View Full Version : The Dungeon #3 - Cuisinart of Competition -GAME OVER!!!!!
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Abe Sargent
06-07-2015, 06:30 PM
http://www.monsterblowout.com/sites/default/files/enter-dungeon.jpg
Abe Sargent
06-07-2015, 06:30 PM
Everything is good to go. We are now taking sign-ups!
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 now, 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, June 13th.
The game will technically begin Sunday, but the first action will not be until Monday Morning, June 15th.
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.
Abe Sargent
06-07-2015, 06:32 PM
The Roster of Adventurers:
This game is built for 20. We can go lower! But we ain't going higher
1. Zinto - Beastman, Chaos Warrior, Killed Day 10, Movement, by an Efreet, on level 3
2. The Jackal - Guzak, Ranger, Killed Day 7, Afternoon, by the Statue of Xinrae, on lvl 2
3. timmae - Sis-Sharr, Kensai, Killed Day 10, Movement, by Cold Drake, level 3
4. Chief Rum - Trow, Priest- Winner, Survivor
5. JAG - Beastman, Chaos Warrior - Winner, Survivor
6. path12 - Taurian, Chaos Warrior
7. Autumn - Klackon, Dervish - Killed Day 5, Movement, by Dead Prisoner Ghost on lvl 1
8. ntndeacon - Qwith, Druid- Winner, Survivor
9. Ragone - Guzak, Paladin - Slain by dubb in the Arena on Day 23
10. RainRaven - Human, Ranger - MIA
11. Ziiggy - Guzak, Scout- Winner, Survivor
12. Thomkal - Guzak, Ritualist
13. dubb93 - Human, Paladin - Won after slaying Ragone, Day 23
14. cheekimonk - Sis'sharr, Scout, Killed Day 15, Movement, by Banshee, Level 2
15. Danny - Flamekin, Artificer
Parties:
Party:
Chief Rum, Leader -
Ziiggy
path
Thomkal
Party Duex
JAG
ntndeacon
Ragone
Abe Sargent
06-07-2015, 06:33 PM
Dungeon 3 Background
I thought that you folks might enjoy the official background to the Dungeon games from my own plane, Thorasia. The Thorasia that appears in the Alzar dynasty as well as here in D games is more of a pan-Thorasia/traditional D&D world mix, in order to keep things comfortable for y’all. But even back in the mid-90s I penned a book called The Planeswalker’s Guide to Thorasia that was given out to people in my playgroup, and I fleshed out Thorasia.
I gave is a generic fantasy flavor but with its own character. From Guzaks and Sis’Sharr straight from my pen to different takes on traiditional rares like Dvergr and Qwith, I mined mythology and kept the races closer to that place. Trow are more like the Irish/Viking myth than they are like orcs and goblins and trolls they replace.
In the land of Thorasia, there are vast swathes of area that are unclaimed by any political organization. Wild, untamed, and with a few smaller outposts of villages or towns in the areas, they owed no fealty to any others. But dangers from bandits to monsters to undead raided and killed people in mass quantity.
In one such area a large adventuring party stepped almost 80 years ago. It spent a few years cleaning things out, and then re-investing its magic and treasures into the area. They brought in some allies of the party they had made and helped to push back a lot of the problems.
Seeing the area denuded of central authority, and not wanting their efforts to go to waste after they left or passed on, the adventuring party set up a new government with the allegiance of a handful of central towns, and they began to set up everything from a local militia to roads, and they responded when monsters or bandits crossed over into the newly formed nation of Intaria.
Originally pretty small, the borders of the realm kept getting pushed out further and further as local inns, towns, and farms wanted to join the fledgling nation. The promise of security out here led to a lot of normally-independent minded folk willingly joining. With the great needs created by this expansion, the ruling adventurers brought in more and more adventuring contacts in order to head out and reclaim a fallen tower or keep, find some local bandits, weed out a nest of monsters and that sort of thing.
And the circle continued. Intaria brought more and more safety, and more and more money and magic from those unclean graveyards, dungeons, and camps all over the area. That led to more expansion, which led to more riches. And quickly, expansion was occurring elsewhere. More inns were built along major roads, trade expanded tremendously, various farmers began to specialize their crops in order to trade and make more than they otherwise would at a subsistence level. Meanwhile the area was patrolled by rangers, regularly visited by bards, and had very advanced guardsman that mounted flying steeds. Magical towers were erected and apprentice came from all over Thorasia to join new masters. Temples were done likewise.
Intaria was the first nation dedicated to Laima, the relatively esoteric Goddess of Distance, Travel, Measurement, and the Horizon. Two of the initial adventurers in the party, sisters, were also priestesses of Laima, and thus she was venerated as the official deity of the nation. It’s nice because no one really dislikes her, she’s been one of the quietest and least involved of the 27 deities of Thorasia, and of course, other temples are all worshipped.
One of the major issues that Intaria suffered from this expansion was that many children of farmers, fishers, hunters, textile workers, and so forth saw adventuring as the path to wealth. Many would head out and die, never to be heard of again, Meanwhile, the economic activity of what they left behind was hurt.
After a few years, the rulers of Intaria got together and decided to create an official contest, that would be held annually. This contest, The Dungeon, would involve every child in Thorasia at the age of Assention (15) would be welcome to participate. They would set up a faux-dungeon, and then allow everyone to participate. The winning group would be welcomed into the pseudo-aristocracy of the adventuring groups, would be outfitted, and begin missions. Those who survived would agree to return.
And, to teach people the difficult aspects of adventuring, the dark side, they would allow people to die in the Dungeon contest. Afterwards, they would be resurrected, which is very difficult in Thorasia. Each deities’ Priests get access to a unique branch of magic the other priests due not get. For example, the clerics of Barastyr, God of Death, gain a powerful group of Death spells to slay things. Meanwhile the Goddess of Healing, Harkangi, is the only one that gives her followers the ability to actually heal a wound – everyone can merely transfer wounds from targets to themselves.
Only the God of Life, Magister, can grants the raising of dead to his followers. His followers are rare, they require a great deal of difficulty to become one of his clerics, and the degree of skill requires to actually be able to cast a simple raise Dead spell is tremendous. There are, roughly, 30 such clerics in the entire world of Thorasia. Intaria is blessed with two, and both have given their blessing to eh Dungeon games.
It’s a win-win. People who are killed come back with horror stories about what’s it like to die, and go back to work. There is still the dream of adventuring that so many take, and that also helps to rejuvenate the nation’s adventuring groups. With something to strive for, the population has not really caused any problems for Intaria either.
During the Fourth Dungeon, after finding out about the games, the rulers created a special Pan-Planar game that welcomed in people, items, and more from many other planes. Thorasia has always been welcoming to other planar people, even has a Planeswalker Society in the Hook Isles far to the south. Intaria simply ties into other planes quite nicely. After the 4th games, every tenth Dungeon is another Pan-Planar game.
(Now, the D1-3 are not really like the real authentic Intarian one – they are too crazy, they take you to level 10 rather than level 5, they are too complex – etc. The whole mood is different too. That’s all unique to the forum game. But the base concept is there.)
Welcome to the 34th Dungeon game, and the 3rd Pan-Planar Contest!
Abe Sargent
06-07-2015, 06:39 PM
THE INFO BOARD!
This is where all posted information will be, um...posted.....
Dubb has saved the Flour Mill!!
Zinto did too!
JAG has saved the Desert People from the Giant Sandworm!!!
cheekimonk has drawn The Misenchanted Sword from the stone
cheekimonk broke its Curse in an Odd Way
cheekimonk defended the Dungeon's Hospital!!!
Chief Rum has rescued the Djinni!
The Orb of Insight Has Risen!!!
OH NOES - cheekimonk has Activated the Crystal of Moroz!!!
Ragone found the Potion of Armageddon
Abe Sargent
06-07-2015, 06:42 PM
Begin the Rules Post: Races and You
Native Thorasian Races:
Human - A player who is human can choose every class except for one, and has a 10% bonus to experience gained.
Dvergr – The small rock-like race, the Dvergr is used to being underground, as a short, squat stocky humanoid with a gruff attitude and an affinity for rock and crafting. As such, they are used to the dark, and have a powerful version of sight called Darkvision. They can see in dark as if it were day. They don't need any torches. Meanwhile, they also get double the chance to detect a secret door or panel.
Flame-Kin – This is a human-sized elemental humanoid with the body of fire and obsidian (with a level of heat they can mentally control) has several advantages and disadvantages. They won’t need torches. They also consume rock, and therefore they don't need to keep their meals. They are immune to fire damage, but take double damage from water or cold sources. There may be places in rooms in the Dungeon that only a Flame-Kin can explore, 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 Scout, they cannot ambush without magical means of concealment - they are too bright (they still can if Invisible though).
Guzak – These small lithe catlike humanoids have a calico coloration. Due to their naturally feline nature, they take no damage from falling, and have infravision. Additionally, Guzaks are the smallest and most nimble of the races, and again, there could be places that only a cat can get to in various rooms.
Qwith - A Qwith is a sylvan, slender creature a shade taller than a human with a mixture of faerie features. Their eyes are more accustomed to the dark, and therefore they have infravision and get three times the chance to detect a secret door.
Sis’Sharr - The lizard like Sis’Sharr are a roughly human-sized species of humanoids living in the Western Reaches, an extensive desert with a matriarchal nomadic society. 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 deal +1 to hit and to damage in combat in addition to any other lass or weapon bonuses that might apply. Taurians are also natural sailors and swimmers, just in case it matters somewhere.
The Non-Thorasian Races –
Hobbits - These small gregarious halfling creatures are extremely nice, and fun. The ones of the other edges of Hobbit society have to use slings to hunt and eat. Therefore, all Hobbits are able to use their own missile weapon - the sling, and any Hobbit can use it for free prior to any battle beginning, no matter the class. Also, Hobbits are really nice. So they always get priority over races when purchasing items from the Djinni sale.
Draconian - These partially draconic creatures were made/perverted from the eggs of good dragons. They have wings and can fly, breathe small amounts of fire, and are always evil. Because they fly, they are immune to pit traps, and might be able to access some places in the dungeon rooms. They initiate each fight with a breathe weapon that does 1d6+ their level in damage to one creature. However, their wings prevent them from wearing any armor at all. Luckily, their skin is as tough as leather armor, so they have some protection. They can wear other forms of magical protection though.
Klackon – These highly-productive hive-mind oriented insectoid humanoid creatures are extremely lawful, and cannot take any class that would normally have chaotic introductions. They are an extremely productive race. Their chitin is very tough and they get -2 AC no matter how much armor, magic or what class they may use. Klackon’s eyes are better developed, and they have Infravision.
Dark Elf - No race understands pure unadulterated evil like the dark elves. No race understands pure power like dark elves. It's the dichotomy of the beast. Dark elves get a lot of bonuses. They have Darkvision from living underground, and they can cast Darkness once per day as a free spell. (No matter their class). This spell will blind one person, or drop a globe of darkness to blind folks in combat (the Dark Elf can see in it). They can also cast the Wizard Spell Create Poison once/day. However, despite their absolute power, no one trusts any dark elf, ever. They cannot join a party for any reason, not even with other dark elves.
Beastman - As a race, the Beastmen have a huge connection with chaos. Each one looks very different than any others. They typically stand anywhere between 5 and 6 1/2 feet tall, have broad strong humanoid features, and usually a bestial face, often with goat or another animal's resemblance. The Beastmen are virtually the personification of chaos. As a result, they Mutate every time they gain a level into a random mutation. Additionally, they cannot take any class that requires any form of order or self-control, as that is an anathema to them. They can be almost any type of fighter class - Myrmidon, Berserkers, Chaos Warriors, and Rangers. (Not Paladins or Kensai). They can be a Scout ,and they can also be a special Chaos Priest. If they take Priest, they cannot Cure or use any healing spells at all, but they can cast all of the Cause spells as though they were evil. Chaos Priests also gain the ability to, once per day, Cause Mutation in a willing party member.
