clockworkjoe
First Post
http://slangdesign.com/dungeon for background and maps
GOOD GUYS OPENING ACTIONS
PLAYER 1: DABBIL THE SECOND
Actions: Dabbil pulls out a wand and begins casting a simple enhancement spell on himself and his allies. After each person is enchanted with this spell, they move more nimbly. He then reads from a magical scroll, and polymorphs into an annis hag! He then reads another scroll, and causes his bow to glow brightly for a moment. He repeats this with another scroll, enchanting his arrows.
Dabbil then casts a simple protective spell over himself and Mr. Boots. Finally, Dabbil casts 4 more spells from scrolls, each spell enchanting Caldour's bow, rapier, warhammer, and short sword.
RESULTS:
+4 dex to Dabbil
+2 dex to Serena
+4 dex to Mr. Boots
+4, 3, 5, 3, 3, 4, 5, 5, 5, 3, 4, 2, 5 DEX to DE 1-8 and DW 1-5 respectively in
that order
+4 dex to Jorachim
+2 dex to Sir Alexander
+4, 2 dex to JE1, JE2
+4 dex to Caldour Canvadar
+5 dex to Delmarra Bladebite
+4 dex to Lorac
+3 dex to Horacio
+5 dex to Neville
+3 dex to JV
Mage armor on Dabbil
Mage armor on Mr. Boots
Dabbil polymorph to hag (annis)
STR to 25, DEX to 12, CON to 14
gains 2 claw attacks and 1 bite attack
+10 natural AC
Retains all equipment and is able to use it
Must make a DC 19 will save anytime a stressful situation (such as combat) is encountered. Failure results in a -2 to penalty to all attack rolls, saves, skill checks, and ability checks for the duration of the situation.
TURN 1.02
PLAYER: Delmarra
The dwarven mage Delmarra Bladebite begins by casting many spells from a stack of scrolls, drinking potions, and handing out potions to her friends.
RESULTS
Enlarge spell and +2 STR to: Lorac, Sir Alexander, Praga Khan, and Caldour.
+3 CON to Delmarra
+2 STR to Mr. Boots
+4 WIS to Delmarra
Mage armor on Delmarra
Magic circle vs evil on Delmarra, Lorac, Caldour, Praga, Mr. Boots
Stoneskin on Delmarra and Lorac
Pass out potions of Endurance to Lorac, Praga, Sir Alexander, and
Caldour
Pass out potions of Bull's Strength to Lorac, Praga, Sir Alexander, and Caldour
Pass out potions of Wisdom to Sir Alexander, Joachim, Serena, and Praga
GOOD TURN 1.03
PLAYER: JORACHIM
Jorachim starts by lighting a magical candle and praying. Two of his followers drink potions.
RESULTS:
2 Followers gain +10 to sneak and +10 to hide
GOOD TURN 1.04
PLAYER: CALDOUR, HORACIO & PRAGA
The two adventurers and mercenary simply wait for their spellcasting friends to finish casting spells and such.
RESULT:
Nothing!
END OF GOOD TURN 1
GOOD GUYS OPENING ACTIONS
PLAYER 1: DABBIL THE SECOND
Actions: Dabbil pulls out a wand and begins casting a simple enhancement spell on himself and his allies. After each person is enchanted with this spell, they move more nimbly. He then reads from a magical scroll, and polymorphs into an annis hag! He then reads another scroll, and causes his bow to glow brightly for a moment. He repeats this with another scroll, enchanting his arrows.
Dabbil then casts a simple protective spell over himself and Mr. Boots. Finally, Dabbil casts 4 more spells from scrolls, each spell enchanting Caldour's bow, rapier, warhammer, and short sword.
RESULTS:
+4 dex to Dabbil
+2 dex to Serena
+4 dex to Mr. Boots
+4, 3, 5, 3, 3, 4, 5, 5, 5, 3, 4, 2, 5 DEX to DE 1-8 and DW 1-5 respectively in
that order
+4 dex to Jorachim
+2 dex to Sir Alexander
+4, 2 dex to JE1, JE2
+4 dex to Caldour Canvadar
+5 dex to Delmarra Bladebite
+4 dex to Lorac
+3 dex to Horacio
+5 dex to Neville
+3 dex to JV
Mage armor on Dabbil
Mage armor on Mr. Boots
Dabbil polymorph to hag (annis)
STR to 25, DEX to 12, CON to 14
gains 2 claw attacks and 1 bite attack
+10 natural AC
Retains all equipment and is able to use it
Must make a DC 19 will save anytime a stressful situation (such as combat) is encountered. Failure results in a -2 to penalty to all attack rolls, saves, skill checks, and ability checks for the duration of the situation.
TURN 1.02
PLAYER: Delmarra
The dwarven mage Delmarra Bladebite begins by casting many spells from a stack of scrolls, drinking potions, and handing out potions to her friends.
RESULTS
Enlarge spell and +2 STR to: Lorac, Sir Alexander, Praga Khan, and Caldour.
+3 CON to Delmarra
+2 STR to Mr. Boots
+4 WIS to Delmarra
Mage armor on Delmarra
Magic circle vs evil on Delmarra, Lorac, Caldour, Praga, Mr. Boots
Stoneskin on Delmarra and Lorac
Pass out potions of Endurance to Lorac, Praga, Sir Alexander, and
Caldour
Pass out potions of Bull's Strength to Lorac, Praga, Sir Alexander, and Caldour
Pass out potions of Wisdom to Sir Alexander, Joachim, Serena, and Praga
GOOD TURN 1.03
PLAYER: JORACHIM
Jorachim starts by lighting a magical candle and praying. Two of his followers drink potions.
RESULTS:
2 Followers gain +10 to sneak and +10 to hide
GOOD TURN 1.04
PLAYER: CALDOUR, HORACIO & PRAGA
The two adventurers and mercenary simply wait for their spellcasting friends to finish casting spells and such.
RESULT:
Nothing!
END OF GOOD TURN 1
Last edited: