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Post by Cosmichorror on Apr 30, 2008 19:09:22 GMT
Had this idea for a while, figured it'd be best to do as a PBP game as it's not intended to be particularly intensive. The basic idea was born out of Matt, Paul, and myself's weekly D&D game in highschool. Basically we took a fixed map with no marked doors or other features, one of us would take the turn of DM, and that person would place doors, monsters and so on, and we would all take a run through it. It was in this game that the great Yip the Mighty came into existance. This game will share similarities, mainly it's just ment to be a dungeon crawl, but one that can last theoretically indefinatly. Here's the story:
The Dungeon stood on a hill overlooking the City. Once, in ages past, a wizard had built a fortress there and ruled over the area. But time has erased the wizard and his fortress. Only one structure remains intact, that of a small storage building. Inside this building, adventurers found a magic circle and stairs leading down. As they ventured deeper and deeper into the dungeon, they discovered that though the stairs behind them disappeared upon reaching each new floor, they could return to the surface by using magical feathers found occasionally through the dungeon. Another amazing feature of the dungeon was that, on each entrance to a floor, the layout was diferent, making maps of the dungeon useless. There were however, aspects that were constant. The arcitecture of the first ten floors, for instance, gave way to a diferent kind on the eleventh floor, along with strange new guardians. However, the dungeon was filled with magical treasures waiting to be discovered, the fact that each time an adventuring group entered the dungeon, still more treasures were found made it particularly popular. Of course, the dungeon was defended, strange, nameless creatures patrolled the rooms and halls alongside goblins and more familiar creatures. This deterred enough people that the treasure hauls from the dungeon bolstered the City's economy without overwhelming it, turning the City into the world's largest trading city. Now, a new band of adventurers stands at the entrance to the Dungeon, ready to delve into its depths.
Each floor will be randomly generated and populated upon each entrance. The goal of each floor is to find the stairs leading down, while grabbing as much loot as possible and not getting killed. Because of the size of the dungeon floors, you're not going to be fighting large numbers of enemies, five or six at the most. Also, because the only way out of the dungeon once entered is through using a Recall Feather, each delve is effectivly an endurance run. The furthest the dungeon has been penetrated before pulling out has been to the 15th floor. Anyone interested, post below. We can get started once at least four people sign up. Also, I forgot to mention it above, but there are traps and locked doors and chests in the dungeon, so rogues will be useful. Also, Recall Feathers need a UMD check to use unless one is a spellcaster (arcane or divine, doesn't matter). Because paladins wouldn't be able to bring their mount, they will be compensated with another ability. I just can't remember it. If anyone can tell me where the variant for a mountless paladin is, they get a goodie. All classes and races are acceptable from 3.5 official books, and 3rd party books on request. You can play as monsters, but since you are starting at 1st level, this will limit your choices. For character generation, use 32 pointbuy. You have 150gp to buy starting gear with, note that encumberance will be enforced.
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Post by Cosmichorror on Apr 30, 2008 19:17:40 GMT
Also, I do plan on there being RP opportunities at various points. Obviously, when returning to town, you can interact with the citizens and other adventurers, as well as eachother at any time, but there will be some not quite killy-killy monsters in the dungeon and more talky-talky ones at times.
Also, light is important, but not vital, the dungeon is lit through most of it by magical lamps, but it's not very bright either. Without light sources, you won't run into walls, but everything not next to a lamp would be in shadows, imposing spot/search and combat penalties as usual.
Rope... I'll leave up to you to decide if you need it or not, just thought I'd mention it.
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Post by Edivad on Apr 30, 2008 20:54:34 GMT
Simple but wonderful While, some brutal hack-and-slash-and-fireball and whatever can always be fun. The game also gives us a chance to try out how effective characters are(and I assume you can "test"monsters you create by having us fight them, eh...just don't go overboard, or it will end up like the Nidaros game with the shark men) . Me, I'm not really sure what I'll play, but I think I might try something original like a Psionic character(hopefully you don't have a problem with that)
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Post by sleepingdragon on May 4, 2008 15:37:40 GMT
I'll join in, I have a rather silly idea for a dwarf fighter in mind.