Alignment - You must choose an alignment:
Good
Neutral
Evil
Chaos
Law
That's it. There's no comparing them or combining them or anything. Law and Chaos folks truly believe that they care more about laws(chaos) than right or wrong. Neutral folks don't care about either good/evil or law/chaos, they just want to get their adventure on! Some races and classes require certain alignments, or disallow others. Paladins, for example, can only be good or evil, nothing else. And please don;t bother to suggest that your Chaos Warrior should actually be good. :)
Abe Sargent
06-07-2015, 06:49 PM
Classes and You
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 18500
Level 7 40000
Level 8 65000
Level 9 90000
Level 10 112,500
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,bows, or a shield - only the weapon you know. 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 5. Only Humans, Dark Elves and Sis’sharr can be Kensai.
1). Can just use one weapon type
2). Gets +2/+2 with that weapon type in battle
3). Attacks twice/turn at level 5.
4). Begin game with AC8, and then that rises to AC7, AC6, etc at each level automatically. This can be combined with magical protection as well. By Level 9, has AC -1.
Berserker – Only Dvergr, Beastmen, 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. Because of their wild battle styles. Berserkers are chaotic.
1). You can dive in an out of combat and Berserk as needed
2). You can use any melee weapon including two-handed stuff
3). You can use armor through chain, and are chaotic.
Paladin – They can only be taken by Humans, Draconian 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.
1). Can use any armor and any weapon
2). Once/day can heal 50% of their Max HP to someone
3). Once/day can cast Detect Magic
4). Cannot be neutral
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, Dark Elves, Beastman 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.
1). Use Bow once at the beginning of combat for free before moving to battle
2). Can only use weapons up through one-handed weapons – not two; wear up to chain.
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 non-bow weapon. 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 the ability to attack twice with a specialized weapon. You can use a shield, and you even start the game with one.
1). Gain specialization with a weapon of your choice
2). An use any armor or weapon, including a shield
3). Level 4 can use a bow, level 5 get another specialization and level 8 can attack twice with specialized weapons.
Chaos Warrior - Just as paladins are aligned with good, this class of fighter is closely aligned with Chaos. They control it, steep in, in, and rejoice in pure and unadulterated chaos. They may use any weapon or armor, but eschew the use of a shield. They don't have the desire to learn a weapon well enough to specialize in it. All Chaos Warriors gain one mutation every other level, and whenever a Chaos Warrior Mutates, for any reason, they are given two results and can choose which they want in a PM. They are also under the effects of a constant Luck spell, which gives them an automatic 1 in 6 chance to find anything hidden without bothering to look, and they get a +1 bonus to any effect that requires a saving throw to avoid. After all, they are chaos. Only races suitable to a purely chaotic mindset can apply to be a Chaos Warrior - Beastmen, Humans, Taurians and Trow are the only ones that can be a Chaos Warrior.
1). Can use any weapon or armor, but not a shield; get 10 hp/level
2). Gain one mutation every other level. When mutating, get two chances to see what you want
3). Under constant Luck effect; +1 to all saving throw rolls
4). Must be chaotic
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 10 105,000
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.
1). Can use any armor up to chain mail, get 6 HP per level, and can use blunt weapons
2). Can use Divine Magic.
Scout – You gain 8 hit points per level. This class can be taken by every race except for… Dvergr, and Taurians. The scout 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%. They are also experts at finding things, and when they search a room, they have a 2x chance to find a secret door in addition to any other bonuses. When this class attacks an enemy, they get an Ambush special ability that allows them to do significantly more damage in their first attack. Due to the nature of their profession, Scouts 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. Here is your Ambush Bonus – Level 1-3: 2x Damage, 4-6: 3x Damage, 7-9: 4x Damage.
1). 8 HP per level, can use dagger or gladius, and can wear leather and studded leather armors
2). Can climb walls and ceilings, find and disarm traps and open locks
3). Get 2x chance to find a secret thing.
4). Can Ambush and hit for more damage in the first attack
Battle Mage – You begin with 6 points per level. This class can be taken by all races except for Beastmen, Hobbits and Klackon. You can only use a staff, dagger, gladius, mace, 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 any bladed weapon - daggers, swords, axes 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 scouts, but cannot disarm traps, open locks, climb walls, or Ambush. At every third level (3, 6, 9), they gain the ability to cast one Arcane Spell from the next level (at level three, one first rank spell; at level six, one second rank spell, and so forth). Only Qwith, Hobbits and Humans can be bards. They can wear up to chain, and start with studded leather
1). Can wear armor up to chain, use dagger, sword, axe, or gladius; get 6 HP/level.
2). Can use a spot of Arcane Magic
3). Can auto ID any item they come across
4). Get 2x chance to find something while searching.
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, spears 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. With their multiple attacks each round due to claws, fangs, and such, they get more attacks than any other class per round. Due to their natural affinity, Druids must be neutral in alignment.
1). Can use spears, staffs, or clubs; get 8 hp per level, and can wear leathers
2). May use shield
3). Can use a spot of Divine Magic
4). Shapechange into various forms that are harder to hit, deal more damage and get more attacks
5). Must be neutral
Dervish - These holy desert warriors protect holy sites and keep various traditions down through the ages. They are lawfully minded, and rules and the traditions matter more than right and wrong. They get 8 hp per level, can use any weapon, any non-metallic armor (leather, wood, etc) because metal armor in the heat is just stupid. In melee combat they can whirl and spin with a Dance of Death that gives them +1 to hit and damage for the first five rounds of the battle. They gain Divine Magic like Druids. They also have an affinity for earth, sand, and rock and that element, and if they encounter any earthen enemies, will be automatically friendly with them. Can be taken by Humans, Sis’Sharr, Klackon
1). Can’t wear metal armor, or use a shield
2). Can use any weapon, including two-handed weapons
3). Can use a spot of Divine Magic
4). Have an affinity for earth
5). Get Dance of Death +1/+1 benefit for 5 rounds in combat
6). Must be Lawful in alignment
Shaman - These characters lead their people, communicate with dead spirits, and are not afraid to mix it up either. Shaman can cast Spirit Magic identically to how Dervish/Druid/Bard can with other realms. They get 8 hp per level, can use any armor up to and including chain mail, can use simpler weapons - mace, dagger, spear, and club. Not two handed weapons or flails or anything like that. Due to their closeness with spiritual creatures, they may also, once every other day, during the morning action, can Commune with Spirits to talk with spirits and learn, briefly, what the routes out of their current room lead to, with very little detail. This does not require an action or spell to use, and can be done freely. Can be taken by Humans, Qwith, Guzaks, Hobbit, Klackon,
1). Can use Spear, mace, club, dagger, and in battle. And gain 8 HP per level, can use any armor up through chain mail
2). Can use a spot of Spirit Magic
3). Can Commune with Spirits to get information on which way to go.
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 10000
Level 6 20000
Level 7 45000
Level 8 70000
Level 9 92500
Level 10 117,500
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 or Dark Elves can be a Sorcerer. They can use items reserved for priests and wizards.
1). Can select both Divine or Arcane Magic. (But not Spirit).
2). When they level up, they choose a spell off one list and can cast it once/day.
3). Can use items reserved for either Divine or Arcane magic users
4). Get 4 HP per level and can just wear robes, and use club or dagger.
Artificer – This class can only be taken by a Human, Flame-kin, or Dvergr. Artificers can identify magical objects immediately. Artificers can also use and reuse magic items with charges as if they had no charges, once per day (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.) 4 HP per level, can use dagger, or club only, and no more than robes, which they begin with. They use spells from the Arcane Magic chart.
1). Can use any item that has charges once/day without burning a charge.
2). Can ID any item immediately
3). Get 4 HP per level and can just wear robes, and use club or dagger.
4). Use Arcane Magic Spells
Lay Healer – This specialist healer class only gets 4 hp per level, and can only use a club or mace. 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, Hobbits and Sis’sharr can be lay healers. You must be good.
1). Can use any armor and can use a shield
2). Use Divine Magic like a Priest
3). Heal like a Paladin once/day
4). Healing takes no time in combat
5). Fully heals party members at the end of each day
6). Must be good.
Ritualist - This spell caster uses a third type of magic - Spirit Magic. They have two types of spells - they can Bind Spirits into items for various properties and they summon spirits to have various effects until destroyed or their duration ends. They can also find and hold a large jar of ashes of a famous legendary person, and gain various abilities based on whose urn they have. They can only use clubs, daggers and staffs, and they get d4. However, they can wear up to studded leather armor. Can be taken by Human, Hobbit, Guzak, Klackon,
1). Can cast Spirit Magic
2). Can use Ash magic items
3). Can wear leather armor, but just club, dagger and staff for weapon and 4 hp
Abe Sargent
06-07-2015, 06:51 PM
Additional Class/Race Info
Some abilities were referred to above and will now be defined
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).
Darkvision – Some races may be so used to the underground that they can see as well in darkness as they can in light. This works even better than Infravision.
Go Berserk – Some characters 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, and get +4 to hit and damage with a more fearsome attacks. However, they ignore any defensive posturing, and are very easy to hit by enemies, and all of their foes are at +4 to hit them. Additionally, a character had to roll to get out of Berserk status, because they cannot heal or flee while berserk, they just smash.
Mutations - Mutations can be caused by Beastman, Chaos Warrior, the Chaos Priest's daily Cause Mutation spell, and could be the result of magical items or rooms as well. Anytime a mutation occurs, the roll will occur in the Dungeon thread, so everyone will see it. Only Chaos Warriors are different, because any mutation that happens to them can be chosen from two, and then is announced. The Mutation list will not be revealed. Sorry, but that's the point of Chaos! But I will tell you this:
Mutation Chart:
Very Good Mutation - 10%
Good Mutation - 35%
Good and Bad Mutation - 20%
Meaningless Mutation - 20%
Bad Mutation - 10%
Very Bad Mutation - 5%
When figuring out your classes and races, here is some information you might want to know:
Weapons, by order of damage –
Club – 1d4
Dagger – 1d4
Staff – 1d6
Mace -1d6
Gladius – 1d6
Sling – 1d6
Warhammer – 1d6+1
Spear -1d6+1
Flail - 1d6+1
Long Sword -1d8
Battle Axe – 1d8
Bow - 1d8
Halberd - 1d12
Guisarme – 1d12
Dragon’s Paw – 1d12
The 1d12 weapons are two-handed.
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
06-07-2015, 06:56 PM
Enter the Magic:
Divine Magic
Divine 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.
It looks like this:
1
2
2/1
2/2
2/2/1
2/2/2
3/3/2
3/3/2/1
3/3/2/2
3/3/3/2
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 Arcane Magic list too, they learn them with the restrictions of Divine Magic. Note that Druids, Shamen, Dervishes and Bards essentially act as Divine casters for their spell acquisition as well.
Divine Spells
First Rank -
Cure Light Wounds - Heal one player, (could be yourself) of 10 hit points.
Luck - You get a 1 in 6 chance to find secret stuff in rooms without even needing an action to look, and you get a 1 in 6 chance increase to find stuff when you do actively look around.
Detect Evil - This is used in any search action of a room automatically. All evil items and players in the room will glow. Unholy items and cursed items glow as evil. Evil characters are those who know Enervate or any of the Cause spells on this list.
