Author Topic: OLD SCHOOL DUNGEON CRAWL  (Read 260877 times)

clockworkjoe

  • BUY MY BOOK
  • Administrator
  • Extreme XP CEO
  • *****
  • Posts: 6517
    • View Profile
    • BUY MY BOOK
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #735 on: October 20, 2009, 12:25:48 AM »
aaaaaa

this game is no longer a dungeon crawl and I can't keep track of all this shit.

the only reason this game has lasted as long as it has is because I could make it all up on the fly or through random tables. This game is sufficently complex that I can't run it on the fly anymore.

Sooo, what are we going to do?

I still haven't moved yet so I am kinda distracted by things.

But

I could reboot with existing PCs in a randomly generated dungeon - going to fully generate it before I post. I'll even post a map so you can just say where you're going. The map won't reveal room contents of course.

Or

someone else could run the game as is

or something else

what say you?

Boyos

  • President of the Apparatus of Kwalish fan club
  • *****
  • Posts: 1618
    • View Profile
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #736 on: October 20, 2009, 05:49:24 AM »
I fully figured it was getting outta hand haha. ill do what ever fits the thread, im more impressed i lived so long haha.

Murph

  • I am worth 100 points in GURPS...ladies
  • ***
  • Posts: 249
    • View Profile
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #737 on: October 20, 2009, 09:14:57 AM »
I'm all for "a wizard did it" soft reset.  I've always wondered how Renay would turn out if his father was killed by future Romulans future orcs instead of in a mysterious way.

ugnis13

  • I am worth 100 points in GURPS...ladies
  • ***
  • Posts: 145
    • View Profile
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #738 on: October 20, 2009, 10:07:50 AM »
Kelgar

"HEE HAW!"

clockworkjoe

  • BUY MY BOOK
  • Administrator
  • Extreme XP CEO
  • *****
  • Posts: 6517
    • View Profile
    • BUY MY BOOK
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #739 on: October 20, 2009, 04:08:44 PM »
K.

Kelgar is no longer a donkey. I'll post a new dungeon soon.

ugnis13

  • I am worth 100 points in GURPS...ladies
  • ***
  • Posts: 145
    • View Profile
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #740 on: October 20, 2009, 10:21:59 PM »
Kelgar

" HEE *ahem* well thats better"

clockworkjoe

  • BUY MY BOOK
  • Administrator
  • Extreme XP CEO
  • *****
  • Posts: 6517
    • View Profile
    • BUY MY BOOK
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #741 on: October 20, 2009, 11:53:35 PM »
MEANWHILE IN SPACE

the orbital retcannon unleashes a massive blast upon the unsuspecting campaign world

When the dust settles, every PC wakes up in a dungeon. You are all members of the same adventuring having decided that all of you look trustworthy after meeting in a bar and getting a treasure map from a mysterious old man in a corner who fed you some kinda bullshit about saving the world.

You are in room 1. There is nothing of note in this room.

« Last Edit: October 20, 2009, 11:56:27 PM by clockworkjoe »

clockworkjoe

  • BUY MY BOOK
  • Administrator
  • Extreme XP CEO
  • *****
  • Posts: 6517
    • View Profile
    • BUY MY BOOK
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #742 on: October 21, 2009, 12:12:35 AM »
Reintroduce your character

post your stats and everything you have on you.

You don't know how to get back to the surface right now so food and supplies are an issue. A WIZARD STOLE ALL BUT 3 DAYS OF FOOD AND WATER FOR EACH CHARACTER

DEAL WITH IT

There are three rates of dungeon movement

Paranoid: Ultra-slow, ultra-cautious. 1 square per 10 minutes of travel. No chance of random encounter. Thief auto-detects traps.

Standard: 1 square per minute. Standard chance for random encounters ~ 1% per square, rolled once for trip so 11 squares equals 11% Thief gets one chance to detect hidden traps if he declares before and then rolls.

Fast: 10 squares a minute: no chance to detect traps. 5% per square of random encounter.

Boyos

  • President of the Apparatus of Kwalish fan club
  • *****
  • Posts: 1618
    • View Profile
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #743 on: October 21, 2009, 12:26:44 AM »
Atilla Redcap 70,001/140,001

Dwarf lvl 7

41/41 HP AC 3 THACO 14

STR  11 - 0
DEX  10 - 0
CON  13 +1
INT   9 -1
WIS  10 0
CHA  13 +1

+2 Chain mail armor, 1 axe, 1 cat skin will be used to make a hat one day, a bottle of posion, a long sword, 35 gold, the 1 gem worth 25 gold, 1 water skin, and 3 days trial rations.

