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View Full Version : WW DII - The Dungeon 2 : Dungeon Harder! GAME OVER!!!


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Abe Sargent
03-25-2012, 07:19 PM
http://mlkshk.com/r/62FY

Abe Sargent
03-25-2012, 07:20 PM
You MAY NOT coordinate with others for race/class combination. Just pick what you want and pm it to me once we begin, which is really far away, like next week.



Sign Ups begin tomorrow, Wednesday, at NOON EST. I will post that sign-ups are ready, and then anyone who posts after that is in.

You must pm to me your class/race combination, starting weapon and other choices (such as spell) no later than Noon, EST, Saturday.


The game will technically begin Sunday, but the first action will not be until Monday Morning, Apr 2nd.




The Day:

Each day is divided into the following:

Morning Action Deadline - 10 am
Movement Deadline - 4 pm
Afternoon Action Deadline - 9 pm
Evening Action Deadline - 1 am

(All times are EST)

You may take one action during each action phase. If you want to do a non-action (such as heal) that will be done in the same pm and at the same time.

Although this game has more deadlines that normal, I suspect it will not require your participation as much as some games in the past. As long as you check in around the deadlines, you should be fine.

Remembering that most characters will not even need to make the Evening Action Deadline, since you will need to sleep, you will only need to worry about the other three deadlines. You don't even have to send a pm for the Evening if you are sleeping, it is automatically assumed. If you want to do stuff for the evening regularly, take the Sis'Sharr race or trade for all of the items that allows you to take an Evening Action.

In a normal WW game, many players find themselves logging on and reading and doing a lot of catch up at a variety of times during the day, and the time commitment can be an hour or more per day with one deadline. here, the amount of time should be much less (unless you want it to be more) with fewer posts and info in the thread. However, you have more deadlines during the day.

I am happy taking actions by e-mail if you can't access FOFC during the work day or something.


Notes from the first Dungeon:

This iteration of The Dungeon will have some more visible mechanics such as XP vs level and the damage various spells and weapons deal. Also, there are more classes, races, and many changes to existing rules so make sure you read them just as carefully as if you were new. Some rooms were retained from the first Dungeon, some appear to be retained, but have been changed. And some are brand new. Similarly, magic items and monsters that made appearances in the first game may be just as powerful, weaker, or stronger. There will be new weapons and new monsters, and some will be retired.

Abe Sargent
03-25-2012, 07:20 PM
ROSTER of Adventurers:



1. Autumn, Guzak, Assassin, Evil - Killed Night 4 by Ghoul KWhit; Finally slain by Thomkal on Move 14
2. ntndeacon, Sis'Sharr, kensai, Good
3. Zinto, Guzak, Paladin, Good
4. PurdueBrad, Sis'Sharr, Myrmidon, Neutral
5. Julio Riddols, Guzak, Ranger, Neutral
6. Thomkal, Qwith, Ranger, Neutral - Killed Movement 14 by Ghoul Simbo; Finally slain by PB on Move 15
7. JAG, Sis'Sharr, Battle Mage, Neutral
8. dubb, Human, Paladin, Good
9. Chief Rum, Qwith, Druid, Neutral
10. Simbo Klice, Taurian, Priest, Neutral - Slain Night 9 by Ghoul Autumn; Finally slain by JAG on Move 15
11. The Jackal, Human, Bard, Neutral
12. Darth Vilus, Human, Bard, Good
13. bhlloy, Human, Lay Healer, Good
14. mauboy1, Qwith, Ranger, Good - Slain Night 9 by Ghoul Autumn; Finally slain by Thomkal on Move 14
15. Ragone, Qwith, Bard, Good
16. mckerney, Trow, Assassin, Neutral - Died Day 7, Killed in Level One by Cave Ticks
17. hoopsguy, Human, Paladin, Evil
18. KWhit, Human, Myrmidon, Evil - Died, Day 3, Killed in Level One by a Crawling Claw; Finally slain by JAG on Move 15
19. Danny, Taurian, Battle Mage, Good
20. Crimson Fox, Sis'sharr, Priest, Good




Parties:



PeanutButterJellyTime: Danny , Hoops, The Jackal - Danny left the room
9 Lives: Julio, Zinto (leader but not via bold). bhlloy
Party Time: Simbo (leader), Mauboy Now Defunct (Leader Killed, Mauboy killed)
Axis of Evil: Autumn, KWhit (Leader), Now Defunct (Leader Killed, Autumn killed)
Qwith Choir Killers: Chief Rum (leader), Ragone
Cursed 4 Life with JAG - JAG (Leader), PurdueBrad - Now Defunct, after JAG and PB can;t be members of parties
Sssibilant Ssslithery Sssaintsss - CrimsonFox (Leader), ntndeacon



Winners!!!

1. dubb, killed Basilisk in 9H on Movement, Day 17
2. PurdueBrad, killed four giants in 7E on Afternoon, Day 17
3. JAG, solved the Kitchen Murders in 8H on Night, Day 18
4. Darth Vilus, slayed the Dracolith Euplatious in 7G on Afternoon, Day 19
5. CrimsonFox, killed many giants in 7E on Afternoon, Day 19

Abe Sargent
03-25-2012, 07:21 PM
It's that time of year again.


Over eighty years ago, the people of Intaria were unorganized and meat for various marauding monsters, until a large band of adventurers committed to ridding the nation of many of its problems, and began to administer the area.

Decades later, the retired adventurers have passed laws discouraging the populace from becoming adventurers themselves. Instead, the older adventurers use their contacts in the adventuring world to complete various tasks, such as raising dungeons, investigating ruins, killing rogue bands of monsters, and so forth. Since adventuring is the fastest way to wealth and riches, many young locals resent the rules.

In order to demonstrate the harsh reality of adventuring, the rulers decided to create a sprawling underground complex of 144 rooms with various monsters, items, obstacles, traps and more. Any native Intarians interested in becoming adventurers were given a small amount of equipment and ushered into the labyrinth at the beginning of each month. The first five would-be adventurers that reached a sufficient amount of experience were declared official adventurers and could try to formalize their lives of fame and glory and adventure. Those who survived but did not win would re-acclimate to the normal lives, with additional wisdom and experience from their plights in the dungeon. Some would die there, and would not make it.

Five years ago, the group of Adventurers that encountered the dungeon were of particular note. Some have gone on to tremendous careers, including the evil general KWhit, who had raided many towns along the border of Intaria but outside her borders and protection.

This year, you are the top twenty applicants to be adventurers, and have been granted access to the dungeon. You have a piece of armor, a weapon on your choice, 5 days of rations, 5 torches and 50 gold. Your initial rooms are oriented such that forward faces the center of the dungeon.

You do have allies in the dungeon. Various sylvan creatures are here to help you. Sprites, Pixies, and Faeries will aid you in your quest at various times, usually with information.

Good luck, and don't die too early!

Abe Sargent
03-25-2012, 07:22 PM
This is where information given by Sprites, Pixies, Djinni and Fairies will be collected:


Heya! I'm a Pixie. We're a bit shy, but we don't like seeing nice folk like you die. We come out and help when needed. Our powers are minor, but they are here. Today, at least one of you would have died! Oh no! We couldn't have that, so we appeared and protected anybody from dying. This protection will extend throughout rest of the day, but then are powers are mostly spent and we can't help as much later. Sorry.


The sprites tell you, "This Dungeon has 169 rooms, which is the same it always is. But there is something more outside it!

We heard that four adventurers are already level 2! by Day 2 movement action

Oh no! Not everyone will survive today's movement action!

Nocturne Potions allow you to take a Night Action! Some rooms really need three actions to fully explore.



Most people are level 3. Nobody is level 1 anymore, a few are level 2, and one person has reached level 4 already!

Somebody else has died on Day 7!!!


Before each iteration of The Dungeon, the rooms are shuffled randomly! Well, mostly...



A Fairy Says:

I just want to thank this sis'sharr Kensai for freeing me from that Evil Druid! I have blessed the altar and will give succor rest and knowledge to all who come by my grove, in the second rank of the Dungeon, in room 3E!!!





We would like to announce that The Jackal has slain the most powerful creature on the first level of The Dungeon - The Four Headed Beast of Death!!!

dubb has defeated the most powerful creature in the UnderDungeon, a Mujina!!!

JAG and PurdueBrad crushed the most powerful villain in the second level - a Green Slime!!!

DUBB has FLED from the SPHERE OF ANNIHILATION!!!!!

Abe Sargent
03-25-2012, 07:23 PM
Rules Post #1 - Creating Your Character, Race and Alignment



Alignment


At the beginning of the game, you must choose an alignment, either good, evil, or neutral. Some classes may restrict you in certain choices. Alignment can restrict spell choice, class choice, and has some impact in the game. There may also be some consequences for changing alignment during the game.



Races:

Human - A player who is human can choose every class except for one, and has a 10% bonus to experience gained.

Dvergr - A Dvergr is used to being underground, as a short, squat stocky humanoid with a gruff attitude and an affinity for rock and crafting. They get double the chance to detect a secret door, and they have infravision. There may be places that only a small Dvergr can reach.

Flame-Kin – This elemental humanoid with the body of fire (with a level of heat they can mentally control) has several advantages and disadvantages. They won’t need torches. They are immune to fire damage, but take double damage from water or cold sources. There may be places in the Dungeon that only a Flame-Kin can walk, due to immunity to fire. If immersed in water, they take 20% of their max HP each round, and will thus die in a maximum of five rounds if fully healthy. They can ignite items in rooms by touch. If one becomes an Assassin, they cannot ambush - they are too bright (they still can if Invisible though).

Guzak – The small catlike humanoids known as guzaks can also squeeze into small spaces like a dvergr. Due to their naturally lithe nature, they take no damage from falling, and have infravision.

Qwith - A Qwith is a sylvan, slender creature a bit taller than a human with a mixture of faerie features. They have infravision and get twice the chance to detect a secret door.

Sis’Sharr - The lizard like Sis’Sharr are a species of humanoids living in the Western Reaches, an extensive desert. As such, they have developed the ability to go a long time without food, water or much sleep. A Sis’Sharr requires rest only once per every other day and do not need to keep track of food.

Trow - The trollborn, about human size bestial creatures with a high degree of intelligence, have a variety of subspecies, and this represents the adventuring Trow. Trow have an innate Go Berserk ability which can sometimes trigger randomly in combat.

Taurians - The largely extinct Taurians are an old seafaring warrior race that terrorized the local coasts until defeated several hundred years ago. These large Bullmen have trouble fitting into some of the more cramped spaces in the dungeon, and there may be places they cannot access. All Taurians deal +2 damage in combat in addition to class or weapon bonuses that might apply.



Special Racial Abilities:

Infravision - This is the ability to see the infrared spectrum in the dark, thus enabling you to make out warm blooded creatures in darkness. Note that some creatures, like an animated skeleton, are not seen by infravision, and some nearby effects (like lava) will interfere with infravision. A character with infravision can never be ambushed by a warm blooded creature naturally if their sight is running properly. (although magic may change things).

Go Berserk - The Trow may, occasionally, go crazy in combat. When this happens, they are completely immune to most magic except damage that is dealt directly like fire bolts and lighting balls. They become very powerful, with stronger, more fearsome attacks dealing +4 damage. However, they ignore any defensive posturing, and are very easy to hit by enemies, and are at +4 to be hit. They cannot do anything but attack. Once you have Gone Berzerk, it is hard to come out of it, and only after your hp have gotten low enough can you try, in order to use a potion, run, etc. There is a 20% chance you will be unable to de-berzerk each round.