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Post by Idris on May 5, 2008 18:42:58 GMT
I keep saying I don't have time for this, but SD's converting me to the idea :\
any room for a bard with this bunch?
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Post by Cosmichorror on May 6, 2008 11:45:55 GMT
So far current ideas are a monk, a psion, and a fighter. A bard would work, as you would have some access to healing spells, though a cleric would be best. Still, equipped with a wand of CLW later on, you'd be quite effective at patching people up. Won't be a terrible amount of roleplay situations (not none, there will be some)... so just keep that in mind. Of course, the other players (or characters) may not like having a bard... can't speak for them.
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Post by sleepingdragon on May 6, 2008 20:16:44 GMT
Bards are excellent for singing of the glorious deeds of Thorin Firebeard, mightiest of warriors!
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Post by Idris on May 6, 2008 23:04:58 GMT
you see - you do need a bard!!!
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Post by trinomial on May 7, 2008 2:02:19 GMT
Perhaps it is time for Yip to rise again?
...
Get it? Hes undead. Hes already risen once. Its funny.
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Post by Idris on May 13, 2008 14:42:56 GMT
re-reading the intro and taking into account the other likely party members, I think a rogue might be more useful than a bard, especially as there seem to be only 4 of us so far sorry Thorin is that OK with everyone? Id
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Post by sleepingdragon on May 13, 2008 19:39:44 GMT
Rogues are good for stopping traps, allowing bards to sing of the continuing glorious deeds of Thorin Firebeard, mightiest of warriors! Speaking of singing of the glorious deeds of Thorin...
Background: Thorin Magrundson, Prince of Craghammer, is, at first glance, everything dwarves could hope for in a future king. A proud, stubborn, and honourable man capable of drinking a horse under the table and wrestling an ox into submission, Thorin is a very powerful warrior with a history of victories over orcs and goblins, the great enemies of the dwarf race. There is just one problem – Thorin Magrundson, Prince of Craghammer, is slower than a tortoise stuck to a pan of molasses with sovereign glue.
Since a young age, any kind of learning apart from hitting things with an axe has eluded Thorin. As a future general, he is expected to understand issues of strategy and logistics, but he has yet to demonstrate any comprehension of tactics more complicated than the charge. As King Thorin will be expected to uphold his peoples’ interests in dealings with other kingdoms and races, a task made difficult due to his tendency to forget the motivations, customs, beliefs, and simple existence of those beyond his immediate circle. He is supposed to inspire and lead those around him, but occasionally finds it difficult to remember their names, even while sober.
In his early years, his father and his (younger) brothers treated him with the kind of weary acceptance that one would show a moronically endearing pet. Surely, there was no way this specimen of stupidity would actually survive to claim the throne! They assured themselves that his idiocy would, at length, get Thorin killed and one of his far more suitable younger brothers could succeed to the throne of Craghammer.
As the years have gone by, they have watched with increasing horror as Thorin has somehow blundered his way to success after success, bolstered by the efforts of dwarf lords who enjoy the notion of a monarch who can be easily led and is too stupid to notice their plays for greater power. Thorin has grown increasingly boastful as time goes on, and in one last desperate play, the ageing Magrund decided to use Thorin’s pride to try to send him out to the world on his own where some merciful monster could end the nightmarish spectre of Thorin’s kingship.
One night several months ago, shortly after Thorin returned from victory over a band of orcs, Magrund spoke to his son privately. He praised Thorin to the skies, lauding him as the greatest of young dwarf warriors, so powerful that no orc or goblin would ever withstand him. Craghammer, he said, was too small for Thorin – he could never demonstrate his true potential in its over-familiar environs. Instead, to truly show his potential and demonstrate his greatness, Thorin needed a true challenge…and Magrund had discovered one. Thorin puffed out his chest and roared that he would gladly take on anything to prove himself in his father’s eyes, and Magrund smiled. He told Thorin of the great Dungeon of Doom, in a faraway human city in the west, whose name Thorin promptly forgot. Filled with treasure and monsters, it seemed to shift as each new group entered its confines…and, they said, not a single soul had seen its bottom levels and discovered its true secrets.
