caster4life |
What builds are truly formidable for clearing a dungeon? How can you function with a small party? Let's find out!
I call for teams of two level 6 PCs to race against other teams to see who make it through dungeons the fastest. I will randomly generate a dungeon and pick a start point and end point within the dungeon. Then you will see how quickly you can make it through the dungeon, counting everything in terms of number of rounds, whether or not you are in combat. Then you will get a 24 hr rest/heal/shop/craft period that doesn't count against your time then run a second dungeon. Whichever team has the best time for getting one team member to the end of the second dungeon wins.
I will be looking for at least two teams with three probably being my preferred number. Teams ready to go first will be given preference, as will people that I know are reliable play-by-posters or seem to have a good track record. You can make a team of two characters by yourself, both controlled by you, if you want but preference goes to teams of two players.
After builds have been made, I will tell you the dungeon motif (Aberrant, Giant, Undead, Vermin, Desert, Underdark, Arcane, Fire, Cold, Abyssal, or Infernal) after which you will have 24 hrs IC and OOC to make final preparations of crafting, shopping, prepping spells, or casting buffs of duration 1 hr or more.
20 pt buy
Paizo races of 20 RP or less
Two traits, one of which may be a campaign trait
One bonus teamwork feat
Pre-crafting is allowed if one member of your party is able to perform the crafting
Blood money is banned
Each PC may bring one pet/minion/undead, etc into the maze and then summon more thereafter if you like
Each team will play with me on its own Discord server.
Maps will be on google slides.
Each team has 24 hrs real time from whenever I update to take their next set of actions. Whatever actions (e.g. standard, move, etc) are remaining after the 24 hr mark are lost when I next update the round.
One player may control both PCs in their team, if they like, but preference will be given to teams of two characters and two players.
Unless otherwise stated, ceilings are 30 ft high.
Dungeon level 4.
Dungeon Motif will be set by rolling 1d11 to choose from Aberrant, Giant, Undead, Vermin, Desert, Underdark, Arcane, Fire, Cold, Abyssal, and Infernal.
Map Style: Standard
Grid: Square
Dungeon layout: Rectangle
Dungeon size: Small
Peripheral egress: No
Stairs: No
Room layout: Scattered
Room size: Medium
Doors: Standard
Corridors: Errant
Remove deadends?: Some
I recommend generating a couple of dungeons before hand to get a feel for what the site will throw at you.
caster4life |
I would like to start by two weeks from today, 25 May. In addition, note that the generator adds a LOT of traps to the map. Traps are my least favorite part of the game so I'll probably eliminate about half of them. Lastly, the easiest way for me to make things even is to try to play them pretty close to RAW and make the monsters act as they actually would given their IC considerations. So a goblin who can run away won't fight to the death but a ghoul will happily chew on a downed PC.
caster4life |
Each team will definitely want some way to deal with traps.
Some clarifications:
PFS style HP
Normal WBL for level 6: 16,000 gp.
No purchasing spellcasting right before the dungeon. You can, however, purchase permanent spellcasting.
Monsters are not taking the environmental damage/debuff if a dungeon has one. This is way too much book-keeping for me, wouldn't make narrative sense since this is their home court, and is still a level playing field among teams.
caster4life |
Well the end goal is to come up with a finished team of two by 25 May. So if posting a build here helps inspire people to be your teammate, great! But it might be most reliable to lock in who your partner player is first and then work with them.
Important info: I'm going to add new questions and answers to the Rules and FAQ doc in my status line so those new to the thread should check that. Now my status line isn't visible here but just click on my profile.
Additionally, know that you can try to sneak past bunches of monsters but monsters that you don't kill will often chase you if they become aware of your presence. Additionally, monsters will move toward interesting noises if there aren't closed doors in their way.
caster4life |
pad300 |
... pick a start point and end point within the dungeon...
I'm not quite sure I'd set this up in this fashion.
The biggest issue is that it means the win will very likely be down to a team guessing (Or divining by some method I suppose - 2 scrolls of find the path become pretty much required equipment, assuming you can target the "end point".) the right direction to turn a couple of times...
It also means that there's no significance to doing a lot of normal dungeon activities - like searching for treasure... just move through the rooms as fast as possible, fighting where necessary.
Instead, I suggest dropping a set of easily identifiable macguffins (not hidden, glowing gems say) all over the level, and the objective is finding them all.
caster4life |
I am considering that I will run this a second time with more objectives than "get through the dungeon" but I am starting with a very clear objective to start.
Someone already asked in a PM and no the exit to the dungeon is not prominent or well-known enough for you to use find the path. If you are closer to it than the entrance of the dungeon, then you can cast find the path with a target of "outside the dungeon" and it will lead you to the exit. But if you cast the spell too early it will be wasted since it will just choose the path back to the entrance and keep trying to lead you that way.
The maps are 5'x5' squares.
MordredofFairy |
Someone already asked in a PM and no the exit to the dungeon is not prominent or well-known enough for you to use find the path. If you are closer to it than the entrance of the dungeon, then you can cast find the path with a target of "outside the dungeon" and it will lead you to the exit. But if you cast the spell too early it will be wasted since it will just choose the path back to the entrance and keep trying to lead you that way.
So, what you are saying is I need a Scroll of "Wall of Stone" as well, so that I can close off the entrance before casting "Find the Path"...
*scratches chin" - Fine.Just kidding...but I agree that it seems quite luck-based or shenanigan-affected - Going left or right at an intersection may be the difference between victory or loss - with your characters abilities not mattering - only a single uninformed decision you made 3 rooms back.
As such, I concur that EITHER adding objectives to various places in the dungeon that need to be done, OR using a "chase" format(same obstacles, same challenges, same fights in the same sequence etc...) instead would be more "fair".
The chase one could even include "temptations" - things that help you, but cost rounds, and you have to consider carefully if you can afford the time needed or need to pass them up.
pad300 |
...
So, what you are saying is I need a Scroll of "Wall of Stone" as well, so that I can close off the entrance before casting "Find the Path"...
*scratches chin" - Fine....
I was considering this, or some variant of...
As a further suggestion for Caster4Life, if you set the donjon options to peripheral egress "Yes", you get a single perimeter egress. You could use that as the starting point for the run, and then you only have to pick the exit point, simplifying matters for you (slightly).
caster4life |
Ok I'm tentatively considering adding two more objectives for a total of three:
1. Find the MacGuffin (you will know once you have obtained it)
2. Kill the boss monster (you will know him/her/it/them when you see him/her/it/them)
3. Exit the dungeon door, which will obviously be an exit once opened.
@pad300: The exit will not necessarily be peripheral
@andreww: Once you and your partner have a team, you should each PM me the builds here or on discord. Keep your builds private, unless you want to give other people ideas.
caster4life |
Ok I'm officially changing to the three objectives version.
1. Kill the boss (you'll know it when you see it)
2. Get the MacGuffin (you'll know it when you see it)
3. Exit the dungeon (you'll know it when you open the door)
In addition, I'm removing the wandering monsters. Too much book-keeping for me to track their positions and movements every round for multiple teams. But monsters that can move toward a ruckus will still do so.
Google doc updated to reflect these points.