Abe Sargent
03-25-2012, 07:25 PM
Rules Post #2 - Creating Your Character, Class




The Classes

Each class is in one of three categories, those that focus solely on combat, those that focus solely on magic, and those that either mix the two or focus on something else in the middle. Each category has its own hp, to hit ability, and XP chart for leveling.



Fighter Classes –


These classes get +1 to hit each level, and get 10 hit points per level. Other details vary by class. All begin with chain mail, (except Kensai) and a weapon of their choice. Some may begin with something more. All Fighters have the following Experience Chart:

Level 2 1200
Level 3 2400
Level 4 4800
Level 5 9200
Level 6 18400
Level 7 40000
Level 8 65000
Level 9 90000
Level 10 115000


Kensai – At the beginning of the game, select a weapon. You have double specialization when attacking with any weapon of that type (+2,+2). You cannot use any other weapon in combat, except those that are that type. You cannot wear any armor, but you begin the game with the reflexes equal to robes, and you will get one harder to hit each level you rise as you get more dodgey. You can attack twice a turn after you hit level 6. You cannot use bows, exotic weapons, or a shield. Only humans and sis’sharr can be Kensai.

Berserker – Only dvergr and trow can take this class. This character cannot specialize, nor can it use a shield or any armor heavier than chain mail. However, this character can Go Berzerk constantly in combat, and dive out when needed without needing to roll. This can make them very powerful in combat, but also weak for how much damage they take.

Paladin – They can only be taken by humans and the guzaks. They cannot use a shield. The Holy Warrior (or Unholy Warrior) focuses on dealing damage and killing evil. They do not get the ability to specialize in a weapon type. Paladins gain several activated abilities. Firstly, they can, once day, heal 50% of their original hit points. Secondly, they can, once per day, cast Detect Magic on a room which may cause objects or monsters to be identified as magical. If you take this class, you cannot be neutral. You must either be fighting for good or evil.

Ranger – This character specializes in ranged combat. They are the only character that begins the game able to use a bow. They use the bow to attack at range first, and then combat begins. At level 4 and 8, the Ranger gets the ability to fire an extra shot before close range combat begins. Qwith, Guzak and Humans can be Rangers. They cannot use a shield, or specialize, or use armor heavier than chain. They begin the game with a bow in addition to chain mail and a hand weapon of their choice.

Myrmidon – The basic professional warrior. Every race can take a Myrmidon. When you do, select a weapon, and you begin the game with specialization in that weapon (+1,+1 to it). You can use every weapon, other than exotics and bows. At level 5, you gain specialization in another non-bow weapon. At level 4 you can use a bow like a Ranger, but you only ever get one shot off. At level 8, you can use all exotic weapons. You can use a shield, and you even start the game with one.



The Mixed Classes:

These classes all gain +1 to hit every other level (3, 5, 7, and 9), and have either 6 or 8 hit points per level, as described below. All of these classes have the following Experience Chart:

Level 2 1000
Level 3 2000
Level 4 4000
Level 5 8000
Level 6 16000
Level 7 32000
Level 8 55000
Level 9 80000
Level 10 105000



Priest – You gain 6 hit points per level. This class can be taken by every race. You cannot use any weapon other than blunt weapons (staff, warhammer, flail, mace, and club), or any armor heavier than chain. In addition to decent weapons, hit points, and more, you gain the ability to use Divine Magic as per the rules on it. You may not use a shield.


Assassin – You gain 6 hit points per level. This class can be taken by Trow, Guzaks, Humans, Sis’Sharr, Flame-Kin and Qwith, but not Dvergr and Taurians. The assassin focuses on getting into and out of places, and has abilities that support that, such as picking locks, climb walls and disarming traps. Their chances start at 50% at first level and increase 10% as they go up a level to a maximum of 95%. When this class attacks an enemy, they get an Ambush special ability that allows them to do significantly more damage in their first attack. After level 3, the assassin gains the ability to poison their blade, if they can find any. Due to the nature of their profession, assassins need close range precision weapons that pierce the skin, namely the gladius and dagger. They begin the game with one of those two weapons of their choice, and leather armor. They cannot wear more than studded leather. You cannot be good and an assassin. Here is your Ambush Bonus – Level 1-3: 2x Damage, 4-6: 3x Damage, 7-9: 4x Damage.


Battle Mage – You begin with 6 points per level. This class can be taken by all races. You can only use a staff, dagger, gladius, or club. You can use Wizard Magic, as per the Wizard Magic rules. You cannot use armor heavier than leather armor, and you begin with robes and one weapon listed above.


Bard – The bards are masters of information, and no class learns as much from their surrounding as bards do. Bards can wield daggers, staffs, or a gladius. Bards can automatically identify any magical item discovered. Bards get 6 hit points. Bards get the enhanced ability to search for traps, secret doors, and other hidden things just like assassins, but cannot disarm traps, climb walls, Ambush or poison. At every third level (3, 6, 9), they gain the ability to cast one Wizard spell from the next level (at level three, one first rank spell; at level six, one second rank spell, and so forth). Bards also get a combat ability called Lore, and it allows me to fight with the knowledge of the monster that I have, rather than what you have. It is described in the combat section below. Only qwith and humans can be bards. They can wear up to chain, and start with studded leather


Druid – Druids get 8 hit points per level, and can be taken by qwith, guzaks, trow and humans. They cannot use any armor heavier than studded leather, and can only use clubs or staffs, but they can use a shield. Like bards, druids gain one spell every third level starting at 3, but from the Divine List. They can use items as if they were a priest. At level 2, a druid can shapechange into a wolf and attack like a wolf. It is possible that with better items, the druid himself can attack better than a wolf, so it is not automatically used. At level 5, a brown bear can be the form, instead of a wolf. At level 8, a druid that is in their shapechange form can dole out 4 extra damage and hit creatures normally only hit by magic weapons, and gets +2 harder to hit themselves.






Magic Users:


These characters do not get better in combat as they level up, instead focusing on magic. They have 4 HP per level. All of these classes have the following chart for gaining Experience.

Level 2 1400
Level 3 2800
Level 4 5600
Level 5 11200
Level 6 23000
Level 7 50000
Level 8 75000
Level 9 100000
Level 10 125000



Sorcerer – This powerful class only gets 4 HP per level, and can only use a dagger or club in combat. However, in exchange for a weakened physical presence, the Sorcerer can select spells off either the Divine or Wizard spell list when they level up. However, doing so means that you gain spells using the rules for Divine Magic, not for that of Wizard Magic. They begin the game with robes and their weapon, and cannot wear larger armor. Only humans can be a Sorcerer. They can use items reserved for priests and wizards.


Artificer – This class can only be taken by a human, flame-kin, or dvergr. They cannot use any spells that directly harm the opponent, however, which are among the most powerful spells on the Wizard List (this includes Finger of Death). Artificers can identify magical objects immediately, if they found it. Artificers can also use and reuse magic items with charges as if they had no charges, once per combat (so, if they found a Wand of Trap Detection with three charges, they could use and keep using the object for the rest of the game, without using any charges.) If an Artificer finds an item that would deal damage directly to an opponent, they can use the item (so a Wand of Lightning Bolts could be used against an opponent, but an Artificer could not memorize the spell Lightning Bolt). 4 HP per level, can use dagger, or club only, and no more than robes, which they begin with.


Lay Healer – This specialist healer class only gets 4 hp per level, and can only use a club. They can wear any armor and use a shield. They get access to Divine Magic, but cannot memorize any spell which deals damage (the Cause spells and Harm). When they heal, they heal double damage, even from healing items. In fact, Lay Healers are so good at healing, that they cast healing spells or use healing items immediately, and without taking a turn, so they don't have to slow down to heal. Like Paladin, the Lay Healer can heal 50% of hit points of their HP once per day for free, but unlike the Paladin, they can target another ally in the room if they want, in addition to just using it on themselves. All party members are healed of all damage at the end of each day by being with a Lay Healer. They begin the game with chainmail and a club. Only humans and sis’sharr can be lay healers. You cannot be evil.

Abe Sargent
03-25-2012, 07:28 PM
Rules Post #3 - Divine Magic





Divine Magic

Magic works thusly. At the beginning of the game, Sorcerers, Lay Healers and Priests can select one First Rank spell. For the rest of the game, they can cast this spell once per day. Here is the chart for these classes:

Second Level - Another First Rank spell may be chosen
Third Level - A Second Rank spell is selected
Fourth Level - An additional Second Rank is selected
Fifth Level - A powerful Third Rank is picked
Sixth Level - Another Third Rank is picked
Seventh Level - Another First and Second Rank are picked
Eighth Level - The all powerful Fourth Ranks give you one spell
Ninth Level - You may select another Fourth Rank spell
Tenth Level - Another Third Rank is picked.

When you have these spells, you may cast one per day. Some spells are combat spells, and can only be used in combat. Other spells allow you to take actions in various stages during the day. No spell can be learned more than once. Note that although a Sorcerer may choose spells from the Wizard Magic list too, they learn them with the restrictions of Divine Magic. Note that Druids and Bards essentially act as Divine casters for their spell acquisition as well.

You may not take the Cause spells or Harm if you are good. They work by causing excruciating pain in the target, are very torturous, and thus good characters cannot memorize or use them.



Divine Spells

First Rank -

Cure Light Wounds - Heal one player, (could be yourself) of 10 hit points. Used Automatically.
Luck - Increases your chance of detecting secret doors and traps by 1 in 6. Constantly in effect.
Detect Evil - This is an action that can be taken at any time, and can be used as part of a search action. All evil items and players in the room will glow. Unholy items and cursed items glow as evil.
Cause Light Wounds - Combat spell harming one opponent of 10 hit points.
Remove Fear - Combat spell which prevents you from running or fleeing as a result of a spell or effect.
Turn Undead - Combat spell which forces one undead creature to flee the dungeon and never return. You get no experience for defeating the creature, and no treasure.


Second Rank -

Cure Moderate Wounds - Heal one player of 20 hit points. Used automatically
Detect Traps - This requires an action to use, or can be used as part of a search. All traps are automatically detected.
Cause Moderate Wounds - Combat spell dealing 20 points of damage.
Heal – This healing spell ends all poison and disease.
Protection from Fire and Cold - Combat defensive spell that prevents all fire/cold based damage from harming you or your items.
Charm - This combat or action spell forces one humanoid monster to become non-hostile to you, but you do not get treasure or experience for it.


Third Rank -

Cure Serious Wounds - Heal one player of 30 hit points. Used Automatically.
Cause Serious Wounds - Combat spell dealing 30 damage to an opponent.
Dispel Evil - This combat spell has a 50/50 chance of sending a creature from another plane back to its plane of existence. It may have a few room specific uses as well.
Expertise - This combat spell turns you into a Myrmidon of the same level for the combat. You gain hit points equal to the divide between you and your Myrmidon persona, and the attack ability of the Myrmidon. You do not gain specialization with a weapon.
Toughen – This combat defensive spell forces all weapons to deal their minimum damage to you. Magic spells and things like cold, noxious gas and fire will still deal normal damage, as will poison and such.
Protection from Normal Weapons - This combat defensive spell prevents non-magical weapons from hitting you, which can include anything from a bear’s paw to a sword. Fire will still harm you, as will cold, acid, magic, and so forth.



Fourth Rank –

Avoid Death – Once, when you would otherwise die, you can instead cast this spell to regain all of your hit points. This spell can only be used once in the adventure by you, and it only works on you.
Atrophy - This spell allows you to target one item a player in the same room as you has. When you touch it, there is a 50/50 chance of that item being destroyed. This must be used as an action. You must choose an item based on the description of that player given in your message.
Call Creatures - This combat spell summons a powerful minion, randomly chosen, to fight in your stead. Whether its wins or loses will be based on the monster you are fighting and what is summoned.
Cureall - This spell completely heals the recipient of all damage, neutralizes poison, disease, withering, artificial aging, and any other negative condition except drained levels, which are permanently gone.
Harm - This combat spell gives an opponent a 50/50 chance of dying.
Wizardry - This spell allows you to select one item you own that can normally only be used by Wizards. You can use that item in perpetuity for the game, but only that item.

Abe Sargent
03-25-2012, 07:32 PM
Rules Post #4 - Wizardly Magic


Wizard Magic


Much like Divine Magic, Artificers and Battle Magi start with one spell of their choice. However, that is where the comparison ends. They have a spellbook, and as they find Magic Scrolls, they can choose to inscribe the spell in their book if it is a Wizard Magic spell, and the scroll is destroyed. Thereafter, they can cast that spell when needed. Wizards never have to memorize any spell, and they can use whatever spells they know as much as they want, to a certain limit, equal to Divine Mages. Those limits are:

Level 1 – 1 Rank One Spell
Level 2 – 2 Rank One Spells
Level 3 – 2 Rank One, 1 Rank Two.
Level 4 - 2 Rank One, 2 Rank Two
Level 5 – 2 Rank One, 2 Rank Two, 1 Rank Three
Level 6 - 2 Rank One, 2 Rank Two, 2 Rank Three
Level 7 - 2 Rank One, 2 Rank Two, 2 Rank Three, 1 Rank Four
Level 8 - 3 Rank One, 3 Rank Two, 3 Rank Three, 1 Rank Four
Level 9 - 3 Rank One, 3 Rank Two, 3 Rank Three, 2 Rank Four


So, if a Battle Mage has four rank one spells in her spellbook, and is second level, she can cast any combination of those spells in one day, up to two total. So, she could cast Magic Missile twice in combat, for example, or Detect Magic in two rooms, once before moving and once after, or Armor to protect herself early and then Magic Missile in combat, etc.

Note that spell progression for Wizard Magic is slightly different than that for Divine spell casters.

If you do not want to use a spell that is used automatically at the beginning of each day (like Armor or Floating Disk), just tell me.


Wizard Spells:


First Rank:

Armor - This spell increases your armor to the level it would be at if you wore chain mail. It interferes with any magical armor you might find later, and it is cast at the beginning of each day automatically, not requiring an action for use.
Detect Magic – This is an action that can be taken at any time, and can be used as part of a search action.. It will cause any magical items in the room to glow. It does not tell you what they are, only that they are magical.
Dodge – This combat spell enables you to dodge every attack that comes your way for this round and the next. It does not work on magic, or area effects like Icy Blast.
Floating Disk - This spell increases your normal carrying capacity, allowing you to carry all items you find. It is used at the beginning of each day automatically.
Identify - This spell allows you to identify two magic items per day. You need only to PM me which items in your inventory you would like to examine. This does not take an action
Magic Missile - This combat spell attacks your opponent for 1d4+1 damage per level.
Shrink – You can cast this spell as to enter a room that you would not normally be able to enter.
Spook - This combat spell forces one opposing creature to flee for one round, requiring a second round for it to return, so you get two rounds to flee, take combat actions, prepare defensive spells, pepper it with arrows, drink potions, and so forth.


Second Rank –

Acid Arrow - This combat spell hits your opponent for acid damage equal to your max hit points this turn, and an equal amount next turn for free as well.
Create Poison – This spell poisons your weapon with a powerful poison whose deadliness increases as you level up. That weapon then poisons the next time it hits in combat.
Icy Blast - This combat spell deals ice damage to all opponents equal to your maximum hit points. The damage radiates out from you for fifteen feet and all enemies will take damage if in the radius.
Invisibility - This combat spell gives you the Ambush special attack during your first battle of each day, at the power of a 5th level scout ignoring infravision. It can also be used to automatically flee a battle without an attack of opportunity by those engaging you.
Mirror Image - This defensive combat spell creates a few phantom copies of yourself. These phantom copies are hit in combat before you are, with a number of copies being made equal to your level. This spell wears off at the end of a combat.
Oracle - This is an action that can be taken at any time, and can be used as part of a search action.. For that action, you will know every piece of information about a room, including secret doors, traps, and other hidden information. This does not detect magic or dispel illusions.
Sleep - This combat spell puts to sleep one opposing creature, no matter size, type or experience level. The amount of rounds the creature is asleep equals your level.



Third Rank -




Dispel Magic - This combat spell dispels any defensive spells an opponent might have operating, such as Stoneskin or Mirror Image. It also has many uses in rooms.
Lightning Bolt - This combat spell deals a significant amount of damage to one opponent, killing many outright. It will dole out 1d10 damage per level.
Pierce Armor – For the rest of the combat, one enemy’s armor is dropped to the level of humble robes.
Rebound – This combat defensive spell sends the next offensive spell that attacks you back at its caster.
Seduce - This combat spell will stop many monsters from attacking you. It will only work on one monster, and it will only work on those with a mind. It works on many more creatures than the 2nd level Divine spell Charm.
Stone to Flesh – When you cast this spell, you can target any person that has been petrified. That person returns to normal. If you are petrified, and you have a spare third rank spell left to cast for the day, you can instantly cast this spell as you are turning to rock in order to stop it.
Stoneskin - This unusual defensive spell is not combat, and creates a number of false skins which absorb damage before being destroyed. A number of skins is created equal to your level at the beginning of the day. Unlike Mirror Image, they wear off at the end of the day if unused, instead of at the end of a combat. This is used automatically.
True Sight - All spells and magical effects that rely on illusion are dispelled. This will counter Mirror Image or Invisibility, for example. It is often used in combat to counter illusionary defenses, and can also be used as an action in a room to remove all illusions and reveal all magic and evil items and people. It can also be used as a part of a room search.
Passwall – You may move through a wall to the next adjacent room, even when there is no door there.


Fourth Rank -

Divinity - This spell allows you to select one item you own that can normally only be used by Clerics. You can use that item in perpetuity for the day. It can only be used automatically at the beginning of each day.
Enervate - This is the only Wizard spell that can target a player. As an action, you may cast this at another player in the same room as you, and that player permanently loses one level. Only evil characters can use Enervate.
Finger of Death - This combat spell gives one opponent a 50/50 chance of dying instantly.
Fire Rage – This spell inflames every enemy in the room for 1d12 damage per level.
Globe of Invulnerability - This combat defensive spell prevents you from being targeted by spells or damaged by normal weapons for the duration of the combat. It can be disenchanted by a Dispel Magic and area effect spells, like Icy Blast, will not be countered.
Mystic Summons - This combat spell summons a powerful minion, randomly chosen, to fight in your

Abe Sargent
03-25-2012, 07:33 PM
Rules Post #5 - Combat, Weapons and Armor


Combat -

During the game, you may be forced into combat with one or more creatures. You might also choose it, during an action.

Combat is resolved automatically by myself. Any spells or items labeled as combat may be used by me in order to ensure your survival. After combat, you will be told of the results.

For example, suppose you enter a room during the movement phase, and you discover a sleeping giant in the room. You are given the option of trying to sneak out, or attacking the giant with a bonus. You choose to attack.

During combat, in order to kill the powerful giant, you might have to drink a potion and cast two combat spells. You also take a lot of damage. I will send you a report telling you how much damage you take, what temporary items are now gone, and what spells were used. You will also receive experience from winning a battle with a monster, and have a chance at finding items on the monster’s corpse.

If your hit points are reduced to 15% or less of their original total, you will automatically flee, which gives the monster one final free swing at you. Should you survive that attack, you will be moved to the room you came from, and possibly thrust into battle there. You will also flee if an opposing monster deals 50% or more of your maximum hit points in one hit. You will also flee if you cannot damage the monster.

After you have cast spells earlier in the day, but find yourself in combat later that day (which happens occasionally but rarely), your used magic cannot be reused, so beware.

It is possible that you will die in battle. Some monsters are not to be trifled with, especially by lower level players. Some monsters will be like players, with classes. An opposing mage with a full slate of defensive spells is a tough thing to take out unless you are prepared, for example.

Combat will always be resolved in the most expedient way possible. For example, if you have a Protection from Cold scroll and encounter an Ice Elemental, you will likely use the scroll and then beat up the Ice Elemental while taking no damage. The result is a dead creature and you used up a temporary item, no spells and took no damage. Now perhaps you might have liked to have kept the scroll and just fight the Ice Elemental normally, but in this game, combat is resolved in the most efficient way possible.

Lore – If you are a Bard, you have a combat ability called Lore. You know everything there is to know about your enemies, so you will tend to fight smarter. It also means that you will not use the most expedient path when you know it’s not the valuable one. For example, suppose you have a Protection from Fire scroll, and enter a room with two Fire Fundamentals. You know that they are little flying creatures with 4 or 5 hp, each, and at level 6, should be easy for you to kill. You will not waste the Protection scroll on these two little guys, and just do combat normally. Other classes will use the Scroll, make themselves immune to the damage, and then automatically kill the Fundies. This is the difference Lore can make.





Weapons –

Club – 1d4
Staff – 1d6
Warhammer – 1d4+1
Mace -1d6
Gladius – 1d6
Dagger -1d4
Long Sword -1d8
Battle Axe – 1d8
Bow - 1d8
Spear -1d6+1
Halberd - 1d12
Flail - 1d6+1


Rules for Halberd, Quarterstaff, and exotic weapon Lajatang:

You may not use these with a shield, since they both require two hands.

There are four exotic weapons, the Lajatang, Manriki-Gusari, Chijiriki, and Kusari-Gama that can be found. Each is better than normal weapons, but they cannot be used well by someone who does not know how to use exotic weapons.


Armor -

In order of protection from least to most:

Robes AC8
Leather AC7
Studded Leather AC6
Chain Mail AC5
Plate Mail AC4
Full Plate AC3

AC is the Armor Class, and it tells you how hard they are to hit. Each is one better than a previous one. A basic shield improves your AC by 1. (So Full Plate + shield is AC2). A shield +2 and a chain +1 would give you an AC of 1, as an example.


Only Myrmidons, Lay Healers, and Druids can use shields.

Abe Sargent
03-25-2012, 07:34 PM
Rules Post #6 - Items



The Djinni Sale -


Starting with Day Two, a group of Djinni merchants will arrive at the dungeon and announce their items for sale and prices. They have limited numbers of some items, and unlimited numbers of other items. You may purchase any items from the Djinni Sale by pming me your choice. You may also sell any item you wish for 50% off its normal price at the Djinni Sale. Each time the Djinni arrive, they may have different items with them, and they may have some items sold to them by your peers. Participating in the Djinni Sale requires an action, and takes place in the Afternoon Action stage of even numbered days. Just pm me that you want to spend the action shopping, and what you’d like to buy. Limited items are on a ticket basis, with a modified first-come, first-serve tickets assigned based on level and experience. You will still lose an action if you only want one item and it’s purchased first. You can place conditional orders (I’d like to buy a Halberd of Abe for 500, and if that is gone, then I want a Potion of Abe is Cool for 350 instead). Magical items at the Djinni Sale will NOT have any descriptions with them, but no items for sale are cursed. The most expensive items in the game are the Long Sword of Righteousness and Plate Mail of Ablation, each at 3000. The Djinni will not purchase unidentified magical items or cursed items.