Pumping his fist, Thorin vowed by Moradin that he would go to this Dungeon and fight his way to its deepest depths. Beaming proudly, the ageing King rose and gave Thorin a map to the City, which was covered with strange yet somehow familiar runes. The King told Thorin that he should go at once, lest cowards attempt to dissuade him from braving the terrible Dungeon. Filled with resolve, Thorin gathered his gear and departed from Craghammer on a long journey to the south.
Many gruelling weeks passed. Thorin often peered at his father's map, trying to understand why the runes looked familiar, seeing if he could work out the meaning of the strange symbols. One night, he sat and prayed for several hours, imploring Moradin to tell him the meaning of the bizarre runes, staring intently all the while at the map. Thorin was on the verge of falling asleep - or perhaps he had - when he heard a soft, wise dwarven voice.
“You’re holding the map the wrong way up.”
Eureka! Filled with resolve, Thorin leapt up, turned the map the right way up, gathered his gear, and departed on a long journey to the northwest, thanking Moradin for his gracious intervention.
“I wonder who that was,” said the passing Dwarven merchant.
Personality: Thorin is proud, stubborn, and honourable. He dislikes relying on tricks, particularly ones he can't understand, and he steadfastly keeps every promise he makes as long as he doesn't forget it. Thorin is a born leader, which is to say that he leads due to his high birth rather than because he is in any way suitable to the role. He is used to giving commands and expects to have them carried out, but he is easily distracted and will listen to advice as long as the person giving it sounds confident. Thorin is convinced of his own greatness and boasts loudly of his achievements to anyone who will listen, which often proves to be a large number because few people want to risk offending a thick-muscled, thick-headed dwarf with an axe. Thorin's speech is off-hand, tactless, and frequently unintentionally insulting. This is not because Thorin is an evil person - in truth, he lacks a malicious bone in his body - but rather because he has a very high opinion of himself, can rarely fully remember who those around him are, and has a rather unique take on what constitutes ordinary speech and social conventions. Thorin's memory has been unfavourably compared to that of a gnat, his manners to those of a rabid cow, and his personal hygiene to that of a diarrhetic skunk. When dealing with Thorin, the best plans of attack are to distract him through flattery, alcohol, stories, or shiny trinkets, or to point him towards something he can belt as hard as he can with his axe.
Thorin has been told a number of unlikely tales about what behaviour humans expect from dwarves. For one, he has been informed that humans expect to close every conversation with a dwarf by having both parties spit in their palms and then shake. He has also been informed that the way to indicate agreement with a human is to make a fist and shake the wrist back and forth, a hand motion which has earned him a number of startled looks from humans he has met in his travels. Thorin assumes they are surprised to meet such a dwarf who is so versed in human manners.
Physical Description: Thorin is extremely tall (for a dwarf) and broad, with a thick neck and big, corded muscles. His most immediately noticeable characteristics are his burned face and his lack of a beard. This is because, while drunk and celebrating his victory over a group of orcs not long ago, Thorin managed to set his beard aflame. Thorin's cheeks and jaw are blackened and covered in scars, both from the fire and other battles. He has been told that his beard will grow back thicker and fiercer if he rubs ground hot peppers onto the scars every morning - this is very painful and his beard has yet to grow back, but Thorin is not easily deterred by failure, evidence, or common sense. He has long hair the colour of fire, eyes with the colour, strength, and smarts of stone, and a big, bulbous nose. He carries a dwarf waraxe, a battered wooden shield with a faded device of a flaming mug of ale, scale armour, and a dented helm.
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Post by Idris on May 14, 2008 7:28:03 GMT
I was thinking a few lines would suffice for a dungeon bash but SD's great background has shamed me into elaborating a bit more
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Post by Idris on May 14, 2008 7:38:22 GMT
Locke
Background: Orphaned at an early age, Locke was rescued from the street by an old priest of Rudd - the Lady of chance, good luck & skill - a popular deity with both thieves and gamblers. The temple to which he was taken did not have the grandeur of those dedicated to the major gods, but was sustained by the ‘donations’ of the faithful in the gambling house, & sometimes by training the son of a man of quality in the duellist’s art.
