Page 2 of 3
Re: Dungeon of horror, Round 2
Posted: Fri Feb 10, 2017 2:44 pm
by LAYF
@Tea:
► Show Spoiler
Don't worry about it, if for some reason a player does not answer for to long an amount of time, we will hold votes to direct the action of the character.
ROUND 3
-
Canon, feeling somewhat restrict4ed by the laws of nature hurls his
[Spear] at the skeleton, clearly damaging the monster. The
[Spear] returns in his hand.
-The Skeleton, angered by the attack runs forward and hits
Canon, dealing 1 DMG to the goblin.
-
ESaL decides to keep his cool, and chills for a bit.
Tin Can runs back to try and help his friends against the skelleton, seeing the skeleton he throws his
[stone], it seems to bounce off the bony figure!
Whiz wishes to contribute, and seeing how weak the skeleton is he believes his
[wand] will do short work of the monster, he points, concentrate and
WOOOORFFFHHHHhhhh!!!!! The
[wand] fires a spell. instantly
Whiz knows all the properties of the wand, and his mistake... as the spell hits the skeleton starts to grow, first it double, the quadruples in size!
[wand of giantism II] identified! -
2 (1) Uses, rechargeable 4 (4) times, 2 (0) magic power to activate. This wand will cause any creature of medium or smaller size to grow two size categories, no bigger than large as a end result. The efect will last for 1d6+1/character level rounds. For each size a creature grows it gains the following stat changes: ATT+1, REF-1, HP+2.
LORE ENTRY ADDED!
.[tabs: Eats, Shoots, and Leaves]
Color LIGHT BEIGE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 0
REF: 1 + 1 =
2
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 1
Items:
[Shield] + 1 REF (10 durability)
[Stone] X 1 (Throwable)
[tabs:TIN CAN]
Color WHITE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 1+1 =
2
REF: 0
WILL: 0
--Skills--
COMBAT: 1
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Light armor] + 1 DEF (10 durability)
[Stone] X 1 (Throwable)
[tabs:WANDERER CANON]
Color BLUE
HP: 4 (3)
--Ability--
ATT: 1
R-ATT: 1 + 1 =
2
MAGIC: 0
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Spear] + 1 R-ATT (Returns to owner)
[tabs:WhizBang]
Color PURPLE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 1
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[wand of giantism II] -
2 (1) Uses, rechargeable 4 (4) times, 2 (0) magic power to activate. This wand will cause any creature of medium or smaller size to grow two size categories, no bigger than large as a end result. The efect will last for 1d6+1/character level rounds. For each size a creature grows it gains the following stat changes: ATT+1, REF-1, HP+2.
[Stone] X 2 (Throwable)
[tabs:
LORE!!!]
Entry 1)
This dungeon maze was found some twenty years ago by Becomes-A-Skeleton, a famed goblin adventure.
He, and countless other goblins has trough the times dared the dungeon, few has returned. but those who did spoke of horrors and gold, both far beyond any goblins imagination.
And now it is your turn to venture into the DUNGEON OF HORROR!!!
Oh.. yea... Becomes-A-Skeleton did not return.... Just saying....
Entry 2)
Magic can be both beneficial and harmful to the subject exposed, for this reason unidentified magical items will always be a gamble to use.
When identified, a magic item will have a roman numeral after its name, this number indicates the spell level for the spell.
Spells with random duration are unpredictable, in that the caster does not know when the spell expires.[/tabs]
Re: Dungeon of horror, Round 2
Posted: Fri Feb 10, 2017 3:20 pm
by Quarg
Canon will retreat to D1, if the damn monster comes into range again he will throw his spear again...
If the monster does not come into range...well he'll wait for the next turn...
Re: Dungeon of horror, Round 2
Posted: Fri Feb 10, 2017 6:12 pm
by Tea
ESaL will retreat to E1 and try to distract/lure the skeleton over so the ranged people can get into a better position. "Yoo hoo! Bonehead!"
Re: Dungeon of horror, Round 2
Posted: Tue Feb 14, 2017 12:54 am
by GathersIngredients
"Stand your ground! We only got ONE ranged fighter, so melee it is. I'll try and protect you." Tin Can says and attacks the skeleton, trying to shield his fellow goblins from it's blows
Re: Dungeon of horror, Round 2
Posted: Tue Feb 14, 2017 8:16 am
by LAYF
I'll update when Badge has replied or no later than tomorrow.