Cause Light Wounds - Combat spell harming one opponent of 10 hit points.
Remove Fear - Combat spell which prevents you or party members from running or fleeing as a result of a spell or effect. After casting, your party is immune to fear-based effects for the rest of the combat.
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.
Detect Traps - This spells is used automatically when searching a room. All traps are detected.
Cause Moderate Wounds - Combat spell dealing 20 points of damage.
Neutralize Poison or Disease - If poisoned/diseased by a trap or monster, this spell can be used to remove it.
Protection from Fire or Cold- Choose cold or fire when cast. 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.
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 give you all of your hit points left. This spell can only be used once in the adventure by 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.
Call Creatures - This combat spell summons a 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.
Cause 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 Arcane Magic users. You can use that item in perpetuity for the game, but only that item.
Arcane 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 an Arcane 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 Arcane 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 Bigby's Force Armor or Tenser's Floating Disk), just tell me.
Arcane Spells:
First Rank:
Bigby’s Force Armor - This spell increases your armor to the level it would be at if you wore chain mail. At levels 4 and 8, you get an additional -1 armor from the spell for free. 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 spell takes an 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.
Fizban’s Tiny Spy – You can cast this spell to shrink down and enter a place that you would not normally be able to enter.
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.
Otto’s Spook - This combat spell forces one opposing creature to flee for one round, requiring a second round for it to return, so it gives you two rounds to flee, take combat actions, prepare defensive spells, and so forth.
Tenser’s 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.
Second Rank -
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.
Dalamar’s Diplopic 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.
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.
Melf’s 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.
Oracle - This spell can be used as an 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.
Phandaal's Mantle of Stealth - This combat spell makes you immune to sight and 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.
Rary’s Most Excellent Slumber- This combat spell puts to Rary’s Most Excellent Slumber one opposing creature, no matter size, type or experience level. The amount of rounds the creature is asleep equals your level.
Third Rank -
Alustriel’s Seduction - 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.
Elminster’s Effulgent Epuration -- This combat spell dispels any defensive spells an opponent might have operating, such as Stoneskin or Mirror Image.
Lightning Bolt - This combat spell deals a significant amount of damage to an opponent, killing many outright. It will dole out 1d10 damage per level.
The Simbul’s Eldritch Rebounding – This combat defensive spell sends the next offensive spell that attacks you back at its caster.
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 Phandaal’s Mantle of Stealth, 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.
Fourth Rank -
Divinity - This spell allows you to select one item you own that can normally only be used by Divine Magic users. You can use that item in perpetuity for the day. It can only be used automatically at the beginning of each day.
Elminster’s Fire Rage – This spell inflames every enemy in the room for 1d10 damage per level.
Elric’s 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.
Fistandantilus’ Finger of Death - This combat spell gives one opponent a 50/50 chance of dying instantly.
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.
Passwall – You may move through a wall to the next adjacent room.
Raistlin’s Mystical Summons - This combat spell summons a 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.
Spirit Magic
Spirit Magic binds and uses the forces of spirits that linger in the area for various effects. One such effect is to binding spirits into a weapon. Another is to summon a spirit to give the caster some benefit. Binding rituals are can be cast on any weapon the Ritualist (or someone in their party) that then uses that weapon in combat and gains those benefits. No player can have more than one binding ritual on their weapon at once, nor can they benefit from multiple rituals from multiple weapons. Note that you can stack a binding spell with a magical weapon though, that works.
Ritualists follow the rules of Divine Magic casters, choosing a spell at leach level to cast, and then being able to cast it once/day. They may not learn the same spell more than once (so you can’t get two Spirit of Pain, for example).
Spirits – All spirit summoning creatures are sessile, non-moving spirits that have various effects. Spirits attack with a target to hit of 18 with +1 for each rank.
You may have just one of each Spirit type in combat at a time, so you cannot have two Spirits of Pain, for example, even if you had two Spirit Magic users.
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.
It looks like this:
1
2
2/1
2/2
2/2/1
2/2/2
3/3/2
3/3/2/1
3/3/2/2
3/3/3/2
Rank One –
Blade of Warding – Cast on a weapon and a person using that weapon this combat blocks half of the attacks that would hit.
Blade of Edges – Cast on a weapon and gives that user +2 to hit in battle
Spirit of Pain – This spirit has 10 hp, attacks once/turn for 5 damage.
Spirit of Shadowsong – This spirit has 10 hp, attacks for 1 damage and blinds the target (if possible)
Rank Two -
Blade of Elements – Chose an element (Water, fire, electricity, earth) when you cast this. That weapon does 100% element damage of that type, and can often get in huge bonuses against creatures that have a weakness for a particular element.
Blade of Brutality – That weapon gets +3 to damage.
Spirit of Lightsong – This spirit has 20 hp, attacks once for 5 damage and the target lights up, and further attacks on that target by anyone will be at +2 to hit.
Spirit of Recuperation – This spirit has 20 hp. It does not attack. Instead each round it heals the party member who needs healing first – it heals 5 damage every turn.
Rank Three –
Blade of Splintering – Each time you hit a creature with that weapon, you deal an equal amount of damage to all other enemies in the room.
Blade of Festering Wounds– Every time you hit an opponent with this weapon you give them a lethal poison that will kill them in ten rounds if they are still alive.
Spirit of Union – This spirit has 30 hp, and does not attack. All attacks on the caster (or party members) deal 50% of the damage to the Spirit of Union until it dies.
Spirit of Bloodsong – This spirit has 30 hp, attacks 2 times for 10 damage each time, and you gain 5 HP back in healing from it.
Rank Four -
Blade of Emergency Protection – If the user would die, instead they are fully healed and this binding ritual ends.
Blade of Retaliation - Whenever you are hit by an opponent in melee, they take 50% of the damage they dealt to you back to them.
Spirit of Alacrity – Has 40 hp, attacks 4 times for 10 damage each attack.
Spirit of Deathsong – Has 40 hp, attacks once for 5 damage and the target has a 25% of dying if hit
Ritualists/Shamen may hold Ashes in combat of a famous person if they find that item. Ashes don’t have any secondary market value (it’s dishonorable to mark ashes with a financial value). When holding them, the Spirit Magic user cannot attack, but they may still cast Spirit Magic spells. You may not do anything else though (no potions, no magic items, etc).
You do not gain any benefits from your binding spells if you are holding ashes, since you cannot wield that weapon as well.
Abe Sargent
06-07-2015, 07:01 PM
Rules Post - Combat, Actions, Moving. And You too!
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. You'll note these changes to your character sheet in that thread.
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.
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 Scouts. It will attempt to pick a lock on a chest or door.
Disarm Traps - This action can only be taken by Scouts. It will attempt to disarm a trap. Higher level ones will instead try to dissemble traps where appropriate.
Bash Object - If you are a non-Scout, 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
06-07-2015, 07:07 PM
Everything About Your Inventory But Were afraid to Ask
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.
These items are unlimited and at every Djinni Sale - Healing Potion, Bundle of Herbs, Nocturne Potion, Torches, Meals, Item ID Powder, Scroll of Item Teleportation, Horse Figurine.
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 right then, so long as it is legal. Once the trade is verified, you both are to head to the Character Sheet thread and edit your sheet to reflect those changes. 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 Tenser's 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, Flame-Kin 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. You begin with 5 torches, even if you don't need them, (Darkvision or Flame-Kin) because you can sell or trade them. If you have infra-vision, 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 either, 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.
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
06-07-2015, 07:17 PM
What Else Should You Know?
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 player, ever.
Abe Sargent
06-07-2015, 07:19 PM
Dungeon Time Baby
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 Light Brown, like tan or khaki.. The next level has Medium Brown bricks. The third level has dark brown 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, in a room with a Star in it. 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, Scouts 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.
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. The Dungeon does not play fair. It may randomly teleported you, heal you, damage you, curse an item, give you a mutation, etc.
The Dungeon doesn't like you.
Abe Sargent
06-07-2015, 07:22 PM
Okay, that concludes our rules. You may begin to post. All of the rules are Beta-ish, so if you have insight, questions, concerns, awesome points to raise, or suggestions, then I am all ears. We gots plenty of time.
I am expecting roles to go out on Sunday, June 14th. That's one week - I figure we'll need that long to get everyone together and answer their questions about rules new and old alike.
Welcome!
http://38.media.tumblr.com/tumblr_m9gzetQOPl1qbzzgco1_500.gif
Zinto
06-07-2015, 07:39 PM
In! In! In!
I haven't read the rules yet but I will spend sometime going over them tomorrow! I cannot wait!!!
The Jackal
06-07-2015, 07:57 PM
ENTER DUNGEON
timmae
06-07-2015, 08:51 PM
Unreal game set... Love it. In!
Abe Sargent
06-08-2015, 10:14 AM
Welcome all!
If you three would like, in the order that you posted, you can go ahead and make your post in the Inventory thread as well. Z first, then TJ, then t.
Chief Rum
06-08-2015, 10:58 AM
And then there were four.
Abe Sargent
06-08-2015, 12:55 PM
Yeah ya are!
path12
06-08-2015, 03:38 PM
I'll go.
Autumn
06-08-2015, 07:30 PM
I will play of course, and hopefully not die immediately yhis time.
Abe Sargent
06-08-2015, 09:33 PM
Hopefully
I will play of course, and hopefully not die immediately yhis time.
From the rules:
The Dungeon doesn't like you.
ntndeacon
06-09-2015, 09:56 AM
I'll play as well
timmae
06-10-2015, 10:22 AM
Welcome all!
If you three would like, in the order that you posted, you can go ahead and make your post in the Inventory thread as well. Z first, then TJ, then t.
Done! I read up on the rules and will be PMing you info soon. Thanks Abe!
Is the Planeswalker's Guide available digitally? It'd be awesome to see that.
Abe Sargent
06-10-2015, 11:46 AM
Done! I read up on the rules and will be PMing you info soon. Thanks Abe!
Is the Planeswalker's Guide available digitally? It'd be awesome to see that.
Nah. It was poorly written for its time, and I'm a much better writer today anyway.
Abe Sargent
06-10-2015, 02:13 PM
Alright folks let's work it. Let's get some players in here!
Ragone
06-10-2015, 05:21 PM
I'm IN
RainRaven
06-10-2015, 08:17 PM
Oh boy, this sounds like fun and it essentially lines up perfectly with the end of the school year when I actually have time to keep up. Pondering class/race!
Abe Sargent
06-10-2015, 08:58 PM
You are both in!
Zinto
06-11-2015, 12:06 PM
Are we at the point where we should PM some of the new players that may not have checked the forums recently? Or some of the vets?(Abe might have already done so) I cannot believe if people knew this was happening that there wouldn't be more signed up.
Glad you said it, I was thinking that too but wasn't sure if Abe had already.
Abe Sargent
06-11-2015, 12:44 PM
Are we at the point where we should PM some of the new players that may not have checked the forums recently? Or some of the vets?(Abe might have already done so) I cannot believe if people knew this was happening that there wouldn't be more signed up.
Go to it! Good lucksy!
Ziiggy
06-11-2015, 02:17 PM
Ok I really shouldn't do this right now (been lurking and was hoping it would start later), but it just looks too interesting to miss. So, I'm in if you'll have me.
Abe Sargent
06-11-2015, 04:22 PM
Sold!
Zinto
06-12-2015, 11:31 AM
Go to it! Good lucksy!
Done and done
Abe Sargent
06-12-2015, 11:57 AM
Are we at the point where we should PM some of the new players that may not have checked the forums recently? Or some of the vets?(Abe might have already done so) I cannot believe if people knew this was happening that there wouldn't be more signed up.