The Black Market –


Player may also trade items out here in the thread. When a player finds an item, and does not want it, they may post the item here.

If a player sells an identified magic item to the Djinnis, or trades it with another, it remains identified. If it is found on the corpse of a player, it will have to be identified again.

In order to trade, one person must post, in bold:

“Black Market:
Steve will give Jay his Ring of Abe
Jay will give Steve his Wand of Sargent”

And then the other person must post the same. Once both players have posted it, in bold, the trade is made as that turn (as soon as I can process it), and may be used in combat or actions later that day. Objects cannot be traded more than once per day and you do have to be in the same room to trade. Trading does not require an action.

You may also trade a service for gold or an item. In order to trade a service, you must be in the same room similar to trading objects, and then use the same post outline as above. For example:

“Black Market:
Steve will use Cure Light Wounds on Jay
Jay will give Steve 25 gold”

Just remember you have to be in the same room when you trade services and/or items.



Encumbrance:

There is a limit to what a person may carry in the dungeon with them. Characters may not carry more than one extra set of armor and two extra weapons. Knowing Floating Disk allows you to significantly increase your holding capacity as you place extra items on this floating disk of force. There are items that can help you here too.



Food:

You begin the game with five days worth of rations. During the game will automatically consume one ration during the movement phase (except for Sis‘Sharr who do not need to eat). You will have to find more food during the course of the game, or buy some from the Djinni Sale. If you ever run out of food, your character will be paralyzed until the next Djinni Sale, at which point you must buy food from the Djinnis and then you can begin adventuring again.



Torches:

Each time you move, you consume one torch. You begin the game with five torches. If you have infravision, being without a torch means you can only see heat sources, such as people, but not things like cold coins in a coffer, or a chest, and so forth. You can still fumble about. If you have no infravision and no torches, you will be immersed in total darkness and unable to do anything until you acquire more from the Djinnis. Some rooms may be lit up, and you will not need torches in them.


Prestige Items:

During the game, you might acquire a scroll with a recipe on it. If you acquire all of the items on that scroll, it will dissolve and they will magically form the new magic item. These are usually powerful items.



Magic Items:


What sorts of Magic can you find?

Weapons, Armor, Shields - These increase your abilities in combat, and are especially important to characters who are in combat a lot. Some of these may give you non-combat abilities.

Scrolls - There are a few generic scrolls that can be used by any class, but most scrolls can either be used by Divine Magic casters or by Wizardry Magic casters. Scrolls are a one use item with a spell-like effect.

Rings - You may only wear one ring on each hand at a time. Rings vary widely in power from minor to very strong.

Wands - Wands are items with multiple charges. There are a number of utility wands that can be used by all classes, and the rest are usable only by Divinity or Wizardry users.

Potions - Potions are a one shot item, rather fragile. All potions can be drank by anyone.

Misc Items - These are random items that are used in a variety of places. Note that you can only wear one necklace, one cloak, one pair of boots, one pair of bracers, one set of earrings, one pair of gloves or gauntlets, two rings, and one headpiece at a time.

Abe Sargent
03-25-2012, 07:35 PM
Rules Post #7 - Actions



Actions:

These are the actions you can choose.


Sleep - This can only be chosen at night. Most characters will choose this most nights, although Sis’Sharr can operate every other night, giving them a lot more actions available to them. All players must sleep during the night phase unless they are Sis’Sharr or have an item that allows them to act. It is assumed that all players are sleeping in the Night Action, unless they say otherwise. No pm needed for that. That means most players can ignore the Night Action phase.

Search - This action searches for hidden doors, traps and other secret goodies. Although all characters can take this action, some are going to be better than others based on race, class, items, and spell selection. Characters with Magic that enhances a search may use those spells or items during a search action, such as casting the Detect magic spell or using a charge from a Wand of Trap Detection.

Pick Locks - This action can only be taken by Assassins. It will attempt to pick a lock on a chest or door.

Disarm Traps - This action can only be taken by Assassins. It will attempt to disarm a trap. Higher level ones will instead try to dissemble traps where appropriate.

Trigger Trap - If a non-Assassin finds a trap, they can trigger the trap to set it off, and then access the area, door, chest, or whatever is trapped. Since you do not know anything about traps, you are likely to hit yourself, and who knows what will happen. Not for the fearful of heart.

Bash Object - If you are a non-Assassin, you can try to open a door or chest by bashing it. You may take some damage, it will be very noisy, it may not work, and you often break some items inside chests.

Use Object - Some items give you an option for an action. Some objects may duplicate actions (such as a Wand of Lock Picking) and others may give you a unique action. The object description will tell you what is what.

Investigate Item - You spend your time investigating an item, trying to find clues about it. You will wield a sword, wear a ring, look for runes, taste a potion, try to use a wand and wave your hands in an attempt to discover what the item does. At the end of this action, you may know if an item is magical, and if you are lucky, what properties it has. Choose what item you would like to investigate when you take this action.

Cast Spell - A variety of spells read that they must or can be used as actions. You may cast one as your action for the phase.

Room Actions - You may get options based on the room you enter. Perhaps there is a fountain. Would you like to drink from it? Perhaps there is a chair. Would you like to sit in it?

Go to Djinni Sale - This action may only be chosen during the Afternoon every even numbered day. Tell me in the pm if you’d like to sell and/or buy and what items interest you



Do Not Take an Action:

These things never take an action.

Scribing a Wizard spell into your spellbook (it is destroyed in the process)

Healing by casting a spell, using a healing item

Using the Black Market

Picking up items in the room and from the corpse of the creature you’ve killed.

Abe Sargent
03-25-2012, 07:36 PM
Rules Post #8 - Miscellany


Winning the Game -

Players leave the game in one of two ways. Either they die, or they reach level ten. Heck, some of you might have to die twice :) Once a player reaches level ten, they have won the game. Any player who is level ten is retired from the game. Retired players have won the game. The game continues until we have five winners, or everybody is dead or the time limit runs out. Retired and dead players may not continue to participate during the game.

You do not know how long you have before time runs out. You will be given a warning a few days before it happens.





The Day:

Each day is divided into the following:

Morning Action
Move
Afternoon Action
Night Action

You may take one action during each action phase. If you want to do a non-action (such as heal) that will be done in the same pm and at the same time.



Parties:

During the game, you can officially form a party (team) if you wish. Once you have formed a party, you can have others join if:

1). Both of you are in the same room
2). Each of you posts in the thread, in bold, something like “Player X joins Party B.”

Teams move and attack as a group. Treasure from opponents is split around the players, but other actions in the room are not split up, so if an Assassin finds a secret cache with some gold in it, they keep it. The team needs to designate a leader, who will pm the team’s movement. Teams will split the XP for any monster they kill.

Thus, the more people in your team, the harder it will be for you to gain XP from monsters and items and gold. However, it can increase your chance of survival significantly. Players in a team will gang up on monsters, or split up monsters. This dungeon is designed to be beatable by a solo character, but it will be difficult and people will die.

Whoever deals the most damage to a monster gets any special items it has. Suppose that three players enter a room and attack and kill a Stegosaurus. If it had 60 gp and a Scroll of Abeish Power, and was worth 1200 XP, each player would get 20 gold, 400 XP, and the player that dealt the most damage would get the scroll. Of course, you can trade the scroll as soon as you like.

At any time, a player may leave a group by publicly posting in the thread. In bold, that she is doing so.

Parties may NOT automatically pm each other about what to do or where to go. That discussion must happen in public in the thread. In fact, there is no game mechanic which allows you to PM with another living player, ever.

Abe Sargent
03-25-2012, 07:37 PM
Rules Post #9 - The Dungeon


Nothing happens in corridors, all of the action is in rooms. You can only move during the move action, but you are not required to move, should you desire to stay in room you are currently in. After the move action, all automatic combat is resolved with monsters. Most combat is automatic. You enter a room, there is a troll here, so you and the troll tussle. Results come to you in your pm. Some combat is by choice. As an example above, I gave the sleeping giant that could be attacked or circumvented.

The dungeon is all one big map, but there are more difficult areas of the dungeon. The bricks in the rooms in which you begin are Tan. The next level has Burnt Sienna bricks. The third level has Raw Umber bricks. The final, most dangerous areas of the dungeon have Black bricks. If the brick color changes, I will tell you in the pm. Otherwise, there is no change. The darker the color, the more danger you face, but the better the treasure.

You begin on the outskirts of the dungeon, and as you move towards the middle, the bricks will darken. No two players will begin in the same room. When two or more players are in the same room, you will be told in a pm, since some things (like spells) affect them.

If two or more players enter a room, there are several possibilities for combat. If there are multiple monsters in the room, each player will take a share of the monsters to fight, so you will divvy them up. If you arrive with one monster and multiple players, one player will fight the monster at a time, until the monster is killed (unless you are a team). The player with the lowest level will fight first. If tied, Fighters go first, and if two of the, are in the room (or two non-Fighters) then it will be random. So, if Bob and Steve arrive to find a Grizzly Bear, Steve will fight it since he is level 3 and Bob is level 5. If Steve wins, he gets the XP and any treasure the Bear had. If Steve runs away or dies, then Bob fights the Bear.

If multiple players are in a room with a curious object, such as a chest, then priority is given to investigate in the following order – Lower level character first, Assassins second, roll off third.

Many rooms are created in such a way as to have multiple encounters over time, but many rooms may have just one monster, one treasure, and will be vacant later in the game. Thus, it may behoove you to move deeper into the dungeon.

There are some rooms that are only accessible by various things. Some rooms or areas will not be accessible to Taurians. Others may only be guzak and dvergr sized. Others may have locked doors that are best picked by Assassins. There may be other restrictions to places you may go.

It is possible for you to leave the dungeon through magical means, or by retiring. There are no exits. Not in the usual sense.

Every player will see the dungeon from their own perspective. In order to give you a sense of direction, every starting room will have the ability to move forward (some may have additional options). Forward from all starting vantage points will be towards the center of the dungeon. That’s my little help for you. I recommend using a map if you want to keep track of where you have been, in order to ensure you will not get lost. A quick map on a sheet of paper should suffice.

The Dungeon! is magical, and may do unusual and nasty things. That’s my warning….

Abe Sargent
03-25-2012, 07:43 PM
http://magiccards.info/scans/en/uh/53.jpg

Abe Sargent
03-25-2012, 07:44 PM
Okay, you may now post questions, tell me I'm awesome and so forth




http://www.bellaunion.com.au/images/uploads/2011_images/DungeonCrawl.jpg

CrimsonFox
03-25-2012, 08:51 PM
Can I be a 15th level Abe?

Abe Sargent
03-25-2012, 09:13 PM
Can I be a 15th level Abe?

Only after you GM a certain number of games

Danny
03-25-2012, 10:30 PM
Im in, will read the rules and ask questions when i have a few spare hours

CrimsonFox
03-25-2012, 10:53 PM
Also, signs ups will not begin for a while, so Do NOT sign up.


ta da!

CrimsonFox
03-25-2012, 10:54 PM
Only after you GM a certain number of games



Announcing WW LX1 1/2 Solo adventure!

Signup!

CrimsonFox
03-25-2012, 10:54 PM
Announcing WW LX1 1/2 Solo adventure!

Signup!

in!

CrimsonFox
03-25-2012, 10:54 PM
in!

Okay CF, you're in!

Signups:

1. CrimsonFox

The game has begun.

CrimsonFox
03-25-2012, 10:55 PM
Okay CF, you're in!

Signups:

1. CrimsonFox

The game has begun.