Re: Dungeon of horror, Round 2
Posted: Tue Feb 14, 2017 8:41 am
by BadgeAddict
eek! Whiz peeps as he realizes his error, his hindsight slapping him in the face for his stupidity. Whiz takes a few steps back from the skeltor and points the wand at Canon, willing magic into the wand, hoping to even the odds as quickly as possible.
Re: Dungeon of horror, Round 4
Posted: Tue Feb 14, 2017 10:32 am
by LAYF
ROUND 4
-
Canon,makes a tactical retreat to keep his ranged advantage, all the while
Tin Can runs past him, up to stand in the way of the skeleton!
-The Skeleton, full of frenzy and might attacks
Tin Can, dealing 3 DMG to the goblin, luckily
Tin Can caries armor and is used to taking blows, the goblin only receives 1 DMG, and his
[Light armor] loses 1 durability.
Tin Can and
Canon each return the favor,
Canon throwing his spear and
Tin Can hits the skeleton with his bare hands, together the two deals a full 3 DMG to the monster, sadly, in its new size it still stand.
-
ESaL makes a small retreat, trying to get out of the way from the rampaging undead.
-Lastly
Whiz moves back behind
Tin Can, and in the cover he again starts to charge his
[wand of giantism II], it has 1/2 Magic power and will be ready next round.
LORE ENTRY ADDED!
.[tabs: Eats, Shoots, and Leaves]
Color LIGHT BEIGE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 0
REF: 1 + 1 =
2
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 1
Items:
[Shield] + 1 REF (10 durability)
[Stone] X 1 (Throwable)
[tabs:TIN CAN]
Color WHITE
HP: 4 (3)
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 1+1 =
2
REF: 0
WILL: 0
--Skills--
COMBAT: 1
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Light armor] + 1 DEF (10 (9) durability)
[Stone] X 1 (Throwable)
[tabs:WANDERER CANON]
Color BLUE
HP: 4 (3)
--Ability--
ATT: 1
R-ATT: 1 + 1 =
2
MAGIC: 0
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Spear] + 1 R-ATT (Returns to owner)
[tabs:WhizBang]
Color PURPLE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 1
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[wand of giantism II] -
2 (1) Uses, rechargeable 4 (4) times, 2 (1) magic power to activate. This wand will cause any creature of medium or smaller size to grow two size categories, no bigger than large as a end result. The efect will last for 1d6+1/character level rounds. For each size a creature grows it gains the following stat changes: ATT+1, REF-1, HP+2.
[Stone] X 2 (Throwable)
[tabs:
LORE!!!]
Entry 1)
This dungeon maze was found some twenty years ago by Becomes-A-Skeleton, a famed goblin adventure.
He, and countless other goblins has trough the times dared the dungeon, few has returned. but those who did spoke of horrors and gold, both far beyond any goblins imagination.
And now it is your turn to venture into the DUNGEON OF HORROR!!!
Oh.. yea... Becomes-A-Skeleton did not return.... Just saying....
Entry 2)
Magic can be both beneficial and harmful to the subject exposed, for this reason unidentified magical items will always be a gamble to use.
When identified, a magic item will have a roman numeral after its name, this number indicates the spell level for the spell.
Spells with random duration are unpredictable, in that the caster does not know when the spell expires.[/tabs]
Re: Dungeon of horror, Round 4
Posted: Tue Feb 14, 2017 3:15 pm
by Quarg
If the skeleton advances, Canon will retreat and equal number of spaces...
If the skeleton does not advance, Canon will remain in place...
Canon will throw his spear at the skeleton...
Re: Dungeon of horror, Round 4
Posted: Tue Feb 14, 2017 5:43 pm
by GathersIngredients
Tin Can frowns quietly at the lack of support from the other melee goblins and attacks the skeleton again.
Re: Dungeon of horror, Round 4
Posted: Thu Feb 16, 2017 7:47 am
by Tea
EsaL dashes at the skeleton and swings his nice shield at it's shins (if bare hands work, maybe so does this nice hunk of wood).
