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Abe Sargent 06-07-2015 07:30 PM

The Dungeon #3 - Cuisinart of Competition -GAME OVER!!!!!

Abe Sargent 06-07-2015 07:30 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 07:32 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



Chief Rum, Leader -

Party Duex


Abe Sargent 06-07-2015 07:33 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 07:39 PM


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 07:42 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.

– 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.

- 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:


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 07:49 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 07:51 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 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 07:56 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:


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:


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 08:01 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.


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 08:07 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.


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.


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.


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 08:17 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
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.


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 08:19 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 08:22 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.


Zinto 06-07-2015 08:39 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 08:57 PM


timmae 06-07-2015 09:51 PM

Unreal game set... Love it. In!

Abe Sargent 06-08-2015 11:14 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 11:58 AM

And then there were four.

JAG 06-08-2015 12:44 PM

I am in.

Abe Sargent 06-08-2015 01:55 PM

Yeah ya are!

path12 06-08-2015 04:38 PM

I'll go.

Autumn 06-08-2015 08:30 PM

I will play of course, and hopefully not die immediately yhis time.

Abe Sargent 06-08-2015 10:33 PM


JAG 06-08-2015 10:38 PM


Originally Posted by Autumn (Post 3032202)
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 10:56 AM

I'll play as well

timmae 06-10-2015 11:22 AM


Originally Posted by Abe Sargent (Post 3032072)
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 12:46 PM


Originally Posted by timmae (Post 3032501)
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 03:13 PM

Alright folks let's work it. Let's get some players in here!

Ragone 06-10-2015 06:21 PM

I'm IN

RainRaven 06-10-2015 09:17 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 09:58 PM

You are both in!

Zinto 06-11-2015 01:06 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.

JAG 06-11-2015 01:12 PM

Glad you said it, I was thinking that too but wasn't sure if Abe had already.

Abe Sargent 06-11-2015 01:44 PM


Originally Posted by Zinto (Post 3032769)
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 03:17 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 05:22 PM


Zinto 06-12-2015 12:31 PM


Originally Posted by Abe Sargent (Post 3032779)
Go to it! Good lucksy!

Done and done

Abe Sargent 06-12-2015 12:57 PM


Originally Posted by Zinto (Post 3032769)
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 07:11 PM

The Dragon's Paw in the first weapon on the left in this image. (It's from Athas, the Dark Sun campaign)

Like this:

Thomkal 06-12-2015 10:18 PM

Ah Athas, my fav D&D World. Never could get into a campaign with it though.

Abe Sargent 06-13-2015 02:27 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 02:42 PM

I'll play but you won't have my character information until tomorrow probably.

hoopsguy 06-13-2015 03:54 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 04:18 PM


Originally Posted by hoopsguy (Post 3033140)
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 04:45 PM

Finally had time to read up. I'm in.

Abe Sargent 06-13-2015 07:54 PM

You two have been added. Just let me know your choices via pm

cheekimonk 06-13-2015 08:18 PM

When are you targeting to start?

Abe Sargent 06-13-2015 08:27 PM

I'll send out your first rooms tomorrow, and the first deadline will be Monday morning.

timmae 06-13-2015 09:52 PM

Cheeki! I am 0.9% sure you will survive this one bud!

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