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Hectichermit
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Hectichermit
1,828 posts
Bard

So I am going to DM a game, the dungeon is randomly generated and will be using 3.5e

For the basic information on 3.5e you can look it up here

We ill be using gestalt characters starting at level 1.

I need 4 players and you are welcome to use any material of 3.5e if you have any.

We will roll 5d6 for each stat you can use the best 3

Starting Gold for all is 100 gp
Max HP per HD

Skills:
Escape Artist/Tumble/Balance = Acrobatics
Jump/Climb/Swim =Athletics
Listen/Spot/Search = Perception
Gather Information is now part of Diplomacy
Forgery/Decipher Script/Speak Language =Linguistics
Hide/Open Lock/ Move Silently= Stealth
Handle Animal/Ride =Handle Animal

Use Rope has been removed

Charaters
Broken Bill
Vamir Silverwind
Zero Furrbone
Deron

Master Of Dungeons and Mad Wizard: Hectichermit
:P

  • 69 Replies
Chryosten
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Chryosten
17,384 posts
Herald

Vamir heads towards the two doors and attempts to open up the one on the left.

weirdlike
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weirdlike
1,299 posts
Prince

BrokenBill is happy he has a crowbar for such measures

1d20=3

EDIT: 4

DICE RESULTS
3 = 1d20
Hectichermit
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Hectichermit
1,828 posts
Bard

Darkfire roll a Perception check

Chryosten
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Chryosten
17,384 posts
Herald

Alright. Perception check go.

Peception = 1+5

DICE RESULTS
1 = Peception
Hectichermit
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Hectichermit
1,828 posts
Bard

Vamair falls into a pit trap, unaware of it as he approaches the door

Make a Reflex save
D20

if you fail you take

Hectichermit
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Hectichermit
1,828 posts
Bard
DICE RESULTS
16 = Damage
Chryosten
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Chryosten
17,384 posts
Herald

Oh hell. Dices, don't fail me now.

1d20=13

DICE RESULTS
13 = 1d20
Hectichermit
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Hectichermit
1,828 posts
Bard

Make an Acrobatics check, to reduce damage

Chryosten
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Chryosten
17,384 posts
Herald

1d20=1

All this just because I forgot to check for traps. :P

I really am unlucky.

DICE RESULTS
1 = 1d20
Hectichermit
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Hectichermit
1,828 posts
Bard

Vamir fall is broken as he lands in a pool of water,
-----------------------------------------------------------------------------
he takes 1/2 damage, I will be nice lol
If someone makes a perception DC 15 check they will notice something small and shiny at the bottom of the pit

weirdlike
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weirdlike
1,299 posts
Prince

BrokenBill hears a noise in the distance and runs back to find Vamir Silverwind lying at the bottom of a pit. BrokenBill then quickly fastens his rusty nails into the ground with his hammer and tie's his hemp rope to it and throw's it down the pit.

perception before climbing down

1d20=11

EDIT: 13

DICE RESULTS
11 = 1d20
weirdlike
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weirdlike
1,299 posts
Prince

BrokenBill sets his backpack and gear down. He climbs down and helps Vamir Silverwind back up. Back at the top, BrokenBill offers Vamir Silverwind some of his ale (for luck) as he retrieves his hemp rope. Unfortunately the rusty nails are stuck and cannot be retrieved.

Chryosten
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Chryosten
17,384 posts
Herald

Vamir thanks BrokenBill for helping him out of the pit and also politely refuses the gnome's offer of ale. Swearing to not make the same mistake as before, he checks for any traps in the room.

1d20=14

DICE RESULTS
14 = 1d20
Hectichermit
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Hectichermit
1,828 posts
Bard

Vamir doesn't see any traps
--------------------------------------

BTW Here are some general rules
1. A combat round is roughly 6 seconds. You can take a move action, a standard action, and a swift or immediate action in that amount of time as well as a reasonable amount of free actions.
2. You can take 10 on most skill rolls if you have at least a minute of time where you are not in danger or 20 when you have at least 5 minutes. Some skill don't use these rules because they are based on longer time periods such as crafting or profession.
3. When something occurs that isn't covered in the skills I will make a general ability check.
4. You don't die at 0 HP but rather fall unconscious and start losing HP per round until you can roll a Fort save to stabilize. If you hit -10 your dead.

Also a side note, I will not make monsters exit their own rooms unless something draws their attention, I would suggest drawing your own map and understanding lighting rules. Usually when it gets dark it depends on the characters vision abilities. For instance most torches light 20 ft and low light vision doubles that for a character, dark vision usually has a limited range from the players position.

The tiles in most dnd settings are 5x5 feet so if I say a room is 15 x 20 its 3 by 4 tiles, I will always put width x length in that order

weirdlike
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weirdlike
1,299 posts
Prince

BrokenBill opens the last remaining door

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