Re: Dungeon of horror, Round 4
Posted: Mon Feb 20, 2017 1:40 am
by LAYF
Still missing an action from badge, I'll update in about 24 hours, with or without.
To the rest of you, please leave a vote for Whiz bangs action, should badge not reply.
Re: Dungeon of horror, Round 4
Posted: Mon Feb 20, 2017 3:30 am
by GathersIngredients
Vote:
Whiz casts gigantism on Tin Can.
Re: Dungeon of horror, Round 4
Posted: Mon Feb 20, 2017 4:59 am
by BadgeAddict
I'm here...just usually not on the weekends...sheesh, voting for my actions so quickly.
Whiz will point his wand at canon, close his eyes and wish for the best.
Re: Dungeon of horror, Round 4
Posted: Mon Feb 20, 2017 5:04 am
by GathersIngredients
► Show Spoiler
BadgeAddict wrote:I'm here...just usually not on the weekends...sheesh, voting for my actions so quickly.
It's been 6 days...
Re: Dungeon of horror, Round 4
Posted: Mon Feb 20, 2017 5:56 am
by BadgeAddict
......and I've been very busy at work, busier than normal. I apologize, time got away from me.
Re: Dungeon of horror, Round 5
Posted: Mon Feb 20, 2017 12:10 pm
by LAYF
ROUND 5
-The Skeleton, continues its attack on
Tin Can, again dealing 3 DMG to the goblin, but as before
Tin Can caries armor and is used to taking blows, the goblin only receives 1 DMG, and his
[Light armor] loses 1 durability.
-Then
Whiz adds the large charge to his
[wand of giantism II], aiming at
Canon, turning him into a large Goblin!
-
Tin Can and
ESaL both attack the Undead, dealing 2 DMG to the monster!
-
Canon takes aim, throws his
[Spear] and finally kills the bony fiend!
Tin Can,
ESaL,
Whiz and
Canon all feel a sense of accomplishment and victory! Each receiving 1 XP for their deeds. And as they can finally call them self Adventures, they should each choose a class.
Classes:
► Show Spoiler
For each kill a goblin participates in he gains at least 1 XP.
For each "magic circle" activated each all goblins gain 3 XP.
For each dungeon level the party goes down, they gain 5XP.
After the
first Kill, a player may
declare a class. each class may
choose a bonus when completing a dungeon level
instead of the standard 5 XP.
In addition classes may learn Powers.
Players may choose between:
Archer wrote:
Dungeon level 1: + 1 R-ATT.
Dungeon level 2: + 1 HP & 1 REF.
Dungeon level 3: + 1 R-ATT
Dungeon level 4: + 1 REF.
Dungeon level 5: + 1 HP & 1 R-ATT.
Dungeon level 6: + 1 REF
Dungeon level 7: + 1 R-ATT.
Dungeon level 8: + 1 HP & 1 REF.
Dungeon level 9: + 1 R-ATT
Dungeon level 10: + 1 REF.
Warrior wrote:
Dungeon level 1: + 1 ATT.
Dungeon level 2: + 1 HP & 1 DEF.
Dungeon level 3: + 1 ATT
Dungeon level 4: + 1 DEF.
Dungeon level 5: + 1 HP & 1 ATT.
Dungeon level 6: + 1 DEF
Dungeon level 7: + 1 ATT.
Dungeon level 8: + 1 HP & 1 DEF.
Dungeon level 9: + 1 ATT
Dungeon level 10: + 1 DEF.
Teller wrote:
Dungeon level 1: + 1 DMG VS UNDEAD (ATT, R-ATT, MAGIC and Powers)
Dungeon level 2: Heal 1 HP/Round - takes all actions.
Dungeon level 3: Detect magic and undead (range 5 trough walls) + 1 HP
Dungeon level 4: + 2 DMG VS UNDEAD (ATT, R-ATT, MAGIC and Powers)
Dungeon level 5: Detect magic and undead (range 7 trough walls)
Dungeon level 6: Heal 2 HP/Round - takes all actions. + 1 HP
Dungeon level 7: + 3 DMG VS UNDEAD (ATT, R-ATT, MAGIC and Powers)
Dungeon level 8: Detect magic and undead (range 10 trough walls)
Dungeon level 9: + 1 HP
Dungeon level 10: + 4 DMG VS UNDEAD (ATT, R-ATT, MAGIC and Powers)
Spellcaster wrote:
Dungeon level 1: + 1 MAGIC. can learn level 1 spells.
