's real important for this test playthrough.

The theme is cosmic horror. The game Darkest Dungeon is the inspiration. As that game puts it: this is a game about making the best of a bad situation.

This test Dungeon will have the 'flavor' of Catacombs.


Throw together a Level 1 PF2e PC. Remaster Rules. Give yourself a Stress Pool equal to your Class DC.


This is merely a test...

Roll20
Stress and Madness Rules


djpika wrote:


FWIW, Dark Sun had a system for managing a bench of back-up characters and leveling them. Essentially you could level up a backup every time the main did.

A similar approach would be XP earned would apply to the active character and the same amount would go into a reserve pool. The reserve pool could be used by the bench.

My intention is to promote the switching out of characters. PCs will need the downtime to heal stress and perform other tasks. And you will want to switch out to keep your full roster leveled. The last thing you want is to bring along underleveled PCs into a dangerous dungeon!

I'm going to make a slight adjustment to the madness rules. Anytime you are rolling against your own Class DC, you will instead roll against a DC by Level. It shouldn't be too much a difference, maybe 1 or 2, but that'll make it that much easier to roll a Crit Success.


Hi all,

Here's the first draft of the Stress and Madness Rules!

Notes and feedback are welcome. Raise your hand if you're interested in a trial run!


Well, i know we settled the 1e/2e debate for this campaign, but maybe we can use this alternate rule, as the 2e action economy is truly one of the most attractive changes made.

The others, of course being the implementation of degrees of success and failure, the elimination of save or suck spells, and the elimination of spells that require both an attack roll and a saving throw.

(Speaking for my friend who's playing a full caster debuffer.)

But, alas, there are no alternative rules for such things.

(unless there are, 1e is soooooo huge!)


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y'know, I never realized this before, but the 2e action economy was basically spelled out way back in Pathfinder Unchained!


Just an update for those still watching. I haven't been able to work on this much over the last month because of having to move suddenly and unexpectedly, but I really just need to finalize the stress and madness rules before taking a test drive. I'm hoping for within the next month.


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A quick recovery to you sir!


2 people marked this as a favorite.

I honestly think this is the best fit you've found. The lowly janitor that turns out to be a beast with bucket and mop.

Maybe in the deepest level of the dungeon beneath the W where they train their wizards against foul aberrant terrors, there's a janitors closet with a mop that's soaked up so much demon and unicorn blood it's taken on a life of its own and awaits its master to wield it.


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GM Parrot wrote:

@Dust: It looks like there are already reagents for duration for various schools and subschools of magic, and the two you highlighted are for abjuration only, and are redundant. Pesh, for instance, costs 15 GP to add +1 CL for duration for enchantment spells. I think we could easily declare either myrrh or cold iron to be the +1 duration extender for abjuration spells unless you've found some exploit...

I'm not good enough at these games to find exploits. I just think power components are a cool concept, and one of my starting spells is Abjuration and I noticed the redundancy and wanted to weigh in with you. It seems to me +1 to duration is more useful for me at lower levels. The +1 to caster level checks really isn't useful until 5th level when I get access to Dispel Magic. Although, I guess it could help in Casting Defensively?

Given the descriptions of each material:
"Cold iron is often used to produce alloyed metals, catalysts, and items that interfere with magic."
"Myrrh is an aromatic gum used as a base for alchemical remedies and as a sticky bonding agent."
It makes sense to me that Myrrh would grant the +1 to duration (it's sticky), and Cold Iron the +1 to caster level and dispel checks (disrupts magic). Also, Cold Iron is more expensive (barely) and is better suited for higher level spells.

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