Um....VOTE CrimsonFox

EagleFan
03-25-2012, 10:56 PM
Im in, will read the rules and ask questions when i have a few spare hours

I see one rule you didn't read yet... :)

CrimsonFox
03-25-2012, 10:57 PM
Um....VOTE CrimsonFox

Deadline!

Votecount!

CF 1: CrimsonFox (24)


CrimsonFox is hung and is a WOlf!

CrimsonFox WINS!

GAME OVER!


THere, that out to be worth at least 2 XP toward my goal of 15th Level Abe

CrimsonFox
03-25-2012, 11:03 PM
Well on my way to post king.

Abe Sargent
03-25-2012, 11:52 PM
I still win the thread, whore!

Danny
03-26-2012, 12:29 AM
I need top top 1000 posts for this one. And i still in

Danny
03-26-2012, 12:30 AM
At least we have vrimson to replace poli for this one as well

JAG
03-26-2012, 05:13 AM
Abe, you're awesome.

PackerFanatic
03-26-2012, 07:57 AM
Abe, you're awesome.

+1000

Autumn
03-26-2012, 08:55 AM
AS I said, the one surefire way to spark Werewolf again would be Dungeon 2 ... though I was pushing for the Electric Boogaloo tag line.

Abe Sargent
03-26-2012, 11:02 AM
AS I said, the one surefire way to spark Werewolf again would be Dungeon 2 ... though I was pushing for the Electric Boogaloo tag line.

I hope so too!

I was working on the rooms and recipes this week, and I realized that I was roughly 6-8 hours from being done, so I figured, let's do it next!

ntndeacon
03-26-2012, 12:16 PM
+1000

+10^10^10

Danny
03-26-2012, 02:43 PM
ROSTER of Adventurers:


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

IN

Poli
03-26-2012, 02:44 PM
At least we have vrimson to replace poli for this one as well?

Danny
03-26-2012, 04:13 PM
?

Meaning someone who would challenge me for most posts. Personally, I wouldn't have an issue with you playing in this game since it's not actually werewolf and you were such a huge part of the first one. However, most importantly you would need Abe's ok for that.

CrimsonFox
03-26-2012, 04:16 PM
I was about to ask what makes me POli too :)

CrimsonFox
03-26-2012, 04:16 PM
AS I said, the one surefire way to spark Werewolf again would be Dungeon 2 ... though I was pushing for the Electric Boogaloo tag line.

...or Freddy's Revenge.

CrimsonFox
03-26-2012, 04:17 PM
AS I said, the one surefire way to spark Werewolf again would be Dungeon 2 ... though I was pushing for the Electric Boogaloo tag line.

I've actually had something semi-ready for a little while but just not secure in the start time especially with this tooth problem I'm having.

Will wait for after Dungeon.

Poli
03-26-2012, 04:29 PM
Meaning someone who would challenge me for most posts. Personally, I wouldn't have an issue with you playing in this game since it's not actually werewolf and you were such a huge part of the first one. However, most importantly you would need Abe's ok for that.

I'd be honored to, but I would defer to Abe. I have apologized numerous times, but I can understand being held out.

Danny
03-26-2012, 05:34 PM
I'd be honored to, but I would defer to Abe. I have apologized numerous times, but I can understand being held out.

After consideration, even though this is not officially a WW game, it's still within the WW community and the feelings that were expressed to me previously should stand. I apologize if I got your hopes up Poli :(

Chief Rum
03-26-2012, 05:54 PM
Please sign me up! Thanks!

Poli
03-26-2012, 07:03 PM
No worries, Danny.

CrimsonFox
03-26-2012, 07:20 PM
Vote POli

there

I have the ring of septuple votes and am wearing the crown of vote triplication so that's 21 votes for poli.

don't you feel loved? :D

Poli
03-26-2012, 07:56 PM
I just got lynched before the game? Doesn't surprise me, I've been getting lynched without playing for years.;)

I'm kidding, of course.

Can't wait to watch this unfold.

CrimsonFox
03-26-2012, 09:27 PM
I just got lynched before the game? Doesn't surprise me, I've been getting lynched without playing for years.;)

I'm kidding, of course.

Can't wait to watch this unfold.


That's really for luckyduking me in Beowulf. That still stings....:)

The Jackal
03-26-2012, 10:11 PM
I'm in. Reading comprehension is for high schoolers.

The Jackal
03-26-2012, 10:12 PM
Now I get to do something productive at work tomorrow and think about what race I want to be!

The Jackal
03-26-2012, 10:13 PM
I'll still be scarce during the days. Temporary full time job turning into real full time job, yay.

Abe Sargent
03-26-2012, 10:54 PM
It looks like an old version of the classes was used, without the upgraded ability on the Lay Healer. I upgraded the up to date line on that class, and italicized i, so you can see the difference

CrimsonFox
03-26-2012, 11:24 PM
can we do dungeon 3 before we do dungeon 2? IT could be a Dr Who interactive!

ntndeacon
03-27-2012, 12:18 AM
I want to be Frobisher!

Abe Sargent
03-27-2012, 12:29 AM
Now I get to do something productive at work tomorrow and think about what race I want to be!

You'll take a whole day for just race?

CrimsonFox
03-27-2012, 04:37 AM
HOW small are Guzak? Are they basically the size of normal cats?


I'm thinking I know what Race I want but considering various things. FIre guys are scary but they probably get amazingly cool stuff in those secret places.

CrimsonFox
03-27-2012, 05:06 AM
Wow now that I'm looking at classes, my view of races is now different. No love for mages for sure. Hmmm...I'll think some more about this.

The Jackal
03-27-2012, 06:31 AM
You'll take a whole day for just race?

This is a very important decision, Abe!

JAG
03-27-2012, 06:45 AM
Questions for Abe:

1. Same restrictions as last time with no coordinating with others on race/class?
2. Can Berserkers or Paladins use a bow?
3. Can bards use scrolls or items that wizards can use?
4. Can players of good and evil alignment be members of the same party?
5. Does all damage carry over from one day to the next? (for non-lay healers or those in their parties)

ntndeacon
03-27-2012, 07:31 AM
Question...
What level spell will a Druid be able to get? at 3? at 6? at 9?

Autumn
03-27-2012, 09:13 AM
You'll take a whole day for just race?

Stretch it out. Some of us need these things to get us through the week.

Autumn
03-27-2012, 09:14 AM
I didn't get to play in the first one, so I'll be psyched to finally have a go at this.

Poli
03-27-2012, 10:30 AM
That's really for luckyduking me in Beowulf. That still stings....:)

Almost forgot about that. Almost.

:)

Autumn
03-27-2012, 10:46 AM
Also, I'd be interested in hearing from people who played in the first game. This might not be the place to clutter up with it, but if people want to share any thoughts or advice on how things worked, or what was good, what was bad, etc. I've read though parts of the thread at times, but would love to have a better sense of what to expect when designing a character and pondering an approach.

Abe Sargent
03-27-2012, 11:20 AM
HOW small are Guzak? Are they basically the size of normal cats?


I'm thinking I know what Race I want but considering various things. FIre guys are scary but they probably get amazingly cool stuff in those secret places.

Guzaks are the same size as Dvergr, but weigh a lot less because they are lithe instead of muscular. Maybe 3-4 feet tall.

Abe Sargent
03-27-2012, 11:23 AM
Questions for Abe:

1. Same restrictions as last time with no coordinating with others on race/class?
2. Can Berserkers or Paladins use a bow?
3. Can bards use scrolls or items that wizards can use?
4. Can players of good and evil alignment be members of the same party?
5. Does all damage carry over from one day to the next? (for non-lay healers or those in their parties)

Correct, and a good point. You MAY NOT coordinate with others for race/class combination. Just pick what you want and pm it to me once we begin, which is really far away, like next week.

As a user of wizard magic, yes, Bards can use wizard items, and similarly, Druids can use divine magic items.

No, just Myrmidon and Rangers can use bows.

There are no alignment restrictions on party creation

Damage carries over from one day to the next, until healed or you die.


Good quesitons!

Abe Sargent
03-27-2012, 11:25 AM
Question...
What level spell will a Druid be able to get? at 3? at 6? at 9?

Druid/bard spell progression is identical:

Level 3 - They can choose one Rank One spell to know and be able to use once per day
Level 6 - They can choose one Rank Two spell to know and be able to use once per day
Level 9 - They can choose one Rank Three spell to know and be able to use once per day

The only difference is that Druids choose from the Divine List and Bards from the wizard list

Abe Sargent
03-27-2012, 11:27 AM
Wow now that I'm looking at classes, my view of races is now different. No love for mages for sure. Hmmm...I'll think some more about this.

Note that mages do have trade offs for their low hp and other stuff. For example, the artificer and battle mage get the powerful rank four magic at level 7, but it's level 8 for Sorcerers, Lay Healers and Priests.

Abe Sargent
03-27-2012, 11:34 AM
Also, I'd be interested in hearing from people who played in the first game. This might not be the place to clutter up with it, but if people want to share any thoughts or advice on how things worked, or what was good, what was bad, etc. I've read though parts of the thread at times, but would love to have a better sense of what to expect when designing a character and pondering an approach.

I don;t mind this at all, but a lot of things changed. For example, priest had their HP cut from 8 per level to 6 per level. They can no longer use a shield. Similarly, assassins gained the poison ability. Warriors are now Myrmidons, and can use a bow. Kensai were monks, but now they are pumped a little, because no one used Monks last time. Wizards were amped to battle mage and have more HP and better weapon selection. Bards have worse weapon selection. wizard magic has changed completely from last time. Dwarves now only have double chance for detection of a secret door rather than triple chance. Infravision is changed due to the introduction of torches. Many classes are new - Druid, Ranger and the introduction of bows, Lay Healer, Sorcerer, Berserker, and we have new races - Flame-Kin and more


So, lots of changes!


I wanted it to be different and yet the same, if that made sense. So go ahead and talk of previous experience with classes and races, which I encourage, but this Dungeon is not the same as the last one.......

Autumn
03-27-2012, 12:01 PM
Yeah, I appreciate you doing that, as I feel like i'm on somewhat of an equal footing with the vets. And clearly there's a lot of different paths to success with the different characters.

Abe Sargent
03-27-2012, 12:53 PM
Someone just asked me a very interesting question via pm, and I wanted to take it public, because I'm not sure how to go.


The question asked was:


Can I submit several class/race combinations, with rules for which one to choose, such as - give me the one that has the fewest other players playing it.

I found that to be a fascinating question. I'm going back and forth on it, so i wanted to get your take. Here are the pluses and minuses I see with it:


1). What if enough people submit them, so I can;t tell which ones have how many people? Suppose I got six submissions with three combination of class/race each, but the same combo was duplicated among all of them. How do I choose which one gets it? Do any?


2). Does this skirt around the "Don't work in tandem with others" to make your class/race rules?


3). It does help to provide a wider range of class/race, which should be good for the game and the party mechanic that I want to try out.



So, thoughts?

Autumn
03-27-2012, 01:17 PM
I would think maybe a quota system, you have so many slots of each type, if they get filled up, people have to choose their next option? I think it would be easier for you if people just sent one character at a time though and then you could go back if you needed second options.

Danny
03-27-2012, 01:21 PM
Hmm, since I was the one who conquered the previous dungeon I am debating whether or not to bring back the same character or not.

Danny
03-27-2012, 01:24 PM
Or I can say my character has been involved in a spiritual cleansing and is now a druid or something.