I think some of the players that normally do D and D2 have ebbed from FOFC, not WW. KWhit hasn't been on FOFC for a year, Danny for more than a month, etc.
Abe Sargent
06-12-2015, 06:11 PM
The Dragon's Paw in the first weapon on the left in this image. (It's from Athas, the Dark Sun campaign)
http://i1197.photobucket.com/albums/aa435/Black-Paws/Dark%20Sun%20Art/52a-1.jpg
Like this:
http://tradwiki.foxxtrot.net/images/0/00/Dragon%27s-Paw.jpg
Thomkal
06-12-2015, 09:18 PM
Ah Athas, my fav D&D World. Never could get into a campaign with it though.
Abe Sargent
06-13-2015, 01:27 PM
2 quick things:
1). Still have plenty of space for more folks. Bring them in!
2). Make sure you pm me you race/class and weapon/spell/align choices. thanks!
dubb93
06-13-2015, 01:42 PM
I'll play but you won't have my character information until tomorrow probably.
hoopsguy
06-13-2015, 02:54 PM
Would love to play, but with daytime access required for decisions I can't do it.
Will read along and thrilled to see this game take place.
Thomkal
06-13-2015, 03:18 PM
Would love to play, but with daytime access required for decisions I can't do it.
Will read along and thrilled to see this game take place.
:(
cheekimonk
06-13-2015, 03:45 PM
Finally had time to read up. I'm in.
Abe Sargent
06-13-2015, 06:54 PM
You two have been added. Just let me know your choices via pm
cheekimonk
06-13-2015, 07:18 PM
When are you targeting to start?
Abe Sargent
06-13-2015, 07:27 PM
I'll send out your first rooms tomorrow, and the first deadline will be Monday morning.
timmae
06-13-2015, 08:52 PM
Cheeki! I am 0.9% sure you will survive this one bud!
Abe Sargent
06-13-2015, 08:55 PM
That's what they all say....
cheekimonk
06-13-2015, 09:26 PM
Cheeki! I am 0.9% sure you will survive this one bud!
Haha!
Danny
06-13-2015, 11:34 PM
Can I still get in? Just saw the pms letting me know about this
Abe Sargent
06-14-2015, 12:58 AM
In. PM me you rchoices and such
Sad about no hoops. Going to have to make this entertaining to read at least.
Abe Sargent
06-14-2015, 11:44 AM
True, but I love the new blood!
Anyways, let's make sure that y'all are adding a character sheet to the char Sheet Thread baby!
Thomkal
06-14-2015, 11:45 AM
Glad to see you back Danny. Between you and Crimson Fox, we weren't going to have any high posters :)
Abe Sargent
06-14-2015, 12:18 PM
Still missing info from Danny, Autumn, Chief Rum, and ntndeacon. Meanwhile, we have space if someone still wants to join. Feel encouraged!
Still missing info from Danny, Autumn, Chief Rum, and ntndeacon. Meanwhile, we have space if someone still wants to join. Feel encouraged!
They should have to play as yeeks.
Abe Sargent
06-14-2015, 01:22 PM
I just beat ToME last night as a Yeek.
Thomkal
06-14-2015, 01:47 PM
wow, congrats Abe. I wouldn't even try to do that I think :)
Abe Sargent
06-14-2015, 02:19 PM
I was one of teh most broken characters in teh game - teh Oozemancer. That helped .
Abe Sargent
06-14-2015, 05:24 PM
Grabbing dice now, getting ready to roll up some starting rooms for y'all!
Again - will still take sign ups.
Again - Still need initial pms with your choices to those four I public ally called out.
Abe Sargent
06-14-2015, 05:33 PM
I'l send out starting room pms shortly. Please don't post anything from your first room until everyone gets their pms. I'll post here when that happens - tahnks!
Abe Sargent
06-14-2015, 05:54 PM
All PMs are sent. We have officially begun/ In a moment, I'll update the first page with the classes and races of everyone that chose. If you haven;t chose, I am forcing you to choose something else. Also, you can jointhe game late, same rules apply.
The first action is Monday Morning, 10 AM, and that will be in Day One actions are due.
Get ready folks!
Thomkal
06-14-2015, 07:34 PM
Well very surprised no spellcasters but me so far! Hopefully this time around, I will find one of you strong fighter types, and we can team up. If you've read the spiritualist rules, you'll see that I can use ashes from powerful and/or famous people/creatures? No idea how that works yet. Note that you cannot sell them in the Djinn market-they have no value. So I will be very eager to get my hands on them!
I'm not surprised to see 3 Chaos Warriors. I would have made 4, but gave Abe the option to "opt-out" if he got too many. Hence why I'm a spiritualist. I started out in a room with the usual star in it (this one with candles in a star pattern. The candles are lit, with an option to blow them out. I will likely do that, then knowing my Dungeon luck, trip over them, fall and hit my head, dying instantly :)
Good luck to all in Dungeon 3. Newcomers, feel free to ask questions, it can be very confusing at first. In the previous 2 dungeons, if you went forward from your starting spot, normally you find an exit to the next level of the dungeon-if you decide to take it straightaway, don't say I didn't warn you :) Not sure if that's how Abe has it set up this time, so proceed with caution.
Ziiggy
06-14-2015, 07:47 PM
Ritualist was my 2nd choice but went with the Cat Scout. Surprised only one caster also.
The Jackal
06-14-2015, 08:50 PM
Oliv'scar smell fear.
Greetings fellow adventurers. I serve Chaos Undivided, as do you all, even if you do so unknowingly. From Chaos were we born and to Chaos we will return. I wish you all good journey.
I have begun in a room that contains a quiet grove with an enormous oak tree. This mighty tree has a star carved into it. I have the option to place an acorn within the star, which I will naturally do, though my instincts are to let out a primal scream and shake this serene place to its core. Khorne will soon have his due.
The Jackal
06-14-2015, 08:59 PM
Beastman speak truth. Chaos shapes all.
The Jackal
06-14-2015, 09:00 PM
Oliv'scar see star fountain. Not trust to drink, no?
Glamor shot:
http://static.giantbomb.com/uploads/scale_small/0/118/298875-diablo33.jpg
Oliv'scar see star fountain. Not trust to drink, no?
We're not getting any drunken poetry this time, are we?
Danny
06-14-2015, 09:47 PM
So reading the rules, the artificer doesn't gain any spells?
Danny
06-14-2015, 09:49 PM
Glad to see you back Danny. Between you and Crimson Fox, we weren't going to have any high posters :)
Thanks! I don't think I'll reach 1k posts here but you never know I guess.
So reading the rules, the artificer doesn't gain any spells?
Hm, interesting. They used to have spells. Probably want an Abe confirmation on that.
Abe Sargent
06-14-2015, 10:00 PM
Artificers gain spells like normal, but they can take any Arcane Spells. In previous games, there was a restriction for which type - that restriction is now gone.
EDIT - I edited it in for clarity though. It was in places like Arcane Magic's heading and other places, but not under the Artificer's actual class description, so that is changed now. Sorry about the confusion.
cheekimonk
06-14-2015, 10:03 PM
I have started in a room with a feldspar star in the ceiling.
Abe Sargent
06-14-2015, 10:10 PM
Remember that you can edit your char pages in that thread with your starting info, as well as:
50 Gp
5 Torches
5 Meals.
Edit those in too. thanks!
Abe Sargent
06-14-2015, 10:18 PM
I have started in a room with a feldspar star in the ceiling.
On the plane of Thorasia, Feldspar has a few variants that are quite beautiful and breathtaking. It's also a magical potential mineral, that can be easily enchanted and holds those dwoemers wells. There is also a lot less of it, and that scarcity, plus aesthic value, plus magical potential, leads to a pretty potential mineral on the market.
Just as a totally FYI statement for those who like their world fully Vorthos'd. (That 's a Magic: The Gathering term for people who like the flavor and fleshing out of stuff like that).
The Jackal
06-14-2015, 10:30 PM
We're not getting any drunken poetry this time, are we?
Get cat drunk, you see what happens.
The Jackal
06-14-2015, 10:35 PM
(ooc: I have no idea if there is an established RP for Guzaks, so apologies if I'm butchering anything Abe. But I'm rolling with this. :D)
Abe Sargent
06-14-2015, 10:44 PM
Whatever. It's your character. Guzaks are my own racial creation. Go to it.
As are the Sis'sharr. One day I was rereading the D&D lizardman Monstrous Manual description and I thought, why are these lizards in the jungles and swamps? Lizards are in the deserts! SO I created a more realistic, fleshed out lizardfolk society, not evil, but with all of the various nuances, for my deserts.
Ziiggy
06-14-2015, 10:48 PM
As a proud and sophisticated Guzak Cat I shall chalk up your Jackal talk to a Ranger ruse to confuse the enemy [haaackk, bleh hairball] ptooey. Now excuse me as i examine this shiny button shaped like a star! I loooove shiny things. Push the button push the button.
path12
06-14-2015, 10:51 PM
I am in a room with a Star Fruit. I have two exits and the one action to eat the fruit.
So am I understanding correctly that my choices are to leave through one of the two exits, eat the fruit and nothing else? Like I can't take the fruit instead?
Remember that you can edit your char pages in that thread with your starting info, as well as:
50 Gp
5 Torches
5 Meals.
Edit those in too. thanks!
Fabulously wealthy! And I don't have to gnaw off my leg for sustenance to boot (see what I did there?) Thanks!
I am in a room with a Star Fruit. I have two exits and the one action to eat the fruit.
So am I understanding correctly that my choices are to leave through one of the two exits, eat the fruit and nothing else? Like I can't take the fruit instead?
I would ask the waiter to take it back and bring you a peach.
As a proud and sophisticated Guzak Cat I shall chalk up your Jackal talk to a Ranger ruse to confuse the enemy [haaackk, bleh hairball] ptooey. Now excuse me as i examine this shiny button shaped like a star! I loooove shiny things. Push the button push the button.
I hope the first weapon I find is a laser pointer.
Ziiggy
06-14-2015, 10:58 PM
I hope the first weapon I find is a laser pointer.
Oooooooooooh
Shiny red dot mine - get it!
https://s-media-cache-ak0.pinimg.com/236x/2a/eb/e0/2aebe0374b4957ac8afe97bd38e0b586.jpg
dubb93
06-15-2015, 12:05 AM
I shall conquer this dungeon in the name of the light.
timmae
06-15-2015, 06:59 AM
Hello all... Tisnal of the Western Reaches checking in. I see one other Sis-Sharr in our lovely band of misfits, Cai-len. I haven't the chance to acquaint ourselves yet but I look forward to the opportunity. If we can manage to find each other down here in the dark then we may be able to maximize our nights as well as our days!
I am more than eager to team up with anyone in order to improve our chances in gaining fame by slaying this difficult dungeon. I have extra food rations as I need none of the rations that I have. I would gladly trade it for healing herbs as my reflexes are not quite up to speed as of yet.
I look forward to this adventure!
timmae
06-15-2015, 07:10 AM
I start in a room with a flashing sign approximately 4 feet off of the ground. My options are to proceed forward or to the left.
Abe Sargent
06-15-2015, 08:40 AM
Morning folks
Abe Sargent
06-15-2015, 09:02 AM
For those that didn't submit a character, I have randomly selected them from a list that included races and classes that no one took. I will send you pms to update them.
Abe Sargent
06-15-2015, 09:09 AM
Processing actions. You may post your own results only once I've processed them all/ Thanks!