The priest had learned many skills during a long lifetime spent in Lady Charm's service, and these he passed on to the boy. The old man’s strict & demanding regime ensured that Locke developed his natural talents and picked up the means to earn a living by his wits. He also learned the weapons dear to the Lady – the rapier & the shortbow. Locke has never been particularly strong but he early showed aptitude for the bow. He does, however, keep practising with the blade in the belief that he will one day become a great swordsman - a belief that has so far shown no sign of being well founded.
In his time at the temple he has been given many assignments by the old priest. This is his first adventure outside his home city – but one which he found for himself, for his mentor died two months ago. Suddenly Locke lost the only family he had, and with nothing to keep him, he decided to leave, to seek his fortune elsewhere.
To this end he randomly chose a ship leaving for another great city, and booked passage on it. As soon as he arrived, he heard stories of the nearby magical dungeon where great fortunes might be found, if one survived. Locke knew then that Lady Charm had smiled on him when he had made his choice, and he would not disappoint her.
Appearance: Locke is hardly more than a boy – skinny and pale-skinned with spiky brown hair, a ready smile and sparkling grey eyes under long straight brows. He is dressed in good but rather well used dark clothes, and decidedly new leather armour. He has a small pack on his back, a rapier at his side, and a shortbow over one shoulder.
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Post by Edivad on May 14, 2008 17:00:04 GMT
A rogue would be nice, and useful for the chests and doors we can't just smash down. However, our lack of healing might be our doom ;D Until we get a wand of cure light wounds or something. I'm also worried about us not being able to make the UMD checks for the feather tokens and getting trapped. As for me, I'm finishing my character, going to have a short background, probably slightly shorter than locke...Think he might end up being quite nice all-around. He's going to be a sort of artist. His powers are Astral Construct, Minor Creation and Psionic Daze. He's got a psycristal with(surprise!) the Artist personality, and in general will be very crafty(eheh)at creating stuff. Don't worry, the crystal isn't going to be as bothersome to control as Khalisar's raven, it's certainly not going to bite people in the eyes or similar stuff. It might help a bit by seeing/hearing things we don't, though. This character is going to be quite good at supporting others and saving money, especially if I can use Minor Creation to the extent I'd like to - how flexible would you allow it to be Chris? I think you already OKed using it to create poisons - I made a list of vegetable poisons and their craft DCs I found around(Complete Adventurer and Arms and Equipment or something I think). With a +11 craft skill I could do some nice stuff if I'm lucky - but no Black Lotus Extract (not yet at least ). That's assuming Thorin doesn't lick the poison from his axe assuming it's some kind of tasty human foood.... Chris, In addition to poisoning other's weapons(which I assume doesn't carry a risk of poisoning myself, since I'm doing it psionically), I was curious if you would allow me to create wood versions of metal armor, like a wood plate mail, using the modifiers for the "Transmute Metal to Wood"spell - that is, -2 AC bonus plus every time the armor wearer is hit by a natural 19 or 20 the AC decreases by one. Might be nice for the dwarf to use if he wants a replacement for his scale armor. There's the issue of how much it would weight - having wood weight 1/8 of metal would make sense, but plate armor that weights 7 pounds is perhaps a bit too light - maybe we could assume the armor was almost twice as thick and so have the armour weight 1/4 of normal instead. And possibly it wouldn't give any penalty on Swim checks to stay afloat, but I doubt that would come up. That was just an idea anyway - I don't think it's explictly against the rules, maybe it's not exactly intended, as I took the modifiers for wood armor from a specific spell's effect. I don't think it's overpowered or anything - it's not like it's a magic shield, it's still mundane armor, with significant drawbacks. I'm also assuming I can create normal(non-composite)bows by having the bowstring be made of vegetable matter.
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Post by sleepingdragon on May 14, 2008 19:41:31 GMT
Mmm...glistening human food on the end of the mighty axe of Thorin Firebeard!
Oops, Thorin poison myself...aah, now Thorin feels better.
(1d20+8 vs. poisons at level 1 ftw!)
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