Danny
03-27-2012, 01:25 PM
Yeah that sounds interesting, same character, but who has now evolved into a Trow druid. Interesting backstory for him

Abe Sargent
03-27-2012, 02:31 PM
The Flame-Kin:

Forged by nature in the cistern of an aged volcano, the Flame-Kin are a living dichotomy. They live, breathe, and eat, and yet are made of flame. They have skin, and yet are made of flame. They do not have traditional faces, so they wear masks to allow other races to be comfortable interacting with them. They control the temperature of their flame, and can cool off as needed. They eat things like coal and oil, and have an entire culinary food preparation system based around charcoal. Their nature has been the subject of much studying, but experts still aren't convinced that Flame-Kin are a natural race, and suspect the involvement of magic in their creation.


http://www.wizards.com/magic/images/mtgcom/fcpics/taste/db3_FlamekinStyleGuide.jpg

https://encrypted-tbn3.google.com/images?q=tbn:ANd9GcS8jizRyi4lXhQlZHP0QhL4PwWaJDPFU_gNu6xNuhIS_xlDr1oX

Abe Sargent
03-27-2012, 02:49 PM
The Sis-Sharr:

Because of the matriarchal society these desert lizard folk have, men often leave to adventure, explore, become merchants, or bandits. Most are not comfortable in water, but the adventuring ones typically become familiar with it.


http://godlesspaladin.files.wordpress.com/2009/06/lizard_man.jpg


Note the typical scales and build against harsh weather and a lack of water. Despite the traditional picture of the lizard-folk as bestial, they have a highly refined culture and civilization. They are the most noble of the humanoids of Thorasia.


http://louissantiago.files.wordpress.com/2010/09/lizardman-1.jpg

Abe Sargent
03-27-2012, 02:58 PM
The Taurian


Once the scourge of the seas, Taurians were powerful raiders and seamen. But then they were attacked en masse by the largest navy ever assembled and mostly destroyed. A contingent survived and moved to another island to rebuild, and began to raid again. They were found and destroyed. The only remnants from the Taurian race are here and there, around cities and other places of civilization. Scattered across the world might be 20,000 Taurians total.


http://www.santharia.com/pictures/seeker/seeker_pics/taurian.jpg

https://encrypted-tbn0.google.com/images?q=tbn:ANd9GcRWJ-n02WMOhel7q7iZozvZr_zUk6JNUpTpsvK9gyJfBO4phjql

https://encrypted-tbn2.google.com/images?q=tbn:ANd9GcRJvpBQjXc0cutIV6jzCdHiJubWogLIaU2vKW8JBUJZ9ONSHLEC2A

Abe Sargent
03-27-2012, 03:10 PM
The Dvergr


These dwellers of the deep are quite stocky, although not that tall. They share a mystic connection to the rock around them. Their craftsmanship is not so much about dominating the goods, but about union between crafter and work. They have grey skin and little hair. Because of their special connection with the rock, they believe themselves superior to others, which comes out in their attitude which is often condescending, although adventuring Dvergr rarely are such, having been exposed to many more races and homes.


http://cdn.obsidianportal.com/assets/36493/Svirfneblin.jpg

http://t0.gstatic.com/images?q=tbn:ANd9GcS57ax24rWT0RBd5u1hsNLzMG0IKiCzCUf3t-WQejOkLS6ES4QFAW_cENEe

Abe Sargent
03-27-2012, 03:11 PM
The Qwith:

(pronounced "Kith")

These tall, slender sylvan humanoids live in the forests. While they used to have the same affinity for forests that Dvergr have with stone and caves, they lost it a long time ago to a decadent culture that swept into the Qwith. While they live for hundreds and hundreds of years, most get bored, and go out and find danger until they die violently. They haughty without having something to back it up (unlike the Dvergr). Because of that lost connection, they don't particular like Dvergr, because they are reminded of the pure people they used to be.


http://www.keradaran.com/races/high-elf_.jpg


http://t0.gstatic.com/images?q=tbn:ANd9GcRT5U3JuBIwMeRkUMltmtLaJFZ-rmTflsKN_19qWkixXkCCDINP6_plVxA

Abe Sargent
03-27-2012, 03:14 PM
The Guzaks:


The quiet race of feline humanoids is roughly 3-4 feet tall. Their bodies are quick and supple, and very light. Their natural nimbleness allows them to partially dodge attacks, although their body is much weaker, so it all evens out. They are acrobats in the air and on land. They are originally from the hills outside of the Feldspar mountains, where they make a fine vintage of wine. However, they have spread to forested areas where they retain some of their wildness, or the completely settle and become farmers and shepherds in plains. They have a calico coloration (like this cat: https://encrypted-tbn3.google.com/images?q=tbn:ANd9GcSxaJghFu3x3qexv_OcO7czQ8H7uktJjEfgMKOM-R_IyMPMZaMoHg)


https://encrypted-tbn1.google.com/images?q=tbn:ANd9GcQQ2Pfy5-JdQLGTbLvaLsjrRu4w8potYMJrs2ZGdg4jfD_R4Xo5

https://encrypted-tbn0.google.com/images?q=tbn:ANd9GcQdhqfkd4BLi_xYqLDie0QgYPtD5lRafEquYrFB-xS1lGAYIhpR

Abe Sargent
03-27-2012, 03:15 PM
The Trow:

(pronounced to rhyme with "Meow" and "Cow")


The most populous race of people in Thorasia is the trow. Sometimes called the trollborn, these people have a long and storied history. Divided into many sub-races, some Trow are among the most intelligent of the humanoids, and others among the most bestial. While feared as raiders, pirates, bandits and barbarians, they have priests, mages, and culture going back millennia. The more adventuring subrace are among the more civilized group, and that sub race has orange-ish skin.


http://cdn.obsidianportal.com/images/41967/nuana.jpg


http://www.wizards.com/dnd/images/MM5_Gallery/106311.jpg

Poli
03-27-2012, 04:23 PM
I would think maybe a quota system, you have so many slots of each type, if they get filled up, people have to choose their next option? I think it would be easier for you if people just sent one character at a time though and then you could go back if you needed second options.
This or nothing, in my opinion.

Mercy, was the first game this complicated? Seems like a lot to wrap a mind around.

CrimsonFox
03-27-2012, 04:27 PM
Note that mages do have trade offs for their low hp and other stuff. For example, the artificer and battle mage get the powerful rank four magic at level 7, but it's level 8 for Sorcerers, Lay Healers and Priests.

I was more referring to the fact that it's pretty much only humanss that can be them except for the battlemage and the one extra race for the lay healer.

I'm actually afraid of taking something with this few of hit points. Can anyone from the previous game comment on this survivabilitywise?

Note: this by no means MEANS I'm taking a mage. There are about 8-9 classes that interest me. I'm trying to find out all the facts before choosing.

Abe Sargent
03-27-2012, 04:58 PM
The five winners from last game were:

Trow Warrior
Sis'Sharr Warrior
Dvergr Cleric
Human Artificer
Human Bard

So that's one rogue, one cleric, two fighters and one mage. Pretty well rounded. Four different races and four different classes winning.

CrimsonFox
03-27-2012, 05:39 PM
I would think maybe a quota system, you have so many slots of each type, if they get filled up, people have to choose their next option? I think it would be easier for you if people just sent one character at a time though and then you could go back if you needed second options.

I'm actually okay with a quota system. :) If things filled up it would help me decide :) Hard to choose which to take.

Abe Sargent
03-27-2012, 09:39 PM
I updated one of the early posts, but as a reminder, tomorrow at NOON est I will post here that sign ups are open. At that time any sign up post by you afterward gest you in, on a first come first serve basis.

CrimsonFox
03-27-2012, 10:50 PM
Can I have someone be a proxy? I'm IN already! But I have an interview tomorrow at 1 and will be on the bus to go to it.

Abe Sargent
03-27-2012, 11:00 PM
Good luck! Yes, you may

The Jackal
03-27-2012, 11:15 PM
Once signups are open do we get to choose our race/class or does that come later?

The Jackal
03-27-2012, 11:16 PM
Once signups are open do we get to choose our race/class or does that come later?

I see by re-reading the first page that we'll have between 12 Wed - 12 Sat for this, sweet.

Abe Sargent
03-27-2012, 11:18 PM
RTFR Baby! :)

Abe Sargent
03-27-2012, 11:20 PM
Can I have someone be a proxy? I'm IN already! But I have an interview tomorrow at 1 and will be on the bus to go to it.



I actually don't think we'll have 20 tomorrow, but by Saturday? I suspect it's possible.

CrimsonFox
03-27-2012, 11:24 PM
I actually don't think we'll have 20 tomorrow, but by Saturday? I suspect it's possible.

With my luck that would happen. And by remarkable coincidence, the interview is for the Pokemon company :)

Abe Sargent
03-27-2012, 11:49 PM
Double plus GL then!

Thomkal
03-28-2012, 07:32 AM
Abe, you're awesome! :)

And no I won't be picking an artificer again no sir I won't.

Thomkal
03-28-2012, 09:57 AM
Someone just asked me a very interesting question via pm, and I wanted to take it public, because I'm not sure how to go.


The question asked was:


Can I submit several class/race combinations, with rules for which one to choose, such as - give me the one that has the fewest other players playing it.

I found that to be a fascinating question. I'm going back and forth on it, so i wanted to get your take. Here are the pluses and minuses I see with it:


1). What if enough people submit them, so I can;t tell which ones have how many people? Suppose I got six submissions with three combination of class/race each, but the same combo was duplicated among all of them. How do I choose which one gets it? Do any?


2). Does this skirt around the "Don't work in tandem with others" to make your class/race rules?


3). It does help to provide a wider range of class/race, which should be good for the game and the party mechanic that I want to try out.



So, thoughts?

Are the Prestige scrolls class based? If they are, this player would have the advantage as he likely will be the only representative of that class and thus the only one who can use that particular Prestige item. That's one of the reasons why I went Artificer in the first game-I thought it would be one of the least likely to be chosen. If the Prestige items are not class based then I don't see this as a problem. Gives you the chance to get a class in there if you have a number of people picking a certain class and need some party balance.

If you have a lot of people doing this and get duplication, set a quota and a "first come, first get" rule-you then move on to their other choices to determine which one they get-or ask them to submit again if need be.

Autumn
03-28-2012, 10:21 AM
I think you may be surprised at how quickly you hit 20, Abe.

Abe Sargent
03-28-2012, 10:53 AM
7 minutes whores!

Danny
03-28-2012, 11:00 AM
I AM IN

Danny
03-28-2012, 11:00 AM
CrimsonFox is in as well

Abe Sargent
03-28-2012, 11:00 AM
SIGNUPS ARE NOW OPEN!!!!!

Autumn
03-28-2012, 11:00 AM
Damn. I'm in.

Autumn
03-28-2012, 11:01 AM
ooh snap, I'm first.

ntndeacon
03-28-2012, 11:01 AM
I am in

Zinto
03-28-2012, 11:01 AM
Hey, I am in!

PurdueBrad
03-28-2012, 11:02 AM
In

ntndeacon
03-28-2012, 11:02 AM
Just in case Danny's posts did not count...


Danny and Crimson Fox are in too!

Julio Riddols
03-28-2012, 11:04 AM
I'd like to give this a go.

Danny
03-28-2012, 11:04 AM
In

Danny
03-28-2012, 11:04 AM
CrimsonFox in as well

Autumn
03-28-2012, 11:05 AM
7 signups in 4 minutes, Abe ... I told ya

Danny
03-28-2012, 11:05 AM
Man, Abe was too slow posting signups

Thomkal
03-28-2012, 11:06 AM
I'm In!