Abe Sargent
06-15-2015, 09:36 AM
Alright, actions are all processed talk away!
Unlike other games, it is encouraged here for your to share or quote parts of your pms that you think might help, or that you enjoy. You are never required to share anything or everything that you know or learned though.
Zinto
06-15-2015, 09:39 AM
For chaos!!!
Zinto
06-15-2015, 09:40 AM
I entered the dungeon and discovered a room with a large statue of a golden star. Upon further examination I found nothing. It seems I cannot tell the difference between a normal statue and a really cool statue.
Abe Sargent
06-15-2015, 09:44 AM
Rules notes -
I've had a few pm questions. I figured that I would answer them all out here in the thread:
1). Yes, you have already lit a torch (unless you don't need to). You will consume that torch for your movement action, so after movement actions are consumed, for those that are required to use torches, you will tick one torch off your character sheet (and the same with meals).
2). All Paladins, Priests, Rangers, and Chaos Warriors begin the game with Chainmail armor and an AC of 5. Make sure you note that on your Char Sheet too.
3). Scouts, Dervishes, and Druids begin with leather armor, can upgrade to studded leather later on, and the Druid even gets a shield as well. Mark the leather armor (and shield for Druid) on your chart and you begin with AC7 and AC6 for the druid.
4). Artificers, and Ritualists begin the game with Robes and AC8. Kensai have AC8 too, but will gain AC quickly.
Hope that answers your questions!
timmae
06-15-2015, 09:45 AM
I entered the dungeon and discovered a room with a large statue of a golden star. Upon further examination I found nothing. It seems I cannot tell the difference between a normal statue and a really cool statue.
That's ok... my pink/yellow flashing sign provided zero value also. Oh well.. I am ready to slay some dungeon fodder!
I placed the acorn within the star. To the surprise of all, nothing happened. I at least like to think I pissed off the tree a little.
I am moving forward and will regale you with tales of bloods spilled in the name of Khorne by afternoon.
Autumn
06-15-2015, 10:03 AM
Sorry for the tardiness, Abe and everyone. I signed up from my phone to make sure I didn't miss out, but hten it's been my son's birthday, so on and so forth, still not getting e-mail notifications from the site, excuse, excuse.
But now I'm here, and will figure out what my random character is!
Autumn
06-15-2015, 10:21 AM
T'Kkyl now wanders the dungeon!
http://3.bp.blogspot.com/-1PEIxrInsTs/UbtILWmEFYI/AAAAAAAAEis/iUYFnY8F-Ag/s640/Insectoid_warrior_by_Crowsrock.jpg
timmae
06-15-2015, 10:22 AM
And now we also have a Dervish in addition to all of you chaos fighters. I am staying the heck away from any friendly fire!!
timmae
06-15-2015, 10:24 AM
I placed the acorn within the star. To the surprise of all, nothing happened. I at least like to think I pissed off the tree a little.
I am moving forward and will regale you with tales of bloods spilled in the name of Khorne by afternoon.
You could have pissed ON the tree... maybe then something would have occurred. (that would include a thunderbolt by our lovely DM).
Thomkal
06-15-2015, 10:33 AM
Morning guys,
As suspected, the candles did not go out, so its time to move on. I will go right and see where fate places me.
Silver Claw, Guzk Ritualist
path12
06-15-2015, 10:39 AM
Eddie the Chaos Warrior tried to eat the Star Fruit but it was made of wood. I'm not sure Eddie is all that bright. Going left from my room.
The Jackal
06-15-2015, 10:42 AM
Oliv'scar search. Find nothing. Bath time in fountain.
Abe Sargent
06-15-2015, 10:51 AM
Autumn, in case I forget, remind me if you enter any Holy Places in the dungeon - temples, shrines, etc. They can be evil, chaotic, lawful, good, no matter. You have a special action as a Dervish is all of them. Thanks!
still not getting e-mail notifications from the site
Check spam folder? I just started having that problem with email notification and for some reason they just started being sent to spam.
Autumn
06-15-2015, 11:14 AM
Yeah, thought I had fixed that a couiple months ago but they're back in there.
Autumn
06-15-2015, 11:14 AM
Autumn, in case I forget, remind me if you enter any Holy Places in the dungeon - temples, shrines, etc. They can be evil, chaotic, lawful, good, no matter. You have a special action as a Dervish is all of them. Thanks!
I will defend those spots touched by the gods, wherever I find them, thanks Abe.
timmae
06-15-2015, 11:20 AM
Is there a link to the djinni item costs? I remember seeing one in the past dungeon game I think..
The Jackal
06-15-2015, 11:30 AM
(ooc: All of my PMs have been going to spam for a long time and I can't figure out how to fix it)
(ooc: All of my PMs have been going to spam for a long time and I can't figure out how to fix it)
Not sure what email you use, but I believe I just fixed my yahoo one by adding a filter to move Front Office Football messages to my inbox, assuming that overrides the spam setting. The option wasn't available on the mobile version though, which is annoying.
Ziiggy
06-15-2015, 12:05 PM
Stupid shiny star . . . push the button push the button push the button . . . bored. [/grumpy cat]
Ooh a door! Forward to Guzak glory and riches. [where's the cat box in this place?]
Abe Sargent
06-15-2015, 12:23 PM
Is there a link to the djinni item costs? I remember seeing one in the past dungeon game I think..
I'll post it every other day after the move action. So tomorrow afternoon, is first.
Abe Sargent
06-15-2015, 12:26 PM
RainRaven, make sure that you have updated your character sheet. Thanks!
timmae
06-15-2015, 01:02 PM
Nice to see the Dragon Paw in play... I was thinking about switching over to it but stayed with the Guisarme.
Zinto
06-15-2015, 02:23 PM
Forward to glory!
Abe Sargent
06-15-2015, 02:54 PM
Getting ready for the afternoon y'all!
Abe Sargent
06-15-2015, 03:22 PM
Someone is fighting TWO GARBUGs!!!
http://www.bogleech.com/dnd/garbug.jpg
timmae
06-15-2015, 03:27 PM
Bring 'em on! I have 2 ends to this guisarme!!
Abe Sargent
06-15-2015, 03:44 PM
Meanwhile, someone else is fighting a horde of...ummm....these...
https://s-media-cache-ak0.pinimg.com/236x/b3/f2/23/b3f2239232d4d9027894bdbe3d0684f8.jpg
Evil, vile, rusty spikes!
cheekimonk
06-15-2015, 03:45 PM
The feldspar star in the ceiling was of no interest. Exit right!
-----------------------------
Cai'Len, Sis'Sharr scout
Abe Sargent
06-15-2015, 03:59 PM
Movements done. See y'all at 9:00 for teh Day One Afternoon Action
Abe Sargent
06-15-2015, 04:00 PM
Talk away, I hope you enjoyed your first day's action!
Abe Sargent
06-15-2015, 04:04 PM
I might be processing tonight's Night Action really early. I have to get up super-mega early tomorrow morning for Orientation. I have a shift in the campus center than begins at 7:00 am that I was asked to cover.
As a reminder, you don't even have a Night Action unless you are either Sis'Sharr or you have an item that gives you a Night Action. So only two of you could take a Night Action based on race right now - just pm me what you want to do as soon as you get your afternoon action for Night - Sleep or take an action.
I have a window from 9:30 to 10:30 tomorrow morning to process Morning of Day 2 actions, and we'll be fine for Movement, Afternoon, and Evening tomorrow. It's just tonight's Night that seems to be a problem right now. So I'm giving you plenty of warning,
Ziiggy
06-15-2015, 04:06 PM
Ooooooooh we found a shiny vase . . . looks heavy. Mine (/rub)
cheekimonk
06-15-2015, 04:09 PM
One lessss Crazzzzed Klackon in the world. Onward!
-----------------------------
Cai'Len, Sis'Sharr scout
cheekimonk
06-15-2015, 04:13 PM
I might be processing tonight's Night Action really early. I have to get up super-mega early tomorrow morning for Orientation. I have a shift in the campus center than begins at 7:00 am that I was asked to cover.
As a reminder, you don't even have a Night Action unless you are either Sis'Sharr or you have an item that gives you a Night Action. So only two of you could take a Night Action based on race right now - just pm me what you want to do as soon as you get your afternoon action for Night - Sleep or take an action.
I have a window from 9:30 to 10:30 tomorrow morning to process Morning of Day 2 actions, and we'll be fine for Movement, Afternoon, and Evening tomorrow. It's just tonight's Night that seems to be a problem right now. So I'm giving you plenty of warning,
So, today we'll get results of our afternoon action at 9pm, then submit night action which you will process essentially right away?
Abe Sargent
06-15-2015, 04:17 PM
Timmae, Cheekimonk 0 I forget to tell you in your pms, you don;t need to tick off a meal for todya, you are sis-sharr, just a torch. Sorry about that!
Abe Sargent
06-15-2015, 04:19 PM
So, today we'll get results of our afternoon action at 9pm, then submit night action which you will process essentially right away?
Correct. Although remember that a Sis'sharr can only take a Night action every other night, so if you take one tonight, you can;t take one in Night 2. ANd you have two actions - Afternoon and Morning before Movement on Day 2.
ntndeacon
06-15-2015, 04:29 PM
Powerless Tauren children are now a thing of the past! They have gone back to nature by the hands of those in tune with nature...Solarte!
Abe Sargent
06-15-2015, 04:32 PM
OH NOES< SOMEONE is fighting a battle right now!!!
timmae
06-15-2015, 04:34 PM
OH NOES< SOMEONE is fighting a battle right now!!!
Something tells me this wont end well..
Abe Sargent
06-15-2015, 04:39 PM
Done!
Thomkal
06-15-2015, 04:42 PM
Well my first evaluaton of the new Spirit Magic gets a thumbs up from me. My room contained a cage used to contain two humanoids-one a nobgoblin, the other unrecognizable because it was missing a head. The cage had crashed to the floor at some point, and this being the Dungeon, the two corpses animated and attacked me as Zombies!
I immediately cast my only spell-Spirit of Pain. It takes up 10 pts of damage, and does 5 in return. The spirit nearly killed the first Zombie right away, and they chose (or had no other choice) to attack the spirit instead of me. Both of them hit the spirit for a total of 4 hp...which would have killed me! We then took out the the remaining zombie together...so yes DM, I'm liking Spirit Magic very much:)
I suspect I will find some coins on the bodies, and if lucky an item. Meed to start building up for the Djinns. How did everyone else fare?
timmae
06-15-2015, 05:19 PM
Awesome stuff General Thom!!
timmae
06-15-2015, 05:35 PM
After inspecting the star sign for a while and finding nothing else of value I decided to proceed straight forward to see what the inner dungeon would bring.
Upon entering the room I immediately see a human figure wreathed in fire that is holding a halberd. After glancing slightly to the right I see that he is fighting a qwithi enrobed character that is teleporting around the room. The 2 figures are engaged in battle and both are taking damage. Both beings are shouting for help against the other. I need to make a split second choice on who to side with.
I have no allegiance to anyone except myself in order to survive this dungeon. I notice that the human is stationary while the qwithi figure is teleporting around the room. I am no fool and easily select the human to attack.
I now realize shit is real and the qwithi and I are attacking the Doombringer! I am nervous heading into my first battle and miss the Doombringer with my first thrust. Luckily my partner in battle hits his target and causes decent damage. Similar to my initial battle assessment the Doombringer decides a stationary target is a better foe and attacks me and hits for heavy damage.
Enraged I take a full swing back at the Doombringer and hit a major blow inflicting mass damage. The human staggers and the qwithi misses because of the movement to the side. A return blow is thrown by the human but he misses me entirely as I dodge to the far side of the halberd.