Backstab: Skaven ability granted when he turned into a Skaven, +4 to attacks when moving silent and Hiding in shadows x2 damage.

Atilla is stuned, "Ok, Lets try to find our way out of here, any of you guys know wich way to go? If not I say we head out threw the west door and start making our way from there, everyone knows west is allways a good way to go!" Atilla then squeeks pulling out his long sword ready for action. 

Murph

  • I am worth 100 points in GURPS...ladies
  • ***
  • Posts: 249
    • View Profile
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #744 on: October 21, 2009, 06:44:11 PM »
Renay THE STUFF TAKER

Thief
STR: 7   
DEX: 14   
CON: 11   
INT: 10   
WIS: 12   
CHA: 9

Pick Locks   Find/Remove Traps   Pick Pockets   Move Silently   Climb Walls   Hide in Shadows   Hear Noise
17                14                       23                                23          87        13               1-2


Renay is CN so he can take stuff.  Once he took stuff because he was THE CHOSEN ONE.  Also his parents are dead and he has amnesia.

Renay has been known to have a silver tongue and uses it

Murph

  • I am worth 100 points in GURPS...ladies
  • ***
  • Posts: 249
    • View Profile
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #745 on: October 21, 2009, 06:50:32 PM »
Renay

500/???

Renay is deeply saddened by the loss of his companions.  He would shed a single tear if he wasn't so paranoid as to suspect the very square he was teleporter onto to be trapped!  Wizards are not to be trusted.  Renay overcomes his emotions and begins to check for traps.

Trap detection (is it a percentile or d20?  I'll roll both)
Rolling 1d20:
(11): Total = 11

Rolling 1d100:
(30): Total = 30

Setherick

  • Administrator
  • Cosmic Horror: 1d10/1d100 SAN loss
  • *****
  • Posts: 2583
  • Economies of Scale
    • View Profile
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #746 on: October 22, 2009, 10:25:56 PM »
Hairy Fapper

STR  9 (-1)
DEX 9 (-1)
CON 6 (-2)
INT 13 (+1)
WIS 11 (+0)
CHA 8 (-1)

THAC0 = 19
AC = 10
HP = 11
Notes: -1 to all Saving Throws

Spells

(1st Level = 4)
Shield
Ray of Enfeeblement
Enlarge Person
Feather Fall

(2nd Level = 3)
Protection from Arrows
Scorching Ray
Continual Flame

(3rd Level = 2)
Displacement
Daylight


Five God

STR 17 (+3)
DEX 8 (-1)
CON 17 (+3)
INT 9 (-1)
WIS 4 (-3)
CHA 9 (-1)

THAC0 = 16 (melee) / 14 (with +2 Longsword, Damage 1d8+5)
AC = -4 (Full Plate + Shield)
HP = 21

Equipment

Ring of Sustenance x2 = 5,000
Wand of Cure Light Wounds x2 = 1,500
Wand of Magic Missile (5th level) = 3,750
Bracelet of Friends = 19,000
Handy Haversack = 2,000

+2 Full Plate Mail = 5,650
+2 Tower Shield = 4,180
+2 Long Sword = 8,315
"Something smart so that I can impress people I don't know." - Some Author I've Not Read

clockworkjoe

  • BUY MY BOOK
  • Administrator
  • Extreme XP CEO
  • *****
  • Posts: 6517
    • View Profile
    • BUY MY BOOK
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #747 on: October 22, 2009, 10:42:48 PM »
Renay finds no traps in room 1.

WHAT NOW HOTSHOTS

Boyos

  • President of the Apparatus of Kwalish fan club
  • *****
  • Posts: 1618
    • View Profile
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #748 on: October 22, 2009, 11:33:30 PM »
Atilla Redcap 70,001/140,000

Atilla starts to head off to the west, "Bahh traps are for wimps theres no traps in here the worse thing were prob gonna see is a chair, with a wobbly leg, now thats a drunks trap!" Atilla laughs at his joke as he heads west at a standerd speed.

clockworkjoe

  • BUY MY BOOK
  • Administrator
  • Extreme XP CEO
  • *****
  • Posts: 6517
    • View Profile
    • BUY MY BOOK
Re: OLD SCHOOL DUNGEON CRAWL
« Reply #749 on: October 22, 2009, 11:58:38 PM »
Redcap spends 28 minutes walking 28 squares and stops 1 square north of room 1. He can open the door to the south, which leads back to room 1 or go north or go north then east.

Rolling 1d100:
(58): Total = 58