JAG
03-28-2012, 11:11 AM
In

dubb93
03-28-2012, 11:27 AM
Im in

Chief Rum
03-28-2012, 11:28 AM
I hve edited Post #44 to reflect that I have now officially signed up. So that means I should be #1 in the list. Thank you. :D

Simbo Klice
03-28-2012, 11:53 AM
In!

The Jackal
03-28-2012, 12:07 PM
in!

Darth Vilus
03-28-2012, 12:40 PM
In, though i don't know how the 4 deadlines will work with my schedule. I'll do my best though

Autumn
03-28-2012, 12:59 PM
Will signups be completed before dinner? News at 6 will have the answer.

CrimsonFox
03-28-2012, 01:22 PM
I'm in!

CrimsonFox
03-28-2012, 01:23 PM
heh...I didn't realize you meant EST :)

I could have signed up at 9 .

Autumn
03-28-2012, 01:23 PM
You're going to do great, CF.

CrimsonFox
03-28-2012, 01:25 PM
yeah I"m going to be missing all my deadlines due to stupidity I am

CrimsonFox
03-28-2012, 01:29 PM
Thanks Danny (and ntn) btw :)

The Jackal
03-28-2012, 01:29 PM
Hey Abe, will you be sending out a confirmation PM if we got the race/class we wanted?

Abe Sargent
03-28-2012, 01:32 PM
Everybody gets what they want at first, but if I no0tice trends, I may send back a PM asking that you reconsider, but if you reallllllly want it, that's fine

Abe Sargent
03-28-2012, 01:32 PM
I just finished a phone interview with Eastern Kentucky.

The Jackal
03-28-2012, 01:35 PM
I just finished a phone interview with Eastern Kentucky.

May this be the thread of good job luck for you and CF and anyone else!

The Jackal
03-28-2012, 01:37 PM
I'm going to be spending all my lunch breaks at my desk when this game starts, that's for sure

The Jackal
03-28-2012, 01:38 PM
And I intend on going full blown RP, just you wait

Abe Sargent
03-28-2012, 01:48 PM
And I intend on going full blown RP, just you wait

Raw-Penis?

JAG
03-28-2012, 01:48 PM
Do all classes start with the same ability to hit something at level 1 (not counting fighters with specialization)?

JAG
03-28-2012, 01:50 PM
Hope the interviews went well for you guys.

The Jackal
03-28-2012, 01:51 PM
Raw-Penis?

I said full blown, not full frontal

Abe Sargent
03-28-2012, 01:53 PM
Do all classes start with the same ability to hit something at level 1 (not counting fighters with specialization)?

Yes

Abe Sargent
03-28-2012, 01:55 PM
Because Danny did not listen and signed himself and CF up before I made my post opening things up, him and CF are moved to the bottom of the signup list, and get #19 and 320. Autumn is officially #1. Muauaua!

The Jackal
03-28-2012, 01:56 PM
Diabolical dungeon master!

Zinto
03-28-2012, 04:10 PM
So, when I am the first person who dies do I get a special prize or some sort of reward?

Danny
03-28-2012, 05:17 PM
I updated one of the early posts, but as a reminder, tomorrow at NOON est sign ups open. At that time any sign up post by you gest you in, on a first come first serve basis.

I don't see anything about needing to wait for your post Abe??? :D

Danny
03-28-2012, 05:18 PM
But at least I took Crimson down with me.

bhlloy
03-28-2012, 05:23 PM
I will give this a shot, work seems to be pretty quiet right now

mauchow
03-28-2012, 05:48 PM
I, too, will give this a shot. I said no way at first just due to the sheer enormity of it. I will have to read the rules and figure it out before though. Sunday start gives me plenty of time to read through this.

Danny
03-28-2012, 05:50 PM
Pretty sure Abe will drop in a level 15 firekin onto my starting room and laugh when I die the first day

Danny
03-28-2012, 05:50 PM
Oh but if I choose the flamers then I am immune to fire

Danny
03-28-2012, 05:51 PM
Abe I recommend having a post which links to all deadline updates by you. That way everyone can sort through my and Crimsons sure to come spam

JAG
03-28-2012, 06:01 PM
I, too, will give this a shot. I said no way at first just due to the sheer enormity of it. I will have to read the rules and figure it out before though. Sunday start gives me plenty of time to read through this.

I recommend fake revealing. What could go wrong?

Poli
03-28-2012, 06:04 PM
I recommend fake revealing. What could go wrong?
Not a thing. Cosigned.

mauchow
03-28-2012, 06:33 PM
I recommend fake revealing. What could go wrong?

Hey -- I've been making it to the end a lot. I'd be curious to see what kind of record I've got going on in the last ten games.

:)

I'm so torn every time I want to fake reveal. I feel like I HAVE to! :)

The Jackal
03-28-2012, 07:13 PM
I'm so torn every time I want to fake reveal. I feel like I HAVE to! :)

HE'S A WITCH

Autumn
03-28-2012, 07:36 PM
I don't see anything about needing to wait for your post Abe??? :D

Those of us who rate at the top of the list just know. Always wait for Abe.

And I expect the first thing you'll run into, Danny, will be a Bull Moose.

CrimsonFox
03-28-2012, 07:41 PM
I need more people screwing with me today like I need a hole in my head...

Abe Sargent
03-28-2012, 08:04 PM
I updated one of the early posts, but as a reminder, tomorrow at NOON est I will post here that sign ups are open. At that time any sign up post by you afterward gest you in, on a first come first serve basis.

Quoted for Danny's reading comprehension;)

Danny
03-28-2012, 08:21 PM
You do know I can edit your posts right? ;)

JAG
03-28-2012, 08:55 PM
You do know I can edit your posts right? ;)

Do not taunt the Happy Fun DM.

JAG
03-28-2012, 08:56 PM
So in 10 hours, 17/20 slots filled up. Not bad.

Danny
03-28-2012, 08:56 PM
I'm pretty sure Abe already has something special planned for me regardless of what I say at this point.

JAG
03-28-2012, 08:59 PM
Nice mix of new and returning Dungeoners too.

CrimsonFox
03-28-2012, 09:08 PM
so anyway. I went to the hour interview. It was going great. Was to be a half hour interview with 2 people (half hour each). HR was late retrieving me but the first half hour went great. He went to get the second person and I stayed in the room for quite awhile. Then the HR person came in and said he was trapped in another meeting and that they would have to reschedule the second. Kinda stunned really. Just WTF... Really bad mod right now.

Danny
03-28-2012, 10:12 PM
so anyway. I went to the hour interview. It was going great. Was to be a half hour interview with 2 people (half hour each). HR was late retrieving me but the first half hour went great. He went to get the second person and I stayed in the room for quite awhile. Then the HR person came in and said he was trapped in another meeting and that they would have to reschedule the second. Kinda stunned really. Just WTF... Really bad mod right now.

Well, at least they care enough to bring you in again. If they had no interest, they would have just thanked you for coming and not scheduled you to come back.

CrimsonFox
03-28-2012, 10:37 PM
I just don't know. Furthermore, I'm not sure if I want to go back even if they ARE telling the truth.
Was just all around rude how they acted.

Abe Sargent
03-29-2012, 12:50 AM
I'm pretty sure Abe already has something special planned at this point.


FIXED to TRUTH!

Danny
03-29-2012, 02:00 AM
Youre letting others play along, but we both know you built the dungeon specifically for me

CrimsonFox
03-29-2012, 02:50 AM
I ride Danny's Shiny gold coattails +1

Autumn
03-29-2012, 09:52 AM
Here's a question I don't see the answer to. Do characters heal naturally, and if so at what rate?

Abe Sargent
03-29-2012, 10:17 AM
Natural Healing -

Does not exist. You heal by:

Healing Magic
Healing Potions
Lay healers special ability to heal others
If you are a Paladin, you can heal yourself
Healing Herbs

Perhaps other methods as well.

Autumn
03-29-2012, 10:18 AM
Thanks, Abe.

Autumn
03-29-2012, 10:23 AM
Also, can Bards pick locks, or is that only an Assassin skill?

Autumn
03-29-2012, 12:29 PM
And just to be clear, other than special events in the rooms, is defeating monsters the only way to earn XP? Or do you earn XP for treasure gained, etc.?

Abe Sargent
03-29-2012, 12:51 PM
Also, can Bards pick locks, or is that only an Assassin skill?

Just Assassins

Poli
03-29-2012, 01:11 PM
Bards do it best.

mckerney
03-29-2012, 03:26 PM
I will play.

Ragone
03-29-2012, 03:35 PM
I'm in as well! :)

Abe Sargent
03-29-2012, 04:38 PM
And just to be clear, other than special events in the rooms, is defeating monsters the only way to earn XP? Or do you earn XP for treasure gained, etc.?

You gotta slay in order to play

KWhit
03-29-2012, 07:03 PM
I'll play.

JAG
03-29-2012, 07:19 PM
I'll play.

Nice. :)

CrimsonFox
03-29-2012, 07:25 PM
I'll play.

YES!

KWhit
03-29-2012, 07:53 PM
:thumbsup:

mauchow
03-29-2012, 08:18 PM
So - no voting? Woot!

Autumn
03-29-2012, 08:27 PM
Someone just asked me a very interesting question via pm, and I wanted to take it public, because I'm not sure how to go.


The question asked was:


Can I submit several class/race combinations, with rules for which one to choose, such as - give me the one that has the fewest other players playing it.

I found that to be a fascinating question. I'm going back and forth on it, so i wanted to get your take. Here are the pluses and minuses I see with it:


1). What if enough people submit them, so I can;t tell which ones have how many people? Suppose I got six submissions with three combination of class/race each, but the same combo was duplicated among all of them. How do I choose which one gets it? Do any?


2). Does this skirt around the "Don't work in tandem with others" to make your class/race rules?


3). It does help to provide a wider range of class/race, which should be good for the game and the party mechanic that I want to try out.



So, thoughts?

I've thought about this idea more today, and I think I actually like it - conditional character requests. I know there are several character types I'd be willing to play, but that would be much less interesting to me if lots of people chose them. It seems like it benefits everyone to have a wider spread of character types, which I think this would promote.

Abe Sargent
03-29-2012, 08:39 PM
And we are full folks!

hoopsguy
03-29-2012, 08:47 PM
Hip hip hooray, the game is full!

Now how do I go about stabbing Danny in the back? Time to read the rules ...

Autumn
03-29-2012, 08:49 PM
Abe - do the assassin and a bard's abilities to detect secret doors start at 50% and go up like the other abilities? How do the various races who have extra ability to find secret doors affect that chance?

The Jackal
03-29-2012, 08:54 PM
So - no voting? Woot!

vote mau

Abe Sargent
03-29-2012, 09:16 PM
Abe - do the assassin and a bard's abilities to detect secret doors start at 50% and go up like the other abilities? How do the various races who have extra ability to find secret doors affect that chance?


Secret Doors is a 1 in 6 for normal fols. A race with a boost is 2 in 6. Classes with boosts add very quickly to it, eventually being at 5 outta 6.

Danny
03-29-2012, 09:42 PM
Hip hip hooray, the game is full!

Now how do I go about stabbing Danny in the back? Time to read the rules ...

Everyone is going to get finger of death to try and kill me.

Im hoping I am the only one that picked my class/race combo.

Julio Riddols
03-29-2012, 09:54 PM
Likewise. I have a feeling I am not, because it seems like a smart combo to me.. but I could be horribly wrong.

Autumn
03-29-2012, 09:56 PM
Damn you guys actually made up your minds! I'm still all over the place.