With all of my might I take both hands and swing my guisarme from one wide arcing side of me towards the other and catch the Doombringer mid swing with all of my might. The human instantly staggers and falls to the cold ground, void of life. The 3rd blow was a deathly swing which won the battle for the qwithi and I.
After adjusting my weapon and leaning on it for balance slightly I am able to discuss the situation with my allie and learn he is a Temporal Warden from the Eyal Plane. He was late to join the battle but was able to enter the dungeon nonetheless to become an obstacle for the combatants.
I found a magical Dragons Paw on the human and earned a large amount of experience from this battle. I am lucky to have survived but I am eager to learn more about this underground maze of rooms. What a first day!
cheekimonk
06-15-2015, 05:35 PM
I encountered a small group of Klackons, one of which became crazed from (apparently) water from a well in the room. I got my ambush attack in for 4, it missed me, then I finished it off. Just 25g on the body.
timmae
06-15-2015, 05:36 PM
Zinto... you may really like this Dragon's Paw. Let me know if you would like to meet up to trade.
path12
06-15-2015, 05:44 PM
Chaos Eddie ended up in a room of ice fighting some sort of cold elemental. Couple points damage but got a good roll and killed it and "everything" melted though I still have an option to Melt the Chamber (which does not sound like a super smart thing to do).
Autumn
06-15-2015, 06:09 PM
This dungeon is no ordinary place. Spikes took themselves from the walls and attempted to pierce my hide. Foul spirits stir here, and it is our duty to defeat them.
Ziiggy
06-15-2015, 06:31 PM
So I'm searching the room with a vase thingy full of ashes. Want to grab the vase thingy, grab it grab it. But patient Guzak searches first. Bored cat now, guess I'll just sit here and clean myself.
http://nebula.wsimg.com/6b1675923f070727de1d92d5a87f2af3?AccessKeyId=62ED8F67FD9006EBFBBD&disposition=0&alloworigin=1
Zinto
06-15-2015, 06:39 PM
I ventured forth and I was attacked by a privy snake. It unfortunately bit me and caused me to feel a little woozy but I quickly got my revenge. I hope to shake off the effects soon. I cut out it's fang and I now have a +1 dagger.
In my room there is a privy and I will soon use it to see what treasures I can find!
RainRaven
06-15-2015, 06:39 PM
Sorry Abe, will be updating it this evening. Easier to do on my laptop then on my phone during the day!
Zinto
06-15-2015, 06:42 PM
Zinto... you may really like this Dragon's Paw. Let me know if you would like to meet up to trade.
If I am able to find you I would be most willing to trade with a fellow adventurer.
Abe Sargent
06-15-2015, 07:49 PM
Sorry Abe, will be updating it this evening. Easier to do on my laptop then on my phone during the day!
Okaydokaty
Thomkal
06-15-2015, 07:51 PM
wow Timmae that is quite an encounter for the first level-glad you survived it! That sounds like an influence from Tome (Tales of Maj'Eyal) which has temporal wardens as a class I think (could be wrong)-its another roguelike game). Did your ally stick around or just leave?
Abe Sargent
06-15-2015, 07:51 PM
Who's getting ready for a little Afternoon Action?
Thomkal
06-15-2015, 07:54 PM
So I'm searching the room with a vase thingy full of ashes. Want to grab the vase thingy, grab it grab it. But patient Guzak searches first. Bored cat now, guess I'll just sit here and clean myself.
http://nebula.wsimg.com/6b1675923f070727de1d92d5a87f2af3?AccessKeyId=62ED8F67FD9006EBFBBD&disposition=0&alloworigin=1
Hey Ziggy, look for my post above where I mention I'm looking for ashes. I do believe you have found some. I would be very interested in obtainng them. the Djinni market tomorrow might have a way you can send them to me.
timmae
06-15-2015, 07:59 PM
wow Timmae that is quite an encounter for the first level-glad you survived it! That sounds like an influence from Tome (Tales of Maj'Eyal) which has temporal wardens as a class I think (could be wrong)-its another roguelike game). Did your ally stick around or just leave?
I got the feeling he wasn't sticking around but we'll see. I'll be exploring the room this afternoon so maybe he'll provide more information!
Thomkal
06-15-2015, 07:59 PM
Chaos Eddie ended up in a room of ice fighting some sort of cold elemental. Couple points damage but got a good roll and killed it and "everything" melted though I still have an option to Melt the Chamber (which does not sound like a super smart thing to do).
Careful you don't melt it all and flood the chamber, drowning yourself in the process .
I almost always do an option if one is given, because its more fun that way
Thomkal
06-15-2015, 08:03 PM
This dungeon is no ordinary place. Spikes took themselves from the walls and attempted to pierce my hide. Foul spirits stir here, and it is our duty to defeat them.
any idea who's behind the attack on you?
Abe Sargent
06-15-2015, 08:03 PM
Uh oh, someone is fighting..........THIS..........
http://static.tvtropes.org/pmwiki/pub/images/Lightning_Eel_6344.png
Thomkal
06-15-2015, 08:06 PM
what in the world is that? an electric eel?
Abe Sargent
06-15-2015, 08:24 PM
Day One Afternoon is Processed. Evening Actions wil be processed as soon as I get the Sis'Sharr's actions, or lack of them, from our two lizardfolk.
cheekimonk
06-15-2015, 08:25 PM
I have uncovered a magical mace. What are the options for identifying the properties of a magical item? I know the Djinni sell Item ID Powder.
Ziiggy
06-15-2015, 08:28 PM
Hey Ziggy, look for my post above where I mention I'm looking for ashes. I do believe you have found some. I would be very interested in obtainng them. the Djinni market tomorrow might have a way you can send them to me.
Fellow Guzak, discount for you. Shiny coins for shiny vase or other shiny trades :)
Thomkal
06-15-2015, 08:35 PM
Fellow Guzak, discount for you. Shiny coins for shiny vase or other shiny trades :)
Thank you my Guzak brethren-the only thing I have to trade is this shiny ring I just found in my searches. Hopefully I will know more about it tomorrow.
Thomkal
06-15-2015, 08:42 PM
I have uncovered a magical mace. What are the options for identifying the properties of a magical item? I know the Djinni sell Item ID Powder.
In this version of the Dungeon, the ID powder is probably the best bet as I think Danny might be the only one able to cast the Identify spell (correct me if I'm wrong). There may also be a wand of idenitfy or an encounter that allows you to do so. Just have to hope you get lucky, Remember though you can take an action to Investigate Item, which can function as an identify spell
After inspecting the star sign for a while and finding nothing else of value I decided to proceed straight forward to see what the inner dungeon would bring.
Upon entering the room I immediately see a human figure wreathed in fire that is holding a halberd. After glancing slightly to the right I see that he is fighting a qwithi enrobed character that is teleporting around the room. The 2 figures are engaged in battle and both are taking damage. Both beings are shouting for help against the other. I need to make a split second choice on who to side with.
I have no allegiance to anyone except myself in order to survive this dungeon. I notice that the human is stationary while the qwithi figure is teleporting around the room. I am no fool and easily select the human to attack.
I now realize shit is real and the qwithi and I are attacking the Doombringer! I am nervous heading into my first battle and miss the Doombringer with my first thrust. Luckily my partner in battle hits his target and causes decent damage. Similar to my initial battle assessment the Doombringer decides a stationary target is a better foe and attacks me and hits for heavy damage.
Enraged I take a full swing back at the Doombringer and hit a major blow inflicting mass damage. The human staggers and the qwithi misses because of the movement to the side. A return blow is thrown by the human but he misses me entirely as I dodge to the far side of the halberd.
With all of my might I take both hands and swing my guisarme from one wide arcing side of me towards the other and catch the Doombringer mid swing with all of my might. The human instantly staggers and falls to the cold ground, void of life. The 3rd blow was a deathly swing which won the battle for the qwithi and I.
After adjusting my weapon and leaning on it for balance slightly I am able to discuss the situation with my allie and learn he is a Temporal Warden from the Eyal Plane. He was late to join the battle but was able to enter the dungeon nonetheless to become an obstacle for the combatants.
I found a magical Dragons Paw on the human and earned a large amount of experience from this battle. I am lucky to have survived but I am eager to learn more about this underground maze of rooms. What a first day!
A magnificent effort, congrats. I too would be interested in your Dragon's Paw if it is uncursed.
Unfortunately my tale is not quite so dramatic. I came upon a cottage where I saw two dark figures enter. I was given the opportunity to barge into the cottage for my afternoon action. I did so and surprised the two dark figures which I discovered to be goblins. With the element of surprise, I quickly dispatched one. Unfortuneately the other managed to slice me with his dagger before I gave his blood to Khorne. Nevertheless, a happy success for the first encounter. I found a magic shield on the corpse of one. I believe we have a Druid that can use such items (ntndeacon), if you are interested we should work out an exchange.
Abe Sargent
06-15-2015, 08:48 PM
Got one sis'sharr in, just waiting on the other to send in an action or to confirm he's not taking one. Cough, timmae, cough.... :)
timmae
06-15-2015, 08:59 PM
Got one sis'sharr in, just waiting on the other to send in an action or to confirm he's not taking one. Cough, timmae, cough.... :)
Sorry 'bout that... intensely watching the Hawks game. Intermission so I am around for a bit.
Abe Sargent
06-15-2015, 09:00 PM
No apologizes necessary, you are golden. Check your pm,
timmae
06-15-2015, 09:05 PM
No apologizes necessary, you are golden. Check your pm,
Back atcha!
Abe Sargent
06-15-2015, 09:06 PM
All done, Day One Evening is processed. See y'all in the morning fools!
Abe Sargent
06-15-2015, 09:11 PM
Day One Results:
Heya Folks! We are your daily Sprite Casters, here to bring you the news that's fit to lose. Where are we after Day One?
Well, we had some interesting battles that was for sure. Due to the Pan-Planer games this year, everybody is super pumped for today's start!
In the Fushia Dungeon, we have the first round with 15 contestants. They saw some action today, but a large number of them are silly ol' fighters,and weren't really challenged by their lot. The worst fighting was when a Doombringer from Eyal was ganged up on an killed by a Temporal Warden and a Dungeoneer.
We also saw undead, spiders, snakes, minor elementals, and spikes all attack various folks. That's right, rusty old spikes! Sometimes things are a little odd. But nothing more odd than those garbugs that attcked, am i Right?
Get ready for Day Two folks!
Ragone
06-15-2015, 09:18 PM
Well That was certainly an interesting first day.. That Eel was a slippery little fella..
Thomkal
06-15-2015, 09:36 PM
Fushia Dungeon? Well that's something new and different. The Pan-Planar Games have definitely attracted a strange group of monsters.
Abe Sargent
06-15-2015, 09:47 PM
Fushia Dungeon? Well that's something new and different. The Pan-Planar Games have definitely attracted a strange group of monsters.
Every Dungeon that's going on right now has a different color assigned to it That's more appealing than the B2 Dungeon, or the Right Corner dungeon.
Danny
06-15-2015, 09:58 PM
Nothimg for me day 1, had my move typed out but didn't submit. Got mine submitted for tomorrow though
path12
06-15-2015, 10:25 PM
Careful you don't melt it all and flood the chamber, drowning yourself in the process .
I almost always do an option if one is given, because its more fun that way
I'm planning to be as unpredictable as possible because I BELIEVE IN CHAOS. But in this particular case though...as a Taurian I can swim but there are icicles and I am concerned about them falling on me by melting the ice. I am assuming that the icicles are on the ceiling and have asked for clarification on that.
ntndeacon
06-15-2015, 11:14 PM
I found a magic spear in a swing set.