Dungeon level 2: + 1 WILL
Dungeon level 3: + 1 HP
Dungeon level 4: + 1 MAGIC. can learn level 2 spells.
Dungeon level 5: + 1 WILL
Dungeon level 6: + 1 HP
Dungeon level 7: + 1 MAGIC. can learn level 3 spells.
Dungeon level 8: + 1 WILL
Dungeon level 9: + 1 HP
Dungeon level 10:+ 1 MAGIC. can learn level 4 spells.
.[tabs: Eats, Shoots, and Leaves]
Color LIGHT BEIGE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 0
REF: 1 + 1 =
2
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 1
Items:
[Shield] + 1 REF (10 durability)
[Stone] X 1 (Throwable)
[tabs:TIN CAN]
Color WHITE
HP: 4 (2)
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 0
DEF: 1+1 =
2
REF: 0
WILL: 0
--Skills--
COMBAT: 1
ARCHERY: 0
ARCANE: 0
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Light armor] + 1 DEF (10 (8) durability)
[Stone] X 1 (Throwable)
[tabs:WANDERER CANON]
Color BLUE
HP: 4 (7) (+4)
--Ability--
ATT: 1 (3) (+2)
R-ATT: 1 + 1 =
2
MAGIC: 0
DEF: 0
REF: 0 (0) (-2)
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[Spear] + 1 R-ATT (Returns to owner)
[tabs:WhizBang]
Color PURPLE
HP: 4
--Ability--
ATT: 1
R-ATT: 0
MAGIC: 1
DEF: 0
REF: 0
WILL: 0
--Skills--
COMBAT: 0
ARCHERY: 0
ARCANE: 1
PROTECTION: 0
DODGE: 0
AURA: 0
Items:
[wand of giantism II] -
2 (0) Uses, rechargeable 4 (4) times, 2 (0) magic power to activate. This wand will cause any creature of medium or smaller size to grow two size categories, no bigger than large as a end result. The efect will last for 1d6+1/character level rounds. For each size a creature grows it gains the following stat changes: ATT+1, REF-1, HP+2.
[Stone] X 2 (Throwable)
[tabs:
LORE!!!]
Entry 1)
This dungeon maze was found some twenty years ago by Becomes-A-Skeleton, a famed goblin adventure.
He, and countless other goblins has trough the times dared the dungeon, few has returned. but those who did spoke of horrors and gold, both far beyond any goblins imagination.
And now it is your turn to venture into the DUNGEON OF HORROR!!!
Oh.. yea... Becomes-A-Skeleton did not return.... Just saying....
Entry 2)
Magic can be both beneficial and harmful to the subject exposed, for this reason unidentified magical items will always be a gamble to use.
When identified, a magic item will have a roman numeral after its name, this number indicates the spell level for the spell.
Spells with random duration are unpredictable, in that the caster does not know when the spell expires.[/tabs]
Re: Dungeon of horror, Round 5
Posted: Mon Feb 20, 2017 3:23 pm
by GathersIngredients
Tin Can searches the skeleton for loot and picks up anything useful, as well as stones he can find, moving as needed for that.
He postpones the decision which class to become.
If still able to, he will also move,
but I will wait for how the other party members move to E1.
If I understood it correctly, a goblin can't share a square with a giant goblin, anyways, yes?
► Show Spoiler
I'm not gonna have Tin Can keep all the loot, even if there a multiple items and even if he should be able to pick up all of it.
Re: Dungeon of horror, Round 5
Posted: Mon Feb 20, 2017 3:38 pm
by LAYF
GathersIngredients wrote:-SNIP-
If I understood it correctly, a gobling can't share a square with a giant goblin, anyways, yes?
-SNIP-
► Show Spoiler
Correct.
