GM WhtKnt's World's Largest Dungeon (Inactive)

Game Master WhtKnt

The World's Largest Dungeon beckons. Do you have what it takes to complete it?

Agromite Monshoon: HP 11/11; AC 16/14/13; F+2 R+5 W+2; Init +3
Klevum Athknees: HP 15/15; AC 18/11/17; F+5 R+1 W+5 (+2 vs. poison and spells); Init +1
Grumthar: HP 8/8; AC 11/11/10; F+2 R+1 W+2; Init +3
Jamadar: HP 8/8; AC 18/13/15; F+0 R+7 W+2; Init +5
Shae Oakenshield: HP 14/14; AC 17/12/15; F+5 R+2 W+5; Init +2

Roll20 Site


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Dark Archive

Maps: Car. Crown || Skull & Shackles

Please use this space for OOC discussion.


Retired to Triaxius

ooc discussion starts now! Thanks for the invite WhtKnt, stoked about playing a bloodrager!


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Awesome! This is my first PBP, though I do have to admit to stalking quite a few of them. If anyone has any suggestions for something I can do better, please let me know, especially when it comes to formatting and the like.


Retired to Triaxius

Hey Grumthar I have seen this page recommended a lot, hope it helps.


Human Magister 1
Spoiler:
+3Initiative | 14AC | 13FF | 11T | 7/7hp | +1Fort | +1Ref | +4Will | +2prcptn | Spells: 0/5(1st)

Well then. Thank you for having me.

I like how half the party are full casters, the other half warriors. This will be a fun game, I think.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Congrats to all. I'm excited about this. I'll pick my spells and clean up my character and should be ready to go.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Oops, it looks like I messed up on my equipment. When I copied the base character sheet from a warpriest, I forgot a cleric can't use a waraxe without a feat. I may want to dip a ftr lvl for martial and heavy armor.

WhtKnt - if I swap out for a mace and then dip later, since we can't just go buy new equipment, is it possible for me to find a dwarven waraxe in the dungeon?


Human Magister 1
Spoiler:
+3Initiative | 14AC | 13FF | 11T | 7/7hp | +1Fort | +1Ref | +4Will | +2prcptn | Spells: 0/5(1st)

You're a dwarf though - you can go for a warhammer or battleaxe, if you want.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Yeah, might go that route instead. Would be damage of 1-8 vs 1-10. Although, based on the group, I don't think anyone will be in full plate, so it might be worth while to dip for that reason too.

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

So, does anyone know the answer to the weight question I posted in the recruitment?


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

That is puzzling. It is almost as if they counted the torches and rations as 1 each instead of 10 and 5.

Speaking of rations, it was noted not to load up on them but do we need any at all? I'm not sure how closely that will be tracked or if we will find food daily that I can purify.

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

DM said we won't need many rations, he didn't say none at all. He also mentioned, as long as you don't care where you meal came from. Not sure what you can purify. Like if you purify an aids infected monkey and make is safe to eat, that is one awesome cleric.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.

So I guess so. :)

Dark Archive

Maps: Car. Crown || Skull & Shackles

It is entirely possible that you may come across a dwarven waraxe in your journeys.

Yes, you can purify any food or drink within the spell limitations, which means that most things can be rendered edible, if not particularly tasty. We had a group once that was lost in the desert (module B3 The Lost City) and resorted to eating cooked giant gecko and drinking purified gecko's blood. Like I said, food abounds, if you aren't picky.


Male Human Expert 2/Alchemist 1/Warrior 1

I've create water, so that shouldn't be a problem, at least.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

I typically use precipitation to make everything weird palatable to taste too, though will have to wait until level 2 this time. Stirge skewers go down better when they taste like pie.


Human Magister 1
Spoiler:
+3Initiative | 14AC | 13FF | 11T | 7/7hp | +1Fort | +1Ref | +4Will | +2prcptn | Spells: 0/5(1st)

I can cast Prestidigation, no worries. We will have a whole routine up and going when it comes to our food.


M Gnome Rogue Trapsmith 1

Thanks for selecting me - can't wait to jump right in !!


Male Half-gnome Expert 12
Grumthar wrote:
I typically use precipitation to make everything weird palatable to taste too, though will have to wait until level 2 this time. Stirge skewers go down better when they taste like pie.

I love how my droid auto-corrected to 'precipitation' ... even more so knowing that I read the post 2 extra times looking for autocorrects and still missed this one.

@Einar, thanks!


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Updated equipment. Since we can't go to market to get more, I bought what I thought we might need. I feel like a pack mule.


Retired to Triaxius

@ justaworm, glad to help hope it makes sense.

@shae. love all the equipment, something to be said for being prepared, not that Einar knows anything about that.

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

how did the bloodrager start with 18 HP, bloodragers have d10s not d12s I believe, even then, it doesn't add up unless you have toughness.