Abe Sargent
06-16-2015, 05:46 AM
Mornign all!
timmae
06-16-2015, 06:42 AM
I have uncovered a magical mace. What are the options for identifying the properties of a magical item? I know the Djinni sell Item ID Powder.
Yes, you can use an action to try an identify it. Last night I was able to verify that the Dragon's Paw that I have is a +1. Very nice little weapon that paw is... better than Ziigy's claws no doubt!
I'll be looking for zinto and JAG to see if I can barter for goods as I myself cannot use such a weapon.
Abe Sargent
06-16-2015, 08:42 AM
Morning morning
Abe Sargent
06-16-2015, 09:00 AM
Let's start processing this thang
Abe Sargent
06-16-2015, 09:09 AM
Morning Actions are All Processed.
I am about to begin to delete some older pms. Keep your stuff as proof in case something wonky happens.
cheekimonk
06-16-2015, 09:14 AM
My magical maccccce isss...a +1.
timmae
06-16-2015, 09:18 AM
My magical maccccce isss...a +1.
Sweet! Does anyone know what magical weapons usually fetch at the market?
timmae
06-16-2015, 09:22 AM
After taking another look around the battlefield I do not see anything of value. It appears that the Doombringer had a weapon and some gold but that is all. The Temporal Warden has buggered off. Seeing nothing else of value I decide to move on to another area. I decide going through the left opening onto the next room is the best way to proceed at this point. It allows me to get back to my starting point and/or meet up with someone who finds themselves in the blinking star room should that need arise.
Abe Sargent
06-16-2015, 09:33 AM
Chief Rum - Can you edit your character sheet? Thanks!
path12
06-16-2015, 09:43 AM
Yes, you can use an action to try an identify it. Last night I was able to verify that the Dragon's Paw that I have is a +1. Very nice little weapon that paw is... better than Ziigy's claws no doubt!
I'll be looking for zinto and JAG to see if I can barter for goods as I myself cannot use such a weapon.
I'd be interested in that too if we bump into each other.
ntndeacon
06-16-2015, 09:43 AM
My magical spear is still unidentified. Alas! Not even super cool phrases like Smite forth! worked.
Abe Sargent
06-16-2015, 09:44 AM
We now have our first player to hit level 2!!!
path12
06-16-2015, 09:45 AM
Turns out I couldn't melt the ice as I'm not a Flame-kin. Little bit of gold was all. Time for another room!
cheekimonk
06-16-2015, 09:55 AM
Doessss anyone potentially want a +1 maccccce? Otherwisssse, I'll vendor it.
It was me. As I searched the cottage, a hobgoblin entered and attacked. Bugger managed to smack me a bit before I spilled his entrails. Unluckily for me, I received no treasure. A promising start at least.
timmae
06-16-2015, 10:22 AM
I'd be interested in that too if we bump into each other.
For sure... I'll probably bump into some of yous guys at some point. We should be getting more and more info to try and piece together a map as well.
timmae
06-16-2015, 10:23 AM
It was me. As I searched the cottage, a hobgoblin entered and attacked. Bugger managed to smack me a bit before I spilled his entrails. Unluckily for me, I received no treasure. A promising start at least.
Hell yeah! Galron's gonna take this thing!!
Thomkal
06-16-2015, 10:27 AM
Sweet! Does anyone know what magical weapons usually fetch at the market?
I would suggest looking at the first couple of Djinni sales in Dungeon 2. A few low level magical weapons were sold there...or just wait till this afternoon to find out. :)
Hell yeah! Galron's gonna take this thing!!
A good start doesn't necessarily equal a good finish. A number of previous winners finished the first week without gaining a level.
Oh, and I now have purple urine. Fear me.
Thomkal
06-16-2015, 10:31 AM
Turns out I couldn't melt the ice as I'm not a Flame-kin. Little bit of gold was all. Time for another room!
Yes our "esteemed" DM is a bit of a trickster. :) In Dungeon 2, I started in a room with a harp and one of the options was to play the harp. It sounded horrible of course and Abe's comment was something like "what did you think you were a bard?
Thomkal
06-16-2015, 10:33 AM
My magical spear is still unidentified. Alas! Not even super cool phrases like Smite forth! worked.
I thought for sure saying "Abra Cadabra" while standing on tippy toes would reveal all the qualities of my magic ring....uh what? That only works for opening doors? :::blush::: oh...um maybe I will just buy ID powder at the Djinni sale.
Thomkal
06-16-2015, 10:40 AM
Congrats JAG! uh do I want to know why you have purple urine? Or is the ghost of Purdue Brad already affecting you?
Thomkal
06-16-2015, 10:42 AM
A good start doesn't necessarily equal a good finish. A number of previous winners finished the first week without gaining a level.
I was the first to Level 4 in Dungeon 2 then got lapped by the field, and then killed by Player Zombies shortly thereafter (hi autumn!) how ironic then my first kill in this game were a couple of zombies.
Chaos works in fickle ways my friend. We simply ride its wave. On the plus side, I also have small wings that act as a means of levitation.
RainRaven
06-16-2015, 10:46 AM
If you ever run across a breastplate that you can use as a gong be wary my friends. We move on though to better rooms.
Thomkal
06-16-2015, 10:47 AM
ah mutations have arrived!
Abe Sargent
06-16-2015, 11:50 AM
We've heard that there might be two people at level 2 now........
timmae
06-16-2015, 01:17 PM
Glad the player zombies aren't back.. I'd be a goner.
Ziiggy
06-16-2015, 01:26 PM
Ahhhhh Spirit of Pain hurts, stupid vase thingy! Disarm a trap and it still goes off when I grab grab. But better than being dead dead :)
Vase thingy ashes belonged to a Martial Arts Master. Hurt to get, but got it I did. Must rest.
revrew
06-16-2015, 01:34 PM
Upon reading the signup info, I was really excited about the possibility of signing up as a cat scout. Alas, I realized I just didn't have the time to participate, so I let it pass.
And yet ... I now see Ziiggy signed up as the character I had in mind.
So, Ziiggy, you've got a fan! I'm not playing, but I'm following, just to see how you do!
Thomkal
06-16-2015, 01:43 PM
Ahhhhh Spirit of Pain hurts, stupid vase thingy! Disarm a trap and it still goes off when I grab grab. But better than being dead dead :)
Vase thingy ashes belonged to a Martial Arts Master. Hurt to get, but got it I did. Must rest.
Yeah Spirit of Pain does hurt-just ask the zombies I killed with it. Well they are dead again so maybe not :) Sorry you got "stung" by it. I'll still be looking to trade for them after the Market
Thomkal
06-16-2015, 01:44 PM
Glad the player zombies aren't back.. I'd be a goner.
+1
Ziiggy
06-16-2015, 03:08 PM
Yeah Spirit of Pain does hurt-just ask the zombies I killed with it. Well they are dead again so maybe not :) Sorry you got "stung" by it. I'll still be looking to trade for them after the Market
Yes cousin, would like to trade. Shiny ring won't bite bite I hope!
Ragone
06-16-2015, 03:13 PM
Btw, treat this dungeon like mexico.. Don't drink the water
Abe Sargent
06-16-2015, 03:37 PM
Aplogize fo rthe delay. Igot unexpectedly pulled away from my desk for Orientation stuff. I'm start processing stufff now. LMK if yoy nneed me to do your Movement action first or seond by sending me a pm that says "DID MINE NOW PLZ< KTHX!!!" Or some variant thereof!
Abe Sargent
06-16-2015, 03:48 PM
Someone is fighting this!!!
http://bogleech.com/dnd/piercer2.jpg
Abe Sargent
06-16-2015, 04:33 PM
Movements are all processed. Lemme make up Djinni sale for y'all
As of today, 5 players are level 2!!! And two groups of people have met up!!!
timmae
06-16-2015, 04:34 PM
Hey Jag! Nice seeing you man! Want to meet up tomorrow and exchange that weapon (Dragon's Paw +1). What do you have to trade?
Abe Sargent
06-16-2015, 04:40 PM
The Djinni have arrived!!!
For Today's Afternoon Action, You may "Go to the Djinni Sale"
You may sell anything that you have for 50% off. You can buy stuff here.
Day2 Djinni Sale
Unlimited:
One day’s ration: 10 gold
One Torch: 10 gold
Bundle of Herbs: 50 gold
Scroll of Item Teleportation: 50 gold
Potion of Healing: 100 gold
Nocturne Potion: 120 gold
Horse Figurine: 120 gold
ID Item Powder: 50 gold
First Come, Case by Case Basis:
+1 Club: 200 gold
+1 Chainmail: 200 gold
Scroll of Protection from Acid: 150
Scroll of Tenser’s Floating Disk: 120 gold
Scroll of Melf’s Acid Arrow: 250 gold
Potion of Speed: 200 gold
Cloak of Protection. -1 AC: 250 gold
Scroll of Enchant Weapon – 250 GP
Wizard’s Staff – 500 gp
Scimitar of Scare Undead – 750 gp
Brooch of Life Holding, 200 gp
Abe Sargent
06-16-2015, 04:43 PM
Hey Jag! Nice seeing you man! Want to meet up tomorrow and exchange that weapon (Dragon's Paw +1). What do you have to trade?
You don't have to wait until tomorrow if you are in teh same room. All you have to do is have player A post:
I give my Xs to Player B
PLayer B gives me his Ys
in BOLD
and then the other player posts the same, adn the item/good/service is exhancged.
Abe Sargent
06-16-2015, 04:46 PM
Now to make everyone on the same page, here are the Core Items in teh game, and what they do:
Nocturne Potion - You may take a Night Action by drinking this. Just PM me that you will take a Night Action that night, and drink this. For Sis-Sharr, this replaces your normal sleep night, so if one night you take an action ,you can use teh Nocturne Pot for night 2, and then take an action like normal on N3.
Item ID Powder - Use this to ID something.
Item TP Scroll - FOr one day, you can use any number o fBlack Market trades and trade with folks not in teh room
Healing Pot - HEals 25 hp
Bundle of Herbs - Heals 10 hp
Horse Figurine, cane be used in any Afternoon Action to take an additional Movement action to get you to another room.
THe Horsie can;t be used if you are in a party without breaking up teh party unless you have enough for everyone.
timmae
06-16-2015, 04:47 PM
Oh, awesome! JAG, it seems like the dragon's paw would net 200gp on the open market. I'd be willing to value it around 125 if that would work for you. I also have meals that are doing me no good. I would sell those at an 80% discount (all 5 for 40 gp).
timmae
06-16-2015, 04:50 PM
Chaos works in fickle ways my friend. We simply ride its wave. On the plus side, I also have small wings that act as a means of levitation.
Galron is now nicknamed "Toro Rojo", lol!
Oh, awesome! JAG, it seems like the dragon's paw would net 200gp on the open market. I'd be willing to value it around 125 if that would work for you. I also have meals that are doing me no good. I would sell those at an 80% discount (all 5 for 40 gp).
Hi there. I have a proposal for you, but I need some time to type it up and I have some stuff I have to do, so maybe in an hour or so. Preferably before afternoon deadline if it works for you.
timmae
06-16-2015, 05:25 PM
10-4. I am around.
cheekimonk
06-16-2015, 05:40 PM
Btw, treat this dungeon like mexico.. Don't drink the water
Did you encounter the room with the well and the Klackonssss? If sssso, I just moved out of that room. I would be to your right (or I can back out of the room I'm in).