But you may pass any allied in a square (running between cannons legs to get towards A1 for one example)
A giant monster needs 4 squares
A huge monster needs 2 squares
A large monster fills one square (Cannon is large right now)
A medium fills 1/2
Small (normal goblins) fill 1/4
Tiny 1/8
Smaller than micro = swarm
Re: Dungeon of horror, Round 5
Posted: Mon Feb 20, 2017 4:09 pm
by Quarg
Canon will become a spellcaster,
But if he can he will throw his spear into the blob comming his way...
Re: Dungeon of horror, Round 5
Posted: Mon Feb 20, 2017 8:47 pm
by Tea
Esal also turns his attention to the skeleton remains and searches for a nice femur to use as a club to go with his shield (provided Tin Can isn't also interested in it since he did get there first). He will help Tin Can gather the rest of the bones and debris:
"Hey, any idea what we can do with all this stuff.... sure....some of it looks useful, but some of it just looks like little broken bits."
As for classes, he is also unsure what to choose. Either warrior or teller sounds like it would suit him, he wants to get better at defending his friends.
Re: Dungeon of horror, Round 5
Posted: Mon Feb 20, 2017 11:13 pm
by GathersIngredients
"Well, I'm not sure if any of us got the skills to craft something out of bones, but at the very least we could use any fabric to bandage wounds, and the bones themselves as weapons, maybe. Also, I think I saw it wearing a shoe. Might be better than going barefoot." Tin Can replies.
► Show Spoiler
does archer work with stones, too? Just curious, because the word itself would imply the use of a bow.
Also, could you please make the char sheets current, LAYF? It still says 0 XP and also the 4 full hearts are misleading - since Tin Can only has 2/4 HP.
Re: Dungeon of horror, Round 5
Posted: Tue Feb 21, 2017 1:01 am
by LAYF
GathersIngredients wrote:
► Show Spoiler
does archer work with stones, too? Just curious, because the word itself would imply the use of a bow.
Also, could you please make the char sheets current, LAYF? It still says 0 XP and also the 4 full hearts are misleading - since Tin Can only has 2/4 HP.
► Show Spoiler
Do'h i forgot the image does not update with my excel sheet, I'll update when I'm home.
About archer, yes it works with any ranged weapon.
Simply adding +1 R-ATT (ranged attack) (at odd levels)
Maybe I should find another name... Hmm.
Also, about crafting, you can attempt anything really, I'll decide on a case by case basis if it's possible ad if, how likely. Aside from that you can find training manuals, ad by using xp learn abilities that will improve, among other things, your crafting abilities.
To craft you of course need material, and currently your characters are limited to carrying 2 items beside whatever weapons, armor and shield they are actively using.
If you get hold of a bag, that will increase your carrying capacity...
Re: Dungeon of horror, Round 5
Posted: Tue Feb 21, 2017 5:35 am
by BadgeAddict
Whiz realizes his potential as a spellcaster and laughs evilly as the power rushes into him, only to let out a peep of fright about his own evil laugh. He peers around the corner where his tall friend is standing and sees a blob moving towards them. He points at it, jumping up and down peeping in fright. In his fright, he points the wand at the blob, briefly forgetting what it does and wishes that the blob would just die already.
(Two questions: 1) Can we multi-class, 2) If I put magic into the wand will it dissipate if I don't use it within a certain time period?)
Re: Dungeon of horror, Round 5
Posted: Tue Feb 21, 2017 6:43 am
by LAYF
BadgeAddict wrote:
(Two questions: 1) Can we multi-class, 2) If I put magic into the wand will it dissipate if I don't use it within a certain time period?)
► Show Spoiler
1) no, not as is now, if the game continues for long enough, I'll add the possibility of "prestige classes"
(after level 5 I think)
These will include things like fighting mages, healing warriors and spellcasting rangers.
2) the magic stored is stored until something actively changes that.
Re: Dungeon of horror, Round 5
Posted: Tue Feb 21, 2017 9:16 pm
by Tea
characters are limited to carrying 2 items beside whatever weapons, armor and shield they are actively using.
So we have space to pick things up and bring them to our companions (probably next turn) who are more interested in the approaching blob than sorting through the remains? I'm not interested in anything besides the femur, does anyone want something picked up? Projectile vertebrae? The other leg?