"It was supposed to be a a simple dungeon resupply and trap reset run... too bad nothing's ever that easy."
I will be rolling 2d6 and a d8 against a difficulty of between 5 and 9 for most actions, with a roll of 3 representing a critical failure, and a roll of 11 representing a "natural 20". Doubles will add a "positive condition" of some kind (basically, a crit). The d8 is for criticals; 1 for a negative crit, 8 for a positive crit, the rest might indicate amounts or quality of valuables found, so even if you fail the normal roll you might sneak something out with a crit. Attacks will do 1-3 damage, plus weapon bonuses, +1 if doubles are rolled, +1 on a "negative crit" and +2 on a "positive crit". Criticals on the 2d6 and on the d8 can stack. Combat will usually be a 7+ or 8+ difficulty (increased for higher DEF ratings), though doubles will always hit. What you need to hit and be hit is listed in the writeup for your character sheet; doubles will always hit.
I'm reading +atk as "to hit only" --- if these are magic items you've found that have bonuses to hit -and- damage, say so. I'm pretty sure they're not.
When I do combat, I'm going to roll three attacks per turn for all sides, that way we can speed combat up (and you can set a condition or two for fighting, such as pressing an advantage or retreating if severely harmed). One of the difficulties I had when I tried running a dungeon a while back was that the play by post method of these games don't do well for per-turn combat, especially if you're fighting, say a huge beast with lots of HP or lots of grunts that slow things down. Combat will be done intelligently though, I won't blindly kill you if you get badly hurt and will probably allow you to run at the first sign of trouble. Running WHERE may be another problem given the nature of the Pit, but you'll take that as it comes

I do not have my spritesheets and art assets handy and I'm feeling lazy. This will be a text-only run, but for those of you who know me well, you know how descriptive I can get when I have to be (so the posts will be like my Civilization posts, in condensed form).
You move at 30 feet per turn if descending, or 50 if you do a "double move" and nothing else. You move 20 feet per turn if ascending, or twice that if double-moving. The ropes and such going up and down aren't meant to take quick continual punishment (and in some places, the ropes and ladders might be damaged or destroyed). Along the way there are ledges and such where you'll find traps that have been triggered or broken; it will be your job to replace these using the tools found in the Survival Shack on the surface. The Pit itself is almost 3000 feet straight down; it was a dwarf exploratory tunnel until an earthquake up and wrecked the entire area, forcing them to move on. That's 10 turns for 300 feet, although in places (such as where zip-lines are installed) the distance might be faster, farther. I expect things to be done in 70-80 turns, and at one turn a day, this should last us the summer.
I'll probably update in the early morning hours, a little bit after midnight. If I haven't taken a break from Civ 7 and have instead moved on to its final stage, then this will be updated after that.
You'll get three or four turns to talk to The Talker (I'll doublecheck the GAL thread to see who is in before we head out) as he brings you via his wagon from the inn to The Pit, so it can be a time to get information out of him, try to barter with him, steal from him (not wise), or something before the Pit starts proper.
Current Players:
.[tabs:Braineel]
Without A Past: HP: 5/5
Is hit on (2d6): 6+
Deals 1-3 Unarmed Damage
Hits on (2d6) 8+
Wielding: Empty Hands
Wearing: Regular Clothes
Backpack: 9 Gold Pieces
Satchel: Two pair of Enchanted Wristcuffs ("Cow"), 4 Bandages (Heals 2 or 3 HP), 1 Medicated Bandage (Heals 4 HP), Trap Tool Kit
Satchel is now Full (Trap Tool Kit is medium sized)
[tabs:Nolandking]
Tells Bad Jokes: HP: 5/5
Is hit on (2d6) 6+, 7+ vs Animals
Deals 1-3 +1 Piercing Damage
Hits on (2d6) 7+
Wielding: Harpoon +1, +2 vs Enemies in Water (2H)
Wearing: Crystal Mask of Natural Stealth, Druid's Cloak (+1 Def vs Animals), Ring of Sanctuary (Displaces Aggression by 50%)
Backpack: 50' Rope, pen and ink, biscuits, water flask, Dagger (+1 to hit), 2 Alchemist Fire (+4 Atk)
Satchel: 10 Beer Stained Bandages (Heals 1-3 damage, adds possible negative status 20%)
Curse of Mudhoney: Tells Polymorphs into a badger if he drinks or touches mudhoney.