Ziiggy
06-16-2015, 06:12 PM
So hey up there big trow trolly priest guy. Spare a cure light wounds paly pal?
Look, here's my Vigo the Carpathian impression:
http://cdn5.fedobe.com/wp-content/uploads/2012/09/Cat-Warrior-Armor-Cute-Facebook-Profile-Timeline-Cover.jpg
cheekimonk
06-16-2015, 06:15 PM
While at the Djinni ssssale, Cai'Len took the time to posssse for a pic...
http://pre04.deviantart.net/f70c/th/pre/i/2013/111/d/5/nerevarine_argonian_by_victoriadaedra-d62iopa.jpg
JAG joins Party Death and Dismemberment
JAG is leader (for movement decision purposes)
I suggest we join up for added survivability, despite an orderly formation being against my base chaotic nature. I will chafe less against the party structure as leader.
JAG gives timmae 50gp (to buy bundle of herbs for me) and Magic shield
timmae gives JAG Dragon's Paw +1
The magic shield is my only item of value. I suspect it is a simple +1 shield in which case you're receiving equal value for the weapon, plus our party gets better combat effectiveness with me using it. The shield might be worth more if it's +2 or has a cool enchantment, might be worth less if cursed. It appeals to my chaotic nature to offer it in exchange not knowing what it is. :)
I suggest that I search the room as I have the benefit of a luck spell to aid in searching while you visit the djinn sale to purchase healing. We can split anything that might be found.
If we find any magical guisarme you would have dibs of course, and possibly ancillary items since I can use armor and other weapons.
Work for you? If so, respond with the bolded parts of my post as confirmation to our benevolent DM.
cheekimonk
06-16-2015, 06:18 PM
(OOC) I've entered a room with imp-like critters. They haven't attacked me, so does that mean I can take the action of going to the Djinni sale? And, if I do, does it return me to this room?
timmae
06-16-2015, 06:37 PM
Timmae joins Party Death and Dismemberment
JAG is leader
JAG gives timmae 50gp (to buy bundle of herbs for me) and Magic shield
timmae gives JAG Dragon's Paw +1
Agreed. I will add a bundle to my shopping list. Can you provide half of an ID potion (25gp) for the shield? Not a deal breaker but I am less chaotic than you!
Abe Sargent
06-16-2015, 06:44 PM
(OOC) I've entered a room with imp-like critters. They haven't attacked me, so does that mean I can take the action of going to the Djinni sale? And, if I do, does it return me to this room?
You can never take more than one action per Action Phase. So going to the Djinni sale by anyone in the game will preclude them from doing anything else for that Action.
Zinto
06-16-2015, 07:02 PM
It seems chaos does reign supreme. I entered a room and was spun in a circle. Now I can't make heads or tails of where I entered and now my two room map is useless!
Timmae joins Party Death and Dismemberment
JAG is leader
JAG gives timmae 50gp (to buy bundle of herbs for me) and Magic shield
timmae gives JAG Dragon's Paw +1
Agreed. I will add a bundle to my shopping list. Can you provide half of an ID potion (25gp) for the shield? Not a deal breaker but I am less chaotic than you!
I would rather you save the cash and just investigate. I also have zero gold after buying the herbs.
Do you have your free action tonight or is it used already?
It seems chaos does reign supreme. I entered a room and was spun in a circle. Now I can't make heads or tails of where I entered and now my two room map is useless!
\o/
timmae
06-16-2015, 07:29 PM
I was starting to wonder if there were any others still down in the dungeon when I entered the next room and spotted a beastman with wings that was starting to rage with the chaos within him. I have heard tales of the beastmen and their exploits. They are strong warriors but lack the impulse control of more established fighters. This allows for terribly agressive combat and unknown consequences. I quickly realized that there was no opportunity to do anything but join in on the attached against 2 floating puffball fungii.
One starts floating my way and I ready myself with a sound stance and swing my guisarme for a direct hit. The fungus immediately drops and doesn't move. I pear over to the beastman who is taking on the 2nd fungus and he seemes to have recovered from a wild swing and took another. After a 2nd and 3rd miss the warrior is even more mad and takes a huge swing at the floating ball. The puffball is dead instantly as the beastman composes himself.
The 2 fighters keep their distance... the beastman shifting constantly so as to keep his fellow warrior uneasy and the Sis-Sharr not allowing any show of emotion. After a short discussion their is agreement that the creatures seen in this early level of the dungeon have been very strong and that must mean even worse creatures as we venture in further. With 2 fighters, one a chaotic whirlwind of a fighter and the other and unknown evil lizard, we stand a better chance to overtake anything we stumble across.
The Kensai warrior, Tisnal, states that if we proceed to Galron's right we will enter a room that leads next to the darker brick that signifies the next level. Knowing the nature of the beastmen, Tisnal is uncertain as to whether his words will go wasted on the chaotic mind of the fellow warrior. Either way I know that we are closer to defeating the dungeon as we move along.
Thomkal
06-16-2015, 07:31 PM
well I was a bonehead and got my directions messed up already. I was on the star room level and wanted to move off of it. Instead I stayed on the star room level and entered another star room. No monsters to fight, no treasure so it was a meaningless move for me and just have my starting money to spend on the Djinn sale. :(
On the plus side, if anyone started in a rocky chamber with a red star painted on the wall. I have an option to clear it off, Anyone start there? if so we should be able to meet up easily.
timmae
06-16-2015, 07:32 PM
Do you have your free action tonight or is it used already?
I used my action last night to investigate the dragon's paw that should provide us with an awesome edge against whatever lurks around the next opening. It is a very nice weapon!
I must sleep tonight but I will hold onto the shield for someone elses use. I have heard that there may be a qwithi druid in the competition from the qwithi Temporal Warden that I previosuly fought with. Hopefully we can unite with him and offer the shield for barter.
timmae
06-16-2015, 07:34 PM
well I was a bonehead and got my directions messed up already. I was on the star room level and wanted to move off of it. Instead I stayed on the star room level and entered another star room. No monsters to fight, no treasure so it was a meaningless move for me and just have my starting money to spend on the Djinn sale. :(
On the plus side, if anyone started in a rocky chamber with a red star painted on the wall. I have an option to clear it off, Anyone start there? if so we should be able to meet up easily.
No, doesn't sound familiar. I would igure guzaks would be better at navigating their surroundings. Maybe it is good I am not near you! :)
Thomkal
06-16-2015, 07:43 PM
No, doesn't sound familiar. I would igure guzaks would be better at navigating their surroundings. Maybe it is good I am not near you! :)
You could be right! :)
Thomkal
06-16-2015, 07:44 PM
So lets hear from everyone on how their adventures went today-hopefully you had more action than I did.
Abe Sargent
06-16-2015, 07:48 PM
As a fun FYI, my favorite room that I designed in this iteration of the Dungeon is currently adjacent to a player. please more that way please move that way please move that way Thanks
Abe Sargent
06-16-2015, 08:00 PM
I was starting to wonder if there were any others still down in the dungeon when I entered the next room and spotted a beastman with wings that was starting to rage with the chaos within him. I have heard tales of the beastmen and their exploits. They are strong warriors but lack the impulse control of more established fighters. This allows for terribly agressive combat and unknown consequences. I quickly realized that there was no opportunity to do anything but join in on the attached against 2 floating puffball fungii.
One starts floating my way and I ready myself with a sound stance and swing my guisarme for a direct hit. The fungus immediately drops and doesn't move. I pear over to the beastman who is taking on the 2nd fungus and he seemes to have recovered from a wild swing and took another. After a 2nd and 3rd miss the warrior is even more mad and takes a huge swing at the floating ball. The puffball is dead instantly as the beastman composes himself.
The 2 fighters keep their distance... the beastman shifting constantly so as to keep his fellow warrior uneasy and the Sis-Sharr not allowing any show of emotion. After a short discussion their is agreement that the creatures seen in this early level of the dungeon have been very strong and that must mean even worse creatures as we venture in further. With 2 fighters, one a chaotic whirlwind of a fighter and the other and unknown evil lizard, we stand a better chance to overtake anything we stumble across.
The Kensai warrior, Tisnal, states that if we proceed to Galron's right we will enter a room that leads next to the darker brick that signifies the next level. Knowing the nature of the beastmen, Tisnal is uncertain as to whether his words will go wasted on the chaotic mind of the fellow warrior. Either way I know that we are closer to defeating the dungeon as we move along.
Just wait until you see him piss
Abe Sargent
06-16-2015, 08:00 PM
Afternoon Action Time. Yay!
I was starting to wonder if there were any others still down in the dungeon when I entered the next room and spotted a beastman with wings that was starting to rage with the chaos within him. I have heard tales of the beastmen and their exploits. They are strong warriors but lack the impulse control of more established fighters. This allows for terribly agressive combat and unknown consequences. I quickly realized that there was no opportunity to do anything but join in on the attached against 2 floating puffball fungii.
One starts floating my way and I ready myself with a sound stance and swing my guisarme for a direct hit. The fungus immediately drops and doesn't move. I pear over to the beastman who is taking on the 2nd fungus and he seemes to have recovered from a wild swing and took another. After a 2nd and 3rd miss the warrior is even more mad and takes a huge swing at the floating ball. The puffball is dead instantly as the beastman composes himself.
The 2 fighters keep their distance... the beastman shifting constantly so as to keep his fellow warrior uneasy and the Sis-Sharr not allowing any show of emotion. After a short discussion their is agreement that the creatures seen in this early level of the dungeon have been very strong and that must mean even worse creatures as we venture in further. With 2 fighters, one a chaotic whirlwind of a fighter and the other and unknown evil lizard, we stand a better chance to overtake anything we stumble across.
The Kensai warrior, Tisnal, states that if we proceed to Galron's right we will enter a room that leads next to the darker brick that signifies the next level. Knowing the nature of the beastmen, Tisnal is uncertain as to whether his words will go wasted on the chaotic mind of the fellow warrior. Either way I know that we are closer to defeating the dungeon as we move along.
Nice write-up, this should be fun.
Just wait until you see him piss
It is quite magnificent! Though next time I hope Khorne and the other Chaos Gods grants me an extra set of arms rather than making my feces blue.
The Jackal
06-16-2015, 08:12 PM
Ghost try to attack Oliv'scar, float into arrow. Silly ghost.
The Jackal
06-16-2015, 08:12 PM
Oliv'scar in cell, but visit Djinni. May head towards other Guzak? May head towards Chaos? Chaos everywhere.
timmae
06-16-2015, 08:14 PM
But only one chaos who pisses blue.... and I was lucky enough to stumble into his room. Arghhh!
cheekimonk
06-16-2015, 08:27 PM
Now I deal with a "few" impish Ssssprigginssss and a mirror sssspawning another at regular intervalssss 20 timessss a day. I have a feeling the otherssss are not going to like me attacking one of their own...
Abe Sargent
06-16-2015, 08:40 PM
All processed and done. Night Actions due soon. No one has a Nocturne Potion, so I'm willing to process early if ytou folks are, but if you want to hold off, that's fine too. Whatevers - I don;t have an early evening tonight. But I'm happy to process Night early for those who want to get their mornign stuff in.
Abe Sargent
06-16-2015, 08:42 PM
So tomorrow morning here's my schedule for day two of First year orientation:
8:45 - 9:15 Breakfast with parents
9:15 - 10 Small group chat with some parents - I requested to meet with First Gen families in my group
10:45-12:15 - Run the show room in my building for those that stop by
That's it. I have a 45 minute window for the morning. But in case weird stuff happens, just letting you all know now.
Abe Sargent
06-16-2015, 08:58 PM
Night Actions processed
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