Oh, and My fort saving throw I had is incorrect, it should be 5, not 6.
2 fighter, 2 con bonus, 1 trait bonus.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Okay, my rules are pretty simple.

1) If a spoiler is not labeled for you, or you don't meet the requirements to read it, don't! The exception is if someone else meets the requirements and chooses to share it with everyone. No one is authorized to read spoilers labeled "GM Screen!"

2) Please use quotes "" and boldface for speaking in character and italics for internal monologue that you wish to share.

3) No metagaming. If you recognize a creature, it is no guarantee that your character does. Likewise, if you are familiar with the dungeon, forget all that you know (or at least keep it to yourself).

4) I will try to check in at least once a day and will try to post at least every other day. If I am going to be unable to post for some time, I will tell you this in the Discussion thread. I expect the same courtesy. If you go 24 hours without posting, expect to be botted.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Glade Wolf's question is valid, Einar. By my count you should have 13 HP. What feat grants you an additional 6?


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

While I would love to have 18 HP, I think you added an extra '1' to my actual 8 hp in the character summaries on the top of the page. :)


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

If anyone wants to lighten my load and carry some of this equipment, let me know.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

I forgot my crowbar at home and can carry yours if you are serious. That is at least 5 lbs less.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

@Grumthar - I am serious. Add the crowbar to your character. Thanks.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark
WhtKnt wrote:
Glade Wolf's question is valid, Einar. By my count you should have 13 HP. What feat grants you an additional 6?

Tribal Scars gives the extra 6. Nice early level feat.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark
Shae Oakenshield wrote:
@Grumthar - I am serious. Add the crowbar to your character. Thanks.

Done, noted on sheet.


Retired to Triaxius

sorry not checking the discussion page as often because its not on my game page yet,

Grumthar is correct Einar took the feat Tribal scars, adds 6 HP, his tribe is Bear belt: You gain a +1 bonus on Fortitude saves and a +2 bonus on Intimidate checks.

Einar is carrying his gear in a back, (if you want the explanation read his fluff) If someone wants to loan him a pack he will carry whatever anyone wants.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

If I may, let me back up on our story. I assume we didnt randomly end up together. Either we were an existing group that discovered info on cave or some of us were & we filled in group as needed. As such it seems reasonable that we would help each other regarding equipment. Given the amount of equipment I have and the lack that Einar has, I would like to have purchased a backpack for him before we left to help me carry my stuff.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

What is our light source strategy for the humans and gnome?

I took Dancing Lights, which is short duration but good for sending forward, down, or up to better see what is ahead.

Anyone going to keep a lantern up, should we keep a light spell going on something, or should i just keep dancing lights up when possible?


M Gnome Rogue Trapsmith 1

Posting from road, will get a real post up tonite ..... But I have an ioun torch we can use.

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

I have a few torches and a few sunrods, plus I might find more stuff for light in the dungeon.


Retired to Triaxius

Einar brought 'groping around in the dark hoping some one has a light' Honest, you guys picked up a wandering vagabond in beat-up armor :)


Retired to Triaxius

WhtKnt, the conversation about tribal scars reminded me, I wanted to ask you about traits, Einar took the trait berserker of the society I was hoping that was ok since he does rage. If not please let me know and I will change it.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Shouldn't be a problem.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

If we need more light in the rear of the pack, Grumthar can kick it on.
I figured we may not turn the light all the way up by default in case our stealthy gnome wants to be unseen.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

I also have torches.

What will our marching order be. Assuming the rogue will scout ahead, if you swap Shae and Glade, the list at the top would work.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

I am ok with my place in the list on top.


Retired to Triaxius

works for Einar


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

I'm going to assume that Shae saw that Einar had no equipment and purchased a backpack to help carry his equipment.

Backpack with a shovel, pole (folding), 5 iron spikes, 5 pitons, hammer (29.5 lbs) if you want to stay lightly encumbered.

If you are ok going to medium, add 50' rope, grappling hook, and iron pot. (47.5 lb total)

Let me know which so I can adjust my list.


Retired to Triaxius

he's at medium due to the armor, he'll carry what ever you want, he see it as a win-win being helpful and potentially gathering free stuff...

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

As long as glade is in the back, he is okay, he can be in the front because of his ac and high hp, but isn't made for that.

Grappling hook and a pole? You expecting to cross large gaps and go up steep hills?


Retired to Triaxius

it could happen ;0


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

I'm not sure what to expect but wanted to be prepared.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

I don't doubt anything won't find a use in a place called the World's Largest Dungeon. :)

Edit - I less than hate stating things in the negative as well ... hah


M Gnome Rogue Trapsmith 1

posting this in all my games......heading to the airport tonight to take the family to Disney World for a week. Please feel free to bot me as needed since I will probably be checking infrequently and only have my phone for posting. Sorry to leave so soon, but I will be back! Thanks!


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Have fun! It looks like we are not a very perceptive group though except for you, so we will definitely be using your skills to move things along.

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