[tabs:Chuck]
Vengeful One: HP: 5/5
Is hit on (2d6): 7+
Deals 1-3 +2 Piercing, Fire Damage
Hits on (2d6) 6+
Wielding: Flaming Trident (+2 Atk, deals Fire Damage, extinguishes in water)
Wearing: Leather Armor (+1 Def), Pirate Captain's Hat
Backpack: Throwing Axe (+1 Atk), two maces (+2 ATK, one of them is lead-weighted and breaks bones on a critical)
Dwarf Keg Pack:[/i] Mattock (2H, pierces armor, +1 ATK), 50' Rope w/ very fine quality grappling hook, a stone sculpter's toolbelt (hammer, chisel, "scratching tool", thick leather gloves), beer barf towel
Satchel: 4 Bandages (Heal 2-3 damage)
[tabs:Quarg]
William The Red: HP: 5/5
Is hit on (2d6): 9+, 8+ vs Magic
Deals 1-3 +2 Slashing Damage
Hits on (2d6) 6+
Wielding: Long Sword (+2 Atk), 1-handed Iron Shield (+1 Def)
Wearing: Wizards Robe (+1 MDef), Chain Mail (+2 Def), Ring of Water Form (Assume water form for 3 turns, 15 turn cooldown)
Backpack: Some Rope, 2H Shield (+1 Def), Healing Salve (+2d3 Hp), Wand of Slumber (casts Sleep, has 3 charges), Pirate Hook (+1 Atk)
Satchel: 4 Bandages (Heals 2 or 3 HP), 1 Medicated Bandage (Heals 4 HP), Trap Tool Kit
Satchel is now Full
Withering Touch: Ranged attack, deals 1 Magic Damage, ignores Defense, 1 turn cooldown. Requires a turn to Charge. Cannot hold a charge but can overcharge; full effects of overcharging unknown.
[tabs:Patdragon]
Forges for Food: HP 6/6
Is hit on (2d6): 7+
Deals 1-3 +2 Blunt Damage
Hits on (2d6) 6+
Wearing: Leather Jerkin (+1 Def), "Man Purse" (Backpack)
Wielding: Mace (+2 Atk)
Backpack: Some Rope, Human(?) Bones, 3 Small Dead Rats, 2 Medium Dead Rats, Preserved Human Ear Necklace, 3 important looking letters, Wand of Mischevious Consequences (Adds ??? Status, 4 Charges, recharges on return to GAL), 1 Medicated Bandage, Trap Tool Kit
Satchel: ?Amber Bottles (3), Potion of Recovery, ?Human fingerbone with two amethysts, Elixir of Healing (recovers 1d6+3 HP), 4 Bandages
[tabs:Gathers]
Walks With The Wind: HP 5/5 || 6/6
Is hit on (2d6): 7+
Deals 1-3 +1 Piercing Damage
Hits on (2d6) 7+, 6+ with Axe
Wearing: Wolfskin Cloak (+1 Def, RCold), Silver Necklace (+1 HP)
Wielding: Shortbow (10 Arrows, +1 Atk)
Backpack: Skull, Some Rope, Torch (+1 Atk, 5% AddFire, 10% SelfSunder), Iron Shield (+2 Def), Axe of Knockback (+2 Atk, 15% to knock opponent prone).
Satchel: 4 Bandages (Heals 2 or 3 HP), 1 Medicated Bandage (Heals 4 HP), Trap Tool Kit[/tabs]