CrimsonFox
03-29-2012, 09:56 PM
vote mau

vote mau
duke mau

Danny
03-29-2012, 10:00 PM
I will only say I didn't pick no lame kitty kat race

CrimsonFox
03-29-2012, 10:03 PM
I've thought about this idea more today, and I think I actually like it - conditional character requests. I know there are several character types I'd be willing to play, but that would be much less interesting to me if lots of people chose them. It seems like it benefits everyone to have a wider spread of character types, which I think this would promote.

Agreed. It would be awesome to see a really broad spectrum of race/class combinations. Especially class...

Danny
03-29-2012, 10:16 PM
I am a Night Elf Rogue

Abe Sargent
03-29-2012, 10:31 PM
That's nice, because I am a GM that punishes smart-ass comments!

Darth Vilus
03-29-2012, 11:01 PM
I've thought about this idea more today, and I think I actually like it - conditional character requests. I know there are several character types I'd be willing to play, but that would be much less interesting to me if lots of people chose them. It seems like it benefits everyone to have a wider spread of character types, which I think this would promote.

If a good number of player pick mine then i'll be more than willing to switch. No problemo :D

Danny
03-29-2012, 11:03 PM
That's nice, because I am a GM that punishes smart-ass comments!

Me and my gold farming horde of NE Rogues will take you down

Darth Vilus
03-29-2012, 11:08 PM
Put me in the same room as danny so i can kill has ass straight away. I can probably get 2 or maybe even 3 xp for it

Simbo Klice
03-30-2012, 12:08 AM
Got a question concerning these two third-rank Divine Spells.

Toughen – This combat defensive spell forces all weapons to deal their minimum damage to you. Magic spells and things like cold, noxious gas and fire will still deal normal damage, as will poison and such.
Protection from Normal Weapons - This combat defensive spell prevents non-magical weapons from hitting you, which can include anything from a bear’s paw to a sword. Fire will still harm you, as will cold, acid, magic, and so forth.

Does Toughen have any sort of advantage over Protection From Normal Weapons? I don't see what it could be, unless "prevents" means "reduces the odds of hitting".

CrimsonFox
03-30-2012, 12:12 AM
Me and my gold farming horde of NE Rogues will take you down

I read this as Northeast Rogues.
and I was like..."What do I care where you are?"

Danny
03-30-2012, 01:33 AM
New England Rogues, TOM BRADY STABBIN YOU IN DA BACK!!!!!

Danny
03-30-2012, 01:34 AM
You guys get the extra zaney me now that I am actually working. I have to hold it in all day, so later it comes out BOOM

CrimsonFox
03-30-2012, 01:39 AM
hahahahahaha!

JAG
03-30-2012, 03:21 AM
Got a question concerning these two third-rank Divine Spells.

Toughen – This combat defensive spell forces all weapons to deal their minimum damage to you. Magic spells and things like cold, noxious gas and fire will still deal normal damage, as will poison and such.
Protection from Normal Weapons - This combat defensive spell prevents non-magical weapons from hitting you, which can include anything from a bear’s paw to a sword. Fire will still harm you, as will cold, acid, magic, and so forth.

Does Toughen have any sort of advantage over Protection From Normal Weapons? I don't see what it could be, unless "prevents" means "reduces the odds of hitting".

I'm no Abe, but based on the description, I would guess Toughen would work against magical weapons as well as non-magical ones.

Autumn
03-30-2012, 06:06 AM
But Toughen still allows them to hit you. Whereas with Protection from Normal Weapons you don't get hit at all. A poisoned weapon might still hit you in the second case.

CrimsonFox
03-30-2012, 07:18 AM
I choose to be a Danny! (I'm not sure if that's a race or a class).

Autumn
03-30-2012, 07:57 AM
I like how it's called DII. It's like Dungeon games have their own Roman numeral system.

Abe Sargent
03-30-2012, 09:36 AM
I like how it's called DII. It's like Dungeon games have their own Roman numeral system.

That's exactly why I did it! I was wondering if anyone else would notice. Good job! No wonder you are the first player to have signed up

Abe Sargent
03-30-2012, 09:41 AM
Got a question concerning these two third-rank Divine Spells.

Toughen – This combat defensive spell forces all weapons to deal their minimum damage to you. Magic spells and things like cold, noxious gas and fire will still deal normal damage, as will poison and such.
Protection from Normal Weapons - This combat defensive spell prevents non-magical weapons from hitting you, which can include anything from a bear’s paw to a sword. Fire will still harm you, as will cold, acid, magic, and so forth.

Does Toughen have any sort of advantage over Protection From Normal Weapons? I don't see what it could be, unless "prevents" means "reduces the odds of hitting".


Ill be happy to discuss this more detail


Suppose your enemy has a normal flail. With Toughen, you would take 2 damage per hit (the minimum allowed damage). With Pro from Non Magic weapons, you wouldn't take anything.

Now, suppose they have a +1 magic flail. Toughen only gets 3 damage through, and Pro prevents nothing, thus allowing 1d6+2 damage in.

Toughen and pro only works on weapons, so spells, breaths, fire, acid, and other things will not be reduced. Also, if a weapon is poisoned and strikes you, you won't take the physical damage, but the poison damage, if any, won;t be reduced by either of these spells.

Autumn
03-30-2012, 09:49 AM
That's exactly why I did it! I was wondering if anyone else would notice. Good job! No wonder you are the first player to have signed up

I'd like to take the Teacher's Pet class, please.

ntndeacon
03-30-2012, 09:54 AM
I like how it's called DII. It's like Dungeon games have their own Roman numeral system.

I just thought it was the 502nd game

Autumn
03-30-2012, 09:55 AM
showoff

CrimsonFox
03-30-2012, 10:03 AM
I just thought it was the 502nd game

:lol::thumbsup:

Simbo Klice
03-30-2012, 12:03 PM
Ill be happy to discuss this more detail


Suppose your enemy has a normal flail. With Toughen, you would take 2 damage per hit (the minimum allowed damage). With Pro from Non Magic weapons, you wouldn't take anything.

Now, suppose they have a +1 magic flail. Toughen only gets 3 damage through, and Pro prevents nothing, thus allowing 1d6+2 damage in.

Toughen and pro only works on weapons, so spells, breaths, fire, acid, and other things will not be reduced. Also, if a weapon is poisoned and strikes you, you won't take the physical damage, but the poison damage, if any, won;t be reduced by either of these spells.

Got it. Thanks for the explanation!

dubb93
03-30-2012, 12:05 PM
I made alot of mistakes in the game last time that I hope to correct this time around. Can't wait to get this started.

Autumn
03-30-2012, 12:22 PM
Abe, reading the Party section, it describes the party as being able to gang up on monsters. How will group combat be determined? Is it like last game where the players take on the monster one at a time, starting with the lowest level? Or do they attack as a group?

Poli
03-30-2012, 02:14 PM
Natural Healing -

Does not exist.


Perhaps other methods as well.

Sexual healing?

Autumn
03-30-2012, 02:34 PM
Please, Poli, don't give anyone ideas.

Poli
03-30-2012, 02:37 PM
Please, Poli, don't give anyone ideas.

You brought up the party section, not me.

Abe Sargent
03-30-2012, 04:11 PM
Abe, reading the Party section, it describes the party as being able to gang up on monsters. How will group combat be determined? Is it like last game where the players take on the monster one at a time, starting with the lowest level? Or do they attack as a group?

No, there was no group mechanci last game, and now there is, They gan up on stuff

CrimsonFox
03-30-2012, 06:09 PM
I made alot of mistakes in the game last time that I hope to correct this time around. Can't wait to get this started.


Like what? Hearing about them will no doubt help us newbies not make those mistakes

Danny
03-31-2012, 03:16 AM
Sexual healing?

Come to papa Danny for all your sexual healing! I'll innervate you right

The Jackal
03-31-2012, 09:36 AM
Danny will shoot some healing magic all through your insides.

The Jackal
03-31-2012, 09:37 AM
Like what? Hearing about them will no doubt help us newbies not make those mistakes

And give away valuable advice?! If it looks like a trap, it's a tarp. If it looks like a tarp, it's a trap.

The Jackal
03-31-2012, 09:38 AM
And if it looks like a Bull Moose Special, well, you're about to die in glorious fashion.

CrimsonFox
03-31-2012, 09:49 AM
so character creation, will you tell us if there are a lot of something already?
like if we're fighter heavy or mage heavy or heal heavy or taurian heavy...

hmmm the bullmoose special would actually be a Taurian special wouldn't it?

Autumn
03-31-2012, 11:02 AM
You guys were awfully sweet to each other last time. I'm wondering how things will go down this time.

Abe Sargent
03-31-2012, 12:34 PM
It'll be craziness!!!

The Jackal
03-31-2012, 01:05 PM
I demand cannibalism

Abe Sargent
03-31-2012, 01:34 PM
ve me ann illegal guy. Otherwsie, you won;t see confirmatin until everyone is done and I edit them in the post with your info



EDIt: HMM, it looks like my detailed post about what was happening got cut off somehow. So I'll just do it and tell you later :)

Abe Sargent
03-31-2012, 01:58 PM
The following people are being publicly castigated for not getting me their selection by Noon today. Shame Shame!


Chief Rum
mckerney


Get them in!

The Jackal
03-31-2012, 02:04 PM
You got my second PM yeah Abe? Realized I forgot alignment from my first one.

Abe Sargent
03-31-2012, 02:14 PM
You are good TJ.


And CF needs to finish picking a class and Zinto needs to send me a weapon choice and we are all done

Abe Sargent
03-31-2012, 02:23 PM
Once everyone is set, I have to hand fill out a char sheet for each of you I keep updated for your chars during the game.

JAG
03-31-2012, 02:36 PM
You got my second PM yeah Abe? Realized I forgot alignment from my first one.

Ha, I did that too.

Thomkal
03-31-2012, 03:30 PM
Ha, I did that too.

Me Three:lol:

ntndeacon
03-31-2012, 03:43 PM
as did I

The Jackal
03-31-2012, 04:32 PM
Poor Abe, we're already burdening him and the game hasn't even started yet. FOR SHAME

Abe Sargent
03-31-2012, 08:11 PM
Still missing CR and mck, when I get them, I'll post the info of all chars

Poli
03-31-2012, 09:41 PM
Castigate?

Where's my dictionary!?

mauchow
03-31-2012, 10:09 PM
So we'll know what everyone is?

Abe Sargent
03-31-2012, 10:29 PM
Yes, once CR and mck get their stuff in

mauchow
03-31-2012, 10:35 PM
I'm sure my character will be the weakest.... :(

The Jackal
03-31-2012, 10:44 PM
CF, if you want to ask me a question make sure your PM box isn't too full for a response. :)

CrimsonFox
03-31-2012, 10:45 PM
I hate this PM system :(

CrimsonFox
03-31-2012, 10:53 PM
Cleaning out my box slowly. Any PMs met with the FULL message (especially Abe), please use [email protected] to get ahold of me.

Danny
04-01-2012, 04:04 AM
Just random.org the remaining characters and they get what they get

Poli
04-01-2012, 07:40 AM
Just random.org the remaining characters and they get what they get
Bull Moose Special. It's been mentioned before. It bears repeating.

The Dungeon never sleeps.

CrimsonFox
04-01-2012, 08:00 AM
I attack Poli with cheese

Autumn
04-01-2012, 09:50 AM
Did I win yet?

Autumn
04-01-2012, 09:51 AM
You know, CF, if you have the private messages sent to your e-mail, then you'd have a copy of them there, and you wouldn't have to hold on to 200